Arena Patch 26.21 Notes: Combo Nerfs and AP Hybrids
One-augment high rolls lose their edge, and weak augments plus off-meta champions get the power. Here is what changed in Arena and which duos to queue now.

TL;DR
Prismatic combo augments are nerfed: Nesting Doll loses a revive at every tier, Trueshot Prodigy’s attack damage ratio drops from 100% to 50%, and Dual Wield and Courage of the Colossus are nerfed too. Weak augments are buffed: Rite of the Forge God’s item stat amplification rises from 40% to 60%, and Hive Mind, Flashy, Spin to Win and several Gold picks become real options. Enchanter duos lose ground: Yuumi, Renata Glasc and Morgana are nerfed, while Milio gets mixed changes that trade uptime for damage. AD champions gain AP ratios: Lee Sin’s E and Varus’s E (both buffed) and Fiora’s Q (adjusted) open hybrid builds. Early picks: Ezreal and Gangplank, both buffed with much shorter ultimate cooldowns.
Full changes in Arena Patch 26.21
Champions
Ezreal
Riot’s reasoning
Ezreal’s ultimate gains scaling and uptime so he has more impact outside a single augment combo.
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- Bonus Attack Damage Ratio
- 100%changed to 150%
- Cooldown
- 50 / 40 / 30schanged to 40 / 30 / 20s
Gangplank
Riot’s reasoning
Gangplank sits well below the field, so his W and R come back faster and W scales harder with AP.
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- Ability Power Ratio
- 90%changed to 135%
- Cooldown
- 22 / 20 / 18 / 16 / 14schanged to 18 / 16 / 14 / 12 / 10s
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- Cooldown
- 130 / 110 / 90schanged to 100 / 80 / 60s
Katarina
Riot’s reasoning
Katarina’s ultimate gains AP scaling per dagger while its on-hit ratio becomes a flat value.
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- On-Hit Ratio
- 20 / 25 / 30%changed to 25% flat
- Ability Power Ratio per Dagger
- 26%changed to 35%
Lee Sin
Riot’s reasoning
Lee Sin’s E gains an AP ratio to give him a non-standard build path.
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- Ability Power Ratio
- 0changed to 75%
Miss Fortune
Riot’s reasoning
Miss Fortune’s Q and R gain AP scaling to support AP builds.
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- Ability Power Ratio
- 55%changed to 70%
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- Ability Power Ratio
- 35%changed to 40%
Nidalee
Riot’s reasoning
Nidalee’s traps and cougar abilities return faster to raise her uptime.
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- Trap Cooldown
- 14 / 13 / 12 / 11 / 10schanged to 8s
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- Cougar Ability Cooldowns
- 6schanged to 4s
Rengar
Riot’s reasoning
Rengar sits well below the field, so his W gains AP scaling.
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- Ability Power Ratio
- 95%changed to 120%
- Empowered Ability Power Ratio
- 105%changed to 120%
Skarner
Riot’s reasoning
Skarner’s Q and W gain scaling and his W returns faster, rewarding damage-oriented builds.
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- Bonus Attack Damage Ratio
- 90%changed to 150%
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- Cooldown
- 10 / 9 / 8 / 7 / 6schanged to 8 / 7 / 6 / 5 / 4s
- Ability Power Ratio
- 80%changed to 120%
Teemo
Riot’s reasoning
Teemo’s Toxic Shot doubles its attack damage scaling on both the hit and the damage over time.
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- Initial Hit Attack Damage Ratio
- 5%changed to 10%
- Damage over Time Attack Damage Ratio
- 10%changed to 20%
Urgot
Riot’s reasoning
Urgot’s W applies on-hit effects more fully to support on-hit builds.
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- On-Hit Effectiveness
- 50%changed to 75%
Varus
Riot’s reasoning
Varus’s Hail of Arrows returns faster and gains an AP ratio to open hybrid builds.
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- Cooldown
- 18 / 16 / 14 / 12 / 10schanged to 14 / 12 / 10 / 8 / 6s
- Ability Power Ratio
- 0changed to 50%
Yone
Riot’s reasoning
Yone’s ultimate gains bonus AD scaling and a shorter cooldown.
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- Bonus Attack Damage Ratio
- 80%changed to 100%
- Cooldown
- 70 / 60 / 50schanged to 60 / 50 / 40s
Bel'Veth
Riot’s reasoning
Bel’Veth’s attack damage scaling feeds one-augment high rolls, so her Q and R ratios come down.
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- Attack Damage Ratio
- 105%changed to 95%
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- Bonus Attack Damage Ratio per Stack
- 1%changed to 0.5%
Galio
Riot’s reasoning
Galio’s crowd control and passive shield are too strong, so taunt and knockup durations and shield scaling drop.
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- Passive Shield Health Ratio
- 7.5–15%changed to 6–10%
- Fully-Channeled Taunt Duration
- 1.5schanged to 1s
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- Knockup Duration
- 1.5schanged to 1s
Morgana
Riot’s reasoning
Morgana’s Dark Binding and Black Shield are too available, so both cooldowns rise.
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- Cooldown
- 12schanged to 14s
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- Cooldown
- 26 / 23.5 / 21 / 18.5 / 16schanged to 30 / 27.5 / 25 / 22.5 / 20s
Renata Glasc
Riot’s reasoning
Renata Glasc’s Bailout and Hostile Takeover are too available, so both cooldowns rise.
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- Cooldown
- 150 / 130 / 110schanged to 170 / 150 / 130s
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- Cooldown
- 28 / 27 / 26 / 25 / 24schanged to 32 / 31 / 30 / 29 / 28s
Yuumi
Riot’s reasoning
Yuumi’s bonus to heal and shield power is too strong for her partner, so it drops sharply.
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- Heal and Shield Power
- 10–25%changed to 4–8%
Zaahen
Riot’s reasoning
Zaahen’s passive bonus AD per stack scales too high, so it becomes a flat 1%.
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- Bonus Attack Damage per Stack
- 1–2%changed to 1%
Briar
Riot’s reasoning
Briar’s Q stun is shortened while her fully charged E gains far more AP scaling, pushing her toward AP builds.
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- Stun Duration
- 0.85schanged to 0.5s
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- Full Charge Ability Power Ratio
- 100%changed to 150%
- Full Charge Wall Hit Ability Power Ratio
- 240%changed to 350%
- Total Maximum Ability Power Ratio
- 340%changed to 500%
Elise
Riot’s reasoning
Elise trades Cocoon cooldown scaling for a flat 10s cooldown and twice the spiderlings, shifting power into sustained spider-form fights.
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- Cooldown
- 8 / 7.5 / 7 / 6.5 / 6schanged to 10s
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- Spiderlings
- 2 / 3 / 4 / 5changed to 4 / 6 / 8 / 10
- Old Spider Damage Buff
Removed
Fiora
Riot’s reasoning
Fiora’s passive scales less with bonus AD while her Q gains an AP ratio, opening hybrid builds.
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- Bonus Attack Damage Ratio
- 3% per 100 bonus ADchanged to 2% per 100 bonus AD
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- Ability Power Ratio
- 0changed to 25%
Gnar
Riot’s reasoning
Gnar’s W speed boost becomes a shorter, much stronger burst while his R scales more with AP.
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- Duration
- 4schanged to 2s
- Movement Speed
- 20 / 40 / 60 / 80changed to 40 / 80 / 120 / 160
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- Ability Power Ratio
- 100%changed to 150%
Kayn
Riot’s reasoning
Kayn’s transformation is too slow for short Arena rounds, so it progresses faster.
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- Transformation Progress
- Increased rate.
Malzahar
Riot’s reasoning
Malzahar’s W can now store up to 6 charges, letting him bank voidlings between fights.
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- Maximum Voidling Charges
- Can now store up to 6 charges.
Milio
Riot’s reasoning
Milio’s Q becomes a slower, harder-hitting damage tool while his ultimate cooldown rises at early ranks.
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- Cooldown
- 8schanged to 10s
- Ability Power Ratio
- 120%changed to 200%
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- Cooldown
- 160 / 145 / 130schanged to 180 / 150 / 130s
Augments
Big Brain
Riot’s reasoning
Big Brain underperforms, so its out-of-combat timer changes in its favor.
- Out-of-Combat Timer
- 3schanged to 5s
Castle
Riot’s reasoning
Castle is too weak, so its cooldown drops from 12s to 10s.
- Cooldown
- 12schanged to 10s
Chroma Flux
Riot’s reasoning
Chroma Flux is too weak, so its cooldown drops from 10s to 8s.
- Cooldown
- 10schanged to 8s
Dawnbringer’s Resolve
Riot’s reasoning
Dawnbringer’s Resolve heals too little, so its healing rises to 35/40.
- Healing
- 25 / 30changed to 35 / 40
Flashy
Riot’s reasoning
Flashy is too weak, so its charges double to 4/6.
- Charges
- 2 / 3changed to 4 / 6
Hive Mind
Riot’s reasoning
Hive Mind is too weak, so it starts with more bees at every tier.
- Starting Bees
- 2 / 4 / 6changed to 3 / 6 / 9
Minionmancer
Riot’s reasoning
Minionmancer is too weak, so its minion power rises to 55/70.
- Increased Minion Power
- 40 / 55changed to 55 / 70
Rite of the Forge God
Riot’s reasoning
Rite of the Forge God is too weak, so its item stat amplification rises from 40% to 60%.
- Item Stat Amplification
- 40%changed to 60%
Spin to Win
Riot’s reasoning
Spin to Win is too weak, so its damage amplification rises to 35/45%.
- Damage Amplification
- 25 / 35%changed to 35 / 45%
Courage of the Colossus
Riot’s reasoning
Courage of the Colossus is too strong on crowd-control tanks, so its cooldown rises from 5s to 6s.
- Cooldown
- 5schanged to 6s
Dual Wield
Riot’s reasoning
Dual Wield makes on-hit builds too strong at high tiers, so its on-hit effectiveness at those tiers drops.
- On-Hit Effectiveness
- 40 / 50 / 60%changed to 40 / 45 / 50%
Nesting Doll
Riot’s reasoning
Nesting Doll’s stacked revives decide too many games alone, so each tier gives one fewer revive.
- Maximum Revives
- 1 / 2 / 3changed to 0 / 1 / 2
Trueshot Prodigy
Riot’s reasoning
Trueshot Prodigy is too strong as a one-augment combo, so its base damage scaling, AD ratio and cooldown are all nerfed.
- Base Damage
- 175 / 350 / 525changed to 175 / 275 / 375
- Attack Damage Ratio
- 100%changed to 50%
- Cooldown
- 10 / 8 / 6schanged to 12 / 10 / 8s
Items
Turbo Chemtank
Riot’s reasoning
Turbo Chemtank’s restore is too small to matter, so it rises from 4% to 20% maximum health.
- Restore
- 4%changed to 20% Maximum Health
Galeforce
Riot’s reasoning
Galeforce’s dash is too short to reposition well, so its maximum range grows from 600 to 900.
- Maximum Dash Range
- 600changed to 900
Night Harvester
Riot’s reasoning
Night Harvester’s speed burst becomes shorter but stronger and comes back faster.
- Cooldown
- 10schanged to 8s
- Movement Speed Duration
- 1.5schanged to 1s
- Movement Speed
- 40%changed to 60%
Mirage Blade
Riot’s reasoning
Mirage Blade’s cooldown refund value changes in its favor to raise its power.
- Cooldown Refund
- 20%changed to 15%
Moonflair Spellblade
Riot’s reasoning
Moonflair Spellblade gains a third enhanced attack to give it more uptime.
- Cooldown Refund per Attack
- 0.5changed to 0.3
- Number of Enhanced Attacks
- 2changed to 3
Augment combos that lose power
Augments and items that gain power
Duo synergy: enchanters out, damage supports in
What to play
Ezreal (marksman): buffed R with more bonus AD scaling and cooldown down to 40/30/20s, starting from 3.3 points above the Arena average, and Rite of the Forge God now rewards his item build. Gangplank (fighter): buffed W and R, with Cannon Barrage at 100/80/60s; he sat 4.1 points below average, so this is a rebound pick with room to climb. Skarner (tank): buffed Q bonus AD ratio from 90% to 150% and a faster W, so bruiser items now turn him into a frontline that also threatens damage. Varus (marksman): buffed E with a shorter cooldown and a new AP ratio, which makes hybrid builds viable while his base stays near the average. Katarina (assassin): buffed R with AP per dagger up from 26% to 35%; her on-hit ratio is now a flat 25%, stronger at rank 1 and slightly weaker at rank 3.


























