Patch 26.3 Notes
Champions Summary
Ahri BUFF
Bel'Veth BUFF
Braum NERF
Briar BUFF
Diana NERF
Draven BUFF
Ekko NERF
Ezreal BUFF
Hecarim BUFF
Heimerdinger BUFF
Jayce ADJUSTED
Kayn BUFF
Maokai BUFF
Mel ADJUSTED
Naafiri BUFF
Nilah NERF
Nunu and Willump BUFF
Riven NERF
Ryze NERF
Trundle BUFF
Tryndamere BUFF
Varus NERF
Vi BUFF
Volibear NERF
Xin Zhao BUFF
Yone BUFF
Zaahen BUFF
Zed NERF Items Summary
Runes Summary
Patch Overview
Mid-Patch Updates
- The February 5 hotfixes restored power to Mel and jungle Zed after early 26.3 tuning moved too far.
- ARAM Mayhem also received fast follow-up balance, set reward trims, and bugfixes for several launch issues.
Patch Highlights
- Patch 26.3 is the first broad Season 2026 follow-up, focusing on AD junglers, vision pressure, item tuning, rune follow-ups, and ranked updates.
- Firecracker skins arrive February 4, 2026 alongside the first large ARAM Mayhem content update.
ARAM Mayhem
- ARAM Mayhem gets 45 new augments, themed augment sets, and a 32-level progression track with rewards and unlockable augments.
- The mode also receives early balance tuning, quality-of-life support for active summoner augments, and several Mayhem-specific bugfixes.
Champion Bounties
- Champion kill gold now devalues less quickly after repeated deaths, making kills feel less empty than they did in 26.1.
- Farming restores bounty value more slowly, landing the system between the 25.24 and 26.1 tuning points.
Turret Plates
- Bulwark resist scaling is reworked so grouped pushes can convert won fights more reliably.
- Solo split-push pressure gets more resistance, and turret hit VFX are reduced for readability.
Faelights & Vision
- River pixel brush faelights reveal less of nearby jungle entrances, reducing the strongest early vision pockets.
- Yellow trinket cooldown is higher at early levels, base-gate Scryer's Blooms are removed, and faelight disguise visuals are cleaned up for Fiddlesticks and Neeko.
Support Control Wards
- Support players now start Summoner's Rift games with control wards in the role quest slot.
- Together with double-bind support, the change makes early control ward access smoother without changing ward stats.
Champions
- AD junglers and underperforming fighters receive much of the help, including Bel'Veth, Hecarim, Kayn, Naafiri, Vi, Xin Zhao, and Zaahen.
- Early-season outliers such as Braum, Diana, Ekko, Nilah, Riven, Ryze, Varus, Volibear, and jungle Zed are pulled back, while Mel gets a larger counterplay rework.
Items
- Actualizer becomes cheaper, Dusk and Dawn loses burst, and Endless Hunger gets a smoother recipe with more Attack Damage.
- Protoplasm Harness and upgraded defensive boots are shifted away from extreme outlier cases toward more consistent audiences.
Runes
- Cash Back and Triple Tonic are trimmed after late-2025 buffs made them too attractive.
- Phase Rush is nerfed only for ranged users, preserving its melee skirmish identity.
Arena
- Arena gets a focused Hellfire Hatchet adjustment before the larger 26.4 balance pass.
- The char effect is reshaped around health-difference value, cooldowns become per-target, and several Arena bugs are fixed.
SR Ranked System Updates
- Apex negative LP issues are being narrowed, Aegis of Valor eligibility moves from C to B, and top Challenger duo strength is targeted.
- The Climb Indicator is enabled to identify players whose visible rank is still catching up to their MMR.
Champions
A broad Season 2026 balance pass buffs struggling AD junglers and fighters, trims early-season outliers, and reworks Mel around clearer counterplay.
Ahri
Ahri gets a shorter Fox-Fire cooldown, giving burst builds more frequent skirmish access.
W - Fox-Fire
- Cooldown: 10 / 9 / 8 / 7 / 6 ⇒ 9 / 8 / 7 / 6 / 5
Bel'Veth
Bel'Veth gains health scaling and stronger late-rank true damage, aimed at restoring AD jungle power without forcing tankier builds.
Base Stats
- Health Growth: 99 ⇒ 105
R - Endless Banquet
- True Damage on attack per stack: 6 / 8 / 10 (+ 12% Bonus AD) ⇒ 6 / 10 / 14 (+ 12% Bonus AD)
Braum
Braum loses base durability and Q damage, trimming both his lane staying power and fight setup.
Base Stats
- Health: 630 ⇒ 610
Q - Winter's Bite
- Damage: 75 / 125 / 175 / 225 / 275 (+ 2.5% HP) ⇒ 75 / 120 / 165 / 210 / 255 (+ 2.5% HP)
Briar
Briar gets better scaling defenses and lower health costs across her kit, helping both jungle durability and top-lane trades.
Base Stats
- Health Growth: 95 ⇒ 100
- Armor Growth: 4.2 ⇒ 4.5
Q - Head Rush
- Health Cost: 6% current health ⇒ 5% current health
W - Blood Frenzy
- Health Cost: 6% current health ⇒ 5% current health
E - Chilling Scream
- Health Cost: 6% current health ⇒ 5% current health
R - Certain Death
- Health Cost: 6% current health ⇒ 5% current health
Diana
Diana's monster damage is cut to slow down her new-season jungle strength.
Passive - Moonsilver Blade
- Monster Damage: 280% ⇒ 230%
Draven
Draven regains some scaling AD after his early-season item and preseason tuning left him below target.
Base Stats
- AD Growth: 3 ⇒ 3.4
Ekko
Ekko loses passive AP ratio and monster damage, reducing his burst snowball and jungle clear speed.
Passive - Z-Drive Resonance
- AP Ratio: 90% ⇒ 80%
- Monster Damage: 300% ⇒ 270%
Ezreal
Ezreal gets more AD scaling and stronger Arcane Shift damage, helping him recover after Essence Reaver pressure.
Base Stats
- AD Growth: 3.25 ⇒ 3.5
E - Arcane Shift
- Damage: 80 / 130 / 180 / 230 / 280 (+ 50% Bonus AD) (+ 75% AP) ⇒ 80 / 130 / 180 / 230 / 280 (+ 60% Bonus AD) (+ 75% AP)
Hecarim
Hecarim's Q hits harder through the mid game, with Riot framing the stack-scaling tradeoff as a buff until very high bonus AD.
Q - Rampage
- Damage per hit: 60 / 85 / 110 / 135 / 160 (+ 90% Bonus AD) ⇒ 60 / 90 / 120 / 150 / 180 (+ 90% Bonus AD)
- Damage amp per Rampage stack: 3% (+ 4% per 100 Bonus AD) ⇒ 3% (+ 3% per 100 Bonus AD)
Heimerdinger
Heimerdinger gains health scaling and more first-hit rocket damage, rewarding proactive poke without leaning harder on turrets.
Base Stats
- Health Growth: 101 ⇒ 105
W - Hextech Micro-Rockets
- Initial hit damage: 40 / 65 / 90 / 115 / 140 (+ 55% AP) ⇒ 50 / 75 / 100 / 125 / 150 (+ 55% AP)
- Follow-up damage: unchanged
Jayce
Jayce shifts power from Shock Blast poke and jungle speed into melee damage and stronger form-swap shred.
Q - To the Skies!
- Damage: 60 / 105 / 150 / 295 / 240 / 285 (+135% Bonus AD)⇒ 60 / 110 / 160 / 210 / 260 / 310 (+ 135% Bonus AD)
- Monster bonus damage: 25 ⇒ 10
Q - Shock Blast
- Damage: 80 / 126 / 172 / 218 / 264 / 310 (+ 140% Bonus AD) ⇒ 80 / 121 / 162 / 203 / 244 / 285 (+ 130% Bonus AD)
- Monster bonus damage: 25 ⇒ 10
R - Cannon Stance: Mercury Cannon
- Armor/Magic Resistance Shred: 10 / 15 / 20 / 25% ⇒ 20 / 25 / 30 / 35%
Kayn
Kayn gets higher Q base damage, specifically helping Shadow Assassin recover in the new season.
Q - Reaping Slash
- Damage: 75 / 100 / 125 / 150 / 175 (+ 85% Bonus AD) ⇒ 75 / 105 / 135 / 165 / 195 (+ 85% Bonus AD)
Maokai
Maokai's Bramble Smash deals more flat damage, giving top and jungle builds more early relevance.
Q - Bramble Smash
- Flat Damage: 65 / 110 / 155 / 200 / 245 ⇒ 75 / 120 / 165 / 210 / 255
Mel
Mel receives a counterplay-focused rework: less reflect frustration and passive damage, clearer Q and E play patterns, and compensation through shields, spell damage, and utility.
Base Stats
- Attack Speed Ratio: 0.4 ⇒ 0.625
Passive - Searing Brilliance
- Projectile Damage: 8-50 (based on level) (+ 5% AP) ⇒ 8-25 (based on level) (+ 3% AP)
- Total Projectile Damage: 24-150 (based on level) (+ 15% AP) ⇒ 24-75 (based on level) (+ 9% AP)
- Reduced the visual clutter by no longer displaying the passive mark on non-champions for enemies.
- Fixed certain champion spawned units dying to Overwhelm from an unempowered basic attack.
Q - Radiant Volley
- Now deals additional damage the first time an explosion hits with reduced effectiveness from subsequent hits.
- Initial Hit: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
- Subsequent Hits: 5 / 6 / 7 / 8 / 9 (+ 5% AP)
- Total Damage: 78 / 109 / 144 / 185 / 230 (+51-85% AP) ⇒ 85 / 126 / 169 / 214 / 261 (+ 85-105% AP)
- Mana Cost: 70 / 80 / 90 / 100 / 110 ⇒ 70 / 75 / 80 / 85 / 90
- Minion Damage: 75% ⇒ 100%
- Cast Time: 0.25s ⇒ 0.35s
- Projectile Speed: 4500 ⇒ 3800
- Explosion Radius: 230 ⇒ 200
- Area Spread: 30 ⇒ 25
- Channel Time: 0.75s ⇒ 0.5s
- Damage type is now DoT AoE (reduced effectiveness in resetting Arcane Comet).
- Stronger area telegraph visual.
W - Rebuttal
- No longer provides Damage Immunity.
- Shield: 80 / 110 / 140 / 170 / 200 (+ 60% AP)
- Physical damage reflected is reduced by 30% before magic damage conversion.
- Now destroys projectiles that target each unit in an area instead of reflecting them when those projectiles aren't targeting Mel. (ex. Ryze E, Brand E, Katarina R, Samira R, Yunara Q)
- Decaying Move Speed: 30% over 0.75s⇒ 40% over 1.5s
E - Solar Snare
- Root Missile Radius: 80 ⇒ 70
- End of Travel Linger Duration: 0.5s ⇒ 0.25s
- DoT Radius: 260 ⇒ 230
- Cast Range: 1050 ⇒ 1000
- Projectile Speed: 1000 ⇒ 1100
- Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 11 / 10.5 / 10 / 9.5 / 9
- Root Duration: 1.1 / 1.2 / 1.3 / 1.4 / 1.5 ⇒ 1.5
- Damage: 60 / 100 / 140 / 180 / 220 ⇒ 60 / 105 / 150 / 195 / 240
- Damage per Second: 16 / 26 / 36 / 46 / 56 ⇒ 16 / 28 / 40 / 52 / 64
- No longer visually pops at the end when descending terrain.
R - Golden Eclipse
- Damage per Stack: 4 / 7 / 10 (+ 3.5% AP) ⇒ 4 / 7 / 10 (+ 4% AP)
Naafiri
Naafiri's packmates deal more monster damage, helping her jungle clear while leaving mid lane largely untouched.
Passive - We Are More
- Packmate Monster Damage: 1.35x ⇒ 1.55x
Nilah
Nilah loses base AD and armor growth after new-season tuning left her too strong.
Base Stats
- Attack Damage: 60 ⇒ 58
- Armor Growth: 4.5 ⇒ 4.2
Nunu and Willump
Nunu and Willump get part of their previous damage nerf walked back on snowball and barrage spells.
W - Biggest Snowball Ever!
- Maximum Damage: 150 / 195 / 240 / 285 / 330 ⇒ 180 / 225 / 270 / 315 / 360
E - Snowball Barrage
- Base Damage per hit: 14 / 21 / 28 / 35 / 42 ⇒ 15 / 22.5 / 30 / 37.5 / 45
Riven
Riven loses bonus AD scaling on passive and Q to reduce mid- and late-game burst after Axiom Arc builds took off.
Passive - Runic Blade
- Total AD Ratio: 30-50% (based on level) ⇒ 30-45% (based on level)
Q - Broken Wings
- Damage: 40 / 75 / 105 / 135 / 165 (+ 65 / 70 / 75 / 80 / 85% Bonus AD) ⇒ 40 / 75 / 105 / 135 / 165 (+ 60 / 65 / 70 / 75 / 80% Bonus AD)
Ryze
Ryze's Rune Prison scaling is reduced to lower late-game damage alongside the ranged Phase Rush nerf.
W - Rune Prison
- Damage: 60 / 90 / 120 / 150 / 180 (+70% AP) (+ 4% Bonus Mana) ⇒ 60 / 90 / 120 / 150 / 180 (+ 60% AP) (+ 3% Bonus Mana)
Trundle
Trundle gains armor and AD growth, strengthening his sustained front-line and tank-busting profile.
Base Stats
- Armor Growth: 3.9 ⇒ 4.5
- Attack Damage Growth: 4 ⇒ 4.5
Tryndamere
Tryndamere gains more AD growth, continuing the push toward stronger sustained damage.
Base Stats
- Attack Damage Growth: 4 ⇒ 4.5
Varus
Varus loses armor growth and AP W scaling to pull back his overtuned top-lane performance.
Base Stats
- Armor Growth: 4.6 ⇒ 4
W - Blighted Quiver
- On-hit damage: 8 / 17 / 26 / 35 / 44 (+ 35% AP) ⇒ 8 / 17 / 26 / 35 / 44 (+ 25% AP)
- Max health damage: 3 / 3.5 / 4 / 4.5 / 5% (+1.5% per 100 AP) ⇒ 3 / 3.5 / 4 / 4.5 / 5% (+ 1.3% per 100 AP)
Vi
Vi gets more health and AD growth, boosting solo queue brawling without directly amplifying coordinated pick tools.
Base Stats
- Health Growth: 99 ⇒ 105
- Attack Damage Growth: 3 ⇒ 3.5
Volibear
Volibear loses Q max burst and jungle clear speed, with a bonus AD ratio bump as partial compensation for fighter builds.
Q - Thundering Smash
- Bonus Physical Damage: 10 / 30 / 50 / 70 / 90 (+ 120% Bonus AD) ⇒ 10 / 20 / 30 / 40 / 50 (+ 140% Bonus AD)
E - Sky Splitter
- Cooldown: 14 ⇒ 16
- Non-champion damage cap: 190 / 305 / 420 / 535 / 650 (+ 70% AP) ⇒ 150 / 265 / 380 / 495 / 610 (+ 70% AP)
Xin Zhao
Xin Zhao gains stronger third-hit healing and much more late-rank E attack speed for extended fights.
Passive - Determination
- Heal every third hit: 3 / 3.5 / 4% max HP (Level 1/6/11) ⇒ 3/4/5% max HP
E - Audacious Charge
- Bonus Attack Speed: 40 / 45 / 50 / 55 / 60% ⇒ 40 / 50 / 60 / 70 / 80%
Yone
Yone's Q gets more total AD scaling, adding power to a more dodgeable part of his damage pattern.
Q - Mortal Steel
- Damage: 25 / 50 / 75 / 100 / 125 (+ 105% Total AD) ⇒ 25 / 50 / 75 / 100 / 125 (+ 110% Total AD)
Zaahen
Zaahen receives jungle-specific monster damage buffs to support his intended secondary role.
Q - The Darkin Glaive
- Monster Modifier: 1.75x ⇒ 2x
E - Aureate Rush
- Bonus Monster Damage: 50 ⇒ 75
Zed
Zed's monster damage is sharply reduced to keep mid lane intact while cutting back jungle dominance.
Passive - Contempt for the Weak
- Damage to monsters: 1.2x ⇒ 0.5x
- Maximum damage to epic monsters: 300 ⇒ 100
Items
New-season items get clearer audiences: Actualizer and Endless Hunger are helped, AP spellblade burst is trimmed, and defensive shield items are normalized.
Actualizer
Actualizer becomes 300 gold cheaper, making the AP mana option easier to complete and less punishing to build.
- Total Gold Cost: 3100 Gold ⇒ 2800 Gold
- Combine Cost: 1050 Gold ⇒ 750 Gold
Dusk and Dawn
Dusk and Dawn loses Spellblade burst while gaining health, pushing it away from Lich Bane-style damage and toward fighter use.
- Spellblade Damage: 100% Base AD + 10% AP ⇒ 75% Base AD +10% AP
- Health: 300 ⇒ 350
Endless Hunger
Endless Hunger trades a slightly higher total cost for a smoother build path and more Attack Damage.
- Recipe: Caulfield's Warhammer + Pickaxe + 1075 Gold ⇒ Caulfield's Warhammer + Pickaxe + Longsword + 825 Gold
- Total Gold Cost: 3000 ⇒ 3100
- Attack Damage: 60 ⇒ 65
Protoplasm Harness
Protoplasm Harness shifts Lifeline power toward level-based health and Ability Haste while reducing extreme resistance-scaling heals.
- Lifeline max health gain: 200 ⇒ 200-300 (based on level)
- Lifeline healing: 200-400 (based on level) (+ 250% Armor) (+ 250% Magic Resistance) ⇒ 200-400 (based on level) (+ 175% Armor) (+ 175% Magic Resistance)
- Ability Haste: 15 ⇒ 20
Armored Advance
Armored Advance's shield moves from max-health value to bonus-health scaling, weakening squishy anti-burst use while preserving durability buyers.
- Noxian Endurance Shield: 10-120 (based on level 1-18) (+ 7% max HP) ⇒ 100-200 (based on level, scaling begins at level 9) (+ 8% Bonus HP)
Chainlaced Crushers
Chainlaced Crushers receives the same Noxian Endurance retune as Armored Advance.
- Noxian Endurance Shield: 10-120 (based on level 1-18) (+ 7% max HP) ⇒ 100-200 (based on level, scaling begins at level 9) (+ 8% Bonus HP)
Runes
Cash Back, ranged Phase Rush, and Triple Tonic are pulled back after recent tuning pushed them too high.
Cash Back
Cash Back refunds slightly less gold after its late-2025 buff created too much value.
- Gold Refund: 8% ⇒ 7.5%
Phase Rush
Phase Rush gives ranged champions less movement speed, reducing how easily they escape ganks and melee threats.
- Ranged Effectiveness: 75% (18.75 - 37.5% Movement Speed) ⇒ 50% (12.5% - 25% Movement Speed)
Triple Tonic
Triple Tonic's level 6 elixir grants less Adaptive Force, lowering its early burst spike.
- Elixir of Force Adaptive Force: 30 ⇒ 25