Time to feast on Patch 25.S1.3. Game Updates Riot Sakaar Swiftplay also has a round of updates aimed at alleviating epic monster pressure and helping games end on time so that swiftplay games can remain swift. We’ve also got another round of quick balance changes on the best- and worst-performing champions. Looking for TFT content? You can check out the TFT patch notes here! In a couple of patches, we will be upgrading macOS users from an OpenGL graphics technology to Metal graphics. This will roll out gradually with the ability to revert back to OpenGL for a period of time until OpenGL is removed. If you’re still using OpenGL, the client will automatically use Metal when we remove the support, so no action is required from you. However, if you were running OpenGL due to your hardware not being compatible with Metal graphics, you will need to upgrade your hardware so that you can continue playing after OpenGL support is removed. We’re also going to be upgrading how we use DirectX 11 for Windows users. If your graphics card supports DirectX 11 feature level 11_0, your client will update automatically. However, if your graphics card only supports up to DirectX 11 feature level 10_0, you will need to update your hardware so that you can continue playing after this upgrade. For Minimum and Recommended System Requirements we recommend checking the support article. Extra gold earned whenever you get a takedown 40g ⇒ 25g Q damage decreased. W damage decreased. E damage increased. Base Health decreased. Q damage increased. Health Growth and Base Mana Regen increased. R damage increased. Q damage decreased in both forms. W damage decreased. R damage decreased. Armor and Armor Growth decreased. Passive Life steal increased. W Attack Speed increased. W cooldown decreased at early ranks. Base Health and Armor Growth decreased. E Attack Speed Duration increased. Armor Growth decreased. E cooldown increased. Passive Max Health bonus increased. E damage decreased. Base Health increased. E damage increased. Base Attack Damage decreased. W cooldown increased. E Attack Speed reduced. For Electrocute, it’s an early game focused buff, placing it in clear contrast to First Strike, which is all about waiting for later. On the game ending front, we’ve buffed minion scaling to more closely match how quickly champions earn gold and experience. This way their health pools should weather champion wave clear a bit better and their sharper blades should cut down structures a bit faster. We’ve also added a sudden death mechanic, similar to the one seen in Clash. At 25 minutes, structures will begin to lose resistances, at 27 minutes, everyone will receive a 3-minute warning, and at 30 minutes, vulnerable structures will crumble to dust over the course of 1 minute. The expectation is that this mechanic won’t have to decide many games and will instead spur players to action so that they can claim victory. For Epic monster pacing, we’ve moved dragons back to the normal 5:00 re-spawn timer and pushed Rift Herald back to the midpoint between Void Grubs and Baron Nashor in order to alleviate how many jungle monsters are fighting for your attention. Below are more adjustments for this patch cycle: Briar Zilean Ashe The following skins will be released in this patch: The following chromas will be released this patch:Welcome to our first big champion balance patch of 2025.S1! We’re getting most of our systems tuned up and taking a much longer look at individual balance outliers as a result. We’re taking the top 3 junglers (Viego, Skarner, and Wukong) down a peg, re-adding substantial power to the Domination tree after the recent rune replacements, delivering another systemic auto-attack buff through an increase in the global attack speed cap, and further turning down champion bounties for carries on the losing team. We’re also delivering a quick balance pass on various epic monsters, weakening Void Grubs, Voracious Atakhan, and Cloud Soul, while buffing Chemtech Soul as the weakest performer. Plus another couple dozen individual champion changes.
Caden "Riot Sakaar" House
Patch Highlights
To maintain the stability and performance of our games, we sometimes need to deprecate support for older hardware or software that isn’t widely used by players anymore. These kinds of changes typically only impact a small number of players, but we wanted to give an ample heads up in case you’re impacted by these changes.
Streamer Mode
With this patch we’re introducing a Streamer Mode. This will replace account names with the champion name from the loading screen all the way through the end of the game from the view of the player that has this enabled. This addition is intended to help reduce incidents of things like Stream Sniping, or other forms of streamer harassment or disruption.
To enable Streamer Mode all you need to do is enable this setting in the Interface settings in the client. Just navigate to Settings -> Interface -> Health and Resource Bars.
Systems
Attack Speed Cap
The average power level of champions has slowly risen over the last decade and a half of League, and one place that hasn’t always kept up is repeated auto-attacks. As effective health totals and ability damage have improved, it’s time to make sure late-game attacks can keep pace, so we’re bumping the theoretical top-end DPS by up to 20%. We think there’s a hard cap in how fast champions should be able to attack in most cases so that even in late game scenarios they’re playable for mere mortals, but we think 3 attacks per second is reasonable.
Champion Bounties
We’re continuing to turn the “Champion bounties for losing teams” knob, this time more aggressively than the previous. There’s still more room to go here if we need to, but we want to further reduce the number of times one lone champion has a bounty, trying to prop their team up like Atlas with Earth.
Passive Bounty Suppression
Chemtech Soul
Chemtech currently is the worst performing dragon soul of them all, so we're giving it some needed power so it can feel a bit more impactful when compared to its soul siblings.
Cloud Soul
Cloud soul is currently the best both by data and perception in higher skilled play. We're nerfing its passive movement speed gain as it's quite difficult to answer once acquired.
Void Grubs
We believe that Voidgrubs are currently too valuable, so we’re nerfing their buff damage along with ensuring they correctly update their health and attack damage on spawn.
Atakhan
Voracious Atakhan's winrate impact actually managed to go up over the last patch, despite the nerfs, so we’re adding a few more on, including increasing the time it takes for players to get back onto the map when their False Life withdrawal triggers.
Champions
Cassiopeia
Cassiopeia was a strong performer before Feats of Strength and she’s still excellent after her recent nerf. We’d like to preserve her ability to take a few hits as a midrange battlemage and preserve Twin Fang as much as possible, but we don’t want to weaken her already poor laning phase. So we’re tapping down some of her late game damage that comes from less exciting sources.
Q - Noxious Blast
W - Miasma
Evelynn
Evelynn isn’t doing very well, even for those who correctly max Allure second. We’d like to buff her for all players and especially close the gap between the intuitive E-max and overall stronger W-max. As she’s already quite snowbally, reliant on Mejai’s Soulstealer and Rabadon’s Deathcap, we’d like to give her a bit more of a fallback pattern, letting her hit assassination thresholds more easily on squishier targets even when not ahead in gold or stacks.
E - Whiplash
Galio
Galio should be more vulnerable early given his powerful first item spike, so we’re looking to increase counterplay by reducing his base health, especially since he performs best in high skill brackets.
Base Stats
Kayn
Shadow Assassin Kayn is definitely the weaker option right now, which just isn’t fair to this double-edgedlord. By ramping up his Q damage, we can ensure he’ll be more lethal when not playing as Rhaast, who replaces his Q anyway.
Q - Reaping Slash
Jax
Jax is weak, especially at lower ranks. With the removal of biscuits mana, Jax’s mana issues have become a more real problem, so we’re buffing base mana regen to compensate. We’re also giving him a bit more health per level since his hp scaling was well below other comparable champions in his class and using this as a catch all generic power buff. Buffing R trigger damage also as just an all skill levels power increase.
Base Stats
R - Grandmaster At Arms
Jayce
Tank Jayce is over present in pro play and players haven’t been happy to see him played as a tank. Over time a lot of Jayce’s buffs have been base damage increases, so we’re pulling those back and giving compensation buffs to AD ratios on all of his primary damage sources. This should be power neutral for AD Jayce but ultimately a nerf across the board for any Jayce that isn’t building AD.
Q - To the Skies!
Q - Shock Blast
W - Lightning Field
R - Transform Mercury Hammer
Miss Fortune
We’d like to slowly trim late-game armor from the game over the course of the year, partially in an effort to make physical lethality builds not fall off as steep of a cliff as games go on. Miss Fortune is one such champion who has room to siphon some armor away. As she’s overly strong in the laning phase especially, the brunt of this nerf is actually to her early game, though even base armor tends to have far-reaching effects with game time.
Base Stats
Nasus
Nasus got hit too hard from his last nerf along with losing some power this season and we’d like to return some of his passive sustain which should help him function throughout the game.
Passive - Soul Eater
Quinn
Quinn is quite weak right now and has had to rely on burst lethality builds to get some semblance of a good performance. We’d like to return her basic attack prowess to its former glory in this patch and we’ll revisit her if she needs further buffs.
W - Heightened Senses
Rakan
Rakan is weaker than he ought to be for most League players, which means we’d like to buff him. Though this buff looks small, we think early game engage agency will be quite meaningful for him, but we’ll be ready to follow up if it isn’t enough.
W - Grand Entrance
Rell
Rell’s power has swung a bit back and forth the last few months, but she’s currently the #1 support for most League players. Sure, she’s a bit of a loner, but that doesn’t mean she should be standing so far ahead of everyone else. We’re delivering some fairly simple durability nerfs as they were very effective last time when we overshot.
Base Stats
Samira
While Samira experts are actually performing fairly well, we’d like to open up success to more of her playerbase. This attack speed buff should be helpful for anyone who can’t reliably combo into Inferno Trigger in a fraction of a second and for any games where jumping into the enemy team would be met with instant death. So here’s a bit more juice for a basic attack pattern, both in early lane and teamfights.
E - Wild Rush
Skarner
Skarner is more mobile than most tanks and has an extremely potent engage and disengage tool in his E. His E already has a built in 35% cooldown reduction if he stuns a target with it, so the base cooldown has room to go up to make it harder to both engage and escape with it within the same short engagement. Additionally, since Skarner is so mobile he has room to lose some innate durability to put him more in line with other tanks.
Base Stats
E - Ixtal’s Impact
Swain
Swain’s last nerfs took him a bit lower than we wanted, so we’re re-adding some power. The passive health should make him less reliant on further HP purchases, while the AP ratio buff should similarly help him get value from ability power.
To be clear, we’re quite happy that Swain has a mix of viable item options as he’s a front-lining battlemage who wants to surround himself with enemy champions, so viable on-brand tank items are fine, but we want to make sure that AP also has its place.
Passive - Ravenous Flock
E - Nevermove
Teemo
Teemo is too good at bullying top lanes at the moment, his strongest lever for reducing this is the upfront on-hit damage of his E which he can apply frequently against melee matchups before the full poison can tick out. This change dramatically reduces his on-hit damage at rank 1 and 2, but mostly balances out by level 5 when it is less effective since most of mid-late game Teemo’s damage comes from mushrooms and not auto attacks. This level 1 nerf will give lane opponents more time to unlock their 3 basic abilities to give them more of a fighting chance against Teemo's harass in lane.
E - Toxic Shot
Thresh
Thresh is cool and we like it when he’s good. Buffing his base health to let him brawl more in lane and buffing his E passive auto damage to allow him better damage scaling throughout the game.
Base Stats
E - Flay
Viego
Viego is performing well with a high pick and ban rate so we're toning down his power by walking back the AD he gained from his Worlds patch buff.
Base Stats
Wukong
Wukong has recently risen to become the king of the jungle. We’d like to open up a bit more space in the role, so we’re bringing down some of his more recent buffs that proved to be jungle-skewed in order to leave Top Wukong relatively unaffected.
W - Decoy
E - Nimbus Strike
Items
Bloodsong
Bloodsong is performing a bit too well, especially on supports such as Poppy and Leona where its pick rate has increased over time, so we're nerfing its passive in a way that shouldn't majorly affect its ranged users.
Zaz’Zak’s Realmspike
We're looking to do a nerf to both Bloodsong and Realmspike as a systemic push away from damage supports and try to push players towards tanks and enchanters. Aiming for a small nerf to Realmspike mostly as a placebo to disincentivize players from picking damage supports while not actually lowering its WR too much as it's already on the lower end, especially compared to Bloodsong.
Runes
Electrocute
We’re comfortable with the new Domination vision runes for now but the Domination tree itself is still overall weak. So to balance out that fact, we’re driving on some keystone buffs across the board with the goal of letting assassins come back to this tree and succeed as they’re meant to.
Dark Harvest
Dark Harvest is getting a similar buff to Electrocute, getting 50% more damage in the early game and 25% more damage from its scaling, making it a rune that requires early excellence in order to keep pace and great rewards for those who overachieve.
Hail of Blades
We know that the cooldown buff will disproportionately affect ranged champions, so we’re only bumping the attack speed for melee ones.
Swiftplay
This patch’s Swiftplay update has two core features. First, we’re promising a hard cap on how long each game can go. While 90% of games are over by 33:00 on the clock, we don’t want anyone to be stuck in game longer than 35 minutes, and even the average game time of 24:45 could stand to go down some. Second, we’ve heard the feedback that there’s simply too much to do at all points in time, and you’d rather be fighting each other than epic monsters.
Game Pacing Updates
Minions
Sudden Death
Epic Monsters
Summoner Spells
Teleport
Runes
Gathering Storm
Items
Symbiotic Soles
Tear of the Goddess
Manamune
Archangel’s Staff
Winter’s Embrace
Yun Tal Wildarrows
Champions
Fiddlesticks
We’re giving Fiddlesticks some non-ultimate-reliant power by increasing their PvP sustain and utility.
Ivern
Swiftplay Ivern players are mostly playing AP Ivern and having fun with Malignance. Well, they would be having fun if they could win any games. It’s time for AP Ivern buffs, letting him use more powerful shields on Daisy to deliver some friendship!
Nidalee
Nidalee is really struggling in this mode. To help her out, we’re looking to improve her baseline survivability and increase her primary damage output in a way that is mostly not reliant on gold.
Yorick
Yorick is very good at just winning games via splitpushing in Swiftplay. Reducing the damage dealt to structures by summons so they can’t just be released to split a lane as efficiently.
Zoe
Zoe is weak, particularly in lower skill brackets, so we’re buffing her normal-skewed damage along with giving her more opportunities to look for early bubble hits.
ARAM
Hello ARAMers, we know Sett has been strong in ARAM, so instead of waiting to adjust him in S1.3, we dropped a balance micropatch in S1.2. We'll continue to monitor his performance in Live.
Champion Adjustments
Item Buffs
ARURF
The big change this patch is to raise the Attack Speed cap from 2.5 attacks/ second up to 10 attacks/ second. To account for this we’ve made some balance changes on Champions we expect to benefit from this change, and continue to monitor over and underperforming Champions in live.
Systems
Attack Speed Cap
Fire at an Ultra Rapid rate.
Items
Dark Seal
Mejai’s Soulstealer
Cull
Heartsteel
After applying Item Haste in URF this cooldown is 7.5 seconds from 10.
Champion Nerfs
Champion Buffs
Mythic Shop
Now Available
Leaving the Mythic Shop
Bugfixes & QoL Changes
Upcoming Skins & Chromas
Related Articles
Patch 2025.S1.3 Notes (2025)
Table of Contents
Patch Highlights
Streamer Mode
Systems
Champions
Cassiopeia
Evelynn
Galio
Kayn
Jax
Jayce
Miss Fortune
Nasus
Quinn
Rakan
Rell
Samira
Skarner
Swain
Teemo
Thresh
Viego
Wukong
Items
Bloodsong
Zaz’Zak’s Realmspike
Runes
Electrocute
Dark Harvest
Swiftplay
Game Pacing Updates
Summoner Spells
Runes
Items
Champions
ARAM
ARURF
Systems
Attack Speed Cap
Mythic Shop
Bugfixes & QoL Changes
Upcoming Skins & Chromas
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