15 captured builds · 194 recorded changes · last checked Sep 5, 2026
Client Changes
Unofficial patch notes for League Classic, diffed field by field from client builds
we capture ourselves - live and PBE alike.
Differences we observed between our own captures, not
Riot patch notes. Builds shipped between captures can be missed, and nothing is copied from other
trackers - the record starts at our baseline.
Show
No recorded changes match that filter.
In the live game
Changes players are on right now. This is what the rest of the site publishes.
5 builds · 65 changes
Live 16.17.8104348+branch.releases-16-17.content.release
build 9f2418231285 · recorded Aug 26, 2026
· 45 recorded changes
BeforeA massive chunk of ice flies toward target location, dealing 60 / 90 / 120 / 150 / 180 magic damage and chilling targets, Slowing their Movement Speed by 20%. At the end of its range or if Anivia recasts the spell, the missile detonates, doing 60 / 90 / 120 / 150 / 180 magic damage in a small area and Stunning units for 1 second.
→
AfterA massive chunk of ice flies toward target location, dealing 60 / 90 / 120 / 150 / 180 magic damage and chilling targets, Slowing their Movement Speed by 20% for 3 seconds. At the end of its range or if Anivia recasts the spell, the missile detonates, doing 60 / 90 / 120 / 150 / 180 magic damage in a small area and Stunning units for 1 second.
BeforeAshe launches a crystal arrow of ice in a line that Stuns an enemy Champion dealing 250 / 425 / 600 magic damage. Stun duration increases with distance travelled, up to 3.5 seconds. Surrounding enemies are Slowed by 50% for 3 seconds and take 125 / 212.5 / 300 damage.
→
AfterAshe launches a crystal arrow of ice in a line that Stuns an enemy Champion dealing 250 / 425 / 600 magic damage. Stun duration increases with distance travelled, up to 3.5 seconds. Surrounding enemies are Slowed by 50% for 3 seconds and take 125 / 212.5 / 300 magic damage.
BeforePassive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 magic damage every 2.5 seconds. Active: Deals 200 / 300 / 400 magic damage and Silences surrounding enemy units for 0.5 seconds.
→
AfterPassive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 magic damage every 2.5 seconds. Active: Deals 150 / 275 / 400 magic damage and Silences surrounding enemy units for 0.5 seconds. The passive is disabled while Static Field is on cooldown.
BeforeDeals 80 / 130 / 180 / 230 / 280 magic damage to enemies in a target area. In addition, the blast Reveals the area and champions hit by the blast for 6 seconds (does not reveal stealth).
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AfterCorki fires a bomb, dealing 80 / 130 / 180 / 230 / 280 magic damage. The area and champions hit are revealed for 6 seconds.
BeforeDr. Mundo hurls his cleaver, dealing magic damage equal to 15 / 18 / 21 / 23 / 25% of the target's current health (80 / 130 / 180 / 230 / 280 damage minimum) and Slowing them by 40% for 2 seconds. Half of the health cost is refunded if the cleaver hits a target.
→
AfterDr. Mundo hurls his cleaver, dealing magic damage equal to 15 / 18 / 21 / 23 / 25% of the target's current health (80 / 130 / 180 / 230 / 280 damage minimum) and Slowing them by 40% for 2 seconds. 25 / 30 / 35 / 40 / 45 Health is refunded if the cleaver hits a target.
BeforeEvelynn fires a line of spikes through a nearby enemy dealing 40 / 60 / 80 / 100 / 120 magic damage to all enemies in its path. Hate Spike prioritizes targets Evelynn has recently attacked.
→
AfterEvelynn fires a line of spikes through a nearby enemy dealing 40 / 55 / 70 / 85 / 100 magic damage to all enemies in its path. Hate Spike prioritizes targets Evelynn has recently attacked.
BeforeEzreal fires a wave of energy that damages all enemy champions it passes through for 80 / 130 / 180 / 230 / 280 magic damage and reducing their Attack Speed by 5 / 10 / 15 / 20 / 25% for 5 seconds. Allied champions hit by the wave restore 40 / 65 / 90 / 115 / 140 Health and have their Attack Speed increased by 5 / 10 / 15 / 20 / 25% for 5 seconds.
→
AfterEzreal fires a wave of energy that damages all enemy champions it passes through for 80 / 130 / 180 / 230 / 280 magic damage and reduces their Attack Speed by 5 / 10 / 15 / 20 / 25% for 5 seconds. Allied champions hit by the wave restore 40 / 65 / 90 / 115 / 140 Health and have their Attack Speed increased by 5 / 10 / 15 / 20 / 25% for 5 seconds.
BeforeEzreal channels for 1 second to fire a barrage of missiles dealing 350 / 500 / 650 magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (minimum 30%)
→
AfterEzreal fires a barrage of missiles dealing 350 / 500 / 650 magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (minimum 30%)
BeforePassive: Garen's gains an additional 20% value from bonus Armor and Magic Resist. Active: Garen gains a defensive shield for 2 / 3 / 4 / 5 / 6 seconds, reducing incoming damage by 30% and granting 30% Crowd Control Reduction.
→
AfterPassive: Garen's gains an additional 30% value from bonus Armor and Magic Resist. Active: Garen gains a defensive shield for 2 / 3 / 4 / 5 / 6 seconds, reducing incoming damage by 30% and granting 30% Crowd Control Reduction.
BeforePassive: 10 / 15 / 20% Cooldown Reduction. Active: Empower all abilities and turrets for the duration. Evolution Turrets: All turrets are healed for 100% of their maximum health and each attack applies a 20 / 25 / 30% Slow. Hextech Micro-Rockets: Fire 5 rockets instead of 3. CH-1 Concussion Grenade: Travels 33% faster.
→
AfterPassive: 10 / 15 / 20% Cooldown Reduction. Active: Empower all abilities and turrets for the duration. Evolution Turrets: All turrets are fully healed. Each attack applies a 20 / 25 / 30% Slow. Hextech Micro-Rockets: Fire 5 rockets. CH-1 Concussion Grenade: Travels 33% faster.
BeforeCreates a delayed blast, after 0.5 seconds, deals 40 / 60 / 80 / 100 / 120 magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
→
AfterCreates a delayed blast that deals 40 / 60 / 80 / 100 / 120 magic damage to each nearby enemy, this deals double damage if it hits only a single unit.
BeforePassive: Kassadin's basic attacks draw energy from the void, restoring 8 / 11 / 14 / 17 / 20 Mana each hit. If the target is an enemy champion, the Mana restored is tripled to 24 / 33 / 42 / 51 / 60. Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30 / 45 / 60 / 75 / 90 magic damage.
→
AfterPassive: Kassadin's basic attacks draw energy from the void, restoring 8 / 11 / 14 / 17 / 20 Mana each hit, increased to 24 / 33 / 42 / 51 / 60 Mana against Champions. Active: Kassadin charges his nether blade for 5 seconds causing his basic attacks to deal an additional 30 / 45 / 60 / 75 / 90 magic damage.
BeforeKassadin draws energy from spells cast in his vicinity (1800 range), gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 60 / 120 / 180 / 240 / 300 magic damage and Slow enemies by 20 / 30 / 40 / 50 / 60% for 3 seconds in a cone in front of him.
→
AfterKassadin draws energy from spells cast in his vicinity, gaining a charge whenever a spell is cast near him. Upon reaching 6 charges, Kassadin can use Force Pulse to deal 60 / 120 / 180 / 240 / 300 magic damage and Slow enemies by 20 / 30 / 40 / 50 / 60% for 3 seconds in a cone in front of him.
BeforeKassadin teleports to a nearby location dealing 60 / 70 / 80 magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs 100 additional Mana and deals 60 / 70 / 80 additional damage, stacks up to 10 times.
→
AfterKassadin teleports to a nearby location dealing 60 / 70 / 80 magic damage to surrounding enemy units. Additionally, each subsequent Riftwalk within the next 8 seconds costs 100 additional Mana and deals 60 / 70 / 80 additional damage.
BeforeGains 30 / 40 / 50 / 60 / 70 bonus Armor and Magic Resist for 3 seconds. When the effect ends, nearby enemies struck take 60 / 110 / 160 / 210 / 260 magic damage and Leona retains her bonus Armor and Magic Resist for 3 seconds.
→
AfterLeona gains 30 / 40 / 50 / 60 / 70 Armor and Magic Resist for 3 seconds. When the effect ends, nearby enemies struck take 60 / 110 / 160 / 210 / 260 magic damage and Leona retains her bonus Armor and Magic Resist for another 3 seconds.
BeforeLulu enlarges her ally, Knocking Up nearby enemies into the air. For 7 seconds, her ally gains 300 / 450 / 600 bonus health and nearby enemies are Slowed by 30 / 45 / 60% for 1 second.
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AfterLulu enlarges her ally, Knocking Up nearby enemies into the air. For 7 seconds, her ally gains 300 / 450 / 600 bonus health and nearby enemies are Slowed by 30 / 45 / 60%.
BeforeCreate a zone that Slows enemies by 20 / 24 / 28 / 32 / 36%. After 5 seconds the zone detonates dealing 60 / 105 / 150 / 195 / 240 magic damage. Recast to detonate early.
→
AfterLux creates a light zone that Slows by 20 / 24 / 28 / 32 / 36% and reveals the area. After 5 seconds, it detonates, dealing 60 / 105 / 150 / 195 / 240 magic damage. Recast to detonate early.
BeforeMiss Fortune has increased Movement Speed until she is hit in combat.
→
AfterAfter 5 seconds of not being attacked, Miss Fortune gains an additional 25 Movement Speed. This bonus increases each second up to a maximum bonus of 70.
EMiss FortuneMake It RainVALUESPBE verified · provisional
BeforeMiss Fortune fires hundreds of bullets into the air that rain down at a location after 0.5 seconds, dealing 90 / 145 / 200 / 255 / 310 magic damage over 2 seconds and Slowing enemies hit by 20 / 28 / 36 / 44 / 52% for 1 second.
→
AfterMiss Fortune fires hundreds of bullets into the air that rain down, dealing 95 / 155 / 215 / 275 / 335 magic damage over 2 seconds and Slowing enemies by 20 / 28 / 36 / 44 / 52%.
BeforeDark chains latch onto nearby enemy Champions dealing 175 / 250 / 325 magic damage and Slowing them by 20% for 3 seconds. After 3 seconds, they are dealt an additional 175 / 250 / 325 magic damage and are stunned for 1.5 seconds. Enemy Champions can break the chains by moving away from Morgana.
→
AfterDark chains latch onto nearby enemy Champions dealing 175 / 250 / 325 magic damage and Slowing them by 20%. After 3 seconds, they are dealt an additional 175 / 250 / 325 magic damage and are stunned for 1.5 seconds. Enemy Champions can break the chains by moving away from Morgana.
BeforeTristana fires at the ground to propel herself to target location, dealing 70 / 115 / 160 / 205 / 250 magic damage and Slows by 60% for 2.5 seconds when she lands. On a champion kill or assist, the Cooldown is refreshed.
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AfterTristana fires at the ground to propel herself to target location, dealing 70 / 115 / 160 / 205 / 250 magic damage and Slows by 60% for 2.5 seconds when she lands. On a champion kill or assist, Rocket Jump's Cooldown is refreshed.
BeforeAmumu launches a bandage, pulling himself to the first enemy hit, Stunning them for 1 second, and dealing 80 / 130 / 180 / 230 / 280 magic damage.
→
AfterAmumu launches a bandage, pulling himself to the first enemy hit, Stunning them for 1 second, and dealing 80 / 140 / 200 / 260 / 320 magic damage.
RAmumuCurse of the Sad MummyDESCRIPTIONPBE verified · provisional
BeforeAmumu entangles surrounding enemy units, Stunning for 2 seconds and dealing 150 / 250 / 350 magic damage.
→
AfterAmumu entangles surrounding enemy units, dealing 150 / 250 / 350 Magic Damage and preventing attacks and movement for 2 seconds.
BeforePassive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 magic damage every 2.5 seconds. Active: Deals 250 / 375 / 500 magic damage and Silences surrounding enemy units for 0.5 seconds.
→
AfterPassive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 magic damage every 2.5 seconds. Active: Deals 200 / 300 / 400 magic damage and Silences surrounding enemy units for 0.5 seconds.
BeforeToggle: Dr. Mundo deals 35 / 50 / 65 / 80 / 95 magic damage to nearby enemies, and reduces the duration of disables on Dr. Mundo by 10 / 15 / 20 / 25 / 30%.
→
AfterToggle: Dr. Mundo deals 40 / 55 / 70 / 85 / 100 magic damage to nearby enemies, and reduces the duration of disables on Dr. Mundo by 15 / 20 / 25 / 30 / 35%.
BeforeOlaf throws an axe to a target location, dealing 80 / 125 / 170 / 215 / 260 physical damage to units it passes through and Slowing them by 24 / 28 / 32 / 36 / 40% decaying over 2.5 seconds. If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.
→
AfterOlaf throws an axe to a target location, dealing 80 / 125 / 170 / 215 / 260 physical damage to units it passes through and Slowing them by 24 / 28 / 32 / 36 / 40% over 2.5 seconds. If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.
BeforeOlaf cleanses all Immobilizing and Disabling effects on himself and becomes immune to them the next 6 seconds. During this time, Olaf gains 30 / 45 / 60 Armor, 30 / 45 / 60 Magic Resist, and 10 / 20 / 30 Lethality.
→
AfterActive: Olaf cleanses all Immobilizing and Disabling effects on himself and becomes immune to them the next 6 seconds. During this time, Olaf gains 30 / 45 / 60 Armor and 30 / 45 / 60 Magic Resist. Passive: Olaf gains an additional 10 / 20 / 30 Lethality.
BeforeSkarner deals 25 / 40 / 55 / 70 / 85 physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck. While Skarner is charged, Crystal Slash and basic attacks deals 24 / 36 / 48 / 60 / 72 bonus magic damage and Slows by 20 / 25 / 30 / 35 / 40% for 2 seconds.
→
AfterSkarner deals 25 / 40 / 55 / 70 / 85 physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck. While Skarner is charged, Crystal Slash deals 24 / 36 / 48 / 60 / 72 bonus magic damage and Slows by 25 / 30 / 35 / 40 / 45% for 2 seconds.
BeforeTaric slams his hammer into the ground, dealing 150 / 250 / 350 magic damage to nearby enemies. For the next 10 seconds, Taric's gems radiate energy, granting him 20 / 40 / 60 Attack Damage and Ability Power. His nearby allies gain 15 / 25 / 35 Attack Damage and Ability Power.
→
AfterTaric slams his hammer into the ground, dealing 150 / 250 / 350 magic damage to nearby enemies. For the next 10 seconds, Taric's gems radiate energy, granting him 20 / 40 / 60 Attack Damage and Ability Power. His nearby allies gain 10 / 20 / 30 Attack Damage and Ability Power.
Live 16.15.8024387
build c7452738c719 · recorded Aug 4, 2026
· 0 recorded changes
Captured and compared field by field against the
previous build: nothing changed.
Live 16.15.8013452
build d05eab661274 · recorded Jul 31, 2026
· 0 recorded changes
Captured and compared field by field against the
previous build: nothing changed.
Live 16.15.7996036 - launch build
build 6110e354121f · recorded Jul 29, 2026
· 0 recorded changes
Where this record starts - the first capture on this
client, so there is no earlier build here to compare it against.
On PBE, not live yet
Riot is testing these. They can change again before they ship, and some never ship - so nothing here is used for the stats on champion or item pages.
9 builds · 129 changes
PBE 16.18.8129395+branch.main.content.beta (upcoming - not on live)
build 3b24a642bc5d · recorded Sep 4, 2026
· 18 recorded changes
FioraADDEDPBE verified · provisional
BeforeNot in the Classic roster
→
AfterFiora is playable - jade character data ships in this build
GalioADDEDPBE verified · provisional
BeforeNot in the Classic roster
→
AfterGalio is playable - jade character data ships in this build
PoppyADDEDPBE verified · provisional
BeforeNot in the Classic roster
→
AfterPoppy is playable - jade character data ships in this build
ShyvanaADDEDPBE verified · provisional
BeforeNot in the Classic roster
→
AfterShyvana is playable - jade character data ships in this build
Xin ZhaoADDEDPBE verified · provisional
BeforeNot in the Classic roster
→
AfterXin Zhao is playable - jade character data ships in this build
BeforePassive: Spear Shot, Heartseeker Strike, and Pantheon's basic attacks gain 100% critical strike chance against targets below 15% health. Active: Pantheon channels and deals 3 swift strikes in front of him for 26 / 46 / 66 / 86 / 106 physical damage per strike (total 78 / 138 / 198 / 258 / 318).
→
AfterPassive: Spear Shot, Heartseeker Strike, and Pantheon's basic attacks critically strike against targets below 15% health. Active: Pantheon channels and deals 3 swift strikes to the area in front of him for 26 / 46 / 66 / 86 / 106 physical damage per strike (total 78 / 138 / 198 / 258 / 318).
BeforeRammus accelerates in a ball over 7 seconds towards his enemies, dealing 100 / 150 / 200 / 250 / 300 magic damage to nearby enemies on impact and Slowing them by 20 / 25 / 30 / 35 / 40% for 3 seconds. Recast to remove this effect.
→
AfterRammus accelerates in a ball over 7s towards his enemies, dealing 100 / 150 / 200 / 250 / 300 magic damage to nearby enemies on impact and Slowing them by 20 / 25 / 30 / 35 / 40% for 3s. Recast to remove this effect.
BeforeRammus goes into a defensive formation for 6 seconds, increasing his Armor and Magic Resist by 40 / 60 / 80 / 100 / 120 and returning 15 / 25 / 35 / 45 / 55 magic damage to attackers. Recast to remove this effect.
→
AfterRammus goes into a defensive formation for 6s, increasing his Armor and Magic Resist by 40 / 60 / 80 / 100 / 120 and returning 15 / 25 / 35 / 45 / 55 magic damage to attackers. Recast to remove this effect.
BeforeEvery 9 seconds, Shen's next basic attack restores 10 / 20 / 30 Energy and deals an addtional 8 magic damage. Each time Shen attacks a minion or champion, Shen's passive Cooldown is reduced by 1 second.
→
AfterEvery 9 seconds, Shen's next basic attack restores 10 / 20 / 30 Energy and deals an addtional 8 magic damage. Each time Shen attacks a minion, monster, or champion, Shen's passive Cooldown is reduced by 1 second.
BeforeTaric brings forth earthen energy, restoring 60 / 100 / 140 / 180 / 220 health to an ally and himself. If he targets himself, the heal increases by 40% restoring 84 / 140 / 196 / 252 / 308 health. Taric's basic attacks reduce Imbue's cooldown by 1 second (3 seconds if attacking an enemy champion).
→
AfterTaric brings forth earthen energy, restoring 60 / 100 / 140 / 180 / 220 health to an ally and himself. If he targets himself, the heal increases, restoring 84 / 140 / 196 / 252 / 308 health. Taric's basic attacks reduce Imbue's cooldown by 1 second (3 seconds if attacking an enemy champion).
BeforeTaric fires a prismatic sphere at a target enemy, dealing between 35 / 65 / 95 / 125 / 155 and 70 / 130 / 190 / 250 / 310 magic damage and Stunning for between 1 and 2 seconds. Dazzle's damage increases the closer Taric is to the target, and the stun length increases the further from the target.
→
AfterTaric fires a prismatic sphere at a target enemy, dealing between 35 / 65 / 95 / 125 / 155 and 70 / 130 / 190 / 250 / 310 magic damage and Stunning for between 1 and 2 seconds. Dazzle's damage increases the closer Taric is to the target, while the stun length increases the farther from the target.
BeforeUses a stored mushroom to place a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that Slows by 30 / 40 / 50% and deals 200 / 325 / 450 magic damage over 4 seconds. This Ability has 3 charges (35 / 31 / 27 second refresh).
→
AfterTeemo plants a mushroom trap that detonates when stepped on. The traps Slow by 30 / 40 / 50% and deal 200 / 325 / 450 magic damage over 4 seconds. Enemies are revealed for the same duration. Traps last 10 minutes and are stealthed. This Ability has 3 charges (35 / 31 / 27 second refresh).
BeforeGains 25 / 40 / 55 Bonus Attack Damage for 8 / 10 / 12 seconds. While active, Tumble grants Invisibility for 1 second, and Night Hunter's bonus Movement Speed is increased to 90.
→
AfterReadying herself for an epic confrontation, Vayne gains 25 / 40 / 55 Bonus Attack Damage for 8 / 10 / 12 seconds. While active, Tumble grants Invisibility for 1 seconds, and Night Hunter's bonus Movement Speed is increased to 90.
PBE 16.16.8042073 (upcoming - not on live)
build 48b20ea5c04e · recorded Aug 10, 2026
· 10 recorded changes
BeforeAmumu launches a bandage, pulling himself to the first enemy hit, Stunning them for 1 second, and dealing 80 / 130 / 180 / 230 / 280 magic damage.
→
AfterAmumu launches a bandage, pulling himself to the first enemy hit, Stunning them for 1 second, and dealing 80 / 140 / 200 / 260 / 320 magic damage.
BeforePassive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 magic damage every 2.5 seconds. Active: Deals 250 / 375 / 500 magic damage and Silences surrounding enemy units for 0.5 seconds.
→
AfterPassive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 magic damage every 2.5 seconds. Active: Deals 200 / 300 / 400 magic damage and Silences surrounding enemy units for 0.5 seconds.
BeforeToggle: Dr. Mundo deals 35 / 50 / 65 / 80 / 95 magic damage to nearby enemies, and reduces the duration of disables on Dr. Mundo by 10 / 15 / 20 / 25 / 30%.
→
AfterToggle: Dr. Mundo deals 40 / 55 / 70 / 85 / 100 magic damage to nearby enemies, and reduces the duration of disables on Dr. Mundo by 15 / 20 / 25 / 30 / 35%.
BeforeSkarner deals 25 / 40 / 55 / 70 / 85 physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck. While Skarner is charged, Crystal Slash deals 24 / 36 / 48 / 60 / 72 bonus magic damage and Slows by 20 / 25 / 30 / 35 / 40% for 2 seconds.
→
AfterSkarner deals 25 / 40 / 55 / 70 / 85 physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck. While Skarner is charged, Crystal Slash deals 24 / 36 / 48 / 60 / 72 bonus magic damage and Slows by 25 / 30 / 35 / 40 / 45% for 2 seconds.
BeforeTaric slams his hammer into the ground, dealing 150 / 250 / 350 magic damage to nearby enemies. For the next 10 seconds, Taric's gems radiate energy, granting him 20 / 40 / 60 Attack Damage and Ability Power. His nearby allies gain 15 / 25 / 35 Attack Damage and Ability Power.
→
AfterTaric slams his hammer into the ground, dealing 150 / 250 / 350 magic damage to nearby enemies. For the next 10 seconds, Taric's gems radiate energy, granting him 20 / 40 / 60 Attack Damage and Ability Power. His nearby allies gain 10 / 20 / 30 Attack Damage and Ability Power.
Seen in the PBE build 16.16.8011843, which players are not on yet. The live client (16.15.8013452) is unchanged, and that is what this site publishes.
Seen in the PBE build 16.16.8011843, which players are not on yet. The live client (16.15.8013452) is unchanged, and that is what this site publishes.
Runaan's HurricaneDescription text (client-side)PBE verified · provisional
Beforeeach dealing 10 (50% of Attack Damage) physical damage
→
Aftereach dealing physical damage
The PBE build's own tooltip lost its damage numbers - the string is broken, not the item. No underlying value changed, so the published description keeps the numbers the live client still shows.
Glyph of Mana RegenerationNamePBE verified · provisional
BeforeGlyph of Mana Regeneration
→
AfterMinor Glyph of Mana Regeneration
A label change in the client's perk catalog. This rune is not one of the 44 the site publishes, so nothing on the site changes.
PBE 16.16.8000032 (upcoming - not on live)
build bcae99d472d4 · recorded Jul 29, 2026
· 1 recorded change
BeforeSkarner deals 25 / 40 / 55 / 70 / 85 physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck. While Skarner is charged, Crystal Slash and basic attacks deals 24 / 36 / 48 / 60 / 72 bonus magic damage and Slows by 20 / 25 / 30 / 35 / 40% for 2 seconds.
→
AfterSkarner deals 25 / 40 / 55 / 70 / 85 physical damage to all nearby enemies and charges himself with Crystal Energy for 5 seconds if a unit is struck. While Skarner is charged, Crystal Slash deals 24 / 36 / 48 / 60 / 72 bonus magic damage and Slows by 20 / 25 / 30 / 35 / 40% for 2 seconds.
Seen in the PBE build 16.16.8000032, which players are not on yet. The live client (16.15.7996036) still has the old wording, and that is what this site publishes.
PBE 16.15.7991534
build 331bfd83a6d0 · recorded Jul 27, 2026
· 73 recorded changes
BeforeEzreal fires a bolt of energy, dealing 35 / 55 / 75 / 95 / 115 physical damage (applies on-hit effects). Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
→
AfterEzreal fires a bolt of energy, dealing 40 / 65 / 90 / 115 / 140 physical damage (applies on-hit effects). Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
BeforeEzreal fires a wave of energy that damages all enemy champions it passes through for 80 / 130 / 180 / 230 / 280 magic damage and reducing their Attack Speed by 20 / 23 / 26 / 29 / 32% for 5 seconds. Allied champions hit by the wave restore 40 / 65 / 90 / 115 / 140 Health and have their Attack Speed increased by 20 / 23 / 26 / 29 / 32% for 5 seconds.
→
AfterEzreal fires a wave of energy that damages all enemy champions it passes through for 80 / 130 / 180 / 230 / 280 magic damage and reducing their Attack Speed by 5 / 10 / 15 / 20 / 25% for 5 seconds. Allied champions hit by the wave restore 40 / 65 / 90 / 115 / 140 Health and have their Attack Speed increased by 5 / 10 / 15 / 20 / 25% for 5 seconds.
QSonaHymn of ValorVALUESPBE verified · provisional
BeforePersistent Aura: Increases the Attack Damage and Ability Power of nearby allied Champions by 4 / 8 / 12 / 16 / 20. Active: Deals 60 / 110 / 160 / 210 / 260 magic damage to the nearest two enemies (prioritizes Champions).
→
AfterPersistent Aura: Grants nearby allied Champions 6 / 8 / 10 / 12 / 14 Attack Damage and Ability Power. Active: Deals 60 / 110 / 160 / 210 / 260 magic damage to the nearest 2 enemies, prioritizing Champions.
WSonaAria of PerseveranceVALUESPBE verified · provisional
BeforePersistent Aura: Grants nearby allied Champions 3 / 6 / 9 / 12 / 15 bonus Armor and Magic Resist. Active: Heals Sona and the most wounded nearby allied Champion for 30 / 55 / 80 / 105 / 130 health and grants 3 / 6 / 9 / 12 / 15 additional Armor and Magic Resist for 3 seconds.
→
AfterPersistent Aura: Grants nearby allied Champions 8 / 12 / 16 / 20 / 24 Armor and Magic Resist. Active: Heals Sona and the most wounded nearby allied Champion for 30 / 55 / 80 / 105 / 130 Health.
ESonaSong of CelerityVALUESPBE verified · provisional
BeforePersistent Aura: Grants nearby allied Champions 4 / 8 / 12 / 16 / 20 bonus Movement Speed. Active: Grants nearby allies 6 / 8 / 10 / 12 / 14% Movement Speed for 1.5 seconds.
Wukong was absent from the intermediate capture (wad is named MonkeyKing but the bin is jade_wukong - extraction bug, now fixed), so this change landed somewhere between the Jul 17 capture and this build.
Wukong was absent from the intermediate capture (wad is named MonkeyKing but the bin is jade_wukong - extraction bug, now fixed), so this change landed somewhere between the Jul 17 capture and this build.
PBE 16.15.7965592
build 18848366a9cb · recorded Jul 18, 2026 · re-audited Jul 26, 2026
· 11 recorded changes
QAhriOrb of DeceptionDESCRIPTIONPBE verified · provisional
BeforeDeals 40 / 65 / 90 / 115 / 140 magic damage on the way out, and 40 / 65 / 90 / 115 / 140 true damage on the way back. Ahri gains 40 Movement Speed while the spell is in flight.
→
AfterAhri throws then pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 magic damage on the way out and 40 / 65 / 90 / 115 / 140 true damage on the way back.
BeforeBlows a kiss dealing 60 / 90 / 120 / 150 / 180 magic damage and Charms an enemy causing them to walk harmlessly towards Ahri for 1 / 1.25 / 1.5 / 1.75 / 2 second(s).
→
AfterAhri blows a kiss that deals 60 / 90 / 120 / 150 / 180 magic damage and Charms the first enemy hit for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. They also take 20% more damage from her for 6 seconds.
BeforeNimbly dashes forward firing 3 essence bolts at nearby enemies (prioritizes Champions) dealing 85 / 125 / 165 magic damage. Can be Recast up to 2 more times within 10 seconds.
→
AfterAhri nimbly dashes, firing 3 essence bolts at nearby enemies, prioritizing champions. These bolts deal 70 / 110 / 150 magic damage each. Spirit Rush can be Recast up to 2 more times within 10 seconds.
BeforeBrand unleashes a devastating torrent of fire, dealing 150 / 250 / 350 magic damage each time it bounces up to 5 / 7 / 9 bounces. Blaze: If a target is Ablaze, Pyroclasm will prioritize champions for the next bounce.
→
AfterBrand unleashes a devastating torrent of fire, dealing 150 / 250 / 350 magic damage each time it bounces up to 5 bounces. Blaze: If a target is Ablaze, Pyroclasm will prioritize champions for the next bounce.
BeforeEzreal fires a wave of energy that damages all enemy champions it passes through for 70 / 115 / 160 / 205 / 250 magic damage and reducing their Attack Speed by 20 / 25 / 30 / 35 / 40% for 5 seconds. Allied champions hit by the wave restore 30 / 50 / 70 / 90 / 110 Health and have their Attack Speed increased by 20 / 25 / 30 / 35 / 40% for 5 seconds.
→
AfterEzreal fires a wave of energy that damages all enemy champions it passes through for 80 / 130 / 180 / 230 / 280 magic damage and reducing their Attack Speed by 20 / 23 / 26 / 29 / 32% for 5 seconds. Allied champions hit by the wave restore 40 / 65 / 90 / 115 / 140 Health and have their Attack Speed increased by 20 / 23 / 26 / 29 / 32% for 5 seconds.
BeforeA wisp of wind strikes an enemy target and then bounces up to 2 / 4 / 6 / 8 / 10 times to nearby enemy units. Deals 55 / 70 / 85 / 100 / 115 magic damage and Silences for 1.25 seconds for each strike. Targets are only Silenced once per cast.
→
AfterA wisp of wind strikes an enemy target and then bounces up to 5 times to nearby enemy units. Deals 65 / 85 / 105 / 125 / 145 magic damage and Silences for 1.2 seconds for each strike.
BeforePassive: Garen's gains an additional 20% value from bonus Armor and Magic Resist. Active: Garen gains a defensive shield for 2 / 3 / 4 / 5 / 6 seconds, reducing incoming damage by 20% and granting 30% Crowd Control Reduction.
→
AfterPassive: Garen's gains an additional 20% value from bonus Armor and Magic Resist. Active: Garen gains a defensive shield for 2 / 3 / 4 / 5 / 6 seconds, reducing incoming damage by 30% and granting 30% Crowd Control Reduction.
WLee SinSafeguard / Iron WillVALUESPBE verified · provisional
BeforeSafeguard: Lee Sin rushes towards a target ally, shielding them both for 40 / 80 / 120 / 160 / 200 damage over the next 5 seconds. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds. Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5 / 10 / 15 / 20 / 25% Life Steal and Spell Vamp.
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AfterSafeguard: Lee Sin rushes towards a target ally, shielding them both for 40 / 80 / 120 / 160 / 200 damage over the next 5 seconds. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds. Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains 5 / 9 / 13 / 17 / 21% Life Steal, Spell Vamp, and 10 / 15 / 20 / 25 / 30 Armor.
BeforeTempest: Lee Sin smashes the ground, sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds. Cripple: Lee Sin cripples nearby enemies revealed by Tempest for 4 seconds, Slowing their Movement and Attack Speed by 20 / 30 / 40 / 50 / 60%. Movement and Attack Speed recover gradually over the duration.
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AfterTempest: Lee Sin smashes the ground, sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds. Cripple: Lee Sin cripples nearby enemies revealed by Tempest for 4 seconds, Slowing their Movement and Attack Speed by 30 / 37.5 / 45 / 52.5 / 60%. Movement and Attack Speed recover gradually over the duration.
Script-level constants inside the spell changed; every value the tooltip shows (damage, ratios, bounce) is unchanged, so the in-game meaning of these numbers isn't exposed. Recorded for completeness rather than interpreted.
Where the record starts
PBE capture
build 42ed9ed40f93 · recorded Jul 17, 2026
· Baseline
Tracking begins here. Baseline capture. This is the snapshot every future PBE build gets diffed against - 10,594 audited fields across champions, items, runes, masteries, and summoner spells.
Future PBE patches get diffed against this snapshot, field by field, with the same
provenance rules as the rest of the site. Until then, the biggest set of verified changes we track
is the fifteen-year gap itself: