Gamescope

Patch notes

Patch 15.18

Data Dragon 15.18.1 · 9/9/2025 · Official notes

TL;DR

Celebrate patch 25.18 with our ‘24 World’s Winners, T1!

Time to celebrate patch 25.18 and our 2024 World's Winners, T1! This patch's live balance updates don't have any new champion-role injections, simply a bunch of follow up and fine-tuning. Notable highlights include a Bami's Cinder buff for junglers, some Illaoi QoL, our first big nerf patch for Yunara, Qiyana, and jungle Sylas. In other news, we've also got some updates to ARAM, Doom Bots, and Arena in this patch, so if you're a modes enjoyer this is your time! We've also got our 2024 World's Winners skins (go T1!), the return of Your Shop, updates to the game tracking information changes we introduced last patch, a clash on SR, and last, but certainly not least, we're going to start rolling out bans and punishments for botted and purchased accounts as well and players engaging in boosting. As always thanks for reading and we'll see you on the Rift! Looking for more information on all things League of Legends? Check out our community-run wiki here! Wrong patch notes? You can find the TFT patch notes here!

Champions

  • CHANGEDAmumu

    Q cooldown and mana cost decreased.

    Amumu has been very sad in support for a while now and we'd like to give him some power back to add a bit of pep to his step. We think he'd be tickled pink if he could start maxing Q first, so we're leaning in that direction by giving it a lower cooldown per rank while also lowering the mana cast so he'll be able to cast two charges relatively cheaply.

    • Q - Bandage Toss

      Cooldown: 16 / 15.5 / 15 / 14.5 / 14 → 16 / 15 / 14 / 13 / 12 seconds

    • Q - Bandage Toss

      Mana Cost: 45 / 50 / 55 / 60 / 65 → 50 at all ranks

  • NERFEDAnnie

    W damage decreased. R magic pen decreased.

    Annie's been on fire in pro play for quite some time as is also OP for regular play with the right skill order. Her W-first-max tech is quite powerful compared to her Q max, despite it being very uncommon outside of Pro, so we're going to reduce the power of this under-the-radar tech.

    • W - Incinerate

      Base Damage: 70 / 115 / 160 / 205 / 250 → 70 / 110 / 150 / 190 / 230

    • R - Summon Tibbers

      Magic Penetration: 15 / 17.5 / 20% → 10 / 15 / 20%

  • BUFFEDAshe

    AD growth increased.

    Ashe is once again finding herself near the bottom of the ADC list. We're pretty happy with her current shape with crit and some on-hit items being solid options for her, so all we're really doing here is looking to nudge her success rate up just a bit.

  • CHANGEDAurora

    Passive damage adjusted.

    In a similar boat as a few other mages in this patch, Aurora has been outcompeting and dominating the mid meta in Pro. We're looking to take some power out of her pro specific advantage of baseline target agnosticism without buying into high AP, as well as worsen her lane phase slightly so she is less capable of supporting her team in early skirmishes.

    • Passive - Spirit Abjuration

      Base Percent Max Health Damage: 2.5% → 1%

    • Passive - Spirit Abjuration

      Percent Max Health Damage AP Ratio: 2% per 100 AP → 2.7% per 100 AP

  • NERFEDAzir

    Attack Speed growth decreased. W damage decreased.

    Azir has been at the top of his rule, especially in pro play. He's reliably able to get to a high point of power, so we'd like to reduce how effective he is when that happens by bringing down his Attack Speed growth and late-game W damage.

    • W - Arise!

      AP Ratio: + 45 / 50 / 55 / 60 / 65% AP → + 40 / 45 / 50 / 55 / 60% AP

  • CHANGEDBriar

    Q damage decreased, now deals physical damage. W bugfix. R alert sound now plays after a delay, range increased, damage decreased.

    Briar's ultimate is a little too hard to hit, especially against aware players. While it's intended that the spell has high counterplay, we wanted to ensure smart Briar players are able to find situations where it is much more in their favor to land. To do this, we're delaying the global warning sound until after the 1 second cast time, which should make R much easier to hit when cast at nearby enemies from out of vision. To compensate, we're nerfing her damage a bit as she's quite strong right now and doesn't have room for a straight buff. We also took this chance to move Q back to physical damage for all you lethality enjoyers out there.

    • Q - Head Rush

      Base Damage: 60 / 90 / 120 / 150 / 180 → 60 / 85 / 110 / 135 / 160

    • Q - Head Rush

      Damage Type: Magic → Physical

    • W - Blood Frenzy

      Bugfix: Fixed a bug where Briar would sometimes stop moving and lose her attack command when Frenzy expired

    • R - Certain Death

      Global Sound: Plays on cast → Plays after cast

    • R - Certain Death

      Damage: 150 / 250 / 350 (+ 50% bonus AD) (+ 120% AP) → 150 / 250 / 350 (+130% AP) (Note: 50% bonus AD ratio removed.)

    • R - Certain Death

      Range: 10000 → 12000

  • Mana increased. E damage vs poisoned targets increased.

    Cassiopeia has been stagnating in the grass for a while ever since the early few patches of Noxus earlier this year. To help her out we're adding a small buff to her offensive power and early laning by giving her (twin) fangs a bit more bite.

    • E - Twin Fang

      Base Damage vs Poisoned Targets: 20 / 40 / 60 / 80 / 100 → 20 / 43 / 66 / 89 / 112

  • NERFEDGalio

    Passive and Q damage decreased.

    Galio is currently one of the most dominant mid picks and has been for a few patches now. His mid-game is by far his strongest point, which has meaningfully contributed to him out competing other picks, so we're looking to bring it down to a more reasonable spot. With these changes we're looking to target both tank and full damage builds to keep his itemization between the two healthy.

    • Passive - Colossal Smash

      AP Ratio: 45% → 40%

    • Q - Winds of War

      Percent Max Health Damage per Tick: 2.5% → 2%

  • BUFFEDGaren

    E damage increased.

    Garen is hitting a historical low breadth (the amount of unique players), and we'd like our signature accessible top lane fighter to be more enticing for more players. We're going to buff him up by showing some love to his E AD Ratio, which should further incentivize more fighter-y runes and items.

    • E - Judgment

      AD Ratio per Spin: 36 / 39 / 42 / 45 / 48% AD → 38 / 41 / 44 / 47 / 50% AD

  • BUFFEDHwei

    Passive and E abilities' damage increased. WQ movement speed increased.

    Hwei has been producing fine art, but we've seen some player feedback saying that he struggles to find footing, partially due to his strength waning over gametime, which we agree with. To fix this we're buffing his AP ratios to give his art more impact as he gets gold, and giving him some higher-mastery skewed buffs that will help his WQ feel smoother to use.

    • Passive - Signature of the Visionary

      AP Ratio: 30% → 35%

    • WQ - Serenity

      Fleeting Current: Base Bonus Movement Speed: 20 / 22.5 / 25 / 27.5 / 30% → 30 / 32.5 / 35 / 37.5 / 40%

    • WQ - Serenity

      Fleeting Current: Bonus Movement Speed AP Ratio: +2% per 100 AP → +3% per 100 AP

    • E - Subject

      Torment: EQ - Grim Visage AP Ratio: 60% → 65%

    • E - Subject

      Torment: EW - Gaze of the Abyss AP Ratio: 60% → 65%

    • E - Subject

      Torment: EE - Crushing Maw AP Ratio: 60% → 65%

  • CHANGEDIllaoi

    Passive QoL change. W damage decreased. E vessel duration decreased.

    When we nerfed Illaoi's vessel duration, she was left in a state where she could sometimes fail to get any follow-up tentacle attacks on a newly-minted vessel in the early game. We're extending the debuff duration slightly to make it more likely that she can get her well-deserved follow-up slap, but as this has a meaningful power impact, we're also giving her a small compensation nerf. We're also delivering a nice QoL buff requested by Illaoi players: no longer will she waste her passive cooldown while channeling or travelling with Summoner Teleport.

    • Passive - Prophet of an Elder God

      QoL Change: No longer spawns tentacles during Summoner Teleport. Her passive now waits until she's done teleporting.

    • W - Harsh Lesson

      Target Max Health Damage: 4% per 100 total AD → 3.5% per 100 total AD

    • E - Test of Spirit

      Vessel Duration: 3 → 4 seconds

  • BUFFEDJayce

    Q damage increased.

    Piltover's poster boy hasn't been defending tomorrow very well lately, and has seen little presence in pro play despite the top lane meta being one he should thrive in. To help him out a bit we're going to give him a high skill skewed buff to make his shock blasts all the more... shocking.

    • Q - Shock Blast (Cannon Stance)

      Damage: 60 / 110 / 160 / 210 / 260 / 310 → 80 / 126 / 172 / 218 / 264 / 310

  • CHANGEDKatarina

    Katarina struggles in a gamemode with only 2 opponents, so we're adjusting her passive to fully reset her ultimate while giving her some more force behind her basic abilities.

  • BUFFEDKled

    Our previous Kled changes helped him out, but didn't go far enough; we're doing some follow-up work.

  • CHANGEDKog'Maw

    AP Kog'Maw has always been an off build, but is a little less viable than we think makes sense for Arena's build philosophies.

  • CHANGEDLeona

    Leona has been a bit underwhelming for a while, so we are pulling back some of the previous Arena-specific changes that she has received in the past.

  • CHANGEDQiyana

    Base AD and Armor Growth decreased. Passive damage decreased.

    Qiyana's recent buffs were quite potent, bringing her into the spotlight as arguably the strongest champion in the game and driving her ban rate up significantly. This queen has been shining too brightly, in both mid and jungle, so to take the attention off of her (and so that her players can play her) we're bringing her power down across the board.

    • Passive - Royal Privilege

      Bonus Damage: 30% Bonus AD → 25% Bonus AD

  • NERFEDSoraka

    Soraka has been a top-tier enchanter for a while, so we're tapping her down slightly.

  • CHANGEDSylas

    Passive damage to monsters decreased.

    As players have gotten better at him, Sylas jungle has continued to rise up the ranks and now is more performant than we're comfortable with. Since we're happy with his power level in mid lane, we're simply walking back a portion of his prior jungle buffs.

    • Passive - Petricite Burst

      Bonus Damage to Monsters: 150% → 130%

  • CHANGEDTaliyah

    Q and Q2 mana cost decreased, damage decreased. E mana cost decreased, damage decreased.

    Taliyah has been no stranger to higher level play and we think the culprit is a combination of reliability and durability in her most common builds. We'd like her to be weighed down less by her high mana costs in order to make her less reliant on Tear of the Goddess. Additionally, we would also see her build more aggressively so we are lowering her base damage in order to make AP a larger portion of her power budget. We're improving her jungle modifiers as a way to offset these adjustments to mid lane.

    • Q - Threaded Volley

      Mana Cost: 65 / 70 / 75 / 80 / 85 → 55 / 60 / 65 / 70 / 75

    • Q - Threaded Volley

      Q2 Mana Cost: 20 → 10

    • Q - Threaded Volley

      Base Damage: 56 / 74.5 / 93 / 111.5 / 130 → 55 / 72.5 / 90 / 107.5 / 125

    • Q - Threaded Volley

      Flat Damage per Rock to Monsters: 10 → 20

    • E - Unraveled Earth

      Mana Cost: 90 / 95 / 100 / 105 / 110 → 90 at all ranks

    • E - Unraveled Earth

      Detonation Base Damage: 25 / 45 / 65 / 85 / 105 → 25 / 40 / 55 / 70 / 85

    • E - Unraveled Earth

      Monster Damage Modifier: 175% → 190%

  • CHANGEDVel'Koz

    E cooldown decreased. R damage increased.

    We're looking to give a bit of love to Vel'Koz who's been looking a tad weak in both main roles, with a bit more emphasis on the mid lane.

    • E - Tectonic Disruption

      Cooldown: 14 / 13.5 / 13 / 12.5 / 12 → 12 / 11.5 / 11 / 10.5 / 10 seconds

    • R - Life Form Disintegration Ray

      Total Base Damage: 450 / 625 / 800 → 450 / 700 / 925

  • NERFEDVolibear

    Passive AP ratio decreased.

    Volibear has clawed his way to the top of the ranks of junglers as the rest of them were brutally wounded by nerfs in the last hunt. While it's acceptable for this thunder god to be potent, his current strength is just a bit too thunderous. As such we're tapping down his AP Ratio on his passive, which should make his first item power spike less electrifying.

    • Passive - The Relentless Storm

      Attack Speed AP Ratio: 4% (up to 20%) per 100 AP → 3 (up to 17.5%) per 100 AP

  • CHANGEDXin Zhao

    With Xin Zhao's update, he lost some of his Arena tuning, we're bringing those back.

  • NERFEDYunara

    Base Health and AD decreased. E bonus movement speed and duration decreased.

    Yunara has quickly risen to be the strongest marksman in the game accounting for mastery while also seeing high pick/ban priority in professional play (especially in China and Korea). In this patch we're looking to nerf her across the board, ideally lowering her priority in professional play, which should also lower her ban rate in higher levels of play as well.

    • E - Kanmei's Steps

      Bonus Movement Speed: 50 / 55 / 60 / 65 / 70% → 30 / 35 / 40 / 45 / 50%

    • E - Kanmei's Steps

      Movement Speed Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 → 1.5 seconds at all ranks

  • CHANGEDZac

    R now Ghosts.

    Zac can rarely get stuck on units in his ultimate. The original Zac ultimate allowed him to pass through units to prevent this, so we're bringing that functionality back!

    • R - Let's Bounce!

      Going Ghost: Now grants Ghosting during ultimate.

Items

  • We've revisiting Bami's this patch to help keep it in line with Fated Ashes, which has seen a clear dominance between the two options.

    We've revisiting Bami's this patch to help keep it in line with Fated Ashes, which has seen a clear dominance between the two options. We'd like the difference to be less decided between the two components for jungle clear power, so these buffs should help do just that.

  • When you find yourself forced to rush a QSS to survive an enemy Malzahar, Warwick, or just a team with heavy CC, it's still usually in your best interest to complete this item last.

    When you find yourself forced to rush a QSS to survive an enemy Malzahar, Warwick, or just a team with heavy CC, it's still usually in your best interest to complete this item last. Even then, you still may feel like you're giving up more power than you can afford due to the meager stats that the item gives on completion. We're looking to make sure the item still feels appropriately tuned while keeping a focus on the active as its main strength.

  • Sunfire Cape has been the clearly worse option for tank junglers when compared to Liandry's, and while a meaningful amount of that difference is generated from the early clear impacts of Bami's vs.

    Sunfire Cape has been the clearly worse option for tank junglers when compared to Liandry's, and while a meaningful amount of that difference is generated from the early clear impacts of Bami's vs. Fated Ashes, there is still a degree of power and excitement missing from Sunfire once completed that we want to bring to the item.