Summary
- League of Legends update 25.04 introduces Masked Justice skins for Senna, Lucian, Yone, along with Quantum Galaxy Slayer Zed.
- Champion adjustments in the update include buffs for Diana and Ekko, among other changes.
- The Honor system is revamped to reflect players’ behavior, with new rewards tied to Honor levels, encouraging positive interaction.
Update 25.04 for League of Legends has been unveiled, featuring fresh cosmetics, champion tweaks, and bug corrections. This will mark the final update for Season 1, Act 1, as we approach the culmination of this act, which has been enriched by a surge of themed content following the popularity of Arcane’s second season.
The initial act, titled “Noxus Welcome,” kicked off on January 9th. It primarily focuses on Noxus and the Black Rose following the Netflix series’ events, with a significant emphasis being placed on Mel’s introduction as a fresh champion in the League of Legends universe. Furthermore, the Masque of the Black Rose skin line was introduced, featuring new cosmetics that narrate Elize, Ezreal, Katarina, Renata Glasc, Samira, and Vladimir’s stories at the Black Rose ball in Noxus. Riot Games also launched two new motion comics, namely “Bringer of Ruin” and “The Fourth Principle.
In this latest update for “League of Legends,” version 25.04, some exciting new features have been introduced. These include the premiere of the Masked Justice skins for Senna, Lucian, and Yone, as well as the Quantum Galaxy Slayer Zed skin. The cosmetics will become available starting February 20 at 9 pm UCT, accompanied by chromas for Lucian, Senna, and Yone.
A significant modification introduced in this update is a revamp of the Honor System. According to developers, this change aims to make the system more efficient at demonstrating a player’s influence on their teammates rather than just tracking the number of games they’ve participated in.
With the latest update 25.04 dropping, it seems like a few champions in League of Legends are getting some tweaks, especially those who excel in the jungle role. For instance, Diana, who’s been quite the lane star, is receiving some buffs to boost her mid-lane prowess. Ekko, on the other hand, is getting buffed to amplify his impact in both lanes. Teemo’s jungle power is being beefed up, while Elise, a strong support character, will see her abilities geared more towards enhancing her jungle potential. Lastly, Mel, who was previously quite safe, has undergone several adjustments to make her gameplay style a bit riskier.
Apart from fresh League of Legends character designs and adjustments to champions’ abilities, this update unveiled the schedule for Clash 2025, offering exciting tournaments for participants and attractive prizes. The Mythic Shop presents a variety of new items, including Prestige K/DA Evelynn and Prestige PROJECT: Zed. At the same time, skins like Lancer Zero Hecarim and Prestige Lunar Beast Fiora are being removed from the store.
League of Legends Update 25.04 Patch Notes
Honor Revamp
Starting from this update, the Honor system has been redesigned to align more closely with player interactions. Unlike before, where your Honor progressed throughout a Season (except when penalties were applied), it now updates frequently based on your most recent actions. Our intention behind these modifications is to emphasize the manner in which you engage and the beneficial effect you have on your teammates, rather than solely focusing on the number of games played. As ever, our aim with this system is to foster a safer and more positive atmosphere for the entire community, and we are confident that these adjustments will help us achieve that goal.
With Honor now serving as a better measure of player conduct, we’re linking it to communication permissions and other perks. Players at Honor level 3 are considered neutral, neither negative nor positive in their actions. Basic gameplay and team communication features are accessible at this level. Those who exhibit consistently positive, respectful, and collaborative behavior will be promoted to higher levels of Honor, earning Battle Pass XP boosts and advantages like visible Honor levels. At Honor 5, players can use ally-targeted pings to signal for special moves such as Dearest Karthus’s ultimate. On the other hand, Honor levels 1 and 2 indicate that your account is currently subject to a penalty due to recent disruptive behavior, resulting in limited access to rewards and chat functionality.
If you’d like additional information regarding the system, feel free to explore our Frequently Asked Questions (FAQ) section! The changes are set to be implemented starting February 20th at 21:00 UTC, following the deployment of the update.
- Honor Levels: Amount of games played without penalties ⇒ Dynamic evaluation based on recent positive behavior.
- Rewards & Entitlements: Based on your current Honor; more info available at Honor FAQ.
- Honor Checkpoints & Seasonal Resets: Gone!
- Demotion Warnings: Will notify you when your Honor is sliding to the previous level.
- Honor Penalties: Game-based; The amount of matches you must play to lift the penalty is viewable in your profile the same way Ranked Restrictions are today.
- Honor Tokens: Any remaining Honor 5 tokens in loot will be converted into 1050 Orange Essence at the start of patch 25.06.
- Progression: Honor Orbs and Capsules have been replaced with Battle Pass XP drops.
- Rewards: After 25.04, the first time you reach Honor 5 you will be permanently awarded the Three Honors Malzahar, Shen, and Akshan skins, alongside Grey Warwick and Medieval Twitch and their chromas.
Champions
Ashe
Q, W, and R damage increased.
Following her latest tweaks, Ashe seems slightly less formidable at present, particularly in terms of her frost bite. To restore her bite during this update, we aim to bolster her mid-game power by enhancing the scaling of her Q and W abilities with Attack Damage (AD), while also boosting the initial damage on her R ability. This should enable Ashe and her teammates to more effectively eliminate enemies she’s targeting.
- Q – Ranger’s Focus
- Total Damage per Flurry: 110/115/120/125/130% AD ⇒ 111/117/123/129/135% AD
- W – Volley
- AD Ratio: 100% bonus AD ⇒ 110% bonus AD
- R – Enchanted Crystal Arrow
- Damage: 200/400/600 (+120% AP) ⇒ 250/450/650 (+120% AP)
- Secondary Target Damage: 50% ⇒ 100%
Diana
Passive damage to monsters decreased. Q and W damage increased.
In simpler terms, Diana has been promoted rapidly in the jungle role but is encountering difficulties in the mid lane. To enhance her performance in the mid lane and decrease her power slightly in the jungle, we’re providing general buffs for her as a mid laner while making some adjustments to her jungle abilities. We’re focusing on increasing her early game damage output to offer alternative non-assassin build options and lessen the impact of her current imbalance in low skill matchmaking.
- Passive – Moonsilver Blade
- Monster Damage: 300% ⇒ 225%
- Q – Crescent Strike
- Damage: 60/95/130/165/200 (+70% AP) ⇒ 70/105/140/175/210 (+70% AP)
- W – Pale Cascade
- Maximum Damage: 54/90/126/162/198 (+54% AP) ⇒ 60/96/132/168/204 (+54% AP)
Ekko
Q damage increased.
Currently, Ekko is not performing as strongly in the jungle and mid lane. To give him a boost, we’re providing some timely buffs. We’ve increased the base damage on his Q ability, which should help him cut down on time when clearing jungle camps and minion waves, reducing the need for extra power from items.
- Q – Timewinder
- Damage: 70/85/100/115/130 (+30% AP) ⇒ 80/95/110/125/140 (+30% AP)
Elise
In human form, the rate of damage taken decreased. When transformed into spider form, the cooldown period shortened, and the speed at which attacks are made became faster. The damage inflicted by your spiderlings when using R also increased.
Initially, Elise struggled during the beginning of the season, but enhancements made to Dark Harvest and Electrocute have restored her usefulness. However, due to her overall strength, Elise in a support role has become overpowered, so we’re reducing some of her instant-kill potential as a support and boosting her enduring spider abilities to keep her competitive as a jungler, ensuring she remains effective in her original role.
- W – Volatile Spiderling
- Damage: 60/105/150/195/240 (+95% AP) ⇒ 60/100/140/180/220 (+75% AP)
- W – Skittering Frenzy
- Cooldown: 10 ⇒ 6 seconds
- Bonus Attack Speed: 60/70/80/90/100% ⇒ 60/75/90/105/120%
- R – Spider Form
- Spiderling Damage: 8/14/20/26 (+15% AP) ⇒ 10/20/30/40 (+15% AP)
Gangplank
AD growth increased.
Instead of neglecting his oranges, Gangplank requires a boost of Vitamin B (enhancements for stats). To improve both his Q skill and his synergy with Trinity Force, we’ve prepared some foundational stat bonuses for him.
Base Stats
- AD Growth: 3.7 ⇒ 4.2
Hwei
Passive damage decreased. QW damage decreased early. WE damage decreased.
Hwei is now creating L’s as a tactic against his more skilled opponents, particularly when they are handling the brush. As a versatile champion, we aim to restrict his ability to maximize his laning phase effectively and minimize the use of advanced strategies usually employed by expert players.
- Passive – Signature of the Visionary
- Damage: 35–180 (based on level) (+35% AP) ⇒ 35–180 (based on level) (+30% AP)
- QW – Severing Bolt
- Damage: 80/100/120/140/160 (+25% AP) ⇒ 60/85/110/135/160 (+25% AP)
- WE – Stirring Lights
- Damage: 25/35/45/55/65 (+20% AP) ⇒ 20/30/40/50/60 (+15% AP)
Jayce
W attack speed increased.
For this upcoming patch, we have a straightforward adjustment planned for Jayce. Previously, when we increased the attack speed limit in the last patch, we inadvertently overlooked updating his W ability. To rectify this oversight, we are making an appropriate adjustment this time around.
- W – Hyper Charge
- Set Attack Speed: 2.67 ⇒ 3.0
Kalista
W damage decreased early.
At the beginning of the year, Kalista’s modifications made her significantly more enjoyable to play, but currently, she’s excessively powerful for both professional players and those who have grasped the intricacies of this challenging marksman. Since many players haven’t fully mastered Kalista’s steep learning curve, we are choosing to concentrate on balance adjustments that primarily affect experienced players. To achieve this, we will be reducing the damage from her Soul-Marked ability, while keeping the average Kalista player relatively unaffected.
- W – Sentinel
- Target Max Health Damage: 14/15/16/17/18% ⇒ 10/12/14/16/18%
Kog’Maw
Q damage decreased, AP ratio increased.
Typically, Kog’Maw enjoys a high victory rate because he’s simple to handle and offers ample opportunities for counterstrategies. However, he’s currently overperforming slightly, so we’re making a slight adjustment to balance things out. We’re reducing some damage that he shouldn’t be able to miss, as we aim to keep his rapid-fire spitballs among the best in the game. On the other hand, AP Kog is receiving some buffs to offset this change since it’s not particularly potent at the moment and could use some support.
- Q – Caustic Spittle
- Damage: 90/140/190/240/290 (+70% AP) ⇒ 80/125/170/215/260 (+80% AP)
Lulu
W bonus attack speed decreased, cooldown increased. E damage and shield strength decreased.
Currently, Lulu is quite robust and doesn’t require much strength, so we’re planning to make some adjustments to weaken her this update. Specifically, we’re considering reducing the effectiveness of Help, Pix! and trimming a portion of the power from Whimsy, two of Lulu’s most versatile and dependable abilities. Can you lend your expertise, Pix?
- W – Whimsy
- Bonus Attack Speed: 25/27.5/30/32.5/35% ⇒ 20/22.5/25/27.5/30%
- Cooldown: 17/16.5/16/15.5/15 ⇒ 18/17.5/17/16.5/16 seconds
- E – Help, Pix!
- Base Damage/Shield Strength: 80/125/170/215/260 ⇒ 80/120/160/200/240
Mel
Multiple changes, overall safety decreased, damage scaling increased.
Mel has been excessively favored for selection as well as for being restricted. We suspect that Mel receives an unusually high level of protection against opponents because her range and ability duration are too long, making it difficult for opponents to retaliate effectively. To address this issue, we’re reducing the range and speed of her Q, shortening the duration of her W and early E root, making her a more vulnerable target. Simultaneously, we’re enhancing some of her abilities to maintain their effectiveness in the mid and late stages of the game by increasing the damage on both E and R, while decreasing the damage value of W as it ranks up, which may lead to challenging end-game encounters.
- Q – Radiant Volley
- Cast Range: 1000 ⇒ 950
- Projectile Speed: 5000 ⇒ 4500
- W – Rebuttal
- Duration: 1 ⇒ 0.75 seconds
- Mana Cost: 60/45/30/15/0 ⇒ 80/60/40/20/0
- Reflected Damage: 40/47.5/55/62.5/70% ⇒ 40/45/50/55/60%
- E – Solar Snare
- Root Duration: 1.75/1.88/2/2.13/2.25 ⇒ 1.25/1.5/1.75/2/2.25 seconds
- Direct Hit Damage: 60/100/140/180/220 (+50% AP) ⇒ 60/105/150/195/240 (+60% AP)
- R – Golden Eclipse
- Damage per Overwhelm Stack: 4/7/10 (+2.5% AP) ⇒ 4/7/10 (+3.5% AP)
Nautilus
Q damage increased.
We’re considering boosting Nautilus’ ability in his Q move, as it seems he’s losing strength, particularly in solo queue matches. This change is intended to make him more of an early game threat, enabling him to secure those initial kills and potentially snowball into a victory.
- Q – Dredge Line
- Damage: 70/115/160/205/250 (+90% AP) ⇒ 85/130/175/220/265 (+90% AP)
Sion
Base armor and health regeneration increased.
At present, Sion is facing some difficulties, but to offset the upcoming nerfs on many of his primary items, we’re providing him with some preemptive compensation buffs. This will be done by enhancing his base defensive strength that he’s been lacking due to his items. Furthermore, Sion has been having a tough time in lane against several unfavorable matchups, so we’re focusing on boosting his base armor rather than scaling armor to provide him with an early game advantage.
- Base Stats
- Base Armor: 32 ⇒ 36
- Health Regeneration: 7.5 ⇒ 9
Teemo
E damage to monsters increased.
The strength of Teemo in the jungle has noticeably decreased since our move to Noxus, and the latest adjustments to his E skill haven’t helped either. However, considering he’s already doing well in other roles, we’re providing him with very targeted power boosts for the jungle specifically.
- E – Toxic Shot
- Monster Damage: 125% ⇒ 145%
Warwick
Q mana cost increased.
In simpler terms, Warwick is thriving in the jungle, yet his strength in the top lane is excessively high. To balance out this disparity, we’re considering reducing the power of his Q ability when he plays in the top lane, as he prioritizes maxing it first there, but second when in the jungle.
- Q – Jaws of the Beast
- Mana Cost: 70/75/80/85/90 ⇒ 80/85/90/95/100
Yasuo
Passive critical damage reduction removed.
In simpler terms, Yasuo has been struggling and we want to provide a boost for him in this update. We hope that Yasuo players will consider purchasing critical chance items earlier in the game, so we’re adjusting his critical damage modifier from its original value when base critical damage was 200%.
- Passive – Way of the Wanderer
- Critical Damage Reduction: 10% ⇒ REMOVED
Items
Abyssal Mask
Despite Abyssal Mask being a double-situational item requiring Magic Resistance (MR) and other magic-damage teammates to maximize its potential, it was excessively powerful at the start of the season. It doesn’t necessarily need to be this strong. We’re comfortable with Abyssal being an uncommon purchase, as it’s not essential for tanks to consistently boost their damage output uniformly.
Magic Resistance: 50 ⇒ 45
Fimbulwinter
For quite some time now, Fimbulwinter has been on my watchlist, yet it seems to have flown under the radar for many players. Though it’s potent, its usage has been minimal, particularly among tanks who don’t require mana. However, there are champions who find themselves torn between three choices (Fimbulwinter, Muramana, or Seraph’s Embrace) and I believe they should be leaning towards the tank option more often. In this upcoming patch, we aim to rectify that by slightly reducing its shield strength.
Durable Barrier: 100 to 180 (depending on level) with a bonus of 4.5% of current mana ⇒ Base Shield: 100 (plus an additional 4.5% of the character’s current mana) (Approximately 30% less shielding on average).
Heartsteel
As an ardent fan, I must confess that despite the widespread acclaim, I don’t think Heartsteel is as formidable as its reputation might lead one to believe. The adjustment here is intended to be rather subtle given this assessment. However, it’s true that in extreme scenarios at higher levels of play, the potential advantage from this item can become excessive. Therefore, we’re focusing on curtailing the ideal situations where it accrues more than 1000 bonus HP and amplifies other health-scaling aspects.
Colossal Consumption Max Health: 10% of damage ⇒ 8% of damage
Infinity Edge
Currently, it takes some time for ADC (Attack Damage Carry) builds to become fully operational. To expedite this process, we are reducing the size of their frequently constructed item, the Infinity Edge, allowing them to move on with the rest of their build more swiftly.
Price: 3600 ⇒ 3450 gold
Attack Damage: 70 ⇒ 65
Mercury Treads
Following multiple adjustments at level 2 boots toward the end of last year, they now stand on par with legendary items in terms of competitiveness. However, there are minor discrepancies within the boot category that require attention, so our aim is to enhance the performance of underperforming boots and slightly reduce the top-tier ones.
Initially, we have “Mercury’s Treads,” which represents the least durable type of footwear for tanks. Although 50 gold might seem insignificant, remember that these are relatively small items. In terms of percentage, this is equivalent to discarding approximately 125 gold from a fully legendary item.
Price: 1300 ⇒ 1250 gold
Plated Steelcaps
With Mercury’s Treads gaining more robustness, the durability of Plated Steelcaps is gradually decreasing as they are currently the most potent boots in the game. This minor adjustment also serves as a subtle boost for Marksmen (ADC), a move we’re content with making in the short term.
Damage Reduction from Auto Attacks: 12% ⇒ 10%
Symbiotic Soles
As a gamer, I can’t help but feel let down by the Symbiotic Soles. They just don’t seem to be cutting it in the game for most players. That’s why I think they could use a bit of a boost, a buff if you will. For now, we’re being careful and only adding 5 extra movement speed to the unupgraded pair, but we’ll be watching closely to see if they need more love down the line.
Flat Movement Speed: 35 ⇒ 40 (Note: Evolved movement speed unchanged at 45)
Unending Despair
Initially, Unending Despair was the most powerful tank item in the game prior to the start of the season, yet players hadn’t fully realized its potential. Now that it can be purchased with both armor and magic resistance, more players are recognizing its exceptional quality. The goal was to encourage more usage among health stackers, and we’re sticking to that plan by making it even better for champions who focus on bonus health, rather than making it a generic item suitable for any tank.
Enhancement: Agony increases by 8-15 points (depending on level), awarding a 3% bonus to health. However, be aware that this also represents a 10-15% reduction in the item’s damaging capabilities.
Systems
Atakhan
In this update, we’ve tweaked the transformation rules for Atakhan’s forms to more accurately portray the intensity of the game based on the form he assumes. This adjustment considers the distinct visual aspects of a ‘bloody’ game in solo queues versus professional matches.
- Early Lane Trading: Pro play features more aggressive early lane trading, and champions simply have less health early anyways so smaller amounts of damage represent greater bloodiness. Therefore we are increasing the impact of early game PvP damage on Bloodiness Score to a greater degree.
- Early PvP generates double the points, decreasing down to the normal amount over 14 minutes
- Diminishing Kill Score: Functionally, so long as “enough” kills happen, the game feels bloody and lively. This means that the first few kills are more significant than subsequent ones.
- The first few kills per game grant significantly more points, diminishing with each subsequent kill.
- Tower Dives in particular are extremely high tension moments, and therefore tower dive kills grant multiplicatively more points.
- Threshold Recalibration: Because these adjustments change point values significantly, we are adjusting the Voracious vs Ruinous threshold to try to better match these new expected values.
2025 Clash Schedule
2025’s Clash is swiftly approaching, so make sure to gather your 5-member squads and mark these dates for a chance at ruling Clash! As previously stated in our last developer update, we’ll be scaling back the number of Clash tournaments this year from 12 to 6. However, we have exciting new tournament formats like ARURF Clash on the horizon, as well as bringing back cherished events such as the ARAM Cup. So rally your teams and prepare for the battle on the Fields of Valor (or Howling Abyss)!
Clash Tournament
Tournament Days
- ARURF Cup: March 1-2
- Summoner’s Rift Cup: April 19-20
- MSI Clash: June 21-22
- ARAM Cup: August 16-17
- Worlds Clash: October 18-19
- ARAM Cup 2: December 13-14
Due to cutting the number of Clash tournaments in half this year, we’re adjusting the Victory Points (VP) needed for each reward level as well. Here are the updated VP requirements you can find below:
[Provide the updated VP requirements here]
- Random Icon: 100 VP (unchanged)
- “2025 Clash Contender” Title: 200 VP (unchanged)
- Contender Banner: 1000 VP ⇒ 500 VP
- Random Summoner Icon: 2000 VP ⇒ 1000 VP
- “2025 Clash Conqueror” Title: 3000 VP ⇒ 1500 VP
- Conqueror Banner: 4000 VP ⇒ 2000 VP
- Random Icon: 5000 VP ⇒ 3000 VP
- “2025 Clash Champion” Title: 6000 VP ⇒ 3500 VP
- Champion Banner: 7000 VP ⇒ 4000 VP
ARAM
Hello ARAMers!
As a gamer, I’m excited about the new update for 25.04, which has a special focus on my favorite champ, Teemo! Historically, champions that rely on traps like Teemo have been tricky to balance, especially in ARAM, due to its unique vision system. In this update, we’re aiming to give Teemo players more chances to lay those mushroom bombs while also decreasing their overall influence. Our goal is to preserve the essence of playing as Teemo while keeping things fair and frustrations at bay.
In terms of tanks in Summoner’s Rift this update, various tank-related elements have been scaled back. We’ll watch how tanks perform in ARAM to decide if specific tweaks are required. Additionally, we’re preparing a Sett nerf for the upcoming patch, so keep an eye out! As always, good luck and have fun!
Champions
Teemo
- R Damage: 200/325/450 (+50% AP) ⇒ 180/290/400 (+40% AP)
- R Slow: 30/40/50% ⇒ 20% at all ranks
- R Maximum Charges: 2/3/4 ⇒ 3/4/5
- Ability Haste: -20 ⇒ -10
- Damage Dealt: -10% ⇒ -5%
Items
- Unending Despair: Healing Multiplier 175% ⇒ 250%
Runes
- Hail of Blades: Melee Champion Attack Speed 130% ⇒ 140%
ARURF
Systems
- Ranged Attack Speed Bonus: 100% ⇒ 75%
Champions
- Kayle
- Damage Dealt: 95% ⇒ 85%
- Kog’Maw
- Damage Dealt: 90% ⇒ 85%
- Damage Taken: 100% ⇒ 105%
- Sivir
- Damage Taken: 100% ⇒ 105%
- Tristana
- Damage Dealt: 95% ⇒ 90%
- Damage Taken: 100% ⇒ 105%
- Twitch
- Damage Dealt: 92% ⇒ 85%
- Damage Taken: 105% ⇒ 110%
- Vayne
- Damage Dealt: 100% ⇒ 95%
- Jhin
- Damage Dealt: 105% ⇒ 110%
- Lee Sin
- Damage Dealt: 100% ⇒ 105%
Swiftplay
Death Timers
With the implementation of a time limit for Swiftplay games, we’re adjusting the respawn timers in later stages to allow players to engage in more intense battles for survival, particularly for their Nexus.
Death Timer Multiplier (minutes 10-35): 100-133% ⇒ 100-112%
Champions
With Yorick now having a lethal-round limit that masks his underwhelming endgame strength, coupled with the fact that sudden death scenarios play into his expertise of causing structural damage, his power levels have skyrocketed. Our goal is to balance him out and make him more manageable in the world of Runeterra.
AD Growth: 5 ⇒ 4.3
R Maiden Mark Damage: 2/2.5/3% max health ⇒ 1.5/1.75/2% max health
Mythic Shop
Now Available
- Prestige Mythmaker Cassiopeia
- Prestige Pulsefire Lucian
- Prestige PsyOps Ezreal
- Prestige K/DA Evelynn
- Prestige PROJECT: Zed
- Crystalis Motus Taliyah
- Hextech Annie
- Ashen Guardian Shen
- Hextech Poppy
- Coven Ashe (Dark Ritual)
- PsyOps Master Yi (Hunter)
- Sentinel Irelia (Resolute)
- Crystalis Motus Taliyah (Reclaimed)
- Soul Fighter Jhin (Limitless)
- Faerie Court Katarina (Winsome)
- PROJECT: Zed (Reckoning)
- Crystalis Motus Ward
- Dour Dude
- All For You
- PsyOps Icon
- 2020 K/DA ALL OUT Icon
- Lunar Beast Event Pass Icon
- 2021 PROJECT: Event Icon
- 2021 Coven Pass Icon
- Debonair Event Pass Icon
- Leaving the Mythic Shop
- Prestige Lunar Beast Fiora
- Prestige Porcelain Lux
- Prestige Porcelain Kindred
- Prestige Dragonmancer Rakan
- Dreadnova Darius
- Lancer Zero Hecarim
- Hextech Jarvan IV
- Hextech Rammus
- Lunar Beast Fiora (Vitality)
- Firecracker Diana (Golden Tiger)
- Firecracker Sett (Golden Tiger)
- Firecracker Teemo (Golden Tiger)
- Firecracker Tristana (Golden Tiger)
- Firecracker Xin Zhao (Golden Tiger)
- Porcelain Amumu (Golden Tiger)
- Porcelain Kindred (Golden Tiger)
- Porcelain Lux (Golden Tiger)
- Porcelain Protector Ezreal (Golden Tiger)
- 2022 Firecracker Ward
- Mythmaker Bunny Icon
- Mythmaker Rabbit Icon
- Heavenscale Ward
Bugfixes & QoL Changes
- Fixed a bug that caused Risen Legend Leblanc and Immortal Legend Ahri (Signature) to have their movement from non-damaging displacement effects (ex: Blast Cones) to be cancelled if the ctrl+5 emote was used during the movement.
- Fixed a bug that caused Axiom Arcanist to treat Twitch’s R attacks as Single Target instead of AoE, meaning the damage amp was coming through as 14% and not 9% as intended.
- Fixed a bug that sometimes caused Rengar’s boots to swap to Spellslinger’s Shoes after completing his hunt Kha’Zix quest. No magic cat shenanigans anymore.
- Fixed a bug that caused Kalista’s basic attacks to not fully render correctly.
- Fixed a bug that caused Scuttle Crab to be attackable during her spawn animation.
- Fixed a bug that caused several of Aurora’s SFX to not play correctly.
- Fixed a bug that caused Aatrox’s W tether visual to not display correctly.
- Fixed a bug that caused Kalista’s passive dash to not benefit from certain boots.
- Fixed a bug that caused Atakhan’s False Life revive to change some champion’s passive channel time to 15 seconds.
- Fixed a bug that sometimes caused Flash/Hexflash to be disabled if used right before Atakhan’s False Life revive.
- Fixed a bug that caused Neeko to retain the jungle item minion experience debuff after transforming into a champion with a jungle item.
- Fixed a bug that caused Zigg’s W to not reveal the ability’s affected area when used in Fog of War.
- Fixed a bug that caused Lucian’s passive to not correctly interact with all plant types.
- Fixed a bug that caused Mel’s Q cooldown to reset when killing enemy champions affected by Twitch’s deadly venom applied by Mel’s W.
- Fixed a bug that caused Renata’s R to still connect through Yasuo’s W, Win Wall.
- Fixed a bug that caused Mel’s ultimate cooldown to reset if she used her W to reflect Draven’s R.
- Fixed a bug that caused Mel’s E to be counted as single target damage instead of AoE.
- Fixed a bug that caused ultimate pets like Tibbers and Daisy to draw minion aggro to champions.
- Fixed a bug that caused Teemo’s E poison to not correctly apply to critical hits.
- Fixed a bug that caused Syndra’s W to not have a mana cost.
- Fixed a bug that caused Elise’s spiderling stats to not update with her stats and only update on spawn.
- Fixed a bug that caused the end of game UI to remain present if open when the end of game celebration was beginning.
- Fixed a bug that caused Viego, after possessing Mel, to have his Smite deal an incorrect amount of damage.
- Fixed a bug that caused Mel’s basic attacks to disable Nidalee’s W.
- Fixed a bug that caused Ashe’s R on-hit SFW to occur at Ashe’s location, not at the enemy’s.
- Fixed a bug that caused Urgot to be able to pull enemies into the fountain if the pull was occurring while Urgot was respawning due to Atakhan’s False Life.
- Fixed a bug that caused Briar’s R to not cancel if killed and revived via Atakhan’s False Life.
- Fixed a bug that caused Kayn’s R to continue to deal damage even if he died mid-ability as long as he was revived via Atakhan’s False Life.
- Fixed a bug that caused Taliyah’s Q to continue casting while being revived by Atakhan’s False Life.
- Fixed a bug that caused some of Mel’s voice lines to not play correctly.
- Fixed a bug that caused Wukong to be globally revealed when he used his Q on a blast cone.
- Fixed a bug that caused Viego, after possessing Lillia, to be able to use her E and the ability not to collide with terrain correctly.
- Fixed a bug that caused Ambessa’s passive to ignore Dodges and Blinds.
- Fixed a bug that caused Mel’s W to not correctly block some critical strikes.
- Fixed a bug that caused Viktor’s R to follow him while taking Rift Herald.
- Fixed a bug that caused Ahri’s passive to interrupt her recall.
- Fixed a bug that caused Jayce’s Q to render over impassable terrain and structures.
- Fixed a bug that caused some of Warwick’s voice lines to not play correctly.
- Fixed a bug that caused Mordekaiser’s torches in the Death Realm to not render in the correct locations.
- Fixed a bug that caused Fiora’s W to not correctly block some of Mel’s abilities.
- Fixed a bug that caused Mel’s W to not correctly reflect projectiles from Lulu’s Pix.
- Fixed a bug that caused Malzahar’s E to instantly kill Zyra’s plants.
- Fixed a bug that caused K’Sante’s Q SFX to be slightly off in terms of location.
Upcoming Skins & Chromas
The following skins will be released in this patch:
- Masked Justice Lucian
- Masked Justice Senna
- Masked Justice Yone
- Quantum Galaxy Slayer Zed
The following chromas will be released this patch:
- Masked Justice Lucian
- Masked Justice Senna
- Masked Justice Yone
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2025-02-20 04:26