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Ny League of Legends Patch 26.1 Översikt

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Ny League of Legends Patch 26.1 Översikt

The new League of Legends patch is out, and it is changing the rules of the game. The patch has turned out to be incredibly massive and very interesting. Unlike the usual patches we are accustomed to, where they add +1 armor or take away 50 health, Riot Games has delivered something that probably no one expected. New items, new mechanics, balance improvements, and overall a lot of interesting content. In this blog, we have reviewed the key highlights of the patch.

League of Legends Patch 26.1 Role Quests

New League of Legends Patch 26.1 Overview 1

Credit:leagueoflegends.com

The most interesting update of this patch, and possibly the year, arrives in the very first patch. This year, Riot Games is introducing a large-scale innovation to League of Legends - Role Quests. These are based on the familiar tasks for junglers and supports, but now all five positions will have their own quests. These tasks will help players better navigate the laning phase, while the old quests for the jungle and support roles will be updated.

The developers have decided that the quest will be assigned automatically based on the selected role in the queue. To swap positions, players will have to do so beforehand during the champion selection stage. Now, the system will grant rewards for regular laning during the first minutes of the match. This is done to balance the professional meta and permanently eliminate notifications about lane swaps. For those keeping track of the long-term season plan, these changes are part of the broader League of Legends Season 16: LoL Roadmap 2026 - Patch Schedule, which outlines the trajectory for the entire year.

For completing these quests, players in any role will receive bonuses. For top, mid, and bot lane, these will be entirely new mechanics, while junglers and supports will have their current rewards updated and several new ones added.

LoL Patch 26.1 Queuing Up

Now in all queues with role selection, the quest is assigned automatically according to the player's position. The developers added a mandatory position selection even for custom lobbies on Summoner's Rift. However, in "Quickplay" and rotating modes, the innovation will not work - the old rules for junglers and supports will remain there.

Execution Mechanics

To complete the quest, players simply need to be in their lane and perform their usual actions. Progress is displayed in the interface next to the inventory. For junglers and supports, the conditions have hardly changed: they still upgrade the "World Atlas" or grow their pets.

Scoring Points

Lane players (top, mid, bot) receive points for kills, destroying towers, taking plates, and farming minions. At the same time, rewards for objectives and creeps are doubled if the player is specifically in their own position. Mid laners additionally receive progress for dealing damage to champions.

The developers have configured the system so that the bulk of the points accumulate passively while the player is in lane (within the range of their outer tower). Outside of the lane, progress moves significantly slower. Thus, killing an opponent or driving them out of the lane now directly slows down the completion of their quest.

Top Lane

The developers decided to make top laners more significant in the late stages of the game. To achieve this, they increased their maximum level to 20. To ensure players do not leave the lane too early, the amount of gold and experience from minions outside of the top lane will be cut by 25% until level 3.

Quest Progress (1200 points): To complete the role quest, players need to accumulate 1200 points. The primary ways to gain progress are:

  • Farming and Objectives: Minions, plates, and towers on your own lane grant twice as many points as those outside of it.
  • Takedowns: Points are awarded for assisting in the elimination of champions and epic monsters.
  • Passive Income: From 01:05, progress accumulates automatically, but the accumulation rate is significantly higher (approximately 5 times faster) while on the lane itself.

Rewards for Completion: After completing the quest, the top laner instantly receives 600 experience, and all further experience gain is increased by 12.5%.

The main innovation is access to "Teleport" for everyone. If a player did not take this spell, the system will grant them an "Unleashed Teleport" with a 7-minute cooldown. Those who originally chose Teleport will now receive a massive shield for 30 seconds (30% of max health) after jumping.

Jungle

Riot Games decided to accelerate jungler progress, so now 35 pet stacks are required instead of 40 to complete the quest. At the same time, they slightly nerfed the blue pet (Gustwalker) by reducing the duration of its movement speed bonus. The damage of "Smite" was also increased in the late game: the maximum value has grown from 1200 to 1400 units.

New Bonuses Upon Completion: To make junglers feel stronger in the late game, the developers added additional rewards after completing the quest:

  • Mobility: Junglers receive a permanent movement speed increase in the jungle and on the river (4% in combat and 8% out of combat).
  • Economy: Each large monster kill now grants an additional 10 gold and 10 experience points.

This change is intended to help junglers avoid falling behind in levels and gold during the late stages of the match, which was an issue, especially when losing.

Mid Lane

A threshold of 1350 points has been set for mid laners. The key feature is that the developers added progress for dealing damage to champions (1.5% for ranged and 3% for melee). As with top lane, a 25% penalty on gold and experience from minions on other lanes is introduced until level 3. Points for farming and objectives in the mid lane are still doubled.

Enhanced "Recall": As a new mechanic, the developers have given mid laners the ability to use a fast "Recall" (4 seconds instead of 8) once every 5 minutes. Each takedown on a champion reduces this cooldown by 1 minute.

Free Boots Upgrade (Tier 3): Upon completing the quest, the player's boots are automatically upgraded to Tier 3. The developers have prepared powerful versions for each type of footwear:

  • Crimson Lucidity (from Ionian): Provides additional Summoner Spell Haste and a movement speed bonus when using abilities.
  • Swiftmarch (from Boots of Swiftness): Converts 5% of movement speed into Adaptive Force.
  • Spellslinger's Shoes (from Sorcerer's Shoes): Adds an extra 8% Magic Penetration on top of the regular penetration.
  • Gunmetal Greaves (from Berserker's): In addition to attack speed, provides 5% lifesteal.
  • Chainlaced Crushers (from Mercury's): Adds a magic shield when taking damage from abilities.
  • Armored Advance (from Plated Steelcaps): Adds a physical shield when taking physical damage.

If the player does not have boots at the time of completing the quest, they will upgrade immediately upon purchase in the shop.

Bot Lane

ADC developers have decided to solidify the status of bot lane players as the main carries with the highest income. The primary focus of their quest is on farming: players receive 3 points immediately for every minion on their lane (the highest value among all roles). To complete the quest, 1350 points must be earned. As with other lanes, a 25% penalty on gold and experience applies outside of the bot lane until level 3.

For completing the quest, the developers have provided a series of rewards that significantly accelerate purchasing power:

  • Instant Payout: The player immediately receives 300 gold.
  • Persistent Income: For the rest of the match, an additional 2 gold will be awarded for every minion, and an extra 50 gold for every assist in champion kills.

The most significant change is the developers' decision to free up inventory space. After the quest is completed, boots are moved to a special slot for the role quest. This effectively opens a seventh slot, allowing players to carry more components or complete a full sixth item without sacrificing their boots.

Support

There are fewer changes for supports. The developers considered the current support quest mechanics successful, so they avoided radical reworks. However, to align all roles to a single standard, they have tied support progress to the bot lane. Until level 3, gold and experience (including that from support items) will be reduced by 25% if the player is in another position.

For all final forms of support items (Zaz'Zak's Realmspike, Solstice Sleigh, Bloodsong, Dream Maker, and Celestial Opposition), the developers have nearly doubled the passive gold income - from 5 to 9 gold per 10 seconds.

The main innovation is aimed at freeing up inventory space. The developers decided to eliminate the need for supports to spend a separate slot on "pinks." Now, after completing the quest:

  • Special Storage: Up to 2 Control Wards can be stored directly within the role quest slot.
  • Price Reduction: The cost of Control Wards themselves for the support player drops to 40 gold.

Thanks to this, supports will be able to complete a full six-item build while maintaining the ability to place vision.

LoL Patch 26.1 - The End of Atahan

New League of Legends Patch 26.1 Overview 2

The developers have decided to completely abandon Atahan, Blood Roses, and "Feats of Strength." In their opinion, these features overcomplicated the game without bringing real benefits, and Atahan too strictly limited match development options by forcing teams to focus only on objectives. Additionally, the player community responded negatively to these innovations.

In connection with the removal of "Feats of Strength," the developers have brought back the old rewards for important early-game achievements:

  • First Blood: Now once again grants an additional 100 gold.
  • First Turret: The team again receives a 300 gold bonus for its destruction.

Adjustments were also made to champion bounties to change ganking strategies. Now, a player who dies multiple times will be worth significantly less (the devaluation coefficient has been increased from 0.2 to 0.4). This is done so that it is not profitable for players to "camp" one lane and kill the same opponent - the system will push them to look for targets in other areas of the map.

At the same time, champions will now be able to return to their full value twice as fast if they start earning gold themselves. These changes are intended to curb the excessively rapid snowball development resulting from new game mechanics.

League Patch 26.1 Epic Objective Tuning

New League of Legends Patch 26.1 Overview 3

Killing epic monsters will become a riskier process, and you will have to think twice before trying to take an objective stealthily. The Riot team has increased their resistance to physical and magic damage, meaning that clearing objectives will now take 10-30% more time. This is especially noticeable with late-game dragons, whose kill time has become comparable to Baron's.

At the same time, true damage from "Smite" and jungle pets remains unchanged. This was done intentionally to make it easier for a jungler to secure targets alone under the cover of allies. Furthermore, the strengthening of "Smite" should help the jungle role win objective duels against other players more frequently.

The reward system has undergone a complete rework:

  • Gold and Experience: Most monsters now yield as much gold as a regular jungle camp, but twice as much experience.
  • Final Objectives: The monetary rewards for Baron and Elder Dragon have been significantly cut. The game's creators want these targets to be valued for their powerful buffs and experience rather than a financial influx.
  • Comeback Mechanics: The experience gain formula has been changed to give the trailing team a real chance to return to the fight through epic monsters.
  • Localized Rewards: Most objectives have stopped providing bonuses to those who are simply nearby. This will allow laners to focus entirely on their positions.

The stats for all monsters have been unified. Now, they gain levels, armor, and magic resistance following the same logic as champions. This decision removes confusion from League, where different objectives were strengthened by different rules (time-based vs. average level-based). Now, fighting a level 15 Baron will feel the same at any minute of the match, making gameplay more predictable.

Elemental Drakes

Defensive stats for elemental drakes have increased - their effective health has risen by 35%. The Riot team significantly strengthened the "Dragon's Vengeance" mechanic, which now grants monsters much higher damage resistance (incoming damage reduction increased from 21% to 45%). This was done to ensure that obtaining the Dragon Soul in the late stages of the game becomes a difficult challenge and takes twice as long. Meanwhile, the damage dealt by the drakes themselves remains low to avoid making them too dangerous to champion health.

Unlike other objectives, local rewards for drakes have been increased. Riot Games wants to compensate junglers for the time lost and for skipping regular camp clears, so killing a drake now grants 75 gold instead of 25, and the amount of experience has also grown. The "catch-up experience" mechanic has become simpler and more effective: players trailing in level will now receive up to twice as much experience for assisting in the kill.

Stat Changes:

  • Mountain Drake: Instead of an armor bonus, it now has 15% more health.
  • Scaling: Armor and Magic Resistance now grow with the monster's level, reaching significant values by the end of the match.
  • Damage to Players: The drakes' bonus damage against champions has been completely removed.

The Elder Dragon has become tougher - its health pool has been increased by approximately 20%. The main changes affected the rewards:

  • Gold: The total monetary value of the objective dropped from 1350 to 850 gold. The update's authors continue to follow a strategy where final objectives are valued for their effects rather than for money.
  • Experience: All experience is now global and distributed across the entire team. This should help the losing side close the level gap more quickly after a successful capture.

The Elder Dragon's minimum level is now fixed at 13, which better reflects the actual state of affairs in matches.

Void Grubs

New League of Legends Patch 26.1 Overview 4

The Riot team has decided to reduce the need to pull the entire team toward the Voidgrubs. The objective has been reworked so that laners can independently take down a single grub and quickly return to their positions. To achieve this, the game's creators significantly reduced the damage of the monsters themselves and the mites they summon, making the clearing process less dangerous for non-jungler champions.

The reward system for this objective has become more individual:

  • Gold: Instead of a global payout for the entire team, gold is now only awarded to the one who deals the killing blow. The total gold for the entire pack has decreased from 210 to 90.
  • Experience: The amount of experience has been revised, and the radius for receiving it is now limited (2000 units), which again emphasizes local advantage over map-wide power.
  • Restoration: The developers removed the healing mechanic after killing a grub.

As with other epic monsters, Armor and Magic Resistance stats were added to the Grubs, which now grow along with their level. The minimum level of the objective was raised from 4 to 7 to better match its spawn time on the map.

Important clarification: the nerfing of Voidmite stats applies only to those creatures defending the camp. These changes do not apply to the mites summoned by players after receiving the buff.

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Rift Herald

New League of Legends Patch 26.1 Overview 5

The Riot team has made Rift Herald more convenient for solo capture. The "Eye" mechanic now works on a fixed 6-second cooldown and is no longer affected by auto-attacks - this allows junglers to take the objective more effectively without outside help.

The reward distribution system has also been revised. The update's authors decided to move away from the complex division of gold among all nearby allies, replacing it with a fixed payment of 100 gold directly to the monster's killer. Additionally, the damage from the summoned Herald's charge against towers has been fixed at a maximum mark of 3000 units, so players no longer have to specifically wait for the right level before summoning.

Like other epic monsters, the Herald has become tougher. Its defense and health now scale according to a new level system, and the minimum level has been raised to 9. The summoned "mercenary" also received updated defense stats that grow as the game progresses.

Baron Nashor

New League of Legends Patch 26.1 Overview 6

The developers have decided to make Baron more dangerous and resilient. Now, his abilities scale much more accurately with game time, and their damage has been significantly reworked (most skills now deal 100% or more of his Attack Damage). Additionally, the mechanic of gradual armor and magic resistance reduction for all enemies near Baron has been brought back. This makes the attacking team extremely vulnerable if the opponent decides to engage and contest the objective.

The update's authors have moved Baron's arrival time in the Rift: he now appears at the 20-minute mark instead of 25. Along with this, the reward system has been shifted toward team synergy:

  • Gold: The total monetary value of the objective has dropped by nearly half - from 1525 to 850 gold. The main focus is now on the buff for closing out the game, rather than instant enrichment.
  • Experience: All experience has now become global and is distributed across the entire team.
  • Chance for a Comeback: Baron is now subject to the same "catch-up experience" system as dragons. The losing team will receive significantly more experience upon killing the objective (a bonus of up to +100% when trailing significantly), which could be a decisive factor for getting back into the game.

In addition to changes in stats (health, armor, and damage), a bug with the display of Baron's ability icons in the death recap has been fixed. Overall, the objective has become more resistant to damage, and battles with him now require more skillful positioning due to the defensive debuff.

Jungle Adjustments

The decision was made to move away from the mechanic where red and blue buffs became shared for the entire team after the 25-minute mark. This was done to ensure that the empowerments do not lose their value and do not turn into a "free bonus." Now, buffs must once again be taken purposefully. This change also slightly weakens the overall power of teams in the late game, shifting the focus to pushing the base rather than passive strengthening through jungle camps.

Buff Stat Updates:

  • Red Buff: Health regeneration now grows all the way up to level 11. Slowing for melee fighters has become stronger in the early stages (minimum 10%), and burn damage has been rebalanced. The buff tooltip now displays the exact amount of accumulated damage on the target.
  • Blue Buff: Tooltips have become more informative, showing the exact numbers of the power provided.
  • Duration Fix: A bug has been fixed where buffs could last 30 seconds longer upon killing a champion.

Adjustments were also made to slow down early clearing and give laners more peace of mind at the start of the game. At the same time, the farming process itself has become more comfortable:

  • Protection: Junglers now take 50% less damage from regular monsters. This will help beginners clear the jungle more easily, while experienced players will maintain their usual health levels due to changes in the healing mechanic upon clearing a camp.
  • Energy: Killing a large monster now restores 15 units of energy.
  • Damage: The champion's own damage amplitude against monsters has been reduced, but this is compensated by the strengthening of pets and "Smite."

To allow junglers to better compete with abilities like Lux's or Jinx's ultimates, the maximum damage of "Smite" has been increased to 1400 units. Pets also began to deal significantly more damage per second (up to 150 instead of 90), which is especially useful when killing epic monsters.

The economy of the jungle role in the mid-game will improve thanks to the Scuttle Crab - it no longer spawns with a reduced level, which means it provides more gold and experience. Additionally, the jungle quest is now completed faster (requiring 35 stacks instead of 40), allowing for an earlier final pet form.

LoL Patch 26.1 Faelights and Vision Changes

New League of Legends Patch 26.1 Overview 7

Spiritlights have appeared on the map - a new mechanic involving rings of magic mushrooms on the ground. If you place any ward within such a ring, it transforms into a "super-ward" with special properties:

  • Expanded Vision: The radius of the ward itself increases by 25%, and an additional bonus zone opens nearby for 45 seconds.
  • Stealth: The visual effects of the bonus zone are visible only to your team. The enemy will only discover this zone if they use a scanner or mark the ward with a signal.
  • Brush Reveal: The bonus zone allows you to see through brushes if they fall within its boundaries.

Where to find Spiritlights:

  • From the start of the game: At each base gate (4 total), in the island brushes on the river (2), and in the "banana" brushes near mid (2).
  • After the map transforms: In the jungle passages along the side lanes (an additional 4 points).

Trinket and Plant

Changes To make vision-based gameplay more dynamic, the update's authors have revised the timings:

  • Yellow Trinket: Cooldown is now significantly faster (170-90 sec instead of 210-120 sec), allowing players of all roles to place wards more frequently.
  • Red Trinket: Scanner duration has been increased from 6 to 8 seconds for more effective territory clearing.
  • Farsight Alteration/Scryer's Bloom: These now respawn faster. After the 15-minute mark, additional spawn points appear on the map (at the river, at the base near the Hexgates, and behind the inner towers), which refresh in just one and a half to two minutes.

These changes are intended to provide players (especially split-pushers) with more tools to control the map without constant assistance from a support, as well as to make the vision system visually pleasing and intuitively clear.

Homeguards

The developers have decided to move away from a fixed acceleration duration. Now, the system's main task is to deliver the player to the scene of action as quickly as possible. The effect no longer disappears after a few seconds; instead, it remains active until you approach your furthest standing turret or enter combat. If you decide to turn into the jungle, the acceleration will cease immediately.

After the 14-minute mark (or after the first turret in a lane falls), the system begins tracking the position of minions. The acceleration will accompany you almost to the wave itself, turning off approximately 2000 units of distance away from it. This will allow players to instantly return to farming or objective defense in the late game.

The game's creators have significantly increased the bonus values themselves:

  • At the start of the match (before 14:00): you receive 80% acceleration, which gradually decreases to 40%.
  • In the late game (after 14:00): the bonus increases to 150%, decreasing over time to 65%.
  • In Swiftplay: the acceleration is always an impressive 200%.

These adjustments are intended to make transitions from the base to the lanes less lingering and provide more opportunities for active maneuvers on the map.

Crystalline Overgrowth

Riot Games implemented a new system that helps any champion deal significant damage to structures. Now, magic crystals gradually accumulate on towers. Upon the very first strike against such a tower, the crystals explode, dealing true damage to it. This allows for effective forays into the lane, even if your character has low damage against structures.

The system was tuned so that the bonus damage grows over time. The longer a tower remains untouched, the stronger the explosion will be.

  • Power: Damage depends on your team's average level. While it starts at a modest 2-3% of the tower's health in the early game, at level 18, a single hit can wipe out nearly 20% of its HP pool.
  • Convenience for Melee: The more crystals have grown on the tower, the larger its hitbox becomes - making it easier for melee fighters to reach the target.

The Riot team provided protection against surprises: crystals will not appear right before your eyes if you are already standing under the tower. They "ripen" only when no enemies are nearby, so that defenders do not receive sudden massive damage during an ongoing skirmish. Additionally, the mechanic is disabled if the tower's backdoor protection is active.

Demolish

"Demolish" Rune Rework: The decision was made to simplify the use of the "Demolish" rune so that it does not conflict with the new "Crystalline Overgrowth" mechanic. Now you don't need to stand and wait for the indicator to charge: bonus damage will trigger on every third attack against a structure. Although the raw damage numbers have been slightly reduced, the rune's cooldown has been shortened to 30 seconds.

The developers have decided to cut the "dead time" at the beginning of the match. Now all events happen significantly earlier:

  • Minions and Jungle: Troops head to the lanes as early as the 30-second mark, and major jungle monsters appear at 55 seconds. This means the laning phase and early skirmishes will begin almost immediately after loading.
  • Objectives and Gold: Passive gold and support item charges are now tied to the new timing. Baron Nashor has also decided to arrive earlier — he should now be expected at the 20-minute mark.

The Riot team has shifted system timers accordingly. The option to vote for a "Remake" if an ally disconnects now appears as early as 55 seconds into the match, and surrendering due to a player who has left the game will be possible at the end of the third minute.

Turrets

The update's authors have decided to make plates a permanent element of the game. Now, they are present even on the towers inside the base. This was done so that players receive a reward for gradual progress: even if you do not destroy a tower completely, you will still collect gold for the plates knocked out. Three-dimensional shields on the tower models have given way to clear divisions on the health bar.

The game's creators have changed the logic of durability. Outer towers now start with an impressive health pool of 9000 units, but after the 11-minute mark, they begin to "decay," gradually losing armor and magic resistance. The reward for the first turret blood and the value of plates depending on the match time have also been revised.

The Riot team has replaced the damage penalty for marksmen with a direct bonus for "melees": now melee champions deal 20% more damage to towers. This should compensate for the risk they take by getting close to the structure.

Inner and inhibitor towers have become more valuable in terms of gold (600 instead of the previous amounts), and their durability has been unified for better readability of characteristics. A significant change has affected the Nexus towers: now, after being destroyed, they respawn with only 40% health. This will prevent the defending team from endlessly dragging out the game through full tower regeneration.

Minions

The update's authors have decided to release minions from the base more frequently. After the 14-minute mark, waves will spawn every 25 seconds, and after the 30-minute mark - every 20 seconds. This will create constant pressure in the lanes and allow for faster chipping away at enemy turrets. To prevent players from gaining too many resources, the game's creators have used a trick: these frequent waves will contain one fewer minion than usual.

The reward system has been revised in favor of experience. Now, for killing minions, you will receive slightly more "level-ups" but slightly less gold. This has particularly affected cannon minions and super minions - their gold value has been reduced so that teams do not grow wealthy too quickly in the late stages.

Despite the reduction in the monetary reward, the "cannons" themselves have become more dangerous. The Riot team has increased their damage to structures and accelerated the growth of their attack power as the match progresses. Ignoring a siege wave will now be even more costly, as minions move faster and destroy turrets more efficiently.

Interestingly, the base damage of super minions has been reduced from 210 to 180. This should give the defending team a slightly better chance of holding their base, considering that the waves themselves will now arrive more often.

Patch 26.1 Champions Changes

New League of Legends Patch 26.1 Overview 8

Now we have come to the champion changes, where we will soon be able to see a new meta. Although the updates listed above already change the game globally, it was decided to return the base critical damage multiplier to 200% for all heroes. To prevent this from leading to chaos, the game creators have pre-emptively reviewed the balance of characters who frequently build for crits. The main goal is to ensure that marksmen once again become "auto-attack machines" rather than relying exclusively on ability bursts.

To achieve this balance, the following measures were applied:

  • Shift of emphasis: Many champions had their ability damage from attack power reduced. This is compensated by the fact that their regular shots now deal much more damage.
  • New scaling formula: The Riot team shifted ability damage calculations to bonus critical damage. This means that if a skill is similar to a regular shot, it will benefit significantly from crits, and if it more closely resembles a magic spell, the bonus will be more modest.

This approach is intended to return marksmen to their true identity: heroes whose primary potential is revealed through positioning and constant shooting at the enemy, rather than just through pressing ability buttons.

ChampionBefore (Old)After (New)
CassiopeiaP: +4-72 MS, cannot buy bootsP: Bonus MS effectiveness +6-40% (by lvl)
SamiraQ: 95-125% tAD; Crit 1.25/1.65xQ: 110% tAD; 50% Bonus Crit Dmg (1.5/1.65x)
SamiraR: 45% tAD; Crit 1.75/2.15xR: 30% tAD; 100% Bonus Crit Dmg (2.0/2.3x)
ApheliosSeverum Q: +22-40% bAD; Crit 1.75/2.15xSeverum Q: +19-40% tAD; Crit 2.0/2.3x
ApheliosInfernum Q: +56-80% bAD; Crit 1.75/2.15xInfernum Q: +10-16% bAD; Crit 2.0/2.3x
ApheliosR Follow-up: 1.2/1.6x Crit DmgR Follow-up: 30% Bonus Crit Dmg (1.3/1.39x)
CaitlynP: 0-148.75/182.75% tAD Crit ScalingP: 100% Bonus Crit Dmg (0-100/130% tAD)
CaitlynR: Crit scaling up to 1.5xR: 30% Bonus Crit Dmg (up to 1.3/1.39x)
TristanaE: 100-140% bAD; Crit up to 1.75/2.15xE: 80% bAD; 40% Bonus Crit Dmg (1.4/1.52x)
NilahQ: 90-110% tAD; Armor Pen 0-33%Q: 100% tAD; Armor Pen 0-30%
JinxR: 250-550 + 130% bADR: 200-500 + 120% bAD
JhinCrit Damage Mod: 86% (1.505x)Crit Damage Mod: 75% (1.5x)
SivirQ: 85% bAD; Crit up to 1.5xQ: 70% bAD; 40% Bonus Crit Dmg (1.4/1.52x)
ZeriW: 1.75/2.15x through wallW: 75% Bonus Crit Dmg (1.75/1.975x)
ZeriE: +12% bAD; up to 1.85x CritE: +10% bAD; 100% Bonus Crit Dmg (2.0/2.3x)
LucianQ: 60-120% bADQ: 100% bAD
LucianR: Extra bolts from Crit Chance (max 25)R: 100% Bonus Crit Dmg (max 22/28)
XayahE: 60% bAD; Crit scaling up to 75%E: 40% bAD; 50% Bonus Crit Dmg (1.5/1.65x)
DravenAD Growth: 3.6; W (AS): 30-50%AD Growth: 3; W (AS): 20-40%
AkshanP: 2nd shot 30% Bonus Crit (1.225x)P: 2nd shot 100% Bonus Crit (2.0/2.3x)
GangplankP: +200% Crit Chance scalingP: 0% Crit Chance scaling (Removed)
GangplankE: Bonus 5% damage on CritE: Bonus damage on Crit (Removed)
TryndamereQ: 5-25 AD; Max AD at 0% HPQ: 0 AD; Max AD at 10% HP
TryndamereE: 130% bADE: 100% bAD
TwitchAS Growth: 3.38%; Q (AS): 45-65%AS Growth: 3%; Q (AS): 40-60%
KindredE: 1.5/1.9x Crit below 25-75% HPE: 50% Bonus Crit Dmg always (max 1.5/1.65x)
ViegoQ (Active): 100% Crit scalingQ (Active): 50% Bonus Crit Dmg
SennaCrit Damage: 100% (1.75/2.15x)Crit Damage: 90% (1.8/2.07x)
GarenE: 80% Crit ratio (1.4/1.72x)E: 30% Bonus Crit Dmg (1.3/1.39x)

The primary goal of these changes is to shift the emphasis in the power of marksmen and crit-dependent champions from the use of abilities to auto-attacks. In connection with the return of base critical damage to the 200% mark, the Riot team is introducing compensatory adjustments by reducing AD ratios and specific crit multipliers for abilities. This ensures that marksmen will fulfill their traditional role as carries relying on basic attacks, while their burst damage from spells will not become too excessive in the late stages of the game.

LoL Patch 26.1 Returning Items

New League of Legends Patch 26.1 Overview 9

The return of old items in the new patch will create even more build variations. In the nEw League Patch 26.1, as many as 2 new (old) items were added: Hextech Gunblade and Stormrazor.

Hextech Gunblade. The developers heard the numerous requests from the community and brought back one of the most iconic items to the game. To prevent the "Gunblade" from becoming too toxic, the game's creators limited the omnivamp to 10% and increased the active ability's cooldown to 60 seconds. It is now a balanced hybrid tool for mage-duelists, combining a decent attack damage (40 AD) and magic power (80 AP). The "Lightning Bolt" active effect allows for instant damage that scales with level and ability power, and slows the target by 25%, making it indispensable for locking down an opponent.

Stormrazor. The Riot team decided to expand the choices for marksmen by adding an alternative to the usual critical damage builds. "Stormrazor" returns as an important element of the "Energized" system, providing players with a combination of attack damage (50 AD), attack speed (20%), and critical strike chance (25%). The item will be an excellent choice for those who value mobility and kiting. Thanks to the "Energized" effect accumulated while moving, your next attack will not only deal 100 bonus magic damage but also provide a sharp movement speed burst of 45% for 1.5 seconds. This makes the "Razor" an ideal tool for positional battles and maintaining a safe distance in combat.

But that is not all; the developers promise that 10 more new items will be added to the game. For now, they haven't specified exactly when this will be implemented, but it is likely to happen sometime this season.

League Patch 26.1 Updated Items

Of course, old items have also undergone changes; here is the table with all the updates:

ItemBefore (Old)After (New)
Unending Despair25 Armor, 25 MR, 10 AH50 Armor, 0 MR, 15 AH (Armor-only focus)
Aegis of the LegionEpic Armor/MR componentRemoved from the game
Horizon Focus125 AP, 2750g; utility only75 AP, 2700g; +10% damage to revealed targets
Sundered Sky40 AD; 100% Crit; 8s CD45 AD; 80% Crit; 10s CD
Luden's CompanionName: Companion; Pistol iconName: Luden's Echo; Staff icon reverted
Echoes of HeliaNarrow enchanter usage35 AP, 200 HP; soul charges now restore 100% as HP
Essence ReaverPure stat-stick (No Sheen)Sheen effect restored: 125% base AD + 50*crit chance
Umbral Glaive2500g, 55 AD, 15 Lethality2800g, 60 AD, 18 Lethality; added true damage proc
Redemption2300g, 200 Health, 0 AP2250g, 0 Health, 30 AP (Enchanter focus)
Zeke's ConvergenceStandard frost auraAdded: +15 Ultimate Ability Haste
Tear Items (Muramana/Fimbul)Unique (Limit 1); 860 ManaSemi-unique (Stackable); 1000 Mana
Mortal Reminder3300g, 35% Armor Pen3000g, 30% Armor Pen
Lord Dominik's3100g, 40% Armor Pen3300g, 35% Armor Pen; Added Giant Slayer passive
Yun Tal Wildarrows3000g, 55 AD, 35% AS3100g, 50 AD, 40% AS
Infinity Edge3450g, 65 AD, +40% Crit Dmg3500g, 75 AD, +30% Crit Dmg

The 2026 itemization update focuses on specialization and identity. By reverting items like Essence Reaver (Sheen) and Luden’s Echo to their iconic forms, Riot is making build paths more distinct. The adjustments to Infinity Edge and LDK/Mortal Reminder balance the new 200% base crit damage, ensuring that item choices are tactical rather than generic.

League of Legends Patch 26.1 Conclusion

This is probably the most interesting and impressive patch in recent times. Riot Games, apparently before the announcement of a full League of Legends rework, decided to do work for years ahead. Of course, these are not all the changes, but only the main part concerning Summoner's Rift. Changes were also made to ARAM, ARENA, and many other updates that you can find on the official League of Legends website. There is still plenty to read there for fans of mods and various game modes.

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This concludes our New LoL Patch 26.1 review. In closing, what can be said is that this is indeed a very good patch that will significantly change the game beyond recognition. Familiar champions and playstyles will change. Big changes are coming both in public matches and on the professional scene. As for you, I wish you good luck in your games, fewer toxic teammates, and a rise in your rating.

Chillplay
Kirill Batulin

Kirill är artikel- och bloggskribent på eGamersWorld och började arbeta där 2024. Hans primära fokus är analys och att skapa innehåll om esport. Med många års erfarenhet av spel bidrar Kirill med djupa branschinsikter för att leverera högkvalitativt och engagerande material.

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