
League of Legends is winding down its season for 2025, and with the tail end here we're learning some new information about 2026 and beyond.
Riot has now announced some drastic changes coming to the game next year, including ones to Objectives.
Here's all you need to know.

League of Legends Season 1 2026: All Objective Changes - Atakhan Removed and More
The new yearly model for League has allowed Riot to experiment heavily at the start of each year, and we're going to witness this once again for 2026.
While other changes, such as new role quests and the addition of WASD movement have been high talking points, there are some notable changes coming to how Objectives will be played.
In short, Atakhan and Feats of Strength have been removed and Riot has now made significant changes to Turrets, Epic Monsters and Minions.

Atakhan was one of the biggest additions to the Rift this year, and was a unique objective to fight over. That said, he contributed to objective overload, which many of you cited as an issue since January.
We tried to alleviate this overload by removing his second form and the second set of Grubs earlier this year, but we don’t think it was enough. So, like Zaahen just did, we’re cutting Atakhan out of the game, which includes the Blood Roses and Petals that came with him. With Atakhan Ata-gone, Baron will now return to spawning at 20 minutes.
On the topic of reducing objective fatigue, we’re also making the call to remove Feats of Strength from the game.
We liked that they pushed teams to progress the game and provided goals to rally around, but think we can create better gameplay systems that allow for you to have more individual agency over your games. With Feats getting the boot, we’re adding back gold rewards for first blood and first turret at 100 and 300 gold, respectively.
With Atakhan and Feats out of the picture, we’re turning our attention to other objectives. Epic monsters should be a commitment that bears risk due to being exposed, but not so directly threatening that losing teams can’t attempt to sneak one from under their opponents’ noses.
To do this, we’re making all epic monsters about 15% more durable and increasing the durability gained from Dragon Vengeance, which stacks up the more dragon buffs a team has. These durability increases have been paired with damage reductions in almost all cases. Our goal here is to make it easier for teams on the backfoot to contest epic monsters or trade something meaningful on the other side of the map.
We’re also adjusting their rewards to be worth the time and risk, but otherwise put their power into the buffs they provide.
For most epic monsters, this is a decrease in gold and a mix of buffs and nerfs to how much experience they give. Voidgrubs and Rift Herald will have slightly stronger effects. At the same time, we’re also making comeback experience stronger for the dragons and Baron Nashor, meaning they can more often lead to comebacks for the losing team in case they come together for a sneaky kill or an epic steal.
Finally, we also did some under-the-hood cleanup of how epic monsters scale. They all level up alongside champions, and now use that level to derive all of their stats, instead of scaling with game time. This restructuring should make them more consistent across game modes and features like Multiplayer Practice Tool, so you can practice your objective fights in more realistic scenarios.
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