Heads up, junglers! Objectives are changing as Atakhan and Feats of Strength bow out for League of Legends in 2026.
In an attempt to reduce “objective fatigue,” Riot Games is removing Atakhan and Feats of Strength from League of Legends in 2026. Check out all the changes coming to objectives in League of Legends for 2026 here.
This change is live as of League of Legends Patch 26.1.
Atakhan is Ata-gone
The biggest change has to be the removal of Atakhan from the map. His addition this year was one of the biggest things that warped the game. Many will remember that he used to have two forms, but this was removed alongside the second set of Voidgrubs to address objective overload earlier this year.
With Atakhan’s removal, Blood Roses and Petals are also making their exit from Summoner’s Rift. Baron Nashor will also go back to its previous spawn time of 20 minutes.
Zaahen killed Atakhan in the Twilight’s End cinematic, too.
Feats of Strength
Feats of Strength are also being removed. As a result, First Blood and First Turret will once again grant an extra 100 and 300 gold, respectively.
“We liked that they pushed teams to progress the game and provided goals to rally around, but we think we can create better gameplay systems that allow for you to have more individual agency over your games,” said the LoL dev team through a dev blog.
Epic Monster changes
Other objectives that will remain in Summoner’s Rift are getting some attention too, and their 2026 version will be different from their current familiar forms.
Expand the sections below for the detailed changes.
Minimum level: 6 (unchanged)
Health: 5,730-13,790 ⇒ 3,625 + 375 growth (5,106-10,000)
Armor: 21 ⇒ 34 + 8 Growth (66-170)
Magic Resistance: 30 ⇒ 32 + 4 Growth (48-100)
Mountain drakes have +15% HP (4,200 + 430 growth) instead of +20 armor and magic resist
Dragon Vengeance damage reduction: 7/14/21% ⇒ 15/30/45%
Dragon Vengeance no longer increases damage to champions by 20/40/60%
Dragon Vengeance tooltip now shows its numbers more accurately
Kill gold: 25 ⇒ 75
Local XP: 150-330 (6-15) ⇒ 160-400 (6-18)
Comeback XP is now linear instead of quadratic but still scales up to 2x at a 4 level deficit.
- Minimum level: 10 ⇒ 13
- Armor: 120-189 ⇒ 34 + 8 Growth (122-170)
- Magic resist: 70-113 ⇒ 32 + 4 Growth (76-100)
- Health: 13,650-17,130 ⇒ 11,500 + 575 Growth (17,796-21,275)
- Gold: 100 Kill + 250 Global ⇒ 100 Kill + 150 Global
- Total gold: 1350 ⇒ 850
- Experience: 830 Local + 500 Global ⇒ 0 Local + 650 Global
- Total experience: 3,330 ⇒ 3,250
- Comeback XP is now linear instead of quadratic but still scales up to 2x at a 4 level deficit.
Minimum level: 4 ⇒ 7
Armor: 0 ⇒ 34 + 8 Growth (73+)
Magic Resistance: 0 ⇒ 32 + 4 Growth (51+)
Health: 2,250-3,750 ⇒ 1300 + 200 Growth (2,269+)
AD: 30-45 by game time ⇒ 12 + 2 Growth (22+)
Grubs now deal 50% more damage to non-champions, matching Dragon and Baron
Mite AD: 4.2-6.6 by game time ⇒ 1.8 + 0.3 Growth (3+)
Mite HP: 470-710 by game time ⇒ 180 + 30 Growth (325+)
Gold: 20 local + 50 global (210g) ⇒ 30 local (90g)
Experience: 75 + 2% per level / 4 (79.5-84) ⇒ 65 (195 for 3)
XP radius: 0 ⇒ 2000
No longer heals its killer for 60 HP
Minimum level: 6 ⇒ 9
Armor: 60 ⇒ 34 + 8 Growth (88+)
Magic Resistance: 50 ⇒ 32 + 4 Growth (59+)
Health: 10,688-14,250 ⇒ 7,000 + 700 Growth (11,718+)
Rift Herald eye cooldown: 8 ⇒ 6
Eye cooldown is no longer reduced on-hit
Rift Herald now deals 50% more damage to non-champions, matching Dragon and Baron.
Experience value: 309-330 ⇒ 240
XP radius: 600 ⇒ 2000
Gold: 200-600 based on nearby champions: 100g to killer
Mercenary charge damage: 2500-3000 ⇒ 3000
Mercenary health: 4,770-6,360 ⇒ 2,500 + 270 Growth (4,059+)
Mercenary armor: 60 ⇒ 34 + 8 Growth (88+)
Mercenary Magic Resistance: 50 ⇒ 32 + 4 Growth (59+)
Spawn timer: 25m ⇒ 20m
Minimum level: 11
Health: 15,600-19,020 by time ⇒ 16,300 + 170
Growth (17,792-19,190)
Armor: 120 ⇒ 34 + 8 Growth (104-170)
Magic Resistance: 70 ⇒ 32 + 4 Growth (67-100)
Attack damage: 350-520 from 20-57 minutes ⇒ 175 + 20 Growth (351-515)
Corrosion secondary attack damage: 70 + 20% total AD ⇒ 35% total AD
Acid Pool damage: 200 + 10% total AD ⇒ 100% total AD
Territorial Baron pull damage: 300 ⇒ 100% total AD
All-Seeing Baron rift total damage: 1000 ⇒ 140% total AD
Acid Shot damage: 200 + 50% total AD ⇒ 100% total AD
Tentacle Knockup damage: 200 + 25% total AD ⇒ 100% total AD
Re-added: Shreds 0.5 armor/MR per second to all nearby enemies
Experience: 800 local + 600 global ⇒ 650 global
Total experience: 3800 ⇒ 3250
Gold: 25 kill + 300 global ⇒ 100 kill + 150 global
Total gold: 1525 ⇒ 850
Baron Nashor is now subject to comeback
experience like with dragons. Players on the losing team gain 25% increased experience per level behind they are, capped at 2x.
Fixed a broken icon in death recap from one of Baron’s abilities
All epic monsters (Dragons, Baron, Rift Herald, Voidgrubs) will be 15% more durable. Dragon Vengeance, a stacking durability buff for the objective based on how many dragon buffs a team has, will also be increased. This will make it easier for teams to contest and mount a comeback around these epic monsters.
Note that the jungle role quest changes will make it a little easier for junglers to secure objectives.
Epic monster rewards
Most epic monsters will give less gold. Meanwhile, experience will be adjusted — some will be buffed while others will be nerfed.
The effectiveness of Voidgrubs and Rift Herald effects will be slightly buffed. Comeback experience from dragons and Baron Nashor are getting buffed.
All epic monsters already level up on their own, based on the champion levels in the game. Now, stats will also scale from their level instead of game time. This is to have consistency across game modes, especially since Swiftplay is getting some changes that will affect champion level in the early game.
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