Patch notes
Patch 15.9
Data Dragon 15.9.1 · 4/29/2025 · Official notes












TL;DR
Spring into the action, welcome to Season 2!
Spring into the action, welcome to Season 2! Welcome to Season 2 where we go to Ionia just in time for the Spirit Blossom Festival! We’ve got lots to celebrate this patch, so make sure to read the full patch notes for all the details! We have quite a few bigger changes coming this patch like a new Spirit Blossom map, Thornbound Atakhan, changes to the Void objectives, improved soft inting detection, a brand new batch of Spirit Blossom skins, a new battle pass, and much more! When it comes to the gameplay side of things we’ll be shipping a few QoL improvements to systems like Bounties, switching roles in champ select, and your gray screen! Not to mention updates to make Rod of Ages, Boots of Swiftness, and Symbiotic Soles less dominant, bringing up Unflinching, upgraded Feat boots, and Ignite, plus the normal array of live champion balance. Landed on the wrong patch note page? Portal on over to the TFT patch notes here!
Champions

CHANGEDAnnieQ damage increased. W mana cost decreased. R magic penetration increased.
Annie released weaker than intended, specifically during her early game. We’re looking to amplify her identity as a burst mage, ease her laning phase, and reduce her mana costs which have been a pain point as of late.

Q - Disintegrate
Damage: 70 / 105 / 140 / 175 / 210 (+ 80% AP) → 80 / 120 / 160 / 200 / 240 (+ 80% AP)

W - Incinerate
Mana Cost: 90 / 95 / 100 / 105 / 110 → 70 / 75 / 80 / 85 / 90

R - Summon
Tibbers: Passive Magic Penetration: 10 / 12.5 / 15% → 15 / 17.5 / 20%

CHANGEDAsheQ damage and bonus attack speed increased.
Ashe is a touch weak right now, so we’re adding some power to her mid-to-late game teamfights to help her thrive in cases where she finds space and time to focus down her targets.

Q - Ranger’s Focus
AD Ratio: 111 / 117 / 123 / 129 / 135% → 110 / 117.5 / 125 / 132.5 / 140%

Q - Ranger’s Focus
Bonus Attack Speed: 25 / 35 / 45 / 55 / 65% → 25 / 37.5 / 50 / 67.5 / 75%

CHANGEDGwenArmor growth decreased. Passive damage to monsters decreased. Q damage decreased.
As a new surge of Gwen players have gotten better at her, the apparent rise in mastery has been offsetting some of our recent nerfs. As she’s still one of the strongest champions in the game, and the single strongest one in jungle, we’re delivering some more nerfs to keep up with how well all of you are playing her.

Passive - A Thousand Cuts
Monster Damage Cap: 5 (+ 15% AP) → 5 (+ 10% AP)

Q - Snip Snip!
Damage per Snip: 10 / 15 / 20 / 25 / 30 (+ 5% AP) → 10 / 15 / 20 / 25 / 30 (+ 2% AP)

Q - Snip Snip!
Maximum Damage: 110 / 160 / 210 / 260 / 310 (+ 60% AP) (+ 6x Passive) → 110 / 160 / 210 / 260 / 310 (+ 45% AP) (+ 6x Passive)

CHANGEDKalistaBase health and AD decreased, AD growth increased. E damage decreased.
Kalista is experiencing a very high ban rate in Pro due to a strong early game and the ability to enable her support pairings. These changes are targeted to significantly reduce her early game strength, while granting some compensation to her power level throughout the game.

E - Rend
Damage: 10 / 20 / 30 / 40 / 50 (+ 70% AD) (+ 20% AP) → 5 / 15 / 25 / 35 / 45 (+ 70% AD) (+ 20% AP)

BUFFEDK’SanteDefault item shop updated. W damage increased.
K'Sante has been quite sad in Solo Queue recently, and had very little presence in Pro due to a particular ap tank busting top laner. In this patch we’ll be buffing his W rank-up incentive slightly to better even out the discrepancy between maxing W and E second. In addition, we’re updating his default item shop page to show more tank items which should help avoid non-optimal itemization choices.

W - Path Maker
Base Damage: 40 / 60 / 80 / 100 / 120 → 45 / 75 / 105 / 135 / 165

CHANGEDLeonaPassive duration increased. Q mana cost decreased. E mana cost decreased.
Leona is falling slightly behind her tanky support counterparts and we think some slight adjustments to her mana especially in early game should help. Additionally, we think her allies should feel that they have leeway using her passive on minions or champions, so we’re increasing its duration a tad.

Passive - Sunlight
Duration: 1.5 → 2.5 seconds

Q - Shield of Daybreak
Mana Cost: 35 / 40 / 45 / 50 / 55 → 30 / 35 / 40 / 45 / 50

E - Zenith Blade
Mana Cost: 60 → 40 / 45 / 50 / 55 / 60

CHANGEDMorganaE shield strength increased. R damage and bonus movement speed increased.
Morgana has fallen behind in terms of power in all of her roles. Currently, her ultimate doesn't quite give her enough mobility to prevent her opponents from escaping. So to help her lock down her targets, we’re giving her ult more power and a stronger Black Shield to incentivize playmaking and increase success.

E - Black Shield
Shield Strength: 80 / 135 / 190 / 245 / 300 (+70% AP) → 100 / 155 / 210 / 265 / 320 (+70% AP)

R - Soul Shackles
Damage: 175 / 250 / 325 (+ 80% AP) → 200 / 275 / 350 (+ 80% AP)

R - Soul Shackles
Bonus Movement Speed: 10 / 35 / 60% → 20 / 40 / 60%

CHANGEDNaafiriW cooldown increased early. E AD ratio decreased.
The dawg’s mastery curve continues to climb as players learn the limits of her new kit. We’re targeting generic nerfs to her in both roles, but looking to maintain her as viable in both jungle and mid. Turns out a lot of you know what the dog doin.

W - The Call of the Pack
Cooldown: 22 / 21 / 20 / 19 / 18 → 26 / 24 / 22 / 20 / 18 seconds

E - Eviscerate
Dash Damage: 15 / 25 / 35 / 45 / 55 (+ 50% bonus AD) → 15 / 25 / 35 / 45 / 55 (+ 40% bonus AD)

BUFFEDOriannaQ mana cost reduced.
Orianna has hit a point where she’s in need of a small buff. Her mana costs are among the most painful in the game, so we’re looking to address that by allowing her to cast her most spammable spell sliiiiiiiightly more often.

Q - Command
Attack: Mana Cost: 30 / 35 / 40 / 45 / 50 → 35 at all ranks

BUFFEDRengarRecommended items updated.
We’ve done a pass on Rengar’s recommended items for top and jungle, prioritizing items that perform better. Like most item changes, we expect this to result in a small, indirect buff for our favorite jungle cat.

BUFFEDShenEmpowered Q damage increased.
We're happy with recent Shen buffs directionally, but they haven't quite hit the magnitude we're looking for. We've given him more utility, but what he needs now is more damage to actually fight it out in lanes. It's time to bring it back.

Q - Twilight Assault
Empowered Bonus Magic Damage: 10-40 (based on level) (+ 4 / 4.5 / 5 / 5.5 / 6% target’s max HP) → 10-40 (based on level) (+ 5 / 5.5 / 6 / 6.5 / 7% target’s max HP)

NERFEDYorickMist Walker damage from monsters decreased.
Another patch, another Yorick change! Look, we’re just going for thematically resonant changes at this point. After all, he can’t die. We’re looking to reduce his power level in the jungle a little, as he’s still a bit overboard in that role.
Passive - Shepard of Souls
Mist Walker Damage to Monsters: 70% → 60%

R - Feast and Q - Consume
May be pinged to display the total damage to monsters when off of cooldown
Items

NERFEDBoots of SwiftnessBoots of Swiftness are a bit overpowered relative to other boots, leading to champions zipping around combat more than we’d like.
Boots of Swiftness are a bit overpowered relative to other boots, leading to champions zipping around combat more than we’d like. Ultimately, we’re going with a small direct nerf that should keep it in line with other boot options.

NERFEDRod of AgesRod of Ages’ new build path has made it overtake mage mana itemization, and as a result, its high durability has slowed down champion interactions below what we think makes for the best gameplay.
Rod of Ages’ new build path has made it overtake mage mana itemization, and as a result, its high durability has slowed down champion interactions below what we think makes for the best gameplay. We think as a whole, mages are rather balanced and we intend to ship a larger pass on mage itemization to make sure all AP items are worthy of purchasing in an upcoming patch, but right now we want to tap the newly-popular Rod of Ages to make sure bursty champions can attack more normal-sized health pools.

CHANGEDSymbiotic SolesSymbiotic Soles are a solid option for supports, which we’re very happy about, but they’re too game-warping for laners, as the empowered Recall lets them quickly reset every few waves, removing all sense of attrition.
Symbiotic Soles are a solid option for supports, which we’re very happy about, but they’re too game-warping for laners, as the empowered Recall lets them quickly reset every few waves, removing all sense of attrition. So we’re making some adjustments to retain their power for roaming around the map but make them worse when spamming Recall over and over.
Systems & modes
- CHANGED
Biscuit of Everlasting Will
Biscuits are intended to be a lane sustain tool with some decision-making around their optimal usage, but their current state highly rewards saving them until as late in the game as possible and using them at as close to death as possible.
Biscuits are intended to be a lane sustain tool with some decision-making around their optimal usage, but their current state highly rewards saving them until as late in the game as possible and using them at as close to death as possible. Some decision-making is desirable, but we don't love the hold-for-midgame-skirmish strategies or how pushed the power of biscuits are when the user is extremely low, so we’re taking a swing at both of these.
- BUFFED
Ignite
In the eternal Ignite vs. Teleport debate, Ignite has come up on the losing end as of late. It’s a bit under-picked, so we’re giving it a meaningful buff to its late game da…
In the eternal Ignite vs. Teleport debate, Ignite has come up on the losing end as of late. It’s a bit under-picked, so we’re giving it a meaningful buff to its late game damage, specifically aimed at mid and top laners.
- CHANGED
Unflinching
Among the options in its drawer, Unflinching is competing with a scaling rune (Overgrowth) and a kit-bound rune (Revitalize).
Among the options in its drawer, Unflinching is competing with a scaling rune (Overgrowth) and a kit-bound rune (Revitalize). In order to make it make sense in this slot compared to the other options, we're shifting it to be an early game-skewed counter option.