Esports League of Legends season preview
The League of Legends season is about to kick off, and The Kodiaks are so ready for what's to come.
(Written by: Juan David Tobias)
The League of Legends season is about to kick off, and The Kodiaks are so ready for what's to come. From flawless macro, breathtaking team fights and diabolical snowball with a slight chance of silly drafts.
League of legends
Monday, Feb. 9 | 5:15 p.m. | vs State University of New York at Fredonia
A summary of all upgrade changes included in Patch 26.3 (Feb. 5, 2026):
|
champion (character) |
Upgrade |
Translates |
Impact for the team |
|
Ahri role: Mid |
W (basic ability) |
Cooldown lowered. Easier access for spell rotation and more mobility. |
A staple pick in the mid lane and a reliable character that will be used by the Kodiaks' Midlaner. |
|
Bel'veth role: jungle |
Health Points (HP) increased from 99 to 105 per level. 33.3% (rank 1), 25% (rank 2), 40% (rank 3) improved R (ultimate ability) on-hit damage. |
More survivability and smoother scaling due to more HP) per level and R on-hit damage. |
One of the favorite champions of the Jungler, a good pick for carry duty. |
|
Briar role: jungle |
HP increased from 95 to 100 per level. 0.3 more armor per level. 1% lower health cost. |
More durability and better dual potential. |
A pick to be considered if the conditions are right, a volatile character but could be used. |
|
Draven role: ADC |
0.4 increased (AD) growth per level. |
More damage earned per level for better scaling. |
Not a character in our ADC pool, so it could potentially be a ban for the team. |
|
Ezreal role: ADC |
0.25 increased AD growth. 10% improved E (basic ability)damage ratio. |
More damage output and better positioning. |
This one is a staple from the Kodiaks' ADC, giving more power to this always consistent character. |
|
Hecarim role: jungle |
9.1% improved Q (basic ability) base damage and 25% lower damage scaling. |
Clear speed increased across the board and better dueling. |
Not a frequent character for the team but if it becomes strong it can be used for big combos. |
|
Heimerdinger role: mid,top,adc |
Health Points (HP) increased from 101 to 105 per level. 11.1% increased W rocket damage. |
Harder to kill and more poke damage. |
Not a character often seen in tournaments. |
|
Kayn role: jungle, top |
8% increased base damage. |
Improved clear speed and skirmishing. |
Kayn is a pick that has been used extensively against the Kodiaks, not worth a ban but good to have a plan against him. |
|
Maokai role: top, support |
6.5% increased Q base damage at all ranks. |
Better trading and wave clear. |
This character is flexible so it could be integrated as an offset against the opponents. Not knowing if he can go to the top, support or jungle. |
|
Naafiri role: mid, jungle |
14.8% higher passive damage against monster |
Better jungle clear and safer objective control. |
This character is a force to be reckoned with; it is a safe bet that it will be mandated to be practiced. |
|
Nunu role: jungle |
12.5% Increased W max damage. 7.1% E damage per hit. |
Better ganks and clears. |
Nunu is a versatile pick not often seen in tournaments. |
|
Trundle role: top jungle |
15.4% armor increase per level. 12.5% AD growth per level. |
More survivability and more damage. |
Trundle is either the bane for the team or a tool for success. It is likely going to be a highly contested pick. |
|
Tryndamere role: top |
12.5% Increased AD growth per level. |
More damage as the game progresses. |
Not a character that is often seen in tournaments but is an easy safe character meant for splitpushing. |
|
Vi role: jungle |
6.1% increased HP per level. 16.7% damage growth per level. |
Harder to kill and adds kill pressure. |
Same as trundle, a supremely useful character that offers lockdown, damage, and disruption. Highly contested pick. |
|
Xin Zhao role: jungle |
Higher passives heal+14.3% stronger at Lvl 6, +25% stronger at Lvl 11. 20% increased E attack speed at all ranks. |
Better sustain during extended fights/farming and dueling power. |
One of the most picked Junglers last season for the Kodiaks, a huge upgrade for the team. |
|
Yone role:mid |
4.8% increased total AD ratio on Q. |
More damage for combos. |
One of the most powerful picks for the Kodiaks last season, a supremely powerful carry that can change the tide of the game in an instant. |
|
Zaheen role: top, jungle |
14.3% and 50% higher monster damage on Q and E, respectively. |
Faster jungle clear and safer neutral objective control. |
New character and has not been tested much. But it could now be a flex pick worth noting for the team fights alone. |
A summary of all downgrade changes included in Patch 26.3 (Feb. 5, 2026):
|
champion (character) |
Downgrade |
Translation |
Impact for the team |
|
Braum role: support |
3.2% Lower base health. 5.7 Reduced Q damage. |
Less oppressive early game. |
Huge benefit for the team. This character usually is a counter for the Kodiaks. |
|
Diana role: jungle, mid |
18% Reduced passive damage to monsters. |
Slower jungle clears. |
It is the Jungler's most played champion last year, was not used much in the league but a hit to the team's champion pool. |
|
Ekko role: jungle, mid |
11.1% Decreased Ability Power ratio on passive. 10% Decreased monster damage. |
Less assassination potential and slower clears. |
The character is rarely played in competitive scenarios. Not much impact for the team. |
|
Nillah role: ADC |
3.3% Lower base AD. 6.7 armor growth per level. |
She is supposed to be a scaling marksman; this will make her easier to kill earlier. |
Not a champ that is often picked because of her volatile nature but is better that it won't bother our players. |
|
Riven role: top |
10% Decreased damage on passive at max rank (Level 18). 6.7% Q damage reduction at all ranks. |
Less damage output. |
Not often seen and no one in the team plays her. |
|
Ryze role: mid, top |
14.3% decreased damage from Ability Power. 25% Decreased damage bonus mana ratios on W. |
Lower burst and reduced utility. |
Big hit, the Kodiaks often play him, and this might make him a lot weaker |
|
Varus role: ADC, top, mid |
13% armor growth per level. 26.8% reduced on-hit magic damage on W. 13.3% reduced Health Ability Power scaling |
Easier to kill and flexibility is a little worse. |
A well-rounded character that excels at killing tanks, is more a hit directed to players that play him in solo lanes than in the hands of the ADC. Is not a major setback for the team. |
|
Volibear role: jungle, top |
40% Decreased Q base damage. 16.7% Q Increased AD scaling. 14.3% E Increased cooldown (less frequent casts) 9.5% E Reduced damage cap. |
Less damage early, better scaling and less shields. |
Huge hit for the jungle, perhaps not much played last season because it was always banned but these changes make hard to justify an aggressive character for the team |
|
Zed role: mid, jungle |
58% Decreased damage against all monsters. 66.7% Decreased maximum damage to epic monsters (dragons/baron) |
Much weaker in the jungle role. |
This is a character that the team always takes precautions, volatile and unpredictable. Is for the better the team does not have to deal with him anymore |
A summary of all item changes included in Patch 26.3 (Feb. 5, 2026):
|
Item |
Change |
Translation |
Impact for the team |
|
Actualizer type: mage |
Cost reduced to 2800 from 3000 gold. |
Cheaper to buy. |
Is a more accessible item for mages that rely on CDR. |
|
T3 defensive boots |
Reduced shield. |
Less survivability. |
The boots for Midlaners are powerful. Direct hit to everyone that goes defensive instead of offensive. |
|
Dusk and Dawn type: ability power assassin |
25% Decreased Spellblade AD damage. 16.7% Increased bonus health. |
Less damage, more defensive stats. |
For users that do not build health this is a big hit but characters like Diana, Gwen and Volibear won't change much. |
|
Endless Hunger type: fighter |
Long sword added to the build path, cost increased to 3100 from gold, and damage increased to 65. |
More expensive but much more powerful. |
This item is huge on fighters that like long fights. Ambessa, Xin Zhao and maybe Zaheen. |
|
Protoplasm Harness type:tank |
More Haste, shield scales with level, healing reduced. |
Better stats but the unique passive is less powerful. |
It is a luxury item, but it was powerful for many tanks that had gold income. |
A summary of all Champion adjustments included in Patch 26.3 (Feb. 5, 2026):
|
Jayce |
|||
|
Category |
Change |
Translation |
Impact for the team |
|
adjustment |
Hammer Q base damage +9.8%. Cannon Q base damage -7.4%, AD scaling -7.1%. Both Qs monster bonus damage -60%. Ultimate armor/magic shred +40% to +100% across ranks. |
Jayce jungle gets killed off and the pick becomes more of a late game tank shredder than a long-distance poke assassin. |
Jayce will no longer be a flex pick so the drafting for the team is going to be clearer. Unfortunately, he is likely going to be a showstopper for the Toplaner since most of his champions are tanks. Depending on how strong this version of Jayce is, might be worth a ban. |
|
Mel role: mid, ADC, support |
|||
|
Category |
Change |
Translation |
Impact for the team |
|
Rework (full overhaul) |
50% less passive base damage and 40% less damage from Ability Power. Lost Damage Immunity on W (most important change). Q deals 13.5% more total damage but is slower and harder to hit. 56.25% faster basic attacks (Attack Speed Ratio). 9.1% more E damage, 8.3% lower cooldown, and longer root duration. 14.3% stronger ultimate scaling with Ability Power. |
She changes playstyles completely from a safe poke mage with invulnerability to a more volatile battlemage. |
This might be a big hit for the Kodiaks. Mel was a staple champion in the last season boasting a big win rate. But also, was often used against the team with far less success. In general, a Negative for the team to lose depth in the diversity. |
A summary of all System Changes included in Patch 26.3 (Feb. 5, 2026):
|
System |
Change |
Translation |
|
Phase Rush (Keystone) |
33% reduced effectiveness with ranged champions |
mages and marksmen get a reduced benefit from the rune making them easier to catch. |
|
Turret plates (Towers) |
Tower resistances 50% stronger vs 1 enemy (early) Tower resistances 50% weaker vs 5 enemies (late) |
More resistance in the early game, less in the late game. |
|
Champion bounties |
Bounty loss on death is slower (takes ~40% more gold given to lose a point). Bounty gain from farming is slower (requires 40% more gold earned to gain a point). . |
Bounties become less volatile, harder to get from farming, but also harder to lose when ahead and dying |
|
Cash back (Rune) |
Decreased gold refund from 8% to 7.5% after purchasing a legendary item. |
Less snowball potential with gold. Eliminates cheap strategies to generate free gold. Hits more the early game champions overall. |
|
Triple Tonic (Rune) |
16% decreased effectiveness for the Adaptive Force potion |
This is the most powerful part of the rune which allowed scaling champions to fight extremely aggressively at points in the game that they shouldn't. It is a minor adjustment but will hit some characters strength at level 6. |
The role gains a massive advantage with access to three summoner spells and an experienced lead that can hit level 20 while others cap at 18. More power, more tools—a perfect playground for our top laner, Edmund Maloff ("JabbatheButt", Computer Information Technology, Lethbridge) to deliver devastating stomps and magical plays.
Mid lane gets a blast from the past.
It's the only role with access to upgraded boots, a reward that, in the hands of Keagan Fletcher ("KF2918", Wind Turbine Technician, Magrath) becomes pure dynamite. Picture a fed Syndra or Viktor with early-tier boots: a deadly combination for a player of his caliber.
Jungle pace has shifted.
While the role's core remains, the tempo demands earlier interventions or tense standoffs. Guiding our vision through the chaos is Juan David Tobias ("Your own Fault", Multimedia Production, Nuevo Cuscatlan, El Salvador) the calm within the storm.
Then there's bot lane where the real fireworks begin.
The Marksman role is now the wealthiest on the Rift, hands down. A new quest grants permanent income and an extra item slot. In the steady, versatile hands of Cole Russell ("Cloud", Computer Information Technology, Lethbridge) this is game-changing. It also opens the door for mage flex picks, leveraging that economy to deadly effect.
Supports are rewarded for lane presence, needing to upgrade their quest quickly. That might seem restrictive for some, but not for Karl Plata ("ihavelowfps", Criminal Justice, Lethbridge). Known for his fierce and relentless style, he's likely to finish his quest before anyone else notices.
It's still the wild west out there early days full of experimentation.
But strategies are already simmering in the coach's kitchen. What plans will be served? What compositions will rise? The future is brewing, and the Kodiaks are ready to taste it.
