League of Legends Patch 25.09 Brings Major Overhaul to Objectives and Core Systems

Riot refocuses the game around laning, tones down early-game chaos, and adds key item and role restrictions in recent update.

If you have followed League of Legends’s ever-evolving meta from the past, patch 25.09 is worth paying attention to. This new update is the first major one of 2025, and it’s about how the game is played at its core. Riot is shifting focus away from nonstop objective brawls and early-game scrambles, pushing players to value laning again.

Void Grubs, which used to create early skirmish pressure, now only spawn once, at 8 minutes (up from 6), with fewer stacks. The rest don’t show up if only a single grub is stolen. The damage they deal to objectives has been toned down, too. In short, there will be less early chaos and more focus on controlled gameplay.

Rift Herald now shows up a minute earlier (15 minutes), but it’s weaker overall. Its swipe attack does less damage, lowered from 300% to 125%, and no longer gets a 50% bonus resistance against the last champ that hit it. It’s still important, but now it’s not an automatic tower win.

Atakhan, the major end-game boss, is now simplified. It only has one form (Thornbound), but killing it gives your team every rose on the map and buffs your stats by 25% for the rest of the game. It’s still powerful, but now a little easier to understand and fight around.

Riot is also tightening up roles. Junglers can no longer sell their jungle items and are locked out of buying other gear until they finish their jungle item. Support items can only be bought by actual support players. The developers want to prevent off-role abuse and make players stick to their intended roles.

Boot upgrades are cheaper across the board now (750 gold -> 500). Some mobility items like Swiftmarch got a slight buff, others like Forever Forward were nerfed from 10% to 8%.

As for Runes, Biscuit Delivery has received a rework. Instead of a flat percentage heal, it now gives a mix of flat and percentage-based healing based on how much health you lost. This should make the early lane more balanced.