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Nick FarrellJune 5, 2025

League of Legends Patch 25.12: All Champion Changes and More

We’re now well under way into the new year of League of Legends, and with Riot taking a new seasonal approach this year, this has amped up the patch cadence. 

Now, the full patch release calendar is here, and the next patch on the slate is 25.12.

Here's all of the upcoming changes. 

League of Legends Patch 25.12: All Champion Changes and More

The next League of Legends patch is going to change up quite a few champions, alongside changing other elements of the game, as this is the case when it comes to most LoL patches.

While these changes are going to be exciting, you’re going to want to be in the know what is coming, and the patch notes that we know of so far are listed below. 

Rammus Rework 

Base Stats

  • Base AD: 55 ⇒ 65
  • AD Growth: 2.75 ⇒ 3
  • Base Armor: 40 ⇒ 35
  • Armor Growth: 5.5 ⇒ 4.5
  • Base Attack Speed: 0.656 ⇒ 0.700

Spiked Shell (Passive)

  • REMOVED Basic attacks deal 10 (+10% armor) bonus magic damage  on-hit
  • NEW Rammus gains (15% total resists) AD

Powerball (Q)

  • Damage: 80 / 110 / 140 / 170 / 200 ⇒ 80 / 120 / 160 / 200 / 240

Defensive Ball Curl (W)

  • REMOVED Increases passive damage on-hit
  • NEW Reflect damage is separate
  • Base Reflect Damage: 15
  • Total Armor Scaling: 15% ⇒ 10%
  • NEW Scales with (+10% total MR)
  • Armor Gained: 40 (+35-75&) ⇒ 25 (35-65%)
  • MR Gained: 10 (+30-50%) ⇒ 25 (35-65%)
  • Duration: 6s ⇒ 7s
  • REMOVED Extends duration by 0.4s per attack up to +4s extra duration

Frenzying Taunt (E)

  • REMOVED Grants 20-40% attack speed while abilities are active 
  • NEW Deals 80 / 100 / 120 / 140 / 160 (+70% AP) magic damage to monsters on cast

Soaring Slam (R)

  • Impact Damage: 100 / 175 / 250 ⇒ 150 / 250 / 350
  • REMOVED Shockwaves deal 20 / 30 / 40 (+10% AP) magic damage per hit (3 total)
  • REMOVED Center impact damage is increased by up to 150% at 800-1700 travel distance
  • Slow: 15 / 17.5 / 20% ⇒ 30 / 45 / 60%
  • NEW Shockwaves now only refresh initial slow instead of stacking it up
  • Cooldown: 90s ⇒ 120 / 100 / 80s