Passive - Silver Stake
•Locke's attacks deal additional magic damage On-Hit, increased based on enemy missing Health.
league of legends
Patch 26.13 Notes — June 23, 2026
Absolutely no demons allowed. - Locke
Top Buffs
Aphelios · LeBlanc · Draven
Top Nerfs
Senna · Rek'Sai · Sion
Systems To Watch
Last Hit Indicators · ARAM: Mayhem: Augments · ARAM: Mayhem: Bugfixes
Passive - Silver Stake
•Locke's attacks deal additional magic damage On-Hit, increased based on enemy missing Health.
Q - Ritual Nails
•Locke readies a set of Soul Nails to throw, dealing damage to and marking enemies hit. Locke can consume the marks to deal bonus damage with his attacks.
W - Soul Ignition
•Locke ignites his soul, gaining Attack Speed and Move Speed, and dealing damage to himself. At the end of the duration, Locke will heal back a portion of the damage he takes during the effect.
E - Ashen Pursuit
•Locke teleports to a location before dashing to attack his next target, dealing damage to enemies passed through.
R - Purgatory
•Locke throws a binding artifact that deals damage and potentially executes enemies hit. Locke gains additional power for sealing away enemy champions.
•Locke Champion Spotlight here!
general
•Since his nerfs earlier this year, Aphelios has fallen in priority and win rate. With some power budget freed up, we're pulling back on some of those earlier nerfs to highlight each gun's unique strengths.
Calibrum
Passive Mark Damage
15 (10% bonus AD)
15 (15% bonus AD)
Severum
Q - Onslaught Damage
19 / 24.25 / 29.5 / 34.75 / 40% Total AD Dmg per attack
20 / 25.25 / 30.5 / 35.75 / 41% Total AD Dmg per attack
Infernum
Q - Duskwave Damage
20 - 110 (Level 1 - 18) (10 - 16% bonus AD)
20 - 110 (Level 1 - 18) (15 - 21% bonus AD)
Crescendum
Q - Sentry Damage
35 - 125 (Level 1 - 18) (30 - 48% bonus AD)
35 - 125 (Level 1 - 18) (34 - 52% bonus AD)
general
•Bard has been a tanky roaming meta staple for much of the season, so we're trimming his damage so tank Bard doesn't get to hit nearly as hard without investing in AP.
Passive - Traveler's Call
Damage Per Meep
35 (+10 per 5 Chimes) (+40% AP)
30 (+6 per 5 Chimes) (+40% AP)
general
•Brand continues to dominate bot lane for most players, so we're nerfing his early passive detonation damage while offsetting some of that hit for more skilled players and supports through mana tuning.
Base Stats
Base Mana Regeneration
9
11
Passive - Blaze
Detonation Damage
8 - 12% (Levels 1 - 17) (+2% per 100 AP)
6 - 12% (Levels 1 - 18, scaling above 18) (+2% per 100 AP)
E - Conflagration
Mana Cost
70 / 75 / 80 / 85 / 90
90
general
•Cassiopeia has risen to the top of pro play presence, even before our 26.12 nerfs to her major competition. We would like to preserve some of her unique strengths, like her rewarding laning and slippery speed, but she should have a less gigantic health bar for when opponents actually lock her down!
Base Stats
Health per level
104
98
general
•As the marksman meta has evolved around crit, on-hit, and caster builds, Draven has fallen behind. We're buffing his heavy-AD pattern instead of trying to redirect his itemization.
E - Stand Aside
Cooldown
18 / 17 / 16 / 15 / 14s
16 / 15 / 14 / 13 / 12s
R - Whirling Death
Damage Reduction on Enemy Hit
-8% multiplicatively, down to 40% (at 11 hits)
-5%, down to a minimum of 50% (at 14 hits)
general
•Kai'Sa has struggled to get through lane and find her big Killer Instinct moments, so we're buffing her fallback W pattern early and her later-game backline dive threat.
W - Void Seeker
Cooldown
22 / 20 / 18 / 16 / 14
20 / 18.5 / 17 / 15.5 / 14
R - Killer Instinct
Shield
70 / 90 / 110 (+90 / 135 / 180% AD) (+120% AP)
100 / 150 / 200 (+90 / 135 / 180% AD) (+120% AP)
general
•K'Sante has been a major beneficiary with Doran's Helm entering the mix in Season 2, so we're lightly tapping down his early reliability while still rewarding successful all-ins.
E - Footwork
Shield
(80 / 120 / 160 / 200 / 240) (+15% bonus health)
(70 / 112.5 / 155 / 197.5 / 240) (+13.5% bonus health)
general
•We want to better reward LeBlanc players for landing some of her less guaranteed damage, rather than giving her more gank or lane support—both of which she does really well already.
R - Mimic
RQ1 / RE1 Damage
70 / 140 / 210
70 / 150 / 230
Mark / Root Damage
140 / 280 / 420
140 / 300 / 460
RW Damage
150 / 300 / 450
150 / 315 / 480
general
•Olaf used to be a staple in the jungle but has been out of favor for a while now, despite our earlier attempts this season to help him out. We are looking to give him a bit more power to entice him back into the wilderness.
Q - Undertow
Monster Bonus Physical Damage
20 / 35 / 50 / 65 / 80
20 / 45 / 70 / 95 / 120
general
•Jungle class diversity has been dominated almost exclusively by fighters for a while now, and we think Poppy is a good pick for a tankier counter option into many of the fighter junglers at the top of the meta. This buff is aimed at her jungle clear and gank windows while minimizing top and support impact.
Q - Hammer Shock
Monster Damage Cap
50 / 80 / 110 / 140 / 170
75 / 105 / 135 / 165 / 195
general
•Another class that's underrepresented in the jungle is assassins. We feel Qiyana is a great choice for a buff as she's recently been on the lower end of balanced in the jungle, so we're giving her a jungle-focused buff to help bring her back without meaningfully juicing mid lane.
Q - Edge of Ixtal
Monster Damage
155%
175%
general
•Rek'Sai's combination of dueling power and mobility has made her too successful at high ranks, so we're shaving down her early-to-mid burst windows while preserving her unique map movement and longer fight pattern.
E - Furious Bite / Tunnel
Physical Damage
80 / 108 / 136 / 164 / 192 (64% bonus AD)
70 / 95 / 120 / 145 / 170 (60% bonus AD)
Bonus True Damage
125%
120%
general
•Rumble has been an extremely reliable blind-pick top laner for a long time, so we're lowering some of his early staying power and base damage while keeping his scaling pattern intact.
Q - Flamespitter
Damage
60 / 85 / 110 / 135 / 160 (100% AP)
50 / 75 / 100 / 125 / 150 (105% AP)
general
•Senna players have moved over to a much stronger Bot lane farming pattern, so we're softening her farming and Shiv synergy while also tuning her DPS around having access to more souls. The Doran's Helm nerf should do the rest of the work necessary to get her to the right power level between roles.
Passive - Absolution
Soul Drop Chance (Senna Kill)
10%
5%
Soul Drop Chance (Ally Kill)
28%
32%
Crit Damage
-10% (180% / 27% with IE)
-15% (170% / 25.5% with IE)
Q - Piercing Darkness
Cooldown Refund
On Hit
On Attack
general
•Sion has been resilient in both solo queue and pro play for a long time, so we're weakening some of his reliable early lane power and resource access without decimating his core tank fantasy.
Q - Decimating Smash
Min Damage
40 / 60 / 80 / 100 / 120
30 / 45 / 60 / 75 / 90
W - Soul Furnace
Mana
65 / 70 / 75 / 80 / 85
75 / 80 / 85 / 90 / 95
general
•We feel Vex has had less of an impact in her games than we think she should, so we're giving her a quality of life buff that should make her reset pattern feel smoother so she can have more pop off giga plays.
E - Looming Darkness
Cooldown
13s
12s
R - Shadow Surge
Reset Time Window
6s
8s
general
•Zaahen is already seeing more play across audiences, so we're giving him more room to fish for his early trade patterns and engage in mid game skirmishes without raising his scaling ceiling.
W - Dreaded Return
Cooldown
16 / 15 / 14 / 13 / 12
14 / 13.5 / 13 / 12.5 / 12