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Patches,changes and analysis

Patch 26.16

Official notesGo to current patch
Champions
7
Buffs
10
Nerfs
3
Adjustments
6
Items
10

Sample dataThe stats pipeline isn't running yet: these numbers are test data and don't reflect real games.

ULTY analysis

AD items surge while Sundered Sky and early burst are reined in

Many AD-focused items get buffs, notably Black Cleaver, Eclipse and Sterak's, while Sundered Sky and Hail of Blades are weakened. Fighters and bruisers should build more varied items, with less early all-in roaming. Mid mages gain relative strength from the boots changes, though how much is uncertain.

Trends

  1. 01

    AD item diversification

    Black Cleaver, Eclipse, Sterak's, Tiamat and the boots all go up, giving AD fighters options beyond Sundered Sky. Expect more varied bruiser builds.

  2. 02

    Early roaming gets softened

    Hail of Blades and Camille's shield are cut to reduce front-loaded power for roaming supports. Fights will lean toward mid-game scaling.

  3. 03

    Tank-leaning reshapes

    Poppy, Sunfire Cape and Bel'Veth all move toward more durable or less snowbally profiles. Their later fights are altered more than their early game.

  4. 04

    Mid versus bot mages

    Lower Chainlaced Crushers resistance and higher Spellslinger's penetration favor mid mages, while Kennen's buffs help a mage pick in the top lane or mid.

Winners

Losers

Our own AI-generated analysis based on the official numbers. Real stats have the final say.

Affected champions7

R - Slicing Maelstrom

  • Bonus ResistancesBuff

    Before: 20 / 40 / 60Now: 25 / 50 / 75

  • DamageBuff

    Before: 40 / 75 / 110 (+22.5% AP)Now: 40 / 80 / 120 (+25% AP)

  • Maximum DamageBuff

    Before: 300 / 562.5 / 825 (+168.75% AP)Now: 300 / 600 / 900 (+187.5% AP)

Change type
Sort

Items10

  • Berserker's Greaves

    Buff

    Five extra attack speed (30% at tier 2, 45% at tier 3) is a modest but universal buff for auto-attack carries. It makes the boots more competitive against other options for ADCs and AD mids.

    • Attack SpeedBuff

      Before: 25%

      Now: 30%

    • T3 Attack SpeedBuff

      Before: 40%

      Now: 45%

  • Black Cleaver

    Buff

    Melee users get +5 AD and keep the full 20 movement speed, while ranged users such as Smolder and Senna get only half the movement speed. That rewards AD fighters while limiting the item's spread among ranged carries.

    • Attack DamageBuff

      Before: 40

      Now: 45

    • Fervor Move SpeedBuff

      Before: 20 for 2s

      Now: [20 Melee || 10 Ranged] for 2s

  • Eclipse

    Buff

    Its max-health damage rises for both melee (8%) and ranged (5%), and the slightly smaller shield barely matters. The item becomes a better early AD option outside of lethality builds.

    • DamageBuff

      Before: [6% Melee || 4% Ranged] Target Maximum Health

      Now: [8% Melee || 5% Ranged] Target Maximum Health

    • ShieldNerf

      Before: [160 + 40% bonus Attack Damage Melee || 80 + 20% bonus Attack Damage Ranged]

      Now: [150 + 40% bonus Attack Damage Melee || 75 + 20% bonus Attack Damage Ranged]

  • Runaan's Hurricane

    Buff

    More bolt damage (65% AD) and 5% movement speed make its positioning-dependent effect more rewarding. Crit builds are still dominant, so it likely remains a niche pick.

    • Move SpeedBuff

      Before: 4%

      Now: 5%

    • Wind's Fury Bolt DamageBuff

      Before: 55% Attack Damage

      Now: 65% Attack Damage

  • Sterak's Gage

    Buff

    Its bonus AD grows from 45% to 50% of base AD, giving juggernauts and divers a little extra damage with the same shield. It becomes a stronger alternative to Guardian Angel.

    • Bonus Attack DamageBuff

      Before: 45% of Base Attack Damage

      Now: 50% of Base Attack Damage

  • Sundered Sky

    Nerf

    A cheaper recipe (without Ruby Crystal) and 50 more health are offset by weaker healing, with its missing-health portion cut from 6% to 4%. Raw sustain drops, so the dominant AD fighter item gets less efficient in extended fights.

    • RecipeBuff

      Before: Tunneler (1150g) + Caulfield's (1050g) + Ruby Crystal (400g) + 500g

      Now: Tunneler (1150g) + Caulfield's (1050g) + 900g

    • HealingNerf

      Before: [100% Melee || 50% Ranged] Base Attack Damage + 6% Missing Health

      Now: [90% Melee || 45% Ranged] Base Attack Damage + 4% Missing Health

    • HealthBuff

      Before: 400

      Now: 450

  • Sunfire Cape

    Nerf

    It costs 100 more gold, deals less to minions and monsters, but does more damage to champions through the larger health ratio. The shift favors tanks who fight, and it hurts jungle clear a little.

    • DamageBuff

      Before: 20 (+1% bonus Health)

      Now: 20 (+1.5% bonus Health)

    • Minion / Monster ModifierNerf

      Before: 160% Minion, 200% Monster

      Now: 150% Minion, 180% Monster

    • RecipeBuff

      Before: 600g

      Now: 700g

  • Chainlaced Crushers

    Nerf

    Five less magic resistance makes this boot a weaker defense against mages, especially in mid lane. Mid mages can poke and trade more freely.

    • Magic ResistanceNerf

      Before: 30

      Now: 25

  • Spellslinger's Shoes

    Buff

    Two more flat magic penetration is small, but it helps mages most in the early and mid game. It should push mage power towards mid lane.

    • Magic PenetrationBuff

      Before: 18 + 8%

      Now: 20 + 8%

  • Tiamat

    Buff

    Five more AD makes the component more valuable on its own, so buying it early before finishing a Hydra item is more reasonable. It is a small boost for melee carries and bruisers.

    • Attack DamageBuff

      Before: 20

      Now: 25

Runes2

  • Fleet Footwork

    Buff

    Healing rises substantially at every level (15 to 160 instead of 10 to 130), which makes the keystone better at beating poke after the first few levels. It should see more play among marksmen and sustain fighters.

    • HealingBuff

      Before: 10-130 ( +[10% bonus AD Melee || 6% bonus AD Ranged]) ( +[5% AP Melee || 3% AP Ranged])

      Now: 15-160 ( +[10% bonus AD Melee || 6% bonus AD Ranged]) ( +[5% AP Melee || 3% AP Ranged])

  • Hail of Blades

    Nerf

    Melee attack speed drops from 120% to 90%, which weakens the first burst of a fight and early roams. The extra true damage helps scaling, so the net effect is a nerf to early snowball potential.

    • Attack SpeedNerf

      Before: 120% Melee || 60% Ranged

      Now: 90% Melee || 60% Ranged

    • Bonus True Damage

      Before: 4-20 (+8% bonus AD) (+6% AP)

      Now: 2-20 (+12% bonus AD) (+10% AP)

Numbers taken from Riot Games' official patch notes. Read the full notes