1. When does League Patch 25.S2.1 go live?
May 14, 2025.
2. Patch Notes

3. Comment from Lead Design
Patch 25.10 Full Preview!
AP Items
- A few of the more notable AP item changes:
- Cryptbloom is being positioned as the Haste counterpart to Void; it's got a better build path, but lower total burst value from lower Pen. May need to tune it a bit, but should be pretty close
- Rocketbelt is positioned to be better for squishy champions (like assassins) who don't need all of that health (350 >>> 300 HP)
- Stormsurge has found it difficult to gain an identity relative to Shadowflame
- We're positioning it as a notably cheaper alternative that has more snowballing power (with movespeed) but less damage throughput if you want the strongest burst build
- This should make it a good pick if you feel like on 2nd item (for mages in particular), you need to end fast
- Overall, we're going to monitor how the HP AP meta is modified by these changes, there's enough changes to the rest of the ecosystem that it will be being nerfed relatively + the direct nerf to Liandries
Vi
- After the changes to her knockup durations we made a while ago, Vi has creeped to be the top of the totem pole on the jungle ladder
- We like where her targeted CC is at and keeps some of the mobility creep in check
- Her damage as a result of that lockdown is a little too strong given that strength though, so we're taking it down a peg
Fiddle
- Fiddle support has picked up in viability recently
- We like him showing up in support occasionally though, so trying to compensate W damage somewhat, which is more utilized in jungle
Senna
- Hopefully we can stick the balance better this time; 5th time's (or whatever number it is) the charm
- Jokes aside, Bot Senna is a bit weak; so we're back with the minion drop soul mod 😅
- Though it's her more popular build, AD is a bit weaker relative to the Enchanter builds for most players
Naafiri
- Naafiri is still a bit too strong in jungle, but her mid is in a decent spot
- We're taking jungle down a tad as a result
Cho'Gath
- He's still pretty decently strong in mid, so our changes are mostly focused on Top lane where his E max and Attack Speed are better utilized
Player Behavior
- Very happy to report that we launched the new system with a very conservative target for false positives and we've come in significantly better than even that very stringent bar
- Our focus is to slowly release highly accurate detections and our rollouts will be oriented around ensuring as close to 0 false positives as possible. It's a marathon, not a sprint
- Given this, we're thinking about how to amp up significantly in the coming patches and the most effective ways to do so
Overall
- Overall, Patch 25.09 has landed really well
- Objective changes, bounty changes, Atakhan simplification, death screen, role swapping, have all landed pretty well, etc.
- We're not seeing anything odd about bounties currently, but would love to see anything that y'all have and we can followup
- We had a few bugs that were resolved very quickly by the team
- Recalling being sellable resulted in a few fun videos 😁(conditional shop sellability and persistence through reconnects, etc. is more complicated than it seems)
AP Items
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This patch brings a lot of changes to the AP System
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Our goals are to make each of the archetype builds more balanced against each other and more satisfying (eg. haste builds, burst builds, burn builds, etc.)
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We're also trying to make items more viable on users and balance more holistically with this in mind (eg. Rocketbelt on assassins)
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While Liandrys being strong was the catalyst for all of this, just nerfing it would leave AP items in a generally underpowered and unsatisfying state (Liandrys was the main thing propping the class up)
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Nerfing Liandrys and buffing competitors will also make some of the meta driving items weaker by association as they're frequently built together (eg. ROA)
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We're also trying to give different AP classes clear power curves and times to be powerful relative to each other
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For example, on 1 item, Assassin and fighter oriented items are geared to be cheaper spikes that have worse multiplicative scaling properties (less AP, worse slot efficiency for example)
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Control/Artillery Mage items by contrast are a bit more expensive, but as a result, the 2 item spike is quite strong due to the multiplicative nature and high AP values
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ADC's are strong at 3 items as a result, etc. this will give the game more texture with role agency being distributed in a more sustainable manner and clearly understandable hierarchies for when champs are strong/weak