Gamescope

Patch notes

Patch 15.6

Data Dragon 15.6.1 · 3/18/2025 · Official notes

TL;DR

PATCH 25.06 DETECTED! PLEASE READ FOR MORE DETAILS!

PATCH 25.06 DETECTED! PLEASE READ FOR MORE DETAILS! In this week's patch we've got quite a few changes! On the gameplay side of things we've got more balance changes and system tuning coming your way! We're pushing champion bounty suppression the hardest it's been pushed, attempting to fully remove them when your team is even moderately behind as early as 6 minutes into the game. We're also alleviating the anti-lane swap minion penalties introduced last patch. In even more news, Naafiri's midscope debuts this patch and her W and R have changed places! She can go untargetable now! Otherwise, we've got significant updates to Gwen and Singed plus another two dozen smaller balance changes as usual. Outside of gameplay we've also got quite a lot of other things going on! We're launching an update to Vanguard so now you'll get LP back when a cheater lost you a game, we've got our new Champion Mastery icons going out (expect a few small changes on the way next patch), the return of Your Shop, another round of Battle Academia skins, and a BIG update to the Mythic Essence Shop. Make sure to read all of the notes for more details. Thanks for dropping by and see you on the Rift! It's the last patch of Set 13, read all about it in the TFT patch notes here!

Champions

  • NERFEDCaitlyn

    W headshot damage and R damage decreased.

    Caitlyn is looking to be quite strong at the moment, much of which is due to the amount of guaranteed damage within her kit. In order to level the playing field we're looking to tone down some of her point and click damage this patch so landing those Q's and E's will be more important if you want to go for the takedown.

    • W - Yordle Snap Trap

      Headshot Damage Increase vs Trapped Targets: 40 / 85 / 130 / 175 / 220 (+ 40% bonus AD) → 35 / 80 / 125 / 170 / 215 (+ 30% bonus AD)

    • R - Ace in the Hole

      Damage: 300 / 500 / 700 (+ 100% bonus AD) → 300 / 475 / 650 (+ 100% bonus AD)

  • NERFEDCorki

    Base armor decreased.

    Corki is a little overbearing at higher skill brackets in the bot lane, so we're bringing down a little of his early bullying power. He already falls off a cliff late game, so we're skewing these nerfs toward the early game, hence a base armor reduction.

  • NERFEDDarius

    Passive damage to monsters decreased.

    Darius has skyrocketed as the best jungler to play with his new move-speed build that creates reliable ganks. Since we don't want to nerf top lane Darius while hitting his jungle performance, we've got 12 separate lines that are mathematically proven to be equivalent in all… just kidding, we're hitting the jungle mod.

    • Passive - Hemorrhage

      Monster Damage Modifier: 300% → 200%

  • BUFFEDDraven

    Passive bonus adoration stacks removed.

    Draven has been making the Noxus season his, and it's been a bit painful for those unfortunate enough to go up against him. We think his damage is in a good place, but his snowballing in higher skill brackets is getting out of hand, so we're looking to remove one of the more niche mechanics within his passive.

    • Passive - League of Draven

      Draven no longer gains 2 Bonus Adoration stacks for every 6 kills

  • NERFEDEzreal

    Armor growth decreased.

    Ezreal has been high presence and overperforming in general recently. He's pretty hard to catch and his builds often involve building decent amounts of HP or other defensive stats, making him both hard to lock down and take down. This patch we're lowering his scaling armor so HP purchases are less efficient on him and to make him more vulnerable over time.

  • CHANGEDFiora

    Q mana cost decreased.

    Fiora is at an all-time historic low in terms of play rate and is specifically performing much worse in lower skill brackets than she used to. One notable sadness for her is that she's pretty much required to buy Ravenous Hydra, as she can't rely solely on her abilities to clear waves. We'd like to open up how often she can use abilities, so we're dropping Q's mana cost substantially.

    • Q - Lunge

      Mana Cost: 20/25/30/35/40 → 20 at all ranks

  • NERFEDGaren

    E damage on critical strikes decreased.

    Garen is crowding out a lot of other top laners and deals a shocking amount of mid-game damage with his crit builds, leading to a sort of tanky assassin play pattern. We'd like to reduce how much burst damage Garen is dealing by weakening his crit binding, which won't nerf his more balanced juggernaut builds.

    • E - Judgement

      Damage on Critical Strikes: 175% → 150%

  • BUFFEDGwen

    All abilities adjusted.

    Gwen was originally intended to be a lightly scaling AP fighter, and her kit's design and strengths reflect that. However, over time she shifted towards late game scaling and she's been closer in power curve shape to a hyperscaler like Kayle as opposed to a lightly scaling fighter like Fiora. We believe that the best version of Gwen is one where her Q stacking gameplay and E dash are actually powerful and fun tools to work with in the laning phase, and potentially even in the jungle. But today she tends to play to scale and wins teamfights with only Needlework casts. We still want players to be able to take over games as Gwen, but by using her entire kit rather than farming up a bunch of gold and throwing ultimate needles.

    • P - Thousand Cuts

      Damage: 1% (+ 0.6% per 100 AP) of target's HP → 1% (+ 0.55% per 100 AP) of target's HP

    • P - Thousand Cuts

      Damage to Monsters Modifier: 10 (+15% AP) → 5 (+15% AP)

    • Q - Snip Snip!

      Final Snip Damage: 60 / 85 / 110 / 135 / 160 (+ 35% AP) → 70 / 95 / 120 / 145 / 170 (+ 35% AP)

    • Q - Snip Snip!

      Maximum Damage: 110 / 160 / 210 / 260 / 310 (+ 60% AP) → 120 / 170 / 220 / 270 / 320 (+ 60% AP)

    • W - Hallowed Mist

      Bonus Resistances: 22 / 24 / 26 / 28 / 30 (+ 7% AP) → 25 (+ 5% AP)

    • E - Skip 'N Slash

      Cooldown: 13 / 12.5 / 12 / 11.5 / 11 → 12 / 11 / 10 / 9 / 8 seconds

    • E - Skip 'N Slash

      Cooldown Refund: 25 / 35 / 45 / 55 / 65% → 50% at all ranks

    • E - Skip 'N Slash

      On-Hit Damage: 15 (+ 20% AP) → 12 / 14 / 16 / 18 / 20 (+ 25% AP)

    • R - Needlework

      Damage per Needle: 35 / 65 / 95 (+ 10% AP) → 30 / 60 / 90 (+ 8% AP)

    • R - Needlework

      Initial Slow: 40 / 50 / 60% → 60% at all ranks

    • R - Needlework

      Reduced Slow: 15 / 20 / 25% → 25% at all ranks

  • BUFFEDJarvan IV

    Q damage increased.

    Jarvan has fallen off in recent times in the jungle which means he has room for some damage buffs that will allow him to carry a little harder and have more impact in skirmishes. We're buffing his Q base damage and scaling as it is one of his most reliable damage tools. It also tends to be more powerful at lower skill levels which should prevent this buff from only making him viable in Pro.

    • Q - Dragon Strike

      Damage: 80 / 120 / 160 / 200 / 240 (+ 140% bonus AD) → 90 / 130 / 170 / 210 / 250 (+ 145% bonus AD)

  • CHANGEDJhin

    Passive scaling increased.

    Jhin is weaker than we'd like him to be, and he's become a bit more early game skewed over the years which means he has room for mid and late game buffs! In this patch we're looking to bring back some powerful two item spike builds, and generally improve Jhin's scaling. Passive - Whisper

  • NERFEDJinx

    R damage decreased.

    Jinx is running wild at just about all ranks at the moment so we need to take a bit of pep out of her step. Jinx's ultimate is a powerful tool at all stages of the game, regardless of the game state, so this patch we're aiming to pull down that all-around threat and retain its more situational burst damage against low-health enemies.

    • R - Super Mega Death Rocket!

      Damage: 325 / 475 / 625 (+ 165% bonus AD) (+ 25 / 30 / 35% of target's missing health) → 300 / 450 / 600 (+ 155% bonus AD) (+ 25 / 30 / 35% of target's missing health)

  • CHANGEDKai'Sa

    Base armor increased, base health regen increased. R cooldown decreased.

    Kai'sa is intended to be weak early in the game, but her current state is so weak there's not much reason to pick her over other ADCs. We're giving her some breathing room in lane by upping her armor and health regen while also giving her more frequent access to her most exciting tool, her ultimate.

    • R - Killer Instinct

      Cooldown: 130 / 100 / 70 → 120 / 90 / 60 seconds

  • NERFEDKarma

    Q base damage decreased.

    Karma has quickly risen the ranks to become arguably the strongest mage-enchanter support in the game. We're very happy that she's returned from the depths of non-viability, but she needs to perform a bit worse to give other supports a fighting chance. These nerfs will affect her most common Q-max build by weakening her early laning phase, while also nerfing her sleeper-OP E-max build by being a more potent nerf at lower ranks.

    • Q - Inner Flame

      Damage: 70 / 120 / 170 / 220 / 270 (+ 70% AP) → 60 / 110 / 160 / 210 / 260 (+ 70% AP)

  • CHANGEDLillia

    E cooldown decreased, scaling increased.

    Lillia's a bit weak right now so she's due for some buffs to help her out. Swirlseed's cooldown is a little too punishing for how liberally we think she should be able to bowl it down a lane and look for a strike, so we're bringing it cooldown down and its damage up.

    • E - Swirlseed

      Cooldown: 14 → 12 seconds

    • E - Swirlseed

      Damage: 60 / 85 / 110 / 135 / 160 (+ 50% AP) → 60 / 85 / 110 / 135 / 160 (+ 60% AP)

  • CHANGEDLucian

    E cooldown decreased.

    Lucian's a touch underpowered in the current League landscape, so we'd like to give him a little more power. We're giving him some mobility that he can use aggressively in early laning and mid-game team fighting with the goal of making him succeed as a high-octane, aggressive ADC who relies on quick decision making.

    • E - Relentless Pursuit

      Cooldown: 19 / 17.75 / 16.5 / 15.25 / 14 → 16 / 15.5 / 15 / 14.5 / 14 seconds

  • CHANGEDMaster Yi

    Armor growth decreased. Q critical strike damage increased.

    Master Yi has several built in on-demand defensive options, meaning the times where he is attackable he should probably be more vulnerable at a base stat level. We're targeting his armor growth to make sure these periods of vulnerability are more clearly weak points for his opponents to go after him. Additionally, we're increasing the Bonus Crit Damage Ratio on Alpha Strike to allow crit Master Yi to be more viable for the Crit Yi enjoyers out there.

    • Q - Alpha Strike

      Bonus Critical Strike Damage: 75% → 100%

  • BUFFEDNaafiri

    Midscope update.

    Naafiri released as a simple to play midlane assassin, but since then has struggled to find an audience. In retrospect, that target was not the ideal version of Naafiri, so we're going back to add some depth and outplay potential to her kit while also opening her up to be played in the jungle as well. To do this, we're swapping her W (Hound's Pursuit) and R (Call of the Pack) Abilities. They've been adjusted to account for their new places in Naafiri's kit . In addition, casting Call of the Pack now makes Naafiri untargetable, making it useful as a situational damage ability or a tool to hold for outplay. Last note, given her pack based theme, it felt like a good opportunity to bump up the presence of her dagger dogs. She'll passively get more of them running around with her as the game progresses and Call of the Pack now provides a non-ultimate way to refresh her pack on demand.

    • Passive - We Are More

      Max Packmates: 2 / 3 (levels 1 / 9) → 2 / 3 / 4 / 5 (levels 1 / 9 / 12 / 15)

    • Passive - We Are More

      Packmate Damage: 12 - 32 (based on level) (+ 5% bonus AD) → 10 - 20 (based on level) (+ 4% bonus AD)

    • Passive - We Are More

      Packmate Health Growth: 16 → 13

    • Passive - We Are More

      Packmate Armor/MR Growth: 2 → 1.8

    • Passive - We Are More

      Packmate Reduced AoE Damage Taken: 76 - 50% (levels 1-14) → 76 - 55% (levels 1-15)

    • Passive - We Are More

      Packmate Damage to Towers: 25% → 50%

    • Passive - We Are More

      Who's the Real Monster?: Packmates now deal 165% damage to Monsters

    • Passive - We Are More

      Packmate Taunt Duration: 3 → 2 seconds

    • Q - Darkin Daggers

      Damage to Minions: 60% → 80%

    • W - The Call of the Pack

      Lost in the Pack: Naafiri and her packmates gain 1 second of untargetability on cast

    • W - The Call of the Pack

      Bonus AD: 5/15/25 (+ 8-24% AD) → + 20% AD (Note: This is now granted on-cast.)

    • W - The Call of the Pack

      Extra Packmates: 2/3/4 → 2

    • W - The Call of the Pack

      Buff Duration: 15 seconds → 5 seconds

    • W - The Call of the Pack

      Bonus Movement Speed: 70-100% decaying over 4 seconds, reduced upon taking damage → 20-30% for 5 seconds (Note: This is now granted on-cast.)

    • W - The Call of the Pack

      Cooldown: 120/110/100 seconds → 20/19.5/19/18.5/18 seconds

    • W - The Call of the Pack

      Mana Cost: 100 → 60

    • W - The Call of the Pack

      REMOVED: The Call of the Pack no longer grants Naafiri a shield, a pulse of vision, and will no longer reset the ability's buffs on takedown. Packmates will no longer gain bonus health and cooldown.

    • R - Hound's Pursuit

      Teaching an Old Dog New Tricks: If Naafiri scores a takedown within 7 seconds, she reveals nearby enemies and can recast this ability once. The second cast grants her a 100/150/200(+1.5 bonus AD) Shield for 3 seconds.

    • R - Hound's Pursuit

      Cooldown: 22 / 20 / 18 / 16 / 14 → 110 / 95 / 80 seconds

    • R - Hound's Pursuit

      Mana Cost: 70 / 60 / 50 / 40 / 30 → 100

    • R - Hound's Pursuit

      Range: 700 / 780 / 860 / 940 → 900 units

    • R - Hound's Pursuit

      Damage: 30 / 70 / 110 / 150 / 190 (+ 80% bonus AD) (+ 10% per Packmate) → 150 / 250 / 350 (+ 120% bonus AD) (+ 10% per Packmate)

    • R - Hound's Pursuit

      You Can Run: This ability is no longer blockable.

    • R - Hound's Pursuit

      Big Dogs ONLY: This ability can no longer be cast on minions.

  • BUFFEDPoppy

    Q damage to monsters increased.

    Poppy's received a lot of changes recently and while her top and support are both in acceptable states, her ability to jungle has suffered. This patch we're looking to give her some specific jungle power without affecting her other roles much.

    • Q - Hammer Shock

      Capped Monster Health Damage: 50 / 80 / 110 / 140 / 170 → 75 / 105 / 135 / 165 / 195

    • Q - Hammer Shock

      Maximum Monster Damage: 80 / 135 / 190 / 245 / 300 (+ 100% bonus AD) → 105 / 160 / 215 / 270 / 325 (+ 100% bonus AD)

  • CHANGEDSinged

    Base AS increased. Q now steals kills from allied Minions. E scaling decreased.

    Singed has historically struggled to farm against not only another champion in his lane, but also against his own allied minions. With the recent increases to minion damage, this has only become more punishing, and we've determined that there is too much variance in last hitting in lanes against factors outside of the Singed player's control for it to be worth preserving this skill test for Singed. As such, we're slightly nerfing Singed's scaling and then making it much more feasible for him to last hit minions in lane, taking away some power Singed was getting for free before and giving players gold instead to allow them to buy whatever stats and effects they'd want instead.

    • Q - Poison Trail

      Respect the Dibs: If a minion would die to another minion while affected by Poison Trail, Singed gets the kill credit instead

    • E - Fling

      Damage: 50 / 60 / 70 / 80 / 90 (+ 6 / 6.5 / 7 / 7.5 / 8% of target's maximum health) (+ 60% AP) → 50 / 60 / 70 / 80 / 90 (+ 6 / 6.5 / 7 / 7.5 / 8% of target's maximum health) (+ 55% AP)

  • CHANGEDSmolder

    W damage increased. E damage increased. R cooldown decreased.

    Smolder's been the opposite of on fire recently which is ironic given his name, so we're looking to buff up the areas that aren't hitting the bar we'd like. His W is below the bar for last hitting early game, his E bolts aren't worth using offensively, and now that his R doesn't cook waves, it doesn't need to have a long cooldown throughout the game. Altogether, these should light a fire within our favorite little dragon and get him back on track to receive some head pats from Mommy Smolder.

    • W - ACHOOO!

      Glob Damage: 30 / 50 / 70 / 90 / 110 (+ 60% bonus AD) → 60 / 70 / 80 / 90 / 100 (+ 60% bonus AD)

    • W - ACHOOO!

      Explosion Damage: 30 / 50 / 70 / 90 / 110 (+ 60% bonus AD) (+ 80% AP) → 10 / 35 / 60 / 85 / 110 (+ 65% bonus AD) (+ 80% AP)

    • E - Flap, Flap, Flap

      Damage per Bolt: 5 / 10 / 15 / 20 / 25 (+ 25% AD) → 10 / 15 / 20 / 25 / 30 (+ 30% AD)

    • R - MMOOOMMMM!

      Cooldown: 120 → 120 / 110 / 100 seconds

  • Base Armor increased.

    We're giving Twisted Fate a bit of juice as he's been bricking for a long time now. Since he's such an attack-heavy champion, even for a mage, he has no choice but to draw minion aggro pretty consistently. We'd like him to be able to play out those trades more favorably on his terms, so we're giving him a little early armor to brave the minions.

  • BUFFEDXin Zhao

    Q damage increased.

    Xin Zhao hasn't been keeping up with other jungles, making him less appealing to other AD fighters, so we're giving him a small boost to get him back in the game.

    • Q - Three Talon Strike

      Bonus Damage: 16 / 29 / 42 / 55 / 68 (+ 40% bonus AD) → 20 / 35 / 50 / 65 / 80 (+ 40% bonus AD)

  • NERFEDYorick

    E damage to monsters decreased.

    Yorick is currently overperforming in the jungle and putting camps and enemies into his graves, so we're pulling on one of his jungle damage levers in order to bring him more in line with other junglers.

    • E - Mourning Mist

      Capped Monster Health Damage: 300 → 70 / 105 / 140 / 175 / 210

Items

  • Serylda's is being adjusted this patch to better match assassins by being pushed toward armor penetration and away from ability haste.

    Serylda's is being adjusted this patch to better match assassins by being pushed toward armor penetration and away from ability haste. This isn't meant to be a very large buff, but should feel better to use for most assassin champions.

  • Warmogs had a pretty significant power shift moving into this season, and unfortunately it ended up on the weaker side.

    Warmogs had a pretty significant power shift moving into this season, and unfortunately it ended up on the weaker side. This patch we're buffing up the capstone effect to make sure this item stays a later-in-the-game purchase on most champions and lowering the gold cost now that it is less in danger of being poached by supports.