Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

By GamGem ResearchLast updated 18 Oct 2026

LoL patch 26.18 — what moved in Mid

Patch 26.18 — what moved in Mid

11 moved up, 15 moved down, and 40 did not move by half a point either way.

Riot's changes in patch 26.18

Riot's note for patch 26.18, published 2026-09-09, changes 11 champions and 1 item. Read the full note on leagueoflegends.com.

  • Bardchampion

    Base Stats

    • Armor34 + 5/Levelto32 + 4.7/Level
    Why, in Riot's words

    Bard has been a meta staple for much of the year. Earlier we toned his damage down to what we think are reasonable levels, so this time we are going to target his durability which has also stood out as high given his mobility and long range ultimate utility.

  • Cassiopeiachampion

    PSerpentine Grace

    • Move Speed Bonus6% - 40% (based on level)to5% - 36% (based on level)

    QNoxious Blast

    • Damage75 / 110 / 145 / 180 / 215to65 / 100 / 135 / 170 / 205
    • Ability Power Ratio65%to75%

    ETwin Fang

    • Mana Cost40to45
    • Base Ability Power Ratio10%to20%
    • Enhanced Ability Power Ratio55%to45%
    • Total Ability Power Ratio65%to65%
    • Damage52 - 120to50 - 120

    RPetrifying Gaze

    • Damage150 / 250 / 350to125 / 225 / 325
    • Ability Power Ratio50%to75%
    Why, in Riot's words

    Cassio has always scaled with skill, but this year has propelled her to new heights of pro play dominance despite being weaker for average players. These adjustments should tap down her laning power, especially in pro where defensive purchases are valued more than raw AP, while giving her back some scaling power. It will still be critical to use empowered E's, but raising her floor lets us be a bit more flexible with tuning.

  • Ekkochampion

    QTimewinder

    • Mana Cost50 / 60 / 70 / 80 / 90to40 / 50 / 60 / 70 / 80
    • Return Damage Ability Power Ratio60%to70%
    Why, in Riot's words

    As one of our assassins that offer opponents a wider mix of gameplay options, Ekko has found a slightly weak steady state since Dusk & Dawn's update mid year. We believe he has some room for power, especially in mid where he scales slightly worse, without buffing his Hail of Blades pattern.

  • Kassadinchampion

    QNull Sphere

    • Ability Power Ratio70% APto80% AP

    RRiftwalk

    • Base Damage70 / 90 / 110to80 / 95 / 110
    Why, in Riot's words

    Kassadin had a strong start to 2026 but hasn't regained his…footing…since our earlier nerfs. His Q should feel more punchy with his scaling, and we're aiming to provide more early agency through good Riftwalk usage without touching his late game fantasy.

  • Master Yichampion

    Base Stats

    • Armor Growth33 + 4.5/Levelto33 + 5/Level

    RHighlander

    • Move Speed35 / 45 / 55%to40 / 50 / 60%
    Why, in Riot's words

    Yi drew the short end of the stick on the Rageblade bugfix from earlier this year due to his double strike interactions. While the actual impact for most Rageblade users was minor (and we are compensating Rageblade as well for that this patch), he was impacted harder than the other users. He's also just been unable to scale as well as a melee carry compared to his normal power level, so we are also giving him a buff up.

  • Nautiluschampion

    Base Stats

    • Attack Damage61 + 3.3/Levelto58 + 3.3/Level

    QDredge Line

    • Damage85 / 130 / 175 / 220 / 265 (+90% AP)to85 / 125 / 165 / 205 / 245 (+90% AP)
    Why, in Riot's words

    Nautilus has been sitting near the top of the meta for the entire year, even before our work to bring other tank supports up in power, and we feel nerfing him will open up room for a more variety. That said, we know a lot of his value is in being able to lock down champions effectively, and that'll remain a core strength.

  • Seraphinechampion

    EBeat Drop

    • Cooldown11 / 10.5 / 10 / 9.5 / 9sto11s
    Why, in Riot's words

    Seraphine bot has been a source of frustration for opponents for some time, despite a minor nerf a few patches ago. We are nerfing her E's rank up to target this head on, as support Seraphine usually maxes it last (which basically means she never has it maxed as a support.)

  • Syndrachampion

    PTranscendent

    • Splinter Mana20 - 255to20 - 199

    WForce of Will

    • Cooldown12 / 11 / 10 / 9 / 8sto13 / 12 / 11 / 10 / 9s
    Why, in Riot's words

    Our MSI changes were effective at pulling her to the forefront of pro play for the first time in years, but unfortunately she's too performant in specific solo queue settings. Our data shows that W damage is a meaningfully larger share of damage in the tiers where she's stronger than desired, so this should help tap her down while still preserving her core fantasies. Her passive is also now better breakpointed to increase reliance on Lost Chapter in early-mid levels, nerfing her higher winrate builds that make do with less mana investment.

  • Viegochampion

    Base Stats

    • Attack Damage Growth3.5to4

    PSovereign's Domination

    • Heal2% (+…. )to2% (+ 2.5% per 100 bonus AD) (+ 2% per 100 AP) (+ 5% per 100% bonus attack speed) (+ 2% per 500 bonus HP) of the target's maximum health
    Why, in Riot's words

    Viego's winrate has been on a downward trend recently, and his players have noticed and begun dropping him. He has a fair bit of room to bring up, both just generally and for the viability of his more bruisery alt build.

  • Zaahenchampion

    QThe Darkin Glaive

    • NEW Cooldown Behavior: If Q is active, it is now placed on Cooldown immediately upon being put in Resurrection
    • Q2 Damage25 / 50 / 75 / 100 / 125 (+20 / 25 / 30 / 35 / 40% bonus AD)to30 / 60 / 90 / 120 / 150 (+20 / 25 / 30 / 35 / 40% bonus AD)
    Why, in Riot's words

    We're using a QoL change here as an opportunity to give Zaahen some love! This might read as a nerf, but Zaahen's Q lined up with his passive in such a way that it meant he always left his resurrection (and GA, Zilean R) with Q on CD, so now he's always happier. His Q2 is also a clean double of his Q1 base damage now.

  • Zerichampion

    WUltrashock Laser

    • Damage30 / 70 / 110 / 150 / 190 (+120% tAD)to30 / 70 / 110 / 150 / 190 (+100% tAD)
    • Wall Damage45 / 105 / 165 / 225 / 285 (+180% tAD)to45 / 105 / 165 / 225 / 285 (+150% tAD)
    • Critical Strike: 150% (+15% IE)
    Why, in Riot's words

    Zeri has been slowly climbing in winrate with the recent Runaan's Hurricane and Yun Tal Wildarrows buffs. She now sits very high in winrate compared to her historical resting, which is worrying for a champ that is so skill intensive. As she has also begun showing up in pro, we expect she has a high chance of becoming meta dominant, so we are pulling some power out of her burst and waveclear.

  • Guinsoo's Ragebladeitem

    • Seething Strike Stack Duration3sto4s
    Why, in Riot's words

    In light of the bugfix nerfing rageblade by a minor amount by pushing back when the first double hit triggers, we are compensating with a similarly minor QoL buff to help players get it stacked up and keep it stacked.

Moved up

  • NaafiriB · 49.2%+1.30 pt
  • LeBlancS · 51.2%+1.20 pt
  • EkkoA · 50.6%+1.00 pt
  • VexB · 50.7%+0.90 pt
  • AnnieA · 51.5%+0.90 pt
  • SwainC · 48.2%+0.90 pt
  • VeigarC · 46.9%+0.80 pt
  • GragasS · 56.3%+0.70 pt

Moved down

  • Twisted FateS+ · 52.9%-1.30 pt
  • SylasB · 48.4%-1.00 pt
  • ZedA · 50.9%-1.00 pt
  • MalzaharC · 47.3%-1.00 pt
  • ViktorB · 49.6%-0.90 pt
  • TryndamereB · 51.3%-0.90 pt
  • JayceC · 46.7%-0.80 pt
  • CassiopeiaA · 51.6%-0.80 pt

Where it landed — by class

  • Tank+0.126
  • Fighter+0.0915
  • Support+0.0914
  • Assassin+0.0324
  • Mage0.0046
  • Marksman-0.2410

Where it landed — by lane

  • Support+0.0687
  • Top+0.04134
  • Jungle-0.02108
  • Mid-0.02144
  • Bot-0.0783

Patch timeline

This champion’s win rate on each patch the preview sample spans, over its own games there. What actually changed each patch is in Riot’s own notes.

  1. 26.1951.9% over 2,941 games-0.4
  2. 26.1852.5% over 5,767 games+0.2
  3. 26.1752.1% over 1,819 games—

What this page measures

Every figure here is how far a champion’s win rate moved in our sample across patch 26.18 — not what the publisher changed. A champion can move because its own numbers changed, because an item it buys did, or because the champions around it did. This page cannot tell those apart, and does not pretend to.

The balance notes themselves are the publisher’s and stay on the publisher’s own site, which is also the only place they are current.

Methodology

Data window
Preview sample — a one-time snapshot of 65,406 ranked games (Master+, EUW/KR/NA, patch 26.18), counted by GamGem while our Riot production key is under review. Figures will update daily once it is approved. Counted 26–27 Sept 2026; patches 26.18 (35,477) · 26.19 (18,580) · 26.17 (11,048) · 26.16 (293) · 26.15 (8); by server EUW 22,382 · KR 21,922 · NA 21,065 · EUNE 20 · TR 17. 642 games without a result — remakes ended by vote in their first minutes, and games recorded with no winner — were not counted.
Rank aggregation
Master, Grandmaster and Challenger, pooled — the three ladders the count read its players from. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under every lane that holds at least a tenth of its counted games — the position the match itself reports, not the champion’s class. Its headline win rate is across all of them; each lane’s own win rate and games are counted too, and a lane’s tier list ranks by them.
Counters
The two champions in the same position on opposite teams, over that pairing’s own counted games — ranked on the edge pulled toward zero by its sample size, printed raw.
Minimum sample
None — no figure is hidden for being thin. Every rate prints its games, and the confidence band is its 95% margin: Very High within ±1.5 points, High ±2.5, Moderate ±3.1 (1,000 games), Low wider.
Why a build is not a cause
An item is counted when the match ENDS with it, so late items show long games and an item bought when already ahead shows games that were being won. Correlation is what a rate can show; it is not evidence that buying the item caused the win.
Where the numbers come from
Names, classes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates, builds, keystones, spells and matchups are counted by GamGem from Riot's ranked match records. An estimate, not a count: this panel is not in the preview sample, and is labelled so.