Our newest demon-huntin' baddie Locke is hitting the Rift this patch! You can check him out in between MSI matches, but you won't see him on that big stage yet. We've also got balance changes to a swathe of champions, from everyone's “always chasin' charms, never savin' ADCs” support, to the Darkin who just won't die in my games.
Ranked 5s will also be returning for a limited run starting on June 26. We decided to bump down start times to 8pm, to accommodate all us eepy lil guys who need to go night night by 10pm. So time to text the squad and get into queue. We also have last hit indicators coming to Ranked and Normal Draft queues! So now there's no excuse to miss those canons, pal. (You can also turn them off if you like a challenge.)
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Broken Covenant Jhin, Broken Covenant Aurora, Broken Covenant Shen, High Noon Akshan, and High Noon Locke will be available June 24, 2026.
Guilt's a sickness, and I've got the cure.
Locke, the Ashen Exorcist, is slayin' demons and disappointing his mother June 24th.
Passive - Silver Stake
Locke's attacks deal additional magic damage On-Hit, increased based on enemy missing Health.
Q - Ritual Nails
Locke readies a set of Soul Nails to throw, dealing damage to and marking enemies hit. Locke can consume the marks to deal bonus damage with his attacks.
W - Soul Ignition
Locke ignites his soul, gaining Attack Speed and Move Speed, and dealing damage to himself. At the end of the duration, Locke will heal back a portion of the damage he takes during the effect.
E - Ashen Pursuit
Locke teleports to a location before dashing to attack his next target, dealing damage to enemies passed through.
R - Purgatory
Locke throws a binding artifact that deals damage and potentially executes enemies hit. Locke gains additional power for sealing away enemy champions.
Since his nerfs earlier this year, Aphelios has fallen in priority and win rate. With some power budget freed up, we're pulling back on some of those earlier nerfs to highlight each gun's unique strengths.
Bard has been a tanky roaming meta staple for much of the season, so we're trimming his damage so tank Bard doesn't get to hit nearly as hard without investing in AP.
Passive - Traveler's Call
Damage Per Meep: 35 (+10 per 5 Chimes) (+40% AP) ⇒ 30 (+6 per 5 Chimes) (+40% AP)
Brand continues to dominate bot lane for most players, so we're nerfing his early passive detonation damage while offsetting some of that hit for more skilled players and supports through mana tuning.
Cassiopeia has risen to the top of pro play presence, even before our 26.12 nerfs to her major competition. We would like to preserve some of her unique strengths, like her rewarding laning and slippery speed, but she should have a less gigantic health bar for when opponents actually lock her down!
As the marksman meta has evolved around crit, on-hit, and caster builds, Draven has fallen behind. We're buffing his heavy-AD pattern instead of trying to redirect his itemization.
Kai'Sa has struggled to get through lane and find her big Killer Instinct moments, so we're buffing her fallback W pattern early and her later-game backline dive threat.
K'Sante has been a major beneficiary with Doran's Helm entering the mix in Season 2, so we're lightly tapping down his early reliability while still rewarding successful all-ins.
We want to better reward LeBlanc players for landing some of her less guaranteed damage, rather than giving her more gank or lane support, both of which she does really well already.
Olaf used to be a staple in the jungle but has been out of favor for a while now, despite our earlier attempts this season to help him out. We are looking to give him a bit more power to entice him back into the wilderness.
Jungle class diversity has been dominated almost exclusively by fighters for a while now, and we think Poppy is a good pick for a tankier counter option into many of the fighter junglers at the top of the meta. This buff is aimed at her jungle clear and gank windows while minimizing top and support impact.
Another class that's underrepresented in the jungle is assassins. We feel Qiyana is a great choice for a buff as she's recently been on the lower end of balanced in the jungle, so we're giving her a jungle-focused buff to help bring her back without meaningfully juicing mid lane.
Rek'Sai's combination of dueling power and mobility has made her too successful at high ranks, so we're shaving down her early-to-mid burst windows while preserving her unique map movement and longer fight pattern.
Rumble has been an extremely reliable blind-pick top laner for a long time, so we're lowering some of his early staying power and base damage while keeping his scaling pattern intact.
Senna players have moved over to a much stronger Bot lane farming pattern, so we're softening her farming and Shiv synergy while also tuning her DPS around having access to more souls. The Doran's Helm nerf should do the rest of the work necessary to get her to the right power level between roles.
Passive - Absolution
Soul Drop Chance (Senna Kill): 10% ⇒ 5%
Soul Drop Chance (Ally Kill): 28% ⇒ 32%
Crit Damage: -10% (180% / 27% with IE) ⇒ -15% (170% / 25.5% with IE)
Sion has been resilient in both solo queue and pro play for a long time, so we're weakening some of his reliable early lane power and resource access without decimating his core tank fantasy.
We feel Vex has had less of an impact in her games than we think she should, so we're giving her a quality of life buff that should make her reset pattern feel smoother so she can have more pop off giga plays.
Zaahen is already seeing more play across audiences, so we're giving him more room to fish for his early trade patterns and engage in mid game skirmishes without raising his scaling ceiling.
We overshot a bit with the 26.11 Doran's Helm buff, so we're tapping it back down while keeping the base health high and targeting the users it's overperforming on.
Imperial Mandate has landed softly, and the build path has been too awkward for many of its likely users, especially supports. We're smoothing out the path and shifting some of its power accordingly.
Unique - Control: 15 AH For Immobilizing Abilities ⇒ 20 AH For Immobilizing Abilities
Unique - Command: 6% Vulnerable ⇒ 7% Vulnerable
We're going to be enabling Last Hit Indicators for Normal Draft games. This feature has been live in Swiftplay & Co-op vs. AI for a while, and we've seen it result in new players being more successful at last-hitting than before. These players are now graduating into Normals and are interested in continuing to use them.
We think it's better to focus on skill expression in other parts of the game, rather than understanding exactly when you can last-hit a minion, and are also pretty confident that these don't degrade skill expression in lane. You still need to be mindful of positioning, harassing your opponent, considering where both junglers are, understanding power spikes, and more.
We've seen that experienced players are disabling it, as they find it more distracting than helpful, but we believe it should be available for those who want it. Let us know what you think!
We've seen a lot of conversation around Last Hit Indicators coming to Ranked, and we've decided to enable them in non-Ranked SR queues only for continued testing. We want to get more data and feedback to decide if we should make them an option for Ranked before making that call. So we'll keep them enabled, but off by default, for Swiftplay, Co-op vs AI, and Normal Draft, to collect data and iterate. We'll keep you updated about performance and progress in Dev Updates before making any future calls.
Hello ARAMers!
In this patch, along with several recent hotfixes, we're continuing our work to create a healthier balance between new and existing Augments.
In our recent hotfixes, we have meaningfully improved how Ability Augments are offered to champions. These augments are now offered on spells that champions benefit from. We also fixed issues where certain spells could incorrectly receive augments that didn't work on them.
We also fixed an issue that prevented several critical strike-related Augments, such as Jeweled Gauntlet and It's Critical, from appearing as often as intended. Additionally, we resolved a bug that significantly reduced the chance of Ability Augments appearing in the third and fourth Augment slots.
Over the past week, we've continued tuning our new Augments. Some overperforming options, such as Tooth Fairy and Archmage, have received adjustments to bring them more in line with other choices. Meanwhile, weaker Augments like Glass Cannon and Pin Cushion have received buffs and usability improvements to help them better deliver on their intended fantasies.
We'll continue monitoring Augment performance and player sentiment as we work to keep Mayhem feeling fresh, balanced, and exciting.
See you on the Bridge!
Augments
Archmage
Tier: Gold ⇒ Prismatic
Combusting Interest
Percent Gold from Damage: 1% ⇒ 0.75%
From Down Town
Added restrictions to the largest Area of Effect size.
Total Burn Damage: 2% max Health ⇒ 1.5% max Health
Quickstep
Tier: Prismatic ⇒ Gold
Spirit Bomb
Shield Duration: 4s ⇒ 2s
Tooth Fairy
Burst Threshold: 20% ⇒ 25%
Lethality and Magic Penetration: 5 ⇒ 4
Twinfire
Critical Chance: 15% ⇒ 25%
Void Immolation
Added Passive Desolate: Killing an enemy deals magic damage around them.
Youch My Coins
Coin Drops: 16 ⇒ 9
Bugfixes
Fixed a bug where The Biggest Snowball Ever was dealing double damage to the target.
Fixed a bug where missing Health damage was calculated incorrectly.
Fixed a bug where two players having Pat on the back can result in infinite shields
This patch brings our newest Guest of Honor, Locke, and new toys for Stat anvils, along with a new augment. We are buffing a wide set of underperforming augments, adding the burn tag to some augments the community helped us catch, and are tuning several champion outliers.
We're also adding Locke as a new Guest of Honor and turning Round 15 into an augment round.
Augments
Buff Buddies
Now counts as a burn source when gaining Red Buff from an ally leveling this augment.
Calculated Risk
Disabled.
Chain Lightning
Disabled.
Chroma Flux
Autocast Cooldown: 15s ⇒ 10s
Despoil
Curse Move Speed Ratio: 10% ⇒ 20%
Dust To Diamonds (Silver)
NEW When removed, gain 2 Prismatic Stat Anvils.
Final Form
Max Health Shield: 30% / 45% ⇒ 30% / 60%
Omnivamp: 15% / 20% ⇒ 15% / 25%
Buff Duration: 5s ⇒ 7.5s
Hivemind
Base Damage: 40 - 100 ⇒ 60 - 120
Hone Shardblade (Gold)
Can now only appear if you have Shardblade.
Instantly grants a Stat Anvil and now grants another Stat Anvil every round.
Juiced
Max Level Mana Threshold: 400 ⇒ 300
Nesting Doll
Tier: Gold ⇒ Prismatic
Overflow
Max Level Mana Threshold: 400 ⇒ 300
Quest: Rite Of The Forge God
Stat Amp: 35% ⇒ 40%
Quest: Void Immolation
Area of Effect Damage: True damage ⇒ Magic damage
Health Scaling: 1.5% total Health ⇒ 3.5% bonus Health
Added Hollow Radiance-style on-kill burst.
Spellcraft
Base Damage: 50 ⇒ 100
Slow per Blue Sticker: 40% ⇒ 45%
Upgrade Collector
Level 2 Gold Gained: 500 ⇒ 300
Level 2 Execution Threshold per stack: 1.5% ⇒ 1.25%
Max Execute: 27.5% ⇒ 23.75%
Champions
Elise
Passive Damage: 12 - 42 ⇒ 15 - 45
Passive Health on Hit: 6 - 12 ⇒ 10 - 25
Human E Stun Duration: 1.6 - 2.4 ⇒ 1.9 - 2.5
Spider E Damage and Healing Amp: 40% - 100% ⇒ 60% - 120%
Gnar
W Base Damage: 0 - 40 ⇒ 20 - 60
E Cooldown: 18 - 8 ⇒ 12 - 8
Kayn (Shadow Assassin)
Combat Empowered Duration: 3s ⇒ 4s
Bonus Magic Damage: 20 - 40% ⇒ 35 - 55%
Out of Combat Requirement: 8s ⇒ 4s
Renata Glasc
W Cooldown: 22 - 18 ⇒ 28 - 24
Samira
R Base Damage: 5 / 10 / 15 ⇒ 10 / 15 / 20
Swain
R Healing: 15 / 30 / 45 ⇒ 10 / 15 / 20
Zeri
Q Attack Speed to Attack Damage over cap: 60% ⇒ 80%
W Ability Power Ratio: 50% ⇒ 100%
E Cooldown Reduction on Passive or Q hit: 0.5 ⇒ 0.75
E Ability Power Ratio: 20% ⇒ 30%
R Base Bonus Move Speed: 15% ⇒ 20%
R Move Speed per stack: 1.5% ⇒ 2%
Zilean
Removed Arena-specific Q overrides.
Q Base Damage: 100 - 360 ⇒ 75 - 300
Q Ability Power Ratio: 100% ⇒ 90%
Items
2 Random Stat Shards (Gold)
Grants 2 random Gold Stat Shards.
Only offered to those dedicated to their craft.
2 Random Stat Shards (Silver)
Grants 2 random Silver Stat Shards.
Only offered to those dedicated to their craft.
Eclipse
Attack Damage: 50 ⇒ 60
Ability Haste: 10 ⇒ 15
Max Health Damage: 8% / 5.3% ⇒ 10% / 6.6%
Hellfire Hatchet
Attack Damage: 35 ⇒ 40
Per Target Cooldown: 10s ⇒ 8s
Opportunity
Lethality while out of combat: 15 ⇒ 20
Perplexity
Maximum Damage Amp Threshold: 2500 ⇒ 3000
Wordless Promise
Now counts as a burn for pyromancer's cloak and burn augments
Cooldown: 60s ⇒ 15s
Dragon Heart
Shared Ability Power and Ability Haste: 15% ⇒ 10%
Cooldown: 60s ⇒ 15s
Guests of Honor
Kindred
Lamb Revives: 2 ⇒ 1
Locke
New Guest of Honor.
During each Augment offering, one Augment is offered at a higher tier but is Fractured.
Fractured augments break into a Stat Anvil after 2 losses.
Winning 3 rounds with a Fractured augment removes the Fractured keyword.
Lux
Out of Combat Timer: 5 ⇒ 3
Shield per level value: 20 ⇒ 25
Shield per round loss: 75 ⇒ 100
Nocturne
Now grants wall walking while inside the darkness zones.
Number of zones: 1 - 3 ⇒ 3
Systems
Round 15
Round Type: Gold round ⇒ Augment round
Player DMs have long been a gap in our reporting coverage, which has allowed bad actors to use direct messages as a place for chat toxicity with impunity. We are closing that loophole in this patch by adding a report menu directly into your chat interface. You can report and/or block a player at the same time by selecting the report button on the chat header, right-clicking the chat dialogue to summon the context menu, or from the block menu. Blocking a player means that DMs can no longer be exchanged. However, message history will persist during the same session after blocking or being blocked, so that players can no longer abuse the block function as a way to avoid being reported.
Once reported, we'll be able to view both sides of the conversation and take action where appropriate. All reported direct message data is handled securely and used strictly for moderation purposes. While we hope you don't have to use this feature often, this tool ensures accountability extends to all player communications in League.
Ranked 5s are back! Time to call the squad (or find some friends if you're like us.) On June 26, Ranked 5s will be live at 8 pm! Tournament Draft, double the stakes, no restrictions on who can play with each other, and unique rewards.
To learn more about Ranked 5s, check out the dev blog.
As a reminder, in Discord supported regions, you can now connect your Riot and Discord accounts to jump into game with your Discord friends faster. Linking your accounts lets you invite Discord friends straight into your party, copy a lobby link to share with your server, or see which of your friends are playing so you can get into a lobby with them.
You can connect your Riot and Discord accounts in the League client, through Discord, from your account page, or you can check out this link to do it and learn more about it.
Fixed a bug where Baron Nashor's max stacks of Void Corruption was higher than intended.
Fixed a bug where Serpent's Fang's Shield Reaver damage applied Omnivamp.
Fixed a bug where Diana's R VFX may not play properly around different areas of the map.
This patch we have a few special skins coming out, returning, and bundles we want to highlight ahead of time. First off, Sahn-Uzal Mordekaiser is returning to The Sanctum until Patch 26.17.
Additionally, Broken Covenant Jhin is our MSI revenue share skin. A share of the proceeds from this skin and the bundle will go towards esports teams.
Finally, keep an eye out for the skins used at MSI Finals! We'll be running a 33% off discount on all direct purchase skins used by the winner of MSI Finals for one week after the series is over. Prestige and other Mythic Shop skins will appear in the Featured section.
The following skins will be released in this patch: