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Patch notes

Patch 15.14

Data Dragon 15.14.1 · 7/15/2025 · Official notes

TL;DR

Test your resolve with Yunara, the Unbroken Faith, in patch 25.14!

Test your resolve with Yunara, the Unbroken Faith, in patch 25.14! Congratulations to the winners of MSI 2025, Gen. G! With this well deserved win they've crowned themselves as back-to-back MSI champions! We hope you all enjoyed MSI this year and the record-breaking NINE series that went to five games (who doesn't love Silver Scrapes) and if you missed them we definitely recommend going back to watch the VODs. This patch we have a large update to Kled, with the hope of reintroducing a sustainable fighter pattern, opposed to his current mandatory Lethality builds. We're also buffing several weak items in the attack speed space: Kraken Slayer, Blade of the Ruined King, and Phantom Dancer. As this is also the first post-MSI balance patch, we're aiming to bring down a few overperforming champions who we had buffed in order to shake up the pro meta, and to buff up a few champions who were suppressed for similar reasons. We've also got a small tuning pass on champion bounties in order to tie them closer to your expectations of them. In other news, we've also got a brand new champion coming. Please welcome Yunara, the Unbroken Faith! We've also got a new metagame coming, new Night and Dawnbring skins, our first big round of Arena balance changes, and last, but certainly not least, the Bandle City Cup Clash so get your 5-stacks ready! 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

  • Our star dragon is building a bit too tanky and getting a bit too much damage for free when he does.

    Our star dragon is building a bit too tanky and getting a bit too much damage for free when he does. We're hoping to shift some of his power back into building damage, while not totally gutting his ability to adapt to a more durable build.

  • BUFFEDAzir

    Base health increased. W damage increased.

    Our recent set of changes for Azir has left him a bit weak, so we've carefully curated some buffs for everyone's favorite bird emperor. We're starting by giving him some additional base health to help out his early game while also increasing his W's AP Ratio to incentivize him to stack AP over health.

    • W - Arise!

      Damage: (+ 40 / 45 / 50 / 55 / 60% AP) → (+ 45 / 50 / 55 / 60 / 65% AP)

  • NERFEDBel'Veth

    Bel'Veth has some extreme extremes when it comes to attacking quickly, we want her to still maintain some of this while bringing it down slightly.

    Bel'Veth has some extreme extremes when it comes to attacking quickly, we want her to still maintain some of this while bringing it down slightly. Our hope with this is that Bel'Veth can remain strong when her ultimate is active, while also being a bit more restrained when it's not. Previously, we tried her "start with Ultimate" active, but we lost the excitement that comes with her ultimate and removed too much of its identity, and came with too much reliable power if she made it past the mid game.

  • NERFEDBraum

    Base armor decreased.

    Braum has been a standout recently, and we're not just talking about his moustache. As a support pick his ability to peel and synergize with the dominant fighters in the jungle has made him a threat at all levels of play. We're looking to pull back on how safely he can tank damage for his allies by lowering base armor which should make him slightly more brittle.

  • BUFFEDBriar

    R cleanse change. Q bugfix.

    In this patch we've got one bugfix and one small buff for Briar. While the Q bugfix is pretty straightforward, we're adjusting her R to make her CC immune during the post missile cast time which should help resolve any issues that occurred if Briar was CC'd before her dash.

    • R - Certain Death

      CC Cleanse: CC is cleansed when the missile hits → Briar is cleansed when the missile hits and is now immune to CC for the 1.25s cast animation that plays after the missile hits.

  • BUFFEDDarius

    Q heal increased.

    Darius hasn't been in the best shape for a few patches now, so we're here to give him a light buff. We're doing this by increasing the payout of his highest counterplay ability, his Q, so that its heal can keep Darius in the middle of the action longer.

    • Q - Decimate

      Missing Health Heal: 15 / 30 / 45% (1 / 2 / 3+ targets) → 17 / 34 / 51% (1 / 2 / 3+ targets)

  • BUFFEDFiora

    R healing per second increased. Visual bug fixes.

    We're fixing a Fiora bug and re-adding some old functionality as a way of buffing her teamfight capabilities. For the last two years, Fiora's R has been bugged to always last 5 seconds but scale the heal per second based on the number of vitals triggered. We're updating it with a version that gives her the full heal in all cases, just like when her original rework shipped. We'll be keeping an eye on her power level after this buff-fix to make sure she doesn't end up dominating the top lane landscape, but for now enjoy the extra heals!

    • R - Grand Challenge

      Heal per Second: 40 / 60 / 70 / 80 / 100% based on vitals → 100% always

    • R - Grand Challenge

      Obvious Healing: Healing circle effects now persist for the full 5 second duration (no gameplay change)

  • CHANGEDFizz

    W cooldown reduced at higher ranks. E AP scaling increased.

    Fizz has been underwater for a while as a mid lane threat, despite the fact he should be doing well as some of his best matchups are currently quite popular. We're looking to add some power to reel him back into relevance this patch by giving his W more uptime come late game and more damage on his E in all cases.

    • W - Seastone Trident

      Cooldown: 7 / 6.5 / 6 / 5.5 / 5 → 7 / 6 / 5 / 4 / 3 seconds

    • E - Playful / Trickster

      Damage: 80 / 130 / 180 / 230 / 280 (+ 90% AP) → 80 / 130 / 180 / 230 / 280 (+ 95% AP)

  • CHANGEDGaren

    After the changes made to crit a few patches ago, Garen has been feeling a little less "DEMACIA!!!!" and a bit more "De...

    After the changes made to crit a few patches ago, Garen has been feeling a little less "DEMACIA!!!!" and a bit more "De... man see how little I can do.". So we're reverting his Arena-specific changes to help him fight back in the Noxian Arena.

  • CHANGEDKled

    All abilities adjusted.

    Kled has had a number of different builds over the course of his lifetime, but his current build has skewed too far towards pure damage, and his identity around remounting and fighting over longer periods of time isn't really there anymore. When Kled is building assassin items, his playstyle devolves into hitting a single spell on someone which leads to their death. On the other hand, Kled lacks the tools and defenses needed to succeed in larger scale teamfights or do anything relevant outside of getting a fast kill on a squishy target. We want to move Kled towards fighter itemization and reward him both for being durable and dealing damage because we believe it will make him a healthier champion that can interact with a wider variety of targets and doesn't have to kill his target in one rotation of his spells in order to be successful. To get into the changes, Kled will now be tankier in his dismounted form if he's building fighter items to making remounting more consistent, especially in larger fights, and his attacks while W is down will refund his W cooldown to ensure that there's a reason why Kled should always be fighting, even when he doesn't have his large attack speed steroid up (and the fact that he's a crazed Yordle looking for a fight). We're also addressing some of the more frustrating parts of Kled's kit like the delay on his remounting and his inability to hit champions that are directly inside of his model with his mounted and dismounted Q spells.

    • Passive - Skaarl, the Cowardly Lizard

      Dismounted Kled Autoattack Damage Against Champions: 80% → 85/90/95/100%, at levels 1/6/11/16

    • Passive - Skaarl, the Cowardly Lizard

      Skaarl Health: 400-1550 (linear scaling) → 400-1400 (stat progression multiplier scaling) (Note: This update will just mean Skaarl's health will follow the same rules other champion's stats do)

    • Passive - Skaarl, the Cowardly Lizard

      Courage Gained from Minion Last Hits: 4 → 5

    • Passive - Skaarl, the Cowardly Lizard

      Dismounted Speed Boost Acquisition Range: 1000 → 1200

    • Passive - Skaarl, the Cowardly Lizard

      Dismounted Movement Speed Reduction: -60 → -40

    • Passive - Skaarl, the Cowardly Lizard

      Dismounted Bonus Movement Speed Toward Enemy Champions: 100-185 (based on level) → 70-155 (based on level)

    • Passive - Skaarl, the Cowardly Lizard

      Skarl Health Gained on Remount: 45-75% → 40-70%

    • Passive - Skaarl, the Cowardly Lizard

      Courage from Takedowns: 20 → 0

    • Passive - Skaarl, the Cowardly Lizard

      Skaarl's health is now granted at the beginning of the remount sequence upon gaining 100 Courage, rather than at the end of the remount sequence

    • Passive - Skaarl, the Cowardly Lizard

      Dismounted Kled now gains 1% bonus HP as Armor and Magic Resist, increased by 20% for each nearby enemy champ (up to 2% bonus HP)

    • Passive - Skaarl, the Cowardly Lizard

      Dismount dash time is now consistently 0.75 seconds every time

    • Q (Mounted) - Bear Trap on a Rope

      Initial Hit Bonus AD Ratio: 65% → 60% (Note: Total damage from initial hit and pull reduced from 195% bonus AD to 180% bonus AD)

    • Q (Mounted) - Bear Trap on a Rope

      Slow: 40 / 45 / 50 / 55 / 60% → 30 / 35 / 40 / 45 / 50%

    • Q (Mounted) - Bear Trap on a Rope

      Slow Duration: 1.5 → 2.5 seconds

    • Q (Mounted) - Bear Trap on a Rope

      Now calculates pull damage on pull, rather than when the tether is attached

    • Q (Mounted) - Bear Trap on a Rope

      Now checks a small area around Kled's zero point before the missile is fired

    • Q (Mounted) - Bear Trap on a Rope

      No longer applies Grievous Wounds on pull

    • Q (Mounted) - Bear Trap on a Rope

      Pull timer is now consistently, exactly 1.75 seconds every time

    • Q (Dismounted) - Pocket Pistol

      Ammo Charge Time: 20-7.5 seconds (based on level) → 18 / 16 /14 / 12 / 10 seconds (based on ability rank)

    • Q (Dismounted) - Pocket Pistol

      Damage per Pellet: 35-95 (+ 80% bonus AD) → 35-95 (+ 65% bonus AD)

    • Q (Dismounted) - Pocket Pistol

      Now checks a small area around Kled's zero point before the missile is fired to hit champions

    • Q (Dismounted) - Pocket Pistol

      Damage to champions is now recognized as single target rather than AoE damage

    • W - Violent Tendencies

      Damage: 20 / 30 / 40 / 50 / 60 (+ 4.5 / 5 / 5.5 / 6 / 6.5% (+ 1% per 20 bonus AD) of target's maximum health) → 20 / 30 / 40 / 50 / 60 (+ 4.5 / 5 / 5.5 / 6 / 6.5% (+ 1% per 50 bonus AD) (+ 1% per 250 bonus health) of target's maximum health)

    • W - Violent Tendencies

      Cooldown: 11 / 9.5 / 8 / 6.5 / 5 → 13 / 12 / 11 / 10 / 9 seconds

    • W - Violent Tendencies

      Attacking enemies while Violent Tendencies is on cooldown now reduces the remaining cooldown. 1.5 second reduction for champion attacks, 0.5 second reduction for non-champions.

    • W - Violent Tendencies

      No longer starts the W sequence when attacking wards. Instead, attacking wards matches plant behavior and maintains the attack speed without consuming W.

    • E - Jousting

      Damage: 35 / 60 / 85 / 110 / 135 (+ 65% bonus AD) → 35 / 60 / 85 / 110 / 135 (+ 55% bonus AD)

    • E - Jousting

      Now has a HUD tracker to indicate how long you will have to recast E2

    • E - Jousting

      Now has a range indicator while E2 is active

    • R - Chaaaaaaaarge!!!

      Minimum Damage: 4 / 5 / 6% (+ 4% per 100 bonus AD) of target's maximum health → 4 / 6 / 8% (+ 3% per 100 bonus AD) of target's maximum health

    • R - Chaaaaaaaarge!!!

      Maximum Damage: 12 / 15 / 18% (+ 12% per 100 bonus AD) of target's maximum health → 12 / 18 / 24% (+ 9% per 100 bonus AD) of target's maximum health

    • R - Chaaaaaaaarge!!!

      Damage Type: Physical → Magic

    • R - Chaaaaaaaarge!!!

      Now has a ping override for pinging the ultimate's range

  • CHANGEDLee Sin

    Base AD decreased.

    Lee Sin's been doing pretty well for himself after the last set of buffs, and while we're pretty happy with his pattern overall, he's performing a little better than we'd like so we're taking his AD down just a tad.

  • CHANGEDLux

    Lux is a dominant champion and a bit too unassailable with her long-range onslaught of spells and CC.

    Lux is a dominant champion and a bit too unassailable with her long-range onslaught of spells and CC. We've previously made some changes in Arena to help her out, and we're looking to pull some of that back.

  • CHANGEDNaafiri

    The dog's nose is feeling a bit dry, and Naafiri could use a bit more bite to go with her bark.

    The dog's nose is feeling a bit dry, and Naafiri could use a bit more bite to go with her bark. We're looking to increase her abilities as an assassin as well as help her bring her pack back together if they fall due to some AoE or poke.

  • NERFEDRiven

    Passive AD ratio decreased late.

    Riven is one of the best light fighters, particularly in skilled play. While it's important to us that deeply invested players are rewarded for their mastery, she's currently bursting a little too hard in the right hands, so we're giving her a little tap down. And before you ask, this isn't because of the Teemo clip, although we aren't surprised to see how many of you loved watching Teemo get popped.

    • Passive - Runic Blade

      AD Ratio: 30-60% (based on level) → 30-50% (based on level)

  • CHANGEDRyze

    Ryze is still sitting as one of the top mages, and isn't reliant on augments.

    Ryze is still sitting as one of the top mages, and isn't reliant on augments. These changes hope to hit some of his utility and damage without gutting his identity as Mr. Mana.

  • NERFEDSett

    Armor growth decreased.

    Sett has been quite potent and popular, particularly in average skill brackets. In this patch we're going for a simple and what should be unfeelable change around his armor growth, which is quite high for a champion who stacks a lot of health and buys little to no armor.

  • CHANGEDShyvana

    In Arena's past, Shyvana was a force to reckon with.

    In Arena's past, Shyvana was a force to reckon with. However, as players have gotten better at the mode these changes have had a bit too large of an impact, so we're reverting her Arena-specific adjustments.

  • CHANGEDTaric

    Taric isn't looking as fabulous as one would expect in a 2v2 mode.

    Taric isn't looking as fabulous as one would expect in a 2v2 mode. While we are aware that small changes can have a massive impact on Taric's power level, we think we can cautiously walk back some of his Arena-specific changes.

  • Q damage decreased.

    Twisted Fate has been playing with a stacked deck, so we're looking to bring him back closer to an even playing ground.

    • Q - Wild Cards

      Damage: 70 / 115 / 160 / 205 / 250 (+ 50% bonus AD) (+ 85% AP) → 60 / 105 / 150 / 195 / 240 (+ 50% bonus AD) (+ 85% AP)

  • NERFEDUrgot

    Shotgun knees are too cool to keep down. We're reverting some of the Arena-specific nerfs and giving him a touch more umph to pair with it.

  • CHANGEDYasuo

    AD growth decreased.

    Yasuo has been quite strong as of late, and with our incoming buffs to Blade of the Ruined King and Kraken Slayer, we want to preemptively balance the scales, so we're opting for a simple change to his AD growth to keep Yasuo feeling relatively similar to his current strength.

  • NERFEDYuumi

    R heal per hit decreased.

    Yuumi's ban rate has been climbing recently, so we're making one small change to her ultimate so that its healing isn't quite so powerful.

    • R - Final Chapter

      Heal per Hit: 30 / 40 / 50 (+ 15% AP) → 30 / 40 / 50 (+ 10% AP)

  • BUFFEDZiggs

    Q damage increased late. E damage increased late. R damage adjusted.

    Ziggs isn't bringing much explosive firepower to the table right now, which is kind of his thing. We'd like to make him a much better mid laner without making his bot lane power level unreasonable, so we're improving his scaling with experience, which should disproportionately help his mid lane game without making him a terror bot lane.

    • Q - Bouncing Bomb

      Damage: 85 / 135 / 185 / 235 / 285 (+ 65% AP) → 80 / 130 / 180 / 230 / 280 (+ 60 / 65 / 70 / 75 / 80% AP)

    • E - Hexplosive Minefield

      Damage per Mine: 30 / 70 / 110 / 150 / 190 (+ 30% AP) → 30 / 70 / 110 / 150 / 190 (+ 25 / 30 / 35 / 40 / 45% AP)

    • R - Mega Inferno Bomb

      Maximum Center Damage: 300 / 450 / 600 (+ 110% AP) → 300 / 500 / 700 (+ 100% AP) (Note: Minimum damage is still 2/3rds of max damage)

  • NERFEDZoe

    Q and W damage decreased.

    Zoe's quite strong at the moment and has established herself as the queen of winning the early lane and then falling off a cliff. We're looking to nerf her this patch while also throwing her a bone when it comes to her late-game scaling.

    • Q - Paddle Star

      Damage: 7 – 50 (based on level) (+ 50 / 80 / 110 / 140 / 170) (+ 60% AP) → 2 – 50 (based on level) (+ 50 / 80 / 110 / 140 / 170) (+ 60% AP)

    • W - Spell Thief

      Total Damage: 75 / 105 / 135 / 165 / 195 (+ 40% AP) → 60 / 90 / 120 / 150 / 180 (+ 45% AP)

Items

  • Blade of the Ruined King has fallen out of favor recently.

    Blade of the Ruined King has fallen out of favor recently. Meanwhile, there has been a rise in popularity of health stacking within the game, which means BoRK should be a more popular pick up. To help it get back on everyone's radar we're buffing the % health damage this item provides which is the item's biggest selling point and fantasy.

  • Haunting Guise stacking goes against what we typically want out of our item system, namely that builds should have peaks and valleys where there's room to beat someone on a weaker spike.

    Haunting Guise stacking goes against what we typically want out of our item system, namely that builds should have peaks and valleys where there's room to beat someone on a weaker spike. As this item's passive stacks (and it's intended for the upgraded versions to do so), we're locking players out from building more than one at a time, as the amount of early health that Haunting Guise stacking provides ends up making champions unassailable.

  • Kraken Slayer is an overall weak item right now, both for melee and ranged users.

    Kraken Slayer is an overall weak item right now, both for melee and ranged users. As such, we're looking to buff it equally by making it a faster early spike and playing up its unique difference with Blade of the Ruined King, namely making it deliver more damage to low-health enemies.

  • Phantom Dancer is the least-purchased attack speed-crit item in the game so we'd like to buff it enough to feel more competitive.

    Phantom Dancer is the least-purchased attack speed-crit item in the game so we'd like to buff it enough to feel more competitive. As it doesn't have any really unique outputs, we’re going to lean further into its attack speed and movement speed bonuses.

  • Now that the Rod of Ages craze has passed (what a great time it was), it's time for us to re-investigate how this item is performing.

    Now that the Rod of Ages craze has passed (what a great time it was), it's time for us to re-investigate how this item is performing. Ultimately, we'd like it if it was clearly good for the really mana-hungry champions out there who need to stack as many resources as possible. As such, we're playing up its scaling and mana-stacking power to make it great on that unique set of champions.

  • As tanks have moved into viability AD assassins have started to struggle a bit too much in Arena.

    As tanks have moved into viability AD assassins have started to struggle a bit too much in Arena. This should help give assassins better tools when durability gets too high.

Systems & modes

  • BUFFED

    Guardian

    Guardian only has a few core users right now, but it's meant to be a reasonable consideration for enchanters who want to index more toward helping out their teammates.

    Guardian only has a few core users right now, but it's meant to be a reasonable consideration for enchanters who want to index more toward helping out their teammates. As such, we're buffing up the level-up value and AP ratio while reducing the bonus HP ratio to keep it consistent on its most common tank users while making it stronger for those who don't buy as much health.

  • NERFED

    Unsealed Spellbook (Smite)

    We're happy that Unsealed Spellbook is back as a high skill Keystone option for players who can manage the extra mental load of picking the best summoner for each situation.

    We're happy that Unsealed Spellbook is back as a high skill Keystone option for players who can manage the extra mental load of picking the best summoner for each situation. That said, we're not happy with how much it skews contests over epic monsters. While taking Smite is fine, the fact that its damage progression often outpaces junglers is not. This change ultimately results in Spellbook Smite being clearly weaker than junglers' Smites at almost all points in time.