Patch Highlights
Spirit Blossom Akali, Spirit Blossom Hwei, Spirit Blossom Karma, Spirit Blossom Kayle, Spirit Blossom Nidalee, Prestige Spirit Blossom Zed, and Spirit Blossom Morgana will be available June 25, 2025 at 18:00 UTC.

ARAM
Starting this patch we’re adding two new maps to the ARAM map pool to bring a bit more variety and excitement to each game! From now through 25.16, you’ll load into one of three maps, each with their own, unique look alongside slight gameplay and terrain differences to keep each game feeling fresh. The maps will be your classic Howling Abyss, the new Koeshin’s Crossing, and a returning favorite, Butcher’s Bridge!
Which map you play on will be decided at random, with everyone finding out as soon as you get to the loading screen. They won’t change based on the patch or anything else. Given the maps only have minor gameplay differences you won’t need to stress about having the right champion for each map as there isn’t really a “right” champion. Simply pick the champ you want to play and enjoy whichever map you land on.
We’re also updating rerolls by changing them into something we call Champion Cards. Champion Cards will help you (and your lobby) get more champions, more consistently. At the start of each lobby you’ll be presented with two options to choose from, and whoever you don’t pick will go directly to the bench. If you’re lucky you could even get a THIRD champion card to pick from.
Arena
Arena is back!… except it’s not just back, it’s back for 12 months! You heard that right, Arena is back for a whole year.
Arena’s latest run was well received, both while it was active, and after. When it went away, we saw players actively looking for it and telling us how much they enjoyed it as an alternate way to play League. We heard the conversations in the community across the globe, saw all the tags of our official accounts, and even one region flooded the PBE where Arena was still accessible for them.
So we’re staying true to our word that we’d keep Arena around for longer runs if it does well, and it has. For now we hope you enjoy Arena’s return and we’ll check back in for an update later this year on how it’s going.
Upcoming Battle Pass Improvements
We’ve been looking a lot at how all of you progress through the battle pass over the course of each Act, and we want to make sure it feels good and respects the time each of you invests in League. Whether you play 4 hours a day or 4 hours a week, we want to reward the time you dedicate to playing. In the spirit of this, we’ll be introducing some changes to improve how Battle Pass XP (BXP) can be acquired in Act 2 when patch 25.13 goes live.
Champion Mastery BXP
Starting with Champion Mastery, we’ll be moving Mastery Set BXP to a mission instead of tying it to Mastery set champions. Under this new system, you’ll be able to obtain the full 2,500 BXP with champions of your choice instead of the ones offered by Mastery Sets.
When we originally introduced Mastery sets our intention was for them to be a way for you to find a new main or two based on the personalized recommendations it provided, gaining some Battle Pass XP along the way. Now that they’ve been live for a while, we’ve looked at how players engaged with these missions. The completion rates we’re seeing aren’t quite hitting our expectations nor are they increasing different champions played, so we’re making the call to remove Mastery sets in Patch 25.13. That said, we’ll keep this learning in mind as we continue to improve the Mastery system in the future.
Catch Up Missions
We’re also introducing some changes to how the weekly missions will work so that Battle Passes feel better in terms of progression and how often you’re able to complete them. Starting in patch 25.13, instead of weekly missions lasting for 7 days, weekly missions will stick around for 21 days. This means that every week you’ll get a set of new weekly missions and you’ll have multiple weeks to complete them.
Currently, there’s no catchup method for BXP that exists for players jumping in partway through the Act, or for someone who just missed some weeklies because they were busy. With this update you’ll be able to accumulate missions for a while in case you aren’t able to play for a week or two, so you’ll still be able to make meaningful progress on your battle pass. You won’t need to log in or do anything special for this to work, they’ll be in your missions list when you log in. Here’s what this will look like in practice:
- Week 1: You’ll get Week 1 missions.
- Week 2: You’ll get Week 2 missions, and still have any uncompleted Week 1 missions.
- Week 3: You’ll get Week 3 missions, and still have any uncompleted Week 1 and 2 missions.
- Week 4: You’ll get Week 4 missions, you’ll still have any uncompleted Week 2 and 3 missions, and any unfinished Week 1 missions will expire.
- Rinse and repeat.
We’ll monitor how these changes go, your feedback to them, and continually look for opportunities to make the pass feel better for those of you that choose to get it.
Windows Compatibility Mode
With 25.13 we’ll be removing the ability for players to launch League of Legends or Teamfight Tactics in Compatibility Mode in Windows. After hitting the play button in the Riot Client while Compatibility Mode is enabled, a popup will appear offering to disable that setting automatically and launch the game as normal. If it’s declined, the client won’t launch, but if you accept it will disable and attempt to launch normally. This should have no impact to players and will just ensure that League is being launched in a supported configuration.
For more information about what the system requirements to run League are please check out the player support article: Minimum and Recommended System Requirements
Reporting Updates
We’ve added a new “Rank Manipulation” report category. Previously when someone went to report someone for boosting or purposefully deranking, players would have to select a random category to report this behavior, so we’ve added a new report option as we continue our work towards better combating these behaviors. If you see accounts in your matches that are inappropriately placed, please report those with this new option. Boosting, deranking, etc. is not okay and you’re going to hear more from us on this soon.
The “Intentional Feeding” report category has also been renamed to “Disruptive Gameplay” to more accurately describe its intended use and make it a little more clear on what should be reported here.
Players will now no longer receive AFK penalties if they reconnect to the match-in-progress and win.
We’ve also adjusted the reporter feedback notification period after reporting a player from 14 days to 3 days to keep the notifications more relevant.
Champions
Briar
W attacks can no longer be canceled. E cast time reduced.
We’ve hunted down some awkward bugs on Briar that should improve how she feels to play.
W – Blood Frenzy
- NEW: Frenzied attacks can no longer be canceled. (This prevents her from sometimes canceling attacks when chasing fast moving enemies)
E – Chilling Scream
- Cast Time After Channel: .25 (scaling down with Attack Speed) ⇒ .15
Fiddlesticks
W damage increased.
Fiddlesticks is struggling a bit in the jungle so we’re giving it some gold scaling power that shouldn’t affect its Support efficacy much, which we think is in a decent spot.
W – Bountiful Harvest
Gangplank
W mana cost decreased. R cooldown decreased.
Experienced Gangplank players are opting for some mana solves (buying early mana crystal and selling it) in early game, and this is indicative of his play pattern not being supported in early game. We’re massaging some of his early game and giving him a small ult CD buff as he appears to be underperforming, even among skilled players.
Q – Parrrley
- Mana Cost: 55 / 50 / 45 / 40 / 35 ⇒ 50 / 45 / 40 / 35 / 30
R – Cannon Barrage
Irelia
Passive attack speed increased at lower levels.
Irelia’s got some room to be a more powerful fighter and we’d specifically like to make her better at her skirmisher outputs of repeated damage without being as reliant on items to carry that power budget. So, we’re juicing up her early game passive power to make her able to scrap and trade autos early on against other melee champions.
Passive – Ionian Fervor
- Attack Speed per stack: 7.5% – 25% (based on level) ⇒ 10% – 25% (based on level)
- Max Attack Speed: 30% – 100% (based on level) ⇒ 40 – 100% (based on level)
- [Bug Fix] Attack Speed now dynamically updates if she levels up while buffed.
Kindred
R cooldown decreased at lower ranks.
We think Kindred can be an exciting niche jungle pick at MSI this year and they currently have enough room to receive a buff without harming regular play, so we’re attempting to give them some more power specifically geared toward coordinated play by offering up more ult casts.
R – Lamb’s Respite
- Cooldown: 180 / 150 / 120 ⇒ 160 / 140 / 120
Nidalee
Q damage increase based on range increased.
Nidalee’s buffs from last patch still left her a touch weaker than we’d like and we’re still looking to buff her jungle much more than top lane. We think her signature spell could stand to pose more of a threat so we’re taking a swing at bumping up the fantasy of landing those max range javelins.
Q – Javelin Toss
- Damage increase based on distance traveled: 0 – 200% ⇒ 0 – 225%
- Distance required for damage amp: 525 ⇒ unchanged
Rammus
Health Growth increased. W Armor/Magic Resist increased.
Rammus’s update was successful in making him much more consistently useful but we shot a little low on his power level. We’d like to buff him back up and specifically re-enable the choices he used to have around what ability to max first. We’re giving him some generic durability and empowering Defensive Ball Curl’s rank-up as a way to ensure he can opt into being the tankiest armordillo he can be.
Base Stats
- Health Growth: 94 ⇒ 100
W – Defensive Ball Curl
- Bonus Armor/Magic Resist: 27 ⇒ 27 / 32 / 37 / 42 / 47
Ryze
W damage increased, and mana cost adjusted.
Ryze is currently stronger than he ought to be and risks taking over the mid lane pool at MSI this year, so we’re delivering a small nerf to his early laning phase where his opponents don’t have much room for counterplay.
W – Rune Prison
- Damage: 70 / 100 / 130 / 160 / 190 (+ 70% AP) (+ 4% Bonus Mana) ⇒ 60 / 90 / 120 / 150 / 180 (+ 70% AP) (+ 4% Bonus Mana)
- Mana: 40 / 55 / 70 / 85 / 100 ⇒ 50 / 60 / 70 / 80 / 90
Twisted Fate
R cooldown increased.
Twisted Fate’s buffs from last patch overshot our goals and now he’s arguably the strongest mid laner in the game. We’re happy that TF has his time back in the sun, but he’s currently too dominant, so we’re walking back about 1/3 of the power we gave him two weeks ago.
R – Destiny
- Cooldown: 160 / 130 / 100 ⇒ 170 / 140 / 110
Vi
Passive shield decreased.
Last patch’s rank-up adjustments significantly increased her overall win rate due to aligning ability incentives with what the majority of her players were already doing. Now that that misalignment’s been solved, we’re back to nerf her out of the #1 jungle slot at MSI this year. Vi’s shield durability has historically been one of her most pro skewed levers, as the shield isn’t always chewed through in 1v1s that are more likely to happen, as opposed to the more teamfighty nature of pro. Our hope is that the combination of these last few patches leaves Vi at a similar place for regular players while having reduced pro presence.
Passive – Blast Shield
- Shield: 14% Max HP ⇒ 12% Max HP
Yorick
Base Armor decreased.
Our Yorick changes last patch succeeded in re-introducing some more choice into his first slot but failed to strip out as much power as we wanted to. This patch we’re continuing to nerf his early strengths in order to give more champions room to fight back against him before completed items come online.
Base Stats
- Armor: 39 ⇒ 36
ARAM Balance Changes
Hello ARAMers, This patch, we’re giving some help to AD Shaco and Rengar, encouraging their assassin builds with a few targeted buffs. We’re also removing old nerfs on a few champions to bring them closer to their intended power levels. On the nerf side, we’re addressing some frustrating outliers. For Mel, we’re keeping her damage but slowing down how often she can use it to allow more counterplay.
Let us know how it feels—and see you on the Bridge!
Champions
Mel
- Ability Haste: 0 ⇒ -10
Rengar
- Q AD Ratio: 100% – 115% ⇒ 110% – 225%
- Empowered Q AD Ratio: 130% ⇒ 140%
- E Bonus AD: 80% ⇒ 100%
Shaco
- Passive Bonus AD: 30% ⇒ 40%
- Q Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 12 / 11 / 10 / 9 / 8
- Q Bonus AD: 65% ⇒ 85%
- E Bonus AD: 80% ⇒ 100%
Singed
- Damage Dealt: 95% ⇒ 100%
Udyr
- Healing: 90% ⇒ 100%
- Shielding: 90% ⇒ 100%
Vayne
- Damage Dealt: 105% ⇒ 100%
Volibear
- W Healing Missing Health Bonus: 8 / 10 / 12 / 14 / 16% ⇒ 8 / 11 / 14 / 17 / 20% (Same as Summoner’s Rift)
Yasuo
- W Cooldown: 25 / 23 / 21 / 19 / 17 ⇒ 27 / 25 / 23 / 21 / 19
Skin English VO Updates
We’re currently recording and catching up on missing English VO from our recent skins that we had to release with their base champion VO. We’ll be working backwards starting with Spirit Blossom Morgana and Spirit Blossom Karma! So they’ll be arriving with their final English VO with Patch 25.13. Going forward we’re aiming to ship any new skins with their complete and final VO.
Sanctum and Mythic Shop Updates
Spirit Blossom Morgana will be arriving in the Sanctum in 25.13.
We’re also adding the following to the Mythic Shop:
- “In Bloom” Nexus Finisher – 250 ME
- “In the Palm of My Hand” Spirit Blossom Morgana animated emote – 25 ME
This means that Sahn-Uzal Mordekaiser, his animated emote, and the “The Reckoner” Nexus Finisher will be leaving the Sanctum/Mythic Shop respectively.
Sanctum Mythic Essence
This patch, we’re buffing Mythic Essence in the Sanctum. The Sanctum will be distributing more Mythic Essence per Ancient Spark on average, and more Mythic Essence as overall. To accomplish this, we’ll be adding 2 Mythic Essence anytime you are awarded an icon or an emote, making the more common B-Tier results even better, and slightly reducing the drop rates of the highest Mythic Essence payouts.
We’ll also be increasing the S-Tier duplicate payout for Mythic Variants from 100 to 130 Mythic Essence. This will make duplicate pulls for Mythic Variants more equal in value to the rewards for the Exalted duplicates. This change is live in 25.13, and will be reflected in the next Mythic Variant.
All of these changes will be reflected in the drop table in the client in the Sanctum tab.
- Random Icon ⇒ Random Icon + 2 Mythic Essence
- Random Emote ⇒ Random Emote + 2 Mythic Essence
- Mythic Variant S-Tier duplicate pull: 100 Mythic Essence ⇒ 130 Mythic Essence
Client Shop Skin Preview Test
Some of you might notice a new skin preview in the client that we’re currently testing when viewing new Spirit Blossom or Inkshadow skins. Not everyone will see this as we’re just testing this feature. This test will run for one or two patches and then we’ll be turning it off later.
We do these tests from time to time to evaluate improvements that we’re thinking about within the client. If it hits our goals (Do players like it and find it helpful?, Do players find it?, How often players use it?, etc.) It could be something that we decide to do in the future, if it doesn’t then we’ll go back to the drawing board for it.
Bugfixes & QoL Changes
- Fixed an issue where Viego was unable to see the options to upgrade the support item.
- Fixed an issue where Renata W could prevent kill credit to the respective champion if last hit by pets.
- Fixed an issue where Feat of Warfare could not be incremented when pets kill a champion with Renata W on them.
- Fixed an issue where Viego was unable to move normally after possessing Jhin and using his E, or Caitlyn’s E if he previously possessed Pantheon and used his E. (Yes this bug is that specific, Viego things)
- Fixed an issue where Hwei’s P would trigger in an incorrect location under specific situations.
- Fixed an issue where Milio’s passive would trigger the Electrocute rune on an ally.
- Fixed an issue where Azir’s R wouldn’t move minions.
- Fixed an issue where Zac and Anivia’s passive would trigger through the fountain turret. This was an inconsistency that we’ve corrected and now mirrors Guardian Angel.
- Fixed an issue where if Neeko would disguise as Karma her disk wouldn’t spin.
- Fixed an issue where Karma’s disk wouldn’t spin after reconnecting.
- Fixed an issue where Akali’s Passive indicator would sometimes appear around an incorrect character.
- Fixed an issue where Senna’s Mist Wraiths would consume Senna’s On-hit bonus procs.
- Fixed an issue where Sylas could keep his stolen Ultimate if he jumped into the Rift Herald as he casted it.
- Fixed an issue where Sylas could cast a stolen Ultimate a second time if he casted Teleport at the end of the Ultimate cast.
- Fixed an issue where if a Twitch jumped into the Rift Herald while in his Q, the charge would appear incorrect to the enemy team.
- Fixed an issue where Mel could get the kill credit on a teammate from her Passive empowered attack when Renata applies her R to her.
- Fixed an issue where Sylas could keep a champion’s model if he casted a stolen Ultimate and then teleported.
- Fixed an issue where Zilean’s second Q on the same target would not play the countdown SFX.
- Fixed an issue where Ahri would not receive her passive heal while in stasis.
- Fixed an issue where Katarina’s R would cancel if you cast E on nothing outside of E’s range.
- Fixed an issue where Viego possessing an enemy who had Hullbreaker could continuously grant nearby minions armor and magic resistance.
- Fixed a Practice Tool bug where the Stack Items function could infinitely stack in certain instances.
- Fixed a Practice Tool bug where Rod of Ages could exceed 10 stacks.
Upcoming Skins & Chromas
The following skins will be released in this patch:
