Gamescope

Patch notes

Patch 15.16

Data Dragon 15.16.1 · 8/12/2025 · Official notes

TL;DR

Patch 25.16 ready for takeoff!

Patch 25.16 is preparing for takeoff! This patch’s live gameplay updates aim to shake up the metagame, injecting new junglers into the pool, bringing up the weakest mage supports, nerfing some of the top end, and enabling a few alternate builds. We’re following up on Rek’Sai’s and Illaoi’s recent changes and giving them the power they deserve. We’re also fixing long-standing bugs with Singed and Rumble that made them substantially weaker on red side. This is the last patch of the Season 2 ranked split, so if you’re looking to get that Victorious Fiora make sure to hit your ranked goals this patch! In other news, we’ve got an ARAM Clash coming with this patch so get those 5 stacks ready. There are also two variety skins flying, or rolling, into the action this patch, so check out Brick Toy Corki and Bolwing League Lillia! See you on the Rift! Looking for more information on all things League of Legends? Check out our community-run wiki here! Came to the wrong patch notes? You can find the TFT patch notes here!

Champions

  • CHANGEDBrand

    Passive damage to monsters increased. Q stun duration increased. R cooldown decreased.

    The last nerfs to Brand’s ultimate smothered his flames a bit too much, so we’re giving him a bit more firepower. Additionally, now that Brand has some room for additional power we’re adding a spicier elite-skewed buff to his Sear’s stun duration, and giving him some power in the jungle to bring him back to viability there.

    • Passive - Blaze

      Per Tick Damage to Monsters: 240% → 260%

    • Q - Sear

      Ablaze Stun Duration: 1.5 → 1.75 seconds

    • R - Pyroclasm

      Cooldown: 110 / 100 / 90 → 100 / 90 / 80 seconds

  • CHANGEDBraum

    Braum's looking a little weak, so we're helping him hit a bit harder after his passive has stunned a target.

  • CHANGEDEzreal

    Ezreal's looking a little sad when compared to other ADCs, so we're giving him some increased damage to help keep up.

    Ezreal's looking a little sad when compared to other ADCs, so we're giving him some increased damage to help keep up. Meanwhile we're also bringing down some of the most extreme ADC prismatics.

  • CHANGEDGnar

    Q cooldown decreased.

    Gnar has been a sad little fluff ball in the top lane, and hasn't even thrived in his natural, pro play habitat. To help our favorite prehistoric yordle we’re giving some love to his highest counterplay, highest satisfaction ability, to let him chuck wood and rocks for a better feeling early game. Additionally he really only has two spells when he's a baby, so allowing him to use it more will make him smile, and who doesn’t love that smile.

    • Q - Boomerang Throw / Boulder Toss

      Cooldown: 20 / 17.5 / 15 / 12.5 / 10 → 16 / 14.5 / 13 / 11.5 / 10 seconds

  • CHANGEDIllaoi

    Passive damage increased, cooldown decreased.

    Last patch’s Illaoi changes landed weaker than we intended, so we’re here to rectify that and give her the buff she deserves. We’re enabling her to set up shop in new locations more quickly, which is a common pain point for Illaoi players, and generally increasing her damage further since she gets fewer slams overall after lat patch’s Vessel changes.

    • Passive - Prophet of an Elder God

      Total AD Ratio: 105% → 110%

    • Passive - Prophet of an Elder God

      Spawn Cooldown: 20 - 7.25 seconds (based on level) → 18 - 7 seconds (based on level)

  • NERFEDJarvan IV

    Armor growth decreased.

    Jarvan IV has been overperforming thanks to the combination of his ability to engage well and his tankiness. We want to level the playing field in the jungle this patch, so we're lowering his armor over game time to create clearer windows of vulnerability for his opponents to take advantage of.

  • BUFFEDKalista

    AD growth increased. E damage AP scaling increased.

    Kalista has finally fallen off of the pro play radar, which gives us room to buff her back up for everyone else. We’re steering clear of her first 3 levels, as her former extreme lane dominance is what caused her woes in the first place. Instead, we’re buffing her late laning phase, second item power spike, and beyond in hopes of giving her a fighting chance in solo queue while giving her opponents a fighting chance in lane. While AP may seem like an odd buff, it represents an additional 9-13.5 damage per Rend stack due to Rageblade’s 30 AP. Also, remember that the recent Blade of the Ruined King buff was meaningful for her as well, so if it’s been a while since you last played Kalista, give her a try!

    • E - Rend

      Initial Damage AP Ratio: 20% → 65%

    • E - Rend

      Subsequent Damage AP Ratio: 20% → 50%

  • CHANGEDKled

    Kled has been a bit sad for a while, since Skaarl's been a bit too afraid to rejoin the fight, so we've got some changes that'll help out.

  • CHANGEDLulu

    E cooldown increased, damage and shield decreased.

    Lulu has proven to be extremely resilient to nerfs and is still a top support. We’re looking to open up more weaknesses in her early laning phase with these nerfs, giving aggressive players more room to take an early advantage before Lulu’s carry scales up.

    • E - Help, Pix!

      Cooldown: 8 seconds → 10 / 9.5 / 9 / 8.5 / 8 seconds

    • E - Help, Pix!

      Base Damage: 80 / 120 / 160 / 200 / 240 → 70 / 110 / 150 / 190 / 230

    • E - Help, Pix!

      Shield: 80 / 120 / 160 / 200 / 240 (+ 55% AP) → 70 / 110 / 150 / 190 / 230 (+ 50% AP)

  • CHANGEDMaster Yi

    Q now stacks Kraken Slayer and Terminus

    When Kraken Slayer first came out, we excluded Alpha Strike from stacking it but as it’s no longer a mythic item, those burst damage concerns aren’t nearly as pressing, so we’re enabling the item synergy and making Terminus also stack on each of these pseudo-attacks.

    • Q - Alpha Strike

      On-Hit Synergy: Alpha Strike now stacks Kraken Slayer and Terminus.

  • Q AD ratio added.

    To open up more build options on Mordekaiser, we’re giving him some bonus attack damage ratios aimed at his most melee damage output. This will be a direct buff to him every time he ults, but the main intent is to bring back some AD builds and splashes of options like Sterak’s Gage. In short, bonus attack damage will make his mace smashes deal more damage.

    • Q - Obliterate

      Damage AD Ratio: 0% bonus AD → 120% bonus AD

  • CHANGEDMorgana

    W damage adjusted.

    Morgana is in a pretty sad state right now and could use some power in all three of her roles. We’re looking to make her main damaging ability more reliable by letting her whittle down healthier targets. This is a riskier change that may not end up having the power impact that we want so if Morgana doesn’t end up stronger as a result of these changes, we’ll quickly follow up with reliable buffs.

    • W - Tormented Shadow

      Minimum Damage: 60 / 115 / 170 / 225 / 280 (+ 85% AP) → 70 / 140 / 210 / 280 / 350 (+ 100% AP)

    • W - Tormented Shadow

      Maximum Damage: 162 / 310.5 / 459 / 607.5 / 756 (+ 229.5% AP) → 140 / 280 / 420 / 560 / 700 (+ 200% AP)

  • BUFFEDNautilus

    E damage to monsters increased.

    We’re buffing Nautilus jungle with the hope of making him a viable tank jungler like he was in times of old. We’re changing his monster-specific damage to make him less reliant on optimizing Riptide’s multi-hits, which should also make him more approachable for those just trying him out and not requiring as much optimization, while still making it beneficial to maximize repeated hits for those that have practiced his clear.

    • E - Riptide

      Monster Damage Modifier: 150% → The first hit of E will deal 125/165/205/245/285 (+ 50% AP) bonus damage to monsters

  • CHANGEDNocturne

    Armor growth decreased. Q bonus AD decreased.

    Nocturne’s currently one of the winningest junglers so we’re looking to nerf him in this patch. With Experimental Hexplate getting buffed, we’re accounting for that by swinging a bit harder than we normally would have, taking out a moderate mix of damage and durability.

    • Q - Duskbringer

      Bonus AD: 20 / 30 / 40 / 50 / 60 → 15 / 25 / 35 / 45 / 55

  • CHANGEDOrianna

    We're looking to revert some extra power that Orianna has in Arena, nothing major but it should reduce some hidden damage she has laying around.

  • NERFEDQiyana

    Qiyana requires a fair bit of skill, though she struggles a bit when she can't burst down a target.

    Qiyana requires a fair bit of skill, though she struggles a bit when she can't burst down a target. We want to adjust some of her tools for extended fights, that should still let her take down a squishy target, while helping her hold her own against a more durable target.

  • BUFFEDQiyana

    Q damage increased. W bonus attack speed increased.

    Qiyana is already decently strong in the right hands, but she's quite unpopular and sports a low ban rate unfitting for a queen like her. To help her out, we’re buffing her early damage on her Q and making her early game jungle clear and auto weaving feel a bit cleaner by buffing her W attack speed.

    • Q - Edge of Ixtal / Elemental Wrath

      Base Damage: 60 / 90 / 120 / 150 / 180 → 70 / 100 / 130 / 160 / 190

    • W - Terrashape

      Bonus Attack Speed: 5 / 10 / 15 / 20 / 25% → 15 / 20 / 25 / 30 / 35%

  • CHANGEDRakan

    Rakan relies a lot on his teammate and we want to make sure he isn't letting them down.

    Rakan relies a lot on his teammate and we want to make sure he isn't letting them down. This should move him closer to an equal relationship with them (but not with Xayah).

  • BUFFEDRek'Sai

    Base AD increased. Bugfixes.

    Last patch’s Rek’Sai changes left her deeper underground than we wanted, so we’re here to deliver some buffs aimed at her early clear, which is not in the best state right now. We’re also fixing a long-standing tunnel bug that could leave her far from where she wanted to be and a more recently-introduced bug that allowed her to fail a Q-attack.

  • NERFEDRell

    W shield decreased.

    Last patch’s nerfs didn't phase Rell as much as we intended, so we're taking another swing by lowering how long she can stay in fights.

    • W - Ferromancy

      Crash Down: Shield: 20/40/60/80/100 (+ 13% Max Health) → 20/40/60/80/100 (+ 11% Max Health)

  • Renata can have some exciting builds with her passive, so we think it can at least match the rest of League of Legends.

    Renata can have some exciting builds with her passive, so we think it can at least match the rest of League of Legends. We know that this can get out of hand so we'll be keeping an eye on it in case we need to follow up.

  • CHANGEDRumble

    Q damage decreased. Q and R QoL improvements, power impacting bugfixes.

    In this patch we’re fixing a long-standing set of issues with Rumble that caused him to deal less damage to champions when played on the red side. In addition, we’re refactoring his Flamespitter to work more like a true damage over time effect. Each hit will light his target on fire and they’ll take another two ticks of damage in all contexts, which is a buff to the tail end of the spell. We’re also retiming The Equalizer to keep each zone hot for exactly as long as the visuals persist on the map, which makes the beginning of his ult more responsive and makes the end remain dangerous for longer. As these changes will result in substantial buffs in your average game, we’re delivering a preemptive nerf to Flamespitter’s damage, which should still leave him in a stronger position than before these changes and hopefully make the experience of playing him much more consistent.

    • Q - Flamespitter

      Damage over 3 Seconds: 60/90/120/150/180 (+ 110% AP) (+ 6/6.8/7.6/8.4/9.2% target max HP) → 60/90/120/150/180 (+ 100% AP) (+ 6/6.5/7/7.5/8% target max HP)

    • Q - Flamespitter

      Maximum Burn Duration: 3 seconds → 3.5 seconds

    • Q - Flamespitter

      No longer occasionally fails to apply the full debuff duration

    • Q - Flamespitter

      Red team no longer deals delayed damage and/or less damage to champions

    • Q - Flamespitter

      Debuff no longer checks for targetability before dealing damage

    • Q - Flamespitter

      Debuff no longer checks for 700u proximity to Rumble before dealing damage

    • R - The Equalizer

      Tick Rate: 0.5 seconds → 0.25 seconds

    • R - The Equalizer

      Now lasts the full duration across the entire damaging zone

    • R - The Equalizer

      Now more rapidly deals damage when initially dropped.

    • R - The Equalizer

      Red team no longer deals delayed damage and/or less damage to champions.

  • CHANGEDShaco

    Passive damage decreased. Q damage decreased, cooldown increased.

    Shaco's ban rate has been creeping up, so we're going to tap him down in a few areas that should hopefully reduce the frustration of playing against him, like his repeated invisibility on Q. Right now his AP build is better than the AD alternative, but AD is still his primary build, so we’re going to adjust both.

    • Passive - Backstab

      Bonus AD Ratio: 30% → 25%

    • Q - Deceive

      Bonus AD Ratio: 65% → 60%

    • Q - Deceive

      Cooldown: 12 / 11.5 / 11 / 10.5 / 10 seconds → 13 / 12.5 / 12 / 11.5 / 11 seconds

  • CHANGEDSinged

    Q refresh rate buffed. Power impacting bugfix.

    Similar to Rumble, we’ve fixed the bug that caused Singed to do delayed/less damage when on red side. While we were at it, we also increased the debuff refresh rate, making it deal more damage on average, as it’s more likely that Singed will refresh the poison duration on his opponents.

    • Q - Poison Trail

      While on the Red side, Singed no longer deals delayed damage and/or less damage to champions.

    • Q - Poison Trail

      Poison Refresh Rate: 0.5 seconds → 0.25 seconds

  • CHANGEDSion

    Passive health loss decreased. E armor shred increased. R damage increased.

    AD Sion hasn’t been in a good spot as of late, so we’re here to help him out. We’re starting by reverting Sion's passive tickrate back to what it was before we nerfed it, giving him more time to beat people to death with his fists, and allowing his damage to be more potent when he snipes someone with an E. Finally, we also want the train's impact to be all the more explosive by increasing his bonus AD Ratio on his R. While we know these changes may be broadly power positive, we targeted areas that make AD Sion happier in particular.

    • Passive - Glory in Death

      Health Lost per Tick: 2.3 - 24.4 (based on level) → 2 - 19 (based on level)

    • E - Roar of the Slayer

      Armor Reduction: 20% → 25%

    • R - Unstoppable Onslaught

      Bonus AD Ratio (Based on Travel Time): 40 - 80% → 60 - 120%

  • CHANGEDSylas

    Passive now does bonus damage to monsters.

    Sylas is a reasonably popular jungler, despite the fact that he isn’t really able to jungle effectively. To help the players that want to play him there we’re re-visiting his ability to clear the jungle by letting him whip his chains around and slay jungle camps.

    • Passive - Petricite Burst

      Monster Damage Modifier: 100% → 150%

  • CHANGEDTrundle

    W attack speed decreased late, cooldown increased.

    Trundle is pummeling all other junglers at all ranks in addition to being highly prevalent in pro play, so we need to take some power out of his direct combat potential. Frozen Domain is going up in cooldown to create clearer windows when you can and can’t fight him, alongside a tap down to his attack speed increase per rank.

    • W - Frozen Domain

      Bonus Attack Speed: 30 / 50 / 70 / 90 / 110% → 30 / 45 / 60 / 75 / 90%

    • W - Frozen Domain

      Cooldown: 16 / 15 / 14 / 13 / 12 seconds → 18 / 17 / 16 / 15 / 14 seconds

  • CHANGEDVarus

    Q damage decreased. W damage increased late. E damage decreased. Bugfix.

    We’re tweaking Varus this patch in order to make him stronger in the hands of the average player while making him weaker in pro play. To achieve this, we’re nerfing lethality Varus, as it’s his primary pro build, and buffing his on-hit builds as compensation.

    • Q - Piercing Arrow

      Base Damage: 90 / 160 / 230 / 300 / 370 → 80 / 150 / 220 / 290 / 360

    • W - Blighted Quiver

      Bonus Magic Damage On-Hit: 6 / 12 / 18 / 24 / 30 → 6 / 14 / 22 / 30 / 38

    • E - Hail of Arrows

      Damage: 60 / 100 / 140 / 180 / 220 (+ 100% bonus AD) → 60 / 90 / 120 / 150 / 180 (+ 90% bonus AD)

  • CHANGEDViego

    Attack Speed growth decreased. Q nerfed against monsters and buffed against non-monsters.

    Viego has crept back up to the top spot in the jungle due in part to the recent Kraken Slayer buffs. Instead of a straight forward nerf we're going to be shifting some of his power from the jungle into solo lanes, somewhere many players used to play him back when he came out. We're doing this by making his Q more useful against champions and minions while making it do a bit less to jungle monsters.

    • Q - Blade of the Ruined King

      Damage: 15 / 30 / 45 / 60 / 75 → 25 / 40 / 55 / 70 / 85

    • Q - Blade of the Ruined King

      Critical Strike Multiplier: 100% → 75%

    • Q - Blade of the Ruined King

      Bonus Damage to Monsters: 15 → 0

    • Q - Blade of the Ruined King

      Mark Minion Healing: 50% → 100%

    • Q - Blade of the Ruined King

      Mark Monster Healing: 145% → 125%

    • Q - Blade of the Ruined King

      Mark Champion Healing: 135% → 150%

  • CHANGEDWarwick

    Base AD increased. Passive damage decreased early.

    Warwick’s easy to pick up and play which is reflected in his moderately high win rate typical of an approachable jungler. However, in top lane, he’s too strong, which can lead to very frustrating experiences where he either can be killed by an all-in or simply sustains back up out of reach. We’re shifting some power from his early game passive into his base attack damage in order to weaken his early game resourceless healing, while leaving his damage and Q healing intact, or even buffed in some cases. We intend for these changes to be neutral for Warwick jungle but power negative for top lane.

    • Passive - Eternal Hunger

      Bonus On-Hit Damage: 12 - 46 (based on level) → 6 - 46 (based on level)

  • NERFEDXin Zhao

    Base health decreased. Q damage decreased.

    Xin Zhao is currently one of, if not, the best junglers in the game, so we’re taking away some of his damage against champions and monsters as well as some of his deceptively strong durability.

    • Q - Three Talon Strike

      Flat Bonus Damage per Hit: 20 / 35 / 50 / 65 / 80 → 15 / 30 / 45 / 60 / 75

  • NERFEDYuumi

    Q damage decreased. W heal and shield power and on-hit heal decreased.

    Yuumi has continued to be resilient to her recent nerfs, so we’re back to close the book on the cat. And by close the book, we really just mean nerf her to an appropriate power level by making her less of a late game eventuality.

    • Q - Prowling Projectile

      Empowered Base Damage: 80 / 140 / 200 / 260 / 320 / 380 → 80 / 135 / 190 / 245 / 300 / 355

    • W - You and Me!

      Heal and Shield Power: 5 / 7.5 / 10 / 12.5 / 15% → 4 / 5 /6 / 7 / 8%

    • W - You and Me!

      Heal On-Hit: 3 / 5 / 7 / 9 / 11 (+ 4% AP) → 3 / 4 / 5 / 6 / 7 (+ 3% AP)

  • NERFEDZiggs

    Ziggs can often feel a bit unassailable, so we want to bring down some of the frustration that he brings without taking him out of the picture completely.

  • CHANGEDZilean

    Zilean started at the bottom, and now he's here.

    Zilean started at the bottom, and now he's here. When we reworked his passive for Arena, we didn't expect it to transform him from one of the weakest champions to one of the strongest, but as anyone who has played with/against a decent Zilean player can attest, he makes for a strong ally. We want to walk back his passive just a tad and see where that puts him.

  • CHANGEDZyra

    E cooldown decreased. R damage increased.

    Zyra is wilting a bit at the moment, falling below her historically healthy power levels. To help her out we’re looking to water her with buffs that are geared around her high moment roots into Stranglethorns to ensure she still provides the teamfighting prowess she’s known for. The late game focused R buff is meant to be a small nudge toward Zyra mid but we know there’s more work to be done there before she feels like she can put down roots there.

    • E - Grasping Roots

      Cooldown: 12 seconds → 11 seconds

    • R - Stranglethorns

      Base Damage: 180 / 265 / 350 → 200 / 300 / 400