Gamescope

Patch notes

Patch 16.15

Data Dragon 16.15.1 · 7/28/2026 · Official notes

TL;DR

We’re kicking off Season 3…but of what year?!

Welcome to patch 26.15 and Season 3, where Bel’Veth, the Empress of the Void has some changes she’d like to introduce to you, starting with her patchwork update that leans into her evolution fantasy (permanent ult form, anyone?). After that, we’ve got some nerfs to some recent and longer overperforming champions in Locke, Naafiri, Riven, Sylas, and Morde, and then a handful of buffs to some large tanky champions (and Kai’Sa I guess), along with some item and rune adjustments. On the ranked front with the new Season, you can only cash in Aegis of Valor in games you win to remove mixed incentives, and we’re bringing back duoing to Master tier! Continue on for ARAM: Mayhem and Arena changes! 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

  • CHANGEDAlistar

    Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he's failing to compete in the current meta even though it fa…

    Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he's failing to compete in the current meta even though it favors roaming supports - a space we expect him to excel in.

    • Base Stats

      Move Speed: 330 → 335

  • BUFFEDBel'Veth

    This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion.

    This patch, we're launching a set of Bel'Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion. The major changes here are making her Q at early levels function more like a regular dueling ability in order to reduce just how heavily she can put certain champions behind with early invades. Historically, this Q tuning has caused us to repeatedly balance around her very early strength at a loss to many of her other more core functions. While we acknowledge that there's a subset of Bel'Veth players who love this capability, broadly, we think it's paying too many tradeoffs for the rest of her audience. We are looking to move some of her early game power to her mid and late game by leaning more on her evolution fantasy and her stacking mechanic. We believe that high moments like having form until death when you have gotten enough stacks feels like a transformative yet exciting moment that lines up a bit more with her kit expectations.

    • Base Stats

      Attack Speed: 0.85 → 0.67

    • Base Stats

      Attack Speed Ratio: 0.85 → 0.67

    • Base Stats

      Attack Damage: 60 → 55

    • Base Stats

      Basic Attack Damage Modifier: 75% → 100%

    • Base Stats

      Attack Cast Time: 0.25 → 0.22

    • Base Stats

      Total Attack Animation: Adjusted to feel better at lower Attack Speeds

    • Base Stats

      Armor: 32 → 28

    • Base Stats

      Armor Growth: 4.7 → 5

    • Base Stats

      Health: 610 → 580

    • Base Stats

      Health Growth: 105 → 110

    • Base Stats

      Model Size: 100% → 95%

    • Passive - Death In Lavender

      Attack Speed After Spell Cast: 20% minimum / 40% maximum for 2 attacks → 20% for 3 seconds

    • Passive - Death In Lavender

      Attack Speed per Stack: 0.28% minimum / 1.1% maximum → 0.1% minimum / 2% maximum

    • Q - Void Surge

      Speed: 800 / 850 / 900 / 950 / 1000 → 850

    • Q - Void Surge

      Time Between Casts: 1 → 4 / 3.25 / 2.5 / 1.75 / 1

    • Q - Void Surge

      Monster Damage Modifier: 55 / 65 / 75 / 85 / 95 → 70

    • Q - Void Surge

      Minion Damage Modifier: 60 / 70 / 80 / 90 / 100% → Removed

    • Q - Void Surge

      Damage: 0 / 5 / 10 / 15 / 20 (+100% Attack Damage) → 12 / 14 / 16 / 18 / 20 (+105% Attack Damage)

    • Q - Void Surge

      Attack Speed to Ability Haste Conversion: 0.25 → 0.2

    • W - Above And Below

      Damage: 70 / 110 / 150 / 190 / 230 (+100% Bonus Attack Damage) (+125% Ability Power) → 80 / 140 / 200 / 260 / 320 (+150% Ability Power)

    • W - Above And Below

      Slow Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds at 50% slow → 2 seconds at 30% slow

    • W - Above And Below

      Knockup Duration: 0.75 seconds → 0.6 / 0.7 / 0.8 / 0.9 / 1 second

    • E - Royal Maelstrom

      Damage per Strike: 6 / 7 / 8 / 9 / 10 (+8% Attack Damage) (+8% On-Hit effects), increased up to 300% based on missing Health → 10 / 12 / 14 / 16 / 18 (+12% Attack Damage) (+12% On-Hit effects), increased up to 100% based on missing Health

    • E - Royal Maelstrom

      Number of Strikes: 6 + 1 per 33% bonus Attack Speed → 6 + 1 per 40% bonus Attack Speed

    • E - Royal Maelstrom

      Damage Reduction: 35 / 40 / 45 / 50 / 55% → 20 / 30 / 40 / 50 / 60%

    • E - Royal Maelstrom

      Lifesteal: 20% → 20 / 25 / 30 / 35 / 40%

    • E - Royal Maelstrom

      Lifesteal Scaling: 100% → Removed

    • E - Royal Maelstrom

      Cooldown: 20 / 19 / 18 / 17 / 16 → 24 / 21 / 18 / 15 / 12

    • E - Royal Maelstrom

      Monster Damage Modifier: 150% → 200%

    • R - Endless Banquet

      Passive On-Hit Application: Every other attack → Every attack

    • R - Endless Banquet

      Passive True Damage: 6 / 10 / 14 (+12% Bonus Attack Damage) → 2 / 4 / 6 (+3% Bonus Attack Damage)

    • R - Endless Banquet

      Target Swapping: Passive removed when swapping targets → Passive no longer removed when swapping targets

    • R - Endless Banquet

      Maximum Epic Monster Stacks: 10 → 8

    • R - Endless Banquet

      Passive Application Requirement: E and Q required Bel’Veth to have attacked the target first → E and Q no longer require Bel’Veth to have attacked the target first

    • R - Endless Banquet

      Explosion Damage: 150 / 200 / 250 (+100% Ability Power) (+25% missing Health) → 150 / 200 / 250 (+150% Ability Power) (+20% missing Health)

    • R - Endless Banquet

      Heal per Bonus Health: 100 / 150 / 200 (+120% Bonus Attack Damage) (+90% Ability Power) → 100 / 250 / 400 (+150% Bonus Attack Damage) (+150% Ability Power)

    • R - Endless Banquet

      Basic Attack Range Bonus: 75 → 25 / 75 / 125

    • R - Endless Banquet

      Total Attack Speed: 10 / 15 / 20% → 5 / 15 / 25%

    • R - Endless Banquet

      Size: 10% → 10 / 15 / 20%

    • R - Endless Banquet

      Unempowered Buff Duration: 60 → 45 / 90 / infinite at 0 / 40 / 80 stacks

    • R - Endless Banquet

      Empowered Buff Duration: 180 → 45 / 90 / infinite at 0 / 40 / 80 stacks

    • R - Endless Banquet

      Post-Cast Lockout: 0.5 seconds → 0.25 seconds

    • R - Endless Banquet

      Out of Combat Move Speed: Removed

  • CHANGEDKai'Sa

    Despite the recent buff, Kai’sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range.

    Despite the recent buff, Kai’sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range. We’re tapping up her scaling to help her output as she nears her final form.

    • Passive - Second Skin

      Caustic Wounds: 4 - 24 (Champion Level) (+12% Ability Power), +1 - 6 (Champion Level) (+3% Ability Power) per prior stack → 4 - 30 (Champion Level) (+12% Ability Power), +1 - 8 (Champion Level) (+3% Ability Power) per prior stack

  • NERFEDLocke

    Locke continues to climb the mastery curve, so we’re continuing nerfs to keep him in line.

    Locke continues to climb the mastery curve, so we’re continuing nerfs to keep him in line. Particularly, we observe his early game to be clearly over, even for a snowball reliant assassin, and we also want to avoid W 2nd max as optimal as it gives him too much safety for the risks he should need to take.

    • Base Stats

      Health: 655 → 620

    • Q - Ritual Nails

      Base Damage - Nail: 50 / 58 / 66 / 74 / 82 (+20% Ability Power) → 40 / 48 / 56 / 64 / 72 (+20% Ability Power)

    • Q - Ritual Nails

      Three Nails Damage: 150 / 174 / 198 / 222 / 246 (+60% Ability Power) → 120 / 144 / 168 / 192 / 216 (+60% Ability Power)

    • W - Soul Ignition

      Move Speed: 40 / 45 / 50 / 55 / 60% (+2% per 100 Ability Power) → 40% (+2% per 100 Ability Power)

    • W - Soul Ignition

      Grey Health Base Value: 40 / 70 / 100 / 130 / 160 (+120% Ability Power) → 40 / 60 / 80 / 100 / 120 (+100% Ability Power)

  • BUFFEDMaokai

    Maokai has gradually faded out of both top and jungle play since our last major work on him.

    Maokai has gradually faded out of both top and jungle play since our last major work on him. We think that ultimately his top laning experience is not the greatest for all parties involved, so for now we are mainly focused on buffing his jungle back up, where we think he has a fairly unique output as a zone controlling tank.

    • Q - Bramble Smash

      Monster Damage Modifier: 140 / 150 / 160 / 170 / 180 → 150 / 160 / 170 / 180 / 190

    • Q - Bramble Smash

      Ability Power Ratio: 40% → 50%

  • We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep opponents in his range.

    We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep opponents in his range. Accounting for the bugfix for his R, we believe these two adjustments to his E will be a net positive from 26.13 and will keep an eye on his performance.

    • E - Death's Grasp

      Cooldown: 18 / 16 / 14 / 12 / 10 → 16 / 14 / 12 / 10 / 8

    • R - Realm of Death

      Stolen Stats: 13% → 10%

    • R - Realm of Death

      Bugfix: Fixed a bug where ulting a target with health above their post-reduction max HP would lead to increased damage (up to double).

  • BUFFEDNaafiri

    Naafiri remains a hot topic in the meta, both for solo queue and pro play.

    Naafiri remains a hot topic in the meta, both for solo queue and pro play. While we are quite happy with how many people have taken her up since her rework, she’s still on the strong end, especially when she really gets the ball rolling with back-to-back-to-back ultimates.

    • R - The Call of the Pack

      Damage: 150 / 225 / 300 (+120% Attack Damage) → 125 / 200 / 275 (+100% Bonus Attack Damage)

    • R - The Call of the Pack

      Damage per Packmate: 15 / 22.5 / 30 (+12% Attack Damage) → 12.5 / 20 / 27.5 (+10% Bonus Attack Damage)

  • CHANGEDRiven

    Endless Hunger's addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly.

    Endless Hunger's addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly. While we feel we've gotten it into a fairly good spot among most users, Riven is notably overperforming. Targeting her R’s AD scaling (heavy synergy with Endless Hunger haste, mid quest scaling) will impact all her spells and how unstoppable her snowballing can feel, while still leaving a lot of room for her high moments.

    • R - Blade of the Exile

      Bonus Attack Damage Ratio: 25% → 20%

    • R - Wind Slash

      Bonus Attack Damage Ratio: 60% minimum / 180% maximum → 55% minimum / 165% maximum

  • BUFFEDSylas

    After his buff in 26.12, it was clear that we moderately overshot our target.

    After his buff in 26.12, it was clear that we moderately overshot our target. We’re pulling back the chains a tad to prevent him from bullying too hard.

    • Q - Chain Lash

      First Lash Damage: 40 / 65 / 90 / 115 / 140 (+45% Ability Power) → 40 / 60 / 80 / 100 / 120 (+40% Ability Power)

  • CHANGEDVolibear

    Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we’re giving him more chances to gap close, especially for…

    Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we’re giving him more chances to gap close, especially for laners, without raising his already thrilling ceiling of spell chaining.

    • Q - Thundering Smash

      Cooldown: 14 / 13 / 12 / 11 / 10 → 12 / 11.5 / 11 / 10.5 / 10

  • BUFFEDZac

    We believe that Zac brings unique gameplay and class diversity to the jungle.

    We believe that Zac brings unique gameplay and class diversity to the jungle. That said, his presence in the jungle has fallen quite a bit over the more recent patches. We believe giving him a bit more opportunity to execute on his distinct gank angles as well as a bit of durability in a team fight can help lift up our favorite secret weapon.

    • Base Stats

      Armor Growth: 4.7 → 5.2

    • E - Elastic Slingshot

      Cooldown: 22 / 19 / 16 / 13 / 10 → 21 / 18 / 15 / 12 / 9

Items

  • The item has been near bottom pickrate since release, and the distance between it and the next least popular Lethality item is quite far.

    The item has been near bottom pickrate since release, and the distance between it and the next least popular Lethality item is quite far. We’re making it both more accessible and slightly stronger on its less noticeable effect, because we find that lethality users putting more of their gold into utility and progressing the team game is healthy in the long term.

  • CHANGEDTerminus

    Terminus is meant to be one of the premium capstone items for scaling On-Hit builds, but has been more of a mid game spike item than a true late game scaling option, leaving the…

    Terminus is meant to be one of the premium capstone items for scaling On-Hit builds, but has been more of a mid game spike item than a true late game scaling option, leaving the on-hit space a bit sparse for options later on.

  • Yun Tal Wildarrows has fallen significantly over this year from its spot as the go-to scaling crit item.

    Yun Tal Wildarrows has fallen significantly over this year from its spot as the go-to scaling crit item. We believe the game continues to benefit from its function as a scaling option, so we are buffing it up to compete with the broader array of early crit items currently on offer.

Systems & modes

  • NERFED

    Jack of All Trades

    Different statlines are much more accessible with items like Endless Hunger/Gluttonous Greaves/DHelm, and even though we love players shooting for creative builds to utilize JOA…

    Different statlines are much more accessible with items like Endless Hunger/Gluttonous Greaves/DHelm, and even though we love players shooting for creative builds to utilize JOAT, it definitely has room to be weaker both early and late while still giving a ton of bang for your buck.

    • Champions

      Fixed a bug where Vel'Koz's (Q) first hit failed to trigger Skilled Sniper.

    • Champions

      Fixed a bug where Anivia's (Q) failed to trigger Skilled Sniper when passing through units.

    • Champions

      Fixed a bug where Locke's (Q) received a refund in between ammo for Skilled Sniper.

    • Champions

      Fixed a bug where you cannot attack during Rite of Ascension possession time.

    • Champions

      Fixed an issue where Morgana's (R) Echo cast always sends the clone towards the bottom of the screen.

    • Champions

      Fixed a bug where Apex Inventor did not reduce Wooglet's Witchcap's cooldown.

    • Champions

      Fixed a bug where Twitch's (R) bolts disappear upon recasting Spray and Pray (R) before the ability ends.

    • Champions

      Fixed a bug where Ekko's (Q) failed to split with Spell Split on missile end.

    • Champions

      Fixed a bug where Combusting Interest failed to generate gold if you have burn items or Augments.

    • Champions

      Fixed a bug where Diadem of Songs does not appear in the shop and builds into section.

    • Champions

      Fixed a bug where Milio's (W) did not grant Support Main quest progress in Mayhem when healing themself or allies.

    • Champions

      Fixed a bug where Locke's (E) second dash did not grant Pursuit of Power or Pursuit of Haste quest progress in Mayhem.

    • Champions

      Fixed a bug where Master Yi's (Q) and Viego's (R) could retain Dashing's Ability Haste in Mayhem after taking Pandora's Box.

    • Champions

      Fixed a bug where Overloaded could be offered to Katarina's (E) and Shaco's (E).

    • Champions

      Fixed a bug where Little Extra Help removed Scoped, Scopier and Scopiest Weapon's VFX after the effect ends.

    • Champions

      Fixed a bug where Nidalee's human-form Javelin Toss (Q) did not trigger Missile Split in Mayhem if the augment was selected while in cougar form.

    • Champions

      Fixed a bug where Pursuit of Haste and Pursuit of Power is offered to Akshan's (E).

    • Champions

      Fixed a bug where Mercy Strike could be offered to non-support champions in Mayhem like Vladimir.

    • Champions

      Fixed a bug where Warding Weapon could still be offered to Akshan's (E) in Mayhem.

    • Champions

      Fixed a bug where Pursuit of Power is offered to Akshan's (E), Draven's (Q), Illaoi's (E), and Malphite's (W).

    • Champions

      Fixed a bug where Trusty Weapon could still be offered to Akshan's (E) in Mayhem.