Gamescope

Patch notes

Patch 16.5

Data Dragon 16.5.1 · 3/3/2026 · Official notes

TL;DR

Welcome to the official patch of First Stand, the first major international tournament of the year!

Welcome to the official patch of First Stand, the first major international tournament of the year! This patch we’re making some pro-focused changes, but not as many as we would for a larger tournament like Worlds, which means we’re re-tuning a small handful of mid laners and a single bot laner. Otherwise, we’re continuing to sweep across the roster and delivering buffs and nerfs to each role’s biggest outliers. We also have the return of Brawl, some adjustments, buffs, and nerfs for ARAM: Mayhem, bugfixes for Arena, some fancy new skins on the Season 1 Act 2 Battlepass, updates for Demacia Rising, the arrival of last hit indicators (no excuse to miss canons now), and we have an update to how we’re punishing severely abusive chat. 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

  • CHANGEDAkali

    Currently, Akali’s re-stealth timer on her Shroud scales with game time.

    Currently, Akali’s re-stealth timer on her Shroud scales with game time. And since we’ve adjusted Summoner’s Rift’s pacing and League now has multiple modes with varying start times, we think everyone’s favorite ninja deserves a bit more flexibility when it comes to her sneakiness.

    • W - Twilight Shroud

      Restealth Timer: 1s / .9s / .825s / .725s / .625s after your last attack or ability (at game times 0:00 / 8:00 / 11:00 / 20:00 / 30:00) → 1s / .9s / .825s / .725s / .625s (at levels 1 / 7 / 10 / 13 / 16)

  • NERFEDAzir

    Azir does a lot of things very well when played at a high level, and we want to make sure we preserve that expression of mastery Azir players spend a lot of time developing.

    Azir does a lot of things very well when played at a high level, and we want to make sure we preserve that expression of mastery Azir players spend a lot of time developing. But with that in mind when he gets going he can feel very oppressive and unstoppable. In order to give his opponents some degree of counterplay we’re bringing his health in the late game down a notch so assassin type champions can have a chance to dethrone the Shuriman emperor.

  • CHANGEDGaren

    Garen is moderately popular but statistically underpowered, and we’d like it if he was as powerful as other straightforward top lane juggernauts.

    Garen is moderately popular but statistically underpowered, and we’d like it if he was as powerful as other straightforward top lane juggernauts. We’re continuing on the trend of making traditional fighter items more comparable to his crit builds and giving him better trading power before he has access to tools like Stridebreaker and Phantom Dancer.

    • Q - Decisive Strike

      Move speed duration: 1 / 1.65 / 2.3 / 2.95 / 3.6 → 1.4 / 1.95 / 2.5 / 3.05 / 3.6

    • E - Judgment

      Damage per spin: 4 / 7 / 10 / 13 / 16 (+ 38 / 41 / 44 / 47 / 50% AD) → 4 / 7 / 10 / 13 / 16 (+ 40 / 43 / 46 / 49 / 52% AD)

  • NERFEDKha’Zix

    Kha'Zix has evolved with the season changes and overcame all his worthy prey to take the top spot of solo queue junglers.

    Kha'Zix has evolved with the season changes and overcame all his worthy prey to take the top spot of solo queue junglers. We think he has room to go down in clear speed as the game progresses, as well as overkilling isolated targets without hurting him where he's already weak in teamfights. We're also making the bug less speedy to hit higher skill brackets.

    • Q - Taste Their Fear

      Bonus AD: + 110% (231% isolated bonus) → + 105% (220.5% isolated bonus)

  • CHANGEDLee Sin

    Lee Sin has lost some of his skill and flair as of late and could use some help, so we’re increasing his damage in a way that will benefit more skilled Lee Sin players (aka th…

    Lee Sin has lost some of his skill and flair as of late and could use some help, so we’re increasing his damage in a way that will benefit more skilled Lee Sin players (aka those that hit their Q’s).

  • CHANGEDLillia

    We overshot Lillia’s Q nerf and historically gave her power in places she’s less likely to appreciate, all of which has led to the speedy deer feeling limp.

    We overshot Lillia’s Q nerf and historically gave her power in places she’s less likely to appreciate, all of which has led to the speedy deer feeling limp. We are reverting her ultimate buffs from 25.19, which were fairly small, as well as Q nerfs from 26.02, which were much more impactful. The hope here is that this net buff lets her live out her sustained fight fantasy as we believe that weaving in and out of fights doing damage with Q is closer to that rather than needing to land large scale R's.

    • Passive - Dream-Laden Bough

      Monster heal bonus AP ratio: 9% → 15%

    • Q - Blooming Blows

      Bonus AP ratio: 30% → 35%

    • R - Lilting Lullaby

      Base damage: 100 / 150 / 200 → 150 / 200 / 250

    • R - Lilting Lullaby

      AP ratio: 45% → 40%

    • R - Lilting Lullaby

      Cooldown: 150 / 130 / 110 → 140 / 120 / 100

  • BUFFEDMel

    Mel’s recent update and follow-up balance work has succeeded in creating more counterplay and thus reducing her frustration and ban rate with a similar win rate to the preceding patches.

    Mel’s recent update and follow-up balance work has succeeded in creating more counterplay and thus reducing her frustration and ban rate with a similar win rate to the preceding patches. With the initial dust now settled, it’s time to bring her up to a more reasonable power level. We’re looking toward her proactive damage, especially with champion level, to skew these buffs strongly toward the mid lane. We’re also sliding in a small compensation to her passive’s minion mod in order to not push her Q-driven wave clear any higher than it already is.

    • Passive - Searing Brilliance

      Minion Damage Modifier: 0.6x → 0.5x

    • Q - Radiant Volley

      Base Damage per Bolt: 5 / 6 / 7 / 8 / 9 → 5 / 7 / 9 / 11 / 13

    • Q - Radiant Volley

      Total Q Base Damage: 90 / 132 / 176 / 222 / 270 → 90 / 145 / 200 / 255 / 310

    • R - Golden Eclipse

      Initial Base Damage: 100 / 150 / 200 → 125 / 200 / 275

  • NERFEDNeeko

    Neeko has a lot of things going for her right now: strong laning, teamfight utility, and vision control.

    Neeko has a lot of things going for her right now: strong laning, teamfight utility, and vision control. We like her explosive and high-spectacle teamfights, with the occasional 7th minion engage or wolf flank, but want to tap down the utility her clone provides. This change should still let her engage in trickery, while introducing a tradeoff to when clones stare people down from a bush on repeat, as we explore the best solution that limits her vision control but retains satisfying mechanics.

    • W - Shapeshifter

      Slightly-Less-Tricksy-Neekoses: Cooldown now starts on clone expiration, instead of on cast

    • W - Shapeshifter

      Fun Eliminated: Neeko can no longer use Ctrl+5, which plays the joke expression for clone only. Neeko can still joke, dance, recall, to make their clone initiate said actions.

  • CHANGEDNocturne

    Nocturne’s underperforming considering how easy to pick up and play he is, so he’s made the cut for buffs in this patch.

    Nocturne’s underperforming considering how easy to pick up and play he is, so he’s made the cut for buffs in this patch. In an effort to help him succeed in moderate fight durations, we’re upgrading his ability to stick to his enemies under the Dusk Trail and run them down with basic attacks.

    • Passive - Umbra Blades

      Cooldown: 13 → 12

    • Q - Duskbringer

      Bonus move speed: 15 / 20 / 25 / 30 / 35% → 20 / 25 / 30 / 35 / 40%

  • BUFFEDOrianna

    Orianna has been one of the strongest champions in the mid lane as of late, so strong that she’s head and shoulders above the rest of the competition.

    Orianna has been one of the strongest champions in the mid lane as of late, so strong that she’s head and shoulders above the rest of the competition. In the hands of a true expert, her laning phase can feel unassailable, so we’re focusing on her early game in the hope of opening up some weaknesses and making some space for other champions in the mid lane.

    • Q - Command

      Attack: Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3 → 7 / 6 / 5 / 4 / 3

  • CHANGEDSamira

    We’re giving Samira some love in the form of QoL and minor bugfixing around her Q!

    We’re giving Samira some love in the form of QoL and minor bugfixing around her Q! Sometimes Q doesn’t do what you want which can be a bit frustrating, and we’re hoping to fix some of the extreme end of feels-bad cases by adding some additional logic on the decision of when to use her Sword and when to use her Gun.

    • Q - Flair

      The Right Tool for the Job: Samira Q will now do multiple additional checks to see if there are units on both the right and left of her. If there are, and importantly if there are no units far in front of her, she will use Sword Q. If a unit is far in front of her, she will still use Gun Q regardless of units on the right and left.

    • Q - Flair

      Itchy Trigger Finger: Samira Q is now properly sealed during her passive. This resolves a case where Samira Q can go on cooldown despite not being used if pressed during her passive’s animation. This also applies to an instance where her ultimate was cast after her W.

    • Q - Flair

      Can’t Out-Walk Me: Samira Q will now do a check to see if the enemy is walking away from her and in the very last part of her Sword Q’s range. If so, she will instead use Gun Q. This should resolve the extreme cases where champions can simply walk away from her Q at very low move speed (higher move speeds will still likely be able to do so, rightfully.)

  • NERFEDTaliyah

    Taliyah’s powerful wave control in the early game means she consistently gets to be the first mid laner to every scuttle fight which can make it difficult to prioritize other picks over her.

    Taliyah’s powerful wave control in the early game means she consistently gets to be the first mid laner to every scuttle fight which can make it difficult to prioritize other picks over her. We’d like for this to not be as reliable a game plan as it currently is, so we’re bringing her early push power down and compensating jungle Taliyah with a bit more bonus damage to monsters.

    • Q - Threaded Volley

      Base Damage: 55 / 72.5 / 90 / 107.5 / 125 → 50 / 67.5 / 85 / 102.5 / 120

    • Q - Threaded Volley

      Bonus Monster Damage: 20 / 25 / 30 / 35 / 40 → 23 / 28 / 33 / 38 / 43

  • NERFEDVarus

    Oh, Varus. Look, canonically you’re kinda three people at once, so having three times the balance changes of other champions is only fair, right?

    Oh, Varus. Look, canonically you’re kinda three people at once, so having three times the balance changes of other champions is only fair, right? We’re nerfing Varus’s lethality build as it’s the most pro-dominant ADC in the current patch. However, because on-hit Varus in bot lane is weak, we’re compensating AD on-hit Varus to keep that build afloat.

    • Q - Piercing Arrow

      Maximum damage: 80 / 160 / 240 / 320 / 400 (+ 130 / 140 / 150 / 160 / 170% bonus AD) → 80 / 150 / 220 / 290 / 360 (+ 150% bonus AD)

    • W - Blighted Quiver

      On-hit damage: 8 / 17 / 26 / 35 / 44 (+ 25% AP) → 8 / 17 / 26 / 35 / 44 (+ 25% AP + 15% bonus AD)

  • CHANGEDVolibear

    Volibear's last set of nerfs were effective at hitting jungle harder than top, but ended up a bit over the line still.

    Volibear's last set of nerfs were effective at hitting jungle harder than top, but ended up a bit over the line still. We're aiming to make laning a bit more satisfying for top Volibear with mana changes, and still trying to open up some bruiser builds so it's not always wizard bear.

    • Q - Thundering Smash

      Bonus physical damage: +140% → +160%

    • W- Frenzied Maul

      Mana cost: 30 / 35 / 40 / 45 / 50 → 20 / 25 / 30 / 35 / 40

    • W- Frenzied Maul

      Wounded bonus: + 15% per 100 bonus AD → + 25% per 100 bonus AD

    • E - Sky Splitter

      Mana cost: 60 → 50

Items

  • CHANGEDHubris

    Hubris appears to be the weakest AD assassin item, especially when you consider it should look amazing statistically due to being a situational snowball item.

    Hubris appears to be the weakest AD assassin item, especially when you consider it should look amazing statistically due to being a situational snowball item. We’re continuing the slow and steady trend of letting assassins spike their items earlier, and especially in the case of Hubris, get the snowball rolling early on.

  • Bandlepipes has been a well received addition for first-slot support tanks (and others who don’t really want AP) but it’s overshadowing first-slot Locket more than we’d like.

    Bandlepipes has been a well received addition for first-slot support tanks (and others who don’t really want AP) but it’s overshadowing first-slot Locket more than we’d like. We’re choosing to front-load some of Locket’s power so that it looks more attractive as the first purchase, while keeping its later-game power pretty similar.