We’re four months into 2026 and, dare I say it, League of Legends feels like it’s in a pretty good state. 2025 was marred with issues around battle passes, balance, and expensive skins, but 2026 is off to a solid start. Season 2 takes us from the petricite streets of Demacia out into the outskirts, following demon hunter Vayne as she seeks out some new quarries. Given the glimpses we’ve seen of new League of Legends champion Locke (now confirmed to be a mid lane AD assassin), it looks like the MOBA’s latest addition may also be some sort of supernatural hunter, and, as a vampire obsessive, I’m okay with that. But, before I wander down a theorycrafting rabbit hole, there are more immediate things to discuss, including changes to role quests, a huge upgrade for Arena, and some changes to the battle pass.
First off, it’s worth mentioning that League of Legends Season 2 will be a slightly shorter season, lasting just six patches instead of the usual eight. This is to make room for a slightly longer one later this year, presumably coinciding with the annual summer event and MSI, where we’re set to learn more about the mysterious League Next update. The battle pass is also being trimmed down to reflect the shorter season, and non-Prestige seasonal battle pass skins are now being made purchasable. These will be replaced by Fiendish Mystery Skin loot orbs, which drop demon-themed cosmetics: noticing a pattern here?
I’ll also highlight that WASD controls will be coming to Ranked with patch 26.09, currently slated for Wednesday, April 29. Riot admits that point and click controls still have a small advantage when it comes to winrate, but the disparity isn’t enough to cause too much concern. You’ll also be able to create champion-specific keybinds so that you can perfectly optimize your bindings for each of your mains.

Let’s get into the nitty gritty, though. First up on the hit list are role quests. Introduced at the start of this year, role quests haven’t quite landed how Riot likely wanted them to. While I’ve enjoyed the way they reinforce what different roles are supposed to be doing, I can understand that, in some instances, they’re somewhat restrictive, especially in lanes like top and mid. They also tie you to your lane which, as someone who likes to roam, has sometimes left me feeling like I can’t wander around as much as I want to. I understand that this is an attempt to combat the lane swap meta we saw emerge in 2025, but it can feel a little bit restrictive.
In Season 2, top and mid lane won’t be punished as hard for roaming, but they’ll still need to spend a good amount of time in their lanes to complete their role quest. Top laners will also receive improved rewards for better teamfighting, while in mid, the empowered recall has been swapped out for a flat 6% AP and AD increase. The latter feels like a huge upgrade. The goal here is to better reward each lane’s myriad classes, instead of pushing you towards one specific playstyle, like splitpushing.
More generally, Riot has also said that it wants to better service more unique, out-of-left-field build paths (is there a little bit of Simon ‘Baus’ Hofverberg influence there?). “We’re also starting to invest more into supporting alternate builds for champions to better reward creativity and strategy; think things like AP Ezreal, ADC Kennen, or attack speed Xin Zhao.” Get your wildest builds ready, lads.
In addition to this, Arena is getting an absolutely colossal update, as well as a new, Demacia-themed map. We’ll be headed to the Petricite Grove, a grassy outcrop with high walls, secluded alcoves, and myriad places to hide. For all its beauty, however, it’s equally as dangerous. The Grove is Demacia’s primary petricite mine, so expect bombs – lots of bombs. You can knock these into your opponents, or immobilize them to detonate them immediately. Just imagine playing Ziggs, and tossing out bombs to hit more bombs. Bombception.
On the gameplay side, Riot is introducing the brand new ‘event’ system to Arena, with 3×6, Bravery, and Swift Arena rolling out in waves across the season. I’ve broken these down in bullet points below, because that feels like the easiest way to explain everything:
- 3×6: Three players on each team, with six teams total. The aim here is to increase champion diversity.
- Bravery: The champion pool is massively cut down to “crowd favorites,” with the ‘bravery’ option still open.
- Swift Arena: Two teams of four, which should decrease the length of matches.

Then there are the changes to augments. You’ll now be able to level your augments as you use them, granting new, unique effects. Once you’ve selected two levelable augments, you’ll be able to prioritize upgrading those instead of consistently having to take new ones. This works well with the new replacement system which, as you’ve likely guessed, allows you to either level or replace one of your existing augments.
When you get to round eight, there’s the brand new ‘Crafting Round,’ where you can either gain a new augment slot, or remove one of the ones you already have in order to level up another. This allows you to be a little more flexible, get rid of some of the chaff as the game progresses, and hone your builds even further. My inner buildcrafter is shivering.
To round things out, there are some new augments and Guests of Honor, with the original guest roster being disabled for now. Joining the fray (or well, watching) are Kayle, Fiddlesticks, Yone, Ornn, and Nocturne, each of which bring their own modifiers to the arena. Nocturne, as you likely expect, can cloak areas of the Arena in shadow, while Ornn unlocks the prismatic items shop. Kayle’s is particularly interesting, as she grants a shield that mitigates health loss if you drop a match. When the shield breaks, you’ll earn a reward, but the longer you keep it intact, the better the reward will be.
As an Arena enthusiast, I am far too excited by all of these changes. It certainly feels like the mode will be a lot less stagnant with the events system, championing diversity and finally giving me the opportunity to play a little more supportive.

There’s already a lot here, but there’s one extra thing I want to mention. You’ll now be given the option to end a match if “game-ruining behavior is detected,” with the allied team remaining at the same LP, the opponent team being handed full LP as though they had won, and the problem player losing LP while facing the appropriate punishment.
All in all, this feels like a solid start to a new season. It fixes a lot of pain points, and reinvents Arena in a way that I genuinely think will both attract new players and please old ones. I can honestly say that it’s the first time I’ve been excited about a League of Legends patch for quite some time, and with League Next and summer on the horizon, the future looks bright for Riot’s ol’ MOBA.
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