minions
Photo Credit: Riot Games

Riot shipped patch 26.10 on May 12. One change in the "Game Systems" section, presented as a clarity fix, strips a tool used by high-level players.

The patch note reads: Riot is removing the old aggro rule "to prevent it feeling like minions sometimes randomly change their target." The presentation is quality-of-life. The mechanical impact is not.

Minion aggro runs on a seven-step priority list. Rule five pushed any enemy champion who attacked an allied minion up the wave's aggro queue. That rule is now gone.

old minion prio

What's really changing ?

For most of the players, nothing changes. For Challenger and pro play, two specific techniques are off the table.

The first — forcing focused fire on a single caster. Tagging one enemy caster pulled all three onto the attacker. Releasing aggro made them snap back to the closest target — meaning all three would now hit the same minion.

The second — restarting a slow push mid-wave. Tagging a minion that was already locked onto another minion peeled it onto the champion. That isolated minion let players rebuild a separate slow push, decoupled from the main wave — a core tool for setting up dives and lane tempo.

Both techniques relied on old patch. Neither works after 26.10.

The flip side: freezes hold. Pre-26.10, a single autoattack on a freezing wave dragged minion aggro onto the attacker — equilibrium tipped, the freeze broke in two seconds. Both top and mid laners knew the math: holding a freeze meant tolerating a defender who could undo it with one auto. After 26.10, that escape valve is gone. Freezes that used to crack within seconds now hold as long as the freezer wants — handing scaling solo laners a stability they haven't had in years, and stripping early-game bullies of one of their cleanest punishment levers.

The competitive read

Laning loses depth for the top players. Wave manipulation tricks that separated S-tier laners from the field are now removed from the game. Riot positioned the change as cleanup.