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Genre: Strategy, Turn-based strategy (TBS), Tactical, Card & Board Game

Teamfight Tactics

Teamfight Tactics Patch 14.10 Notes

Welcome Inkers and Thinkers

With 14.10 we asked ourselves, “What’s not working?” and after reworking Lissandra, nerfing a few overperformers, and making Prismatic Orbs feel more like rare high rolls, we set out to make the not working stuff, well… work better.

We also recently released more information about the Rotating Shop which will be launching with patch 14.11 on Thursday, May 30th. Read the full article for all the deets, and expect a smaller TL;DR in our next patch notes.
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

SYSTEMS

PRISMATIC ORBS


We want Prismatic Orbs to feel as exciting as their visuals make them seem, but with their current frequency and power they feel too standardized. It’s time to add the Wow-factor back in to make Prismatic Orb lobbies feel much more Prism-like (err, I mean Prismatic) and rare.
  • Prismatic Orbs no longer drop from Krugs (Stage 2)
  • Prismatic Orbs now drop much less often (~20% as often as before)
  • Prismatic Orbs Average gold value: 24g 40g

ENCOUNTERS

  • Aatrox XP/Gold/Health choices Health 15 >> 10

LARGE CHANGES

Large, like the big stuff that matters most.

TRAITS


Lots of trait buffs are coming for verticals who haven’t been able to ink their own stories. Will this finally be the rise of vertical Behemoth, or will vertical Warden reign supreme as the deep beefcake trait? Find out, this patch.

We’re also giving Exalted a lighter buff to make it more attractive to play. For how tough it is to play right now, it is often not worth the risk to field. There’s a chance we have to do even more here, especially for Exalted 5, but for now, let us know what you make of the buffs!
  • Behemoth Buff Duration: 5 8 sec
  • Behemoth Base Armor & MR: 25/55/80 25/55/85
  • Exalted Base Damage Amp: 5% 7%
  • Ghostly instances before ghosts spawn: 6 5
  • Inkshadow Bonus Damage & Damage Resistance: 5/10/20% 5/15/20%
  • Mythic Base AD & AP: 10/20/32 11/22/35
  • Porcelain Damage Reduction: 20/35/50 20/33/50
  • Porcelain Attack Speed: 30/60/100 30/55/100
  • Reaper Base Crit Gain: 20% 25%
  • Reaper 4 Piece True Damage: 45% 50%
  • Sniper Damage Per Hex: 7/15/30 8/18/35%
  • Storyweaver 5 Kayle ability damage: 225% AP 250% AP
  • Storyweaver Tome of Swiftness damage increase: 10% 20%
  • Storyweaver Tome of Mending revive time: 8 seconds 7 seconds
  • Trickshot 4 Piece Bonus Damage: 60% 50%
  • Umbral Shield: 200/500/1000 200/450/900
  • Warden Start of Combat Damage Reduction Bonus: 15% 18%
  • Warden Base Damage Reduction: 10/20/33% 10/22/35%

UNITS: TIER 1


Another Garen buff means we’re also getting a Storied Champion Augment buff!

Kobuko’s getting a buff that should also help out his Hero Augment, Lucky Paws, but also the late-game interest scaling fantasy. Do you love Kobuko? Well, we do too, and we’re always looking to talk more about him, like in this Talking Tactics piece here!
  • Ahri Spell Damage: 280/420/630 300/450/675
  • Ahri Secondary Damage: 130/195/295 150/225/335
  • Garen Mana buff: 30/80 30/70
  • Jax Spell Armor & MR Granted: 60 90
  • Kobuko Mana buff: 30/80 30/70
  • Rek'Sai Mana buff: 40/100 40/90
  • Rek'Sai Spell Armor & MR Granted: 50 75
  • Yasuo Base Shield Value: 175/200/250 225/250/300
  • Yasuo Fated Shield Value: 300 250

UNITS: TIER 2


We want Aatrox to be more than a trait-bot. So we’re accelerating his cast cadence, allowing him to deal more damage while reducing the healing so he’s getting close to the same as before this buff. With this new damage potential, expect him to be better with things like Bloodthirster, Crownguard, or just about any item you might put on Sylas.

While Kindred has seen some success recently, it’s often on the shoulders of their powerful friends: Gnar, Kane, or Yone (circa Patch 14.7). We’re giving them and Reaper a buff that should allow them to hop into their full carry potential.

Reroll Teemo is back, please don’t tell anyone in my lobbies.

While Yorick has found success with his Hero Augment, he has struggled to dig much more than his own grave without it.
  • Aatrox AS: 0.65 0.7
  • Aatrox max Mana buff: 40/90 0/60
  • Aatrox Spell Heal: 200/250/300 120/140/180
  • Gnar Spell AD Gain per stack: 2.5% 2%
  • Kindred Primary Spell Damage: 125/185/285 135/200/300
  • Neeko Spell Healing: 275/300/350 300/350/400
  • Teemo Spell Damage: 380/570/1050 400/600/1150
  • Yorick Mana buff: 40/90 40/80

UNITS: TIER 3


Increasing Zoe’s ricochet (secondary) damage will allow her to snowball fights harder making her a reroll carry who’ll make great use of your items—especially since we’re slightly lowering the damage of her initial cast.
  • Soraka Primary Spell Damage: 230/345/550 260/390/600
  • Zoe Primary Spell Damage: 290/435/695 280/420/650
  • Zoe Ricochet Damage: 95/140/225 140/210/325

UNITS: TIER 4


Right now the meta is too dependent on 4-costs, especially the tanks. While we're happy with the direction of the adjustments we made two patches ago (Yay 4-costs are viable), they went a little too far, so a slight backtrack should allow other playstyles to shine.
  • Ashe HP: 900 850
  • Annie HP: 1050 1000
  • Annie Heal Amount: 5% 4%
  • Annie Debuff Duration: 8 5 sec
  • Annie Health on Transform: 300/350/1500 300/350/1200
  • Annie Spell Damage: 150/225/2500 150/225/2000
  • Kayn HP: 1200 1100
  • Kayn Armor/MR: 60 55
  • Lillia's targeting pattern changed: The smaller casts now look at the 3 closest enemies to Lillia’s target and pick the line that will hit the most people.
  • Sylas HP: 1200 1100
  • Sylas Spell Heal: 120/140/600 110/130/600

UNITS: TIER 5


Last patch we nerfed Lissandra during a mid-week update as she was the most fielded end-board Champion, even while not necessarily being the best. When Lissandra was good though, she created a frustrating experience: completely negating a melee carry, or super tank, by stunning them and throwing them backward to only require them to walk back (sometimes around their allies somewhat clumsily) to the fight, taking damage throughout the entire process. On top of that, she also did a bunch of AOE damage AND printed items/gold. So we’re eliminating that frustrating part of her ability, which is a significant part of her power, and giving this ice witch the nice witch treatment with a compensation buff to help her keep dishing out damage and printing items on porcelain platters.
  • Lissandra’s ability no longer throws enemies who survive the duration of her stun.
  • Lissandra’s ability no longer deals area damage around the target if they survive the duration of her stun.
  • Lissandra Mana buff: 60/120 45/105
  • Sett Mana buff: 100/180 80/160
  • Xayah AD: 85 80

AUGMENTS


In general, we’re lifting our struggling Augments, and lowering the power of a couple of overperformers. A few callouts here: The Call to Chaos buff adds one more random Emblem to your arsenal giving you just that much more power to cook with. With this Low Interest buff if you slow roll at 40 gold, you’ll be making 6 gold per turn, perfect for 2 and 3-cost reroll comps! Lastly, with more diverse and niche Artifacts, Living Forge has gotten a bit less consistent and harder to play. We’re accelerating the rate at which you receive Artifacts, but we’re also taking a large pass on our struggling Artifacts, which should also give the Augment a much needed boost.
  • Branching Out turn delay before Emblem arrives: 1 0
  • Haunted House (Ghostly) bonus Ghosts: 1 2
  • Heroic Grab Bag Gold: 4 6
  • Inspiring Epitaph Shield max HP Ratio: 25% 20%
  • Little Buddies HP Per Buddy: 75 65
  • Longshot (Sniper) Attack Speed: 15% 18%
  • Low Interest Rates Capped Interest: 3 4
  • Midnight Siphon (Yorick Hero Augment) Max HP Damage: 25% 20%
  • Mulched (Dryad) Bonus Damage: 10% 5%
  • ReinFOURcement Gold: 8 12
  • Stars Are Born Gold: 5 7
  • Scapegoat Initial Gold: 2 4
  • Call to Chaos Emblems 4 5
  • Living Forge Rounds per Artifact: 10 8
  • Prismatic Ticket Chance to Proc: 45% 50%
  • Shopping Spree now gives 3 gold immediately instead of 1 gold per round.

ARTIFACTS


Our new Artifacts landed in a good spot last patch, so we’re not looking to do major reworks. Instead, we’re buffing some of our lowest performers with a bit of stat padding.
  • Blighted Jewel MR Reduction per proc: 3 4
  • Cursed Vampiric Blade Attack Speed: 50% 60%
  • Fishbones AD & AS: 30% 35%
  • Lich Bane Damage Proc: 180/230/280/330/380 180/240/300/360/420
  • Luden’s Tempest AD & AP: 30% 35%
  • Prowler’s Claw AD & Crit: 25% 30%
  • Rapid Firecannon Attack Speed: 50% 60%
  • Seeker’s Armguard Base AP/Armor/MR: 25 30
  • Unending Despair Shield Break Damage: 100% 125%

SUPPORT ITEMS


Our new Support Items landed a bit on the weaker end, so we’re giving them a bit more support to support with. Our Spite buff is rather large, but as one of our least picked, lowest performing, and hardest Support Items to use, it’s quite necessary. Do note that the Item is best used when running multiple clumped melee carries—just make sure the holder dies first!
  • Eternal Flame Team Damage Amp: 6% 8%
  • Knight's Vow Omnivamp: 12% 15%
  • Spite Ally AD/AP Buff: 30% 50%

RADIANT ITEMS


Now that we don’t have a specific patch-focused goal, such as lowering the number of 3-star 4-costs or reducing the impact of 3-cost 3-stars, we’re able to take a balance pass on some of our less frequently impactful systems.
  • Absolution (Redemption) HP: 200 400
  • Crest of Cinders (Red Buff) bonus Damage: 8% 5%
  • Jak’sho the Protean base AP: 15 25
  • More-More-ellonomicon (Morellonomicon) Attack Speed: 25% 10%
  • Quickest Silver (Quicksilver) AS Per Stack: 7% 9%
  • Royal Crownshield (Crownguard) HP: 250 350
  • Warmog’s Pride (Warmog’s Armor) Bonus HP Percent: 12% 15%

SMALL CHANGES

Small, like the little things we shouldn’t sweat in life.

UNITS


As noted in the Large Changes section for 4-costs, we’re taking a small step back here to allow for other strategies to prosper alongside our 4-cost-dominated meta.
  • Galio HP: 1200 1100
  • Kai’Sa HP: 900 850
  • Lee Sin HP: 1200 1100
  • Nautilus HP: 1200 1150
  • Ornn HP: 1200 1100

AUGMENTS


It removes things, now available on Stage 4-2.
  • The Golden Remover can now appear on 4-2

MODES

DOUBLE UP


If you Doubled Up with a partner consistently, you had a pre-assigned order for choosing gifts that was consistent across games.
  • Double Up player order for the gift Armory will now be randomized at the start of the game. The order will stay consistent throughout the game but the same person won't go first every time if you play with a consistent partner.

BUG FIXES

  • After transforming into Shadow Assassin, Kayn’s tooltip now lists the correct single target damage amp.
  • Yordle synergy: The Teemo and Gnar Encounters that give bonus Augment rerolls can now stack correctly.
  • Hyper Roll Mythic tooltip now correctly shows AP and AD instead of AP and AS.
  • Hyper Roll Umbral tooltip now correctly shows shield values as flat values instead of percentages.
  • Irelia’s 1/2/3/4/5 cost shop Encounter now correctly states in the Encounter panel tooltip that it lasts for 3 shops, and actually only lasts 3 shops.
  • Qiyana’s tooltip now correctly states that the damage she does is the total damage of her attack, not bonus damage.
  • All units are properly returned to the pool on player death.
  • Little Buddies now works on Xayah and Rakan.
  • Inkshadow items are now properly removed when selling an Inkshadow unit with a full item bench.
  • Alune now shreds her primary ability target.
  • Alune now functions correctly in ghost armies.
  • In Hyper Roll, Scuttle Puddle and Crab Rave now use the correct icons for PvE rounds.
  • Xayah and Rakan can no longer be used to duplicate Altruist emblems.
  • Augment tailoring is now correctly based on your board's last combat and not present state.
  • If Lillia shuffles your first Augment to stage 3 or later, it is no longer completely untailored.
  • Blacksmith’s Gloves no longer sometimes fails to roll two items with Lucky Gloves on an AP Bruiser.
  • Ornn can now grant items to clones from Suspicious Trench Coat.
  • Fixed some issues with the Fortune tree.

Teamfight Tactics patch 14.9 notes

Welcome Artificers,

This time around, we’ve got a big patch packed with your regularly scheduled balance changes, but also 20 new Artifacts, 5 new Support Items, and a bunch of system changes. With a patch this large, maybe we should call it Inkborn Fables: Re-Fabled, or maybe Inkier-born Fables, or how about Inkborn-Again Fables—alright, I’m obviously overexaggerating here, so let’s just get into the notes.
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

VANGUARD

With 14.9, Vanguard, Riot’s proprietary Anti-Cheat system will be deployed and active on the PC client. This means that active enforcement of Vanguard will be in effect and working hard to make sure your queues are free from scripters, botters, and cheaters! While that statement is more applicable to League of Legends, we expect TFT to also benefit long-term as Vanguard acts as a blocker for potential cheaters further down the road. We recently released a blog detailing the “why” behind bringing Vanguard to League that you can check out here. It’s a bit of a long read but it does have some pictures.

If you’re wondering what all you need to do to keep playing League of Legends (and TFT on PC), all you need to do is install Vanguard. If you do not have Vanguard installed when you launch the Riot Client or League it will prompt you to install Vanguard and then restart your system to ensure Vanguard is active. You will be unable to queue or play until Vanguard is installed and active.

If you run into any issues, please check out our support articles for any troubleshooting needs involving Vanguard.

DIRECTX 9 DEPRECATION


With 14.9 we will be ending DirectX 9 support for League of Legends and Teamfight Tactics. To maintain the stability and performance of our games we need to deprecate support for older hardware or software that isn't widely used by players anymore. If you're currently opted into using DirectX 9, the game will automatically disable this option when we remove the support. If you were running in DirectX 9 due to hardware incompatibility issues, we recommend upgrading your devices as soon as possible, so you may continue to play.

For more information on keeping your DirectX version up to date and troubleshooting any issues related to it, check out our support article. (The link should take you directly to the DirectX section; if not, you can find it there.)

SYSTEMS

Systems change, but we’ll always be here for you.

PLAYER DAMAGE


With our player damage changes in 14.8 our goal was to simplify damage calculations, but in doing so we reduced player damage by a bit more than intended, making games slightly longer than we’d like. We’re correcting this by making losses in stages 4-6 hurt more. There’s a chance that we need to add 2 or 3 more damage later, but for now, we want to go light and focus on end game boards (see next few sections) over early game punishment.
  • Stage Player Damage: 0/2/5/7/9/11/17/150 0/2/5/8/10/12/17/150

LEVELING COSTS


Three starring 4-costs is too frequent and is currently choking out other ways to get 1st place. By raising the cost to get to level 9, where players are most frequently three starring their 4-costs, we’re removing some of the gold that can be spent hitting them, but we’re also looking to correct for this in some shop odds changes and Encounters adjustments (keep reading for those). Lastly, making level 10 4 gold less should make it more of an option rather than defaulting to rolling at level 9.
  • Level 8 to 9: 72g 80g
  • Level 9 to 10: 84g 80g

SHOP ROLL ODDS


Less gold, and lowered odds should help combat the dominance of three-star 4-costs as the most prevalent win condition in lobbies.
  • Level 8: 18/25/32/22/3 18/27/32/20/3
  • Level 9: 10/20/25/35/10 15/20/25/30/10

ENCOUNTERS


You know what else makes getting those crazy end-game screenshots of expensive and starred-up boards easy? Inflationary encounters. We’re removing or increasing the rarity of some of our more game-warping Encounters, while making a few rare Encounters ever-so-slightly more common.
  • Ahri - Player Health: 15 10
  • Kayn - 5-4 Death Game appears more often
  • Ornn - Choose an Artifact appears more often
  • Cho’gath - Slots for Items appears less often
  • Diana - Salvage Bin appears less often
  • Irelia - Free Move Carousel appears less often
  • Neeko - Lesser Dupe Carousel appears less often
  • Teemo - Spatula Carousel appears less often
  • Wukong - Radiant Carousel appears less often
  • Wukong - Radiant Carousel can also no longer be Stage 2 Carousel
  • Khazix - Lower Cost XP for 3 Turns has been removed
  • Cho’gath - Duplicators has been removed
  • Neeko - Duplicator Carousel has been removed
  • Syndra - 2* 4 Cost Carousel has been removed

ARTIFACT ANVILS


If you haven’t heard, we’re adding 20 new Artifacts to the pool, which allows us to give you more choices with Artifact Item Anvils across all stages of the game. With four options, you should be able to find an Artifact that fits your comp, even though it may not be your favorite (Suspicious Trench Coat fans?).
  • Artifact Item Anvils are now pick 1 of 4 (were pick 1 of 3)
  • Portable Forge changed to pick 1 of 4 Artifacts and is available at all Stages
  • Removed the Augments Portable Forge+ and Portable Forge++ as they are no longer necessary

LARGE CHANGES

Large, like our list of new and exciting Artifacts and Support Items.

TRAITS


Accessible with only one craftable Emblem, Dryad 6 provides far too much value for how easy it is to hit. We’re reducing the AP and HP stacking considerably, which tends to turn an itemless Azir into a nuclear-level threat, that’s also a tanky emperor.

Sett’s Fated Omnivamp bonus has been bugged to benefit from damage dealt by items, and apply to damage before resistance-based mitigation. This was making the Omnivamp value far too strong, so in fixing these bugs we buffed the base value of the Omnivamp to compensate. Despite this buff, this fix will still likely result in a small nerf to Sett’s bonus.

Heavenly as a vertical Origin has primarily been used as a supportive trait for strong carries in other traits (Yone, Kayn, Lee Sin, etc.). We want the trait to be able to stand as its own vertical with its own unique primary carries: Kha’Zix, Soraka, and Wukong deserve their spot to shine in the Heavens. To do this, we’re lowering the bonus stats across most breakpoints of the traits, removing the bonus star-level scaling, but adding a greedier 70% bonus for these stats for Heavenly units!

Umbral has struggled to take its moonlit stage since its brief dominance during PBE. In this patch, we’re forecasting a full moon, with a buff to Umbral’s execute threshold and 3-cost carry, Alune! There’s a chance that this still isn’t enough, and we have to do something more drastic in the future, but for now try the vertical out and let us know what you think!
  • Arcanist Arcanist AP: 20/50/85/125 20/50/90/135
  • Arcanist Team AP: 20/20/40/125 20/20/50/135
  • Dryad Health per stack: 3/7/11 3/7/10
  • Dryad AP: 15/30/65 15/30/55
  • Duelist Attack Speed per stack: 5/9/13/18% 5/10/14/18%
  • Fated Sett Omnivamp bonus: 12% 15%
  • BUGFIX Fated Sett Omnivamp bonus no longer applies before resistances come into effect and only applies to damage from attacks and abilities.
  • Fortune 7 piece flat bonus 25 12
  • Fortune 7 piece average orb value 16 8
  • Fortune adjusted several cashout options.
  • Heavenly no longer scales with unit star levels.
  • Heavenly now gives 70% more stats to Heavenly units.
  • Heavenly Bonus stats: 100/115/135/165/200/225% 100/110/125/145/170/200%
  • Heavenly Emblem Omnivamp bonus: 6% 5%
  • Storyweaver Kayle on-hit damage: 15/30/40/90% AP 15/35/45/90% AP
  • Storyweaver Kayle Scroll of Haste AS per stack: 5% 6%
  • Umbral Execute threshold: 10/18/20/45% HP 10/18/25/60% HP

UNITS: TIER 1


It’s no secret that Darius is one of the best early game openers. With his high AP ratio and Duelist trait, you can slam almost anything on him early game to great success. We’re not looking to decimate him, so we’re just lowering the damage of his 1 and 2 star forms, cause not many people have uncovered the power of reroll Darius at this point.

Kog’Maw’s been struggling to get through beefy targets ever since we made it take longer for him to stack up increased range. A little more acidic power (AP) will help his vomit rockets melt through those pesky HP bars.
  • Darius Ability on-hit damage: 90/135/200% AP 80/120/200% AP
  • Kog’Maw Ability damage: 160/225/315% AP 160/240/335% AP

UNITS: TIER 2


Blue buff, Titan’s Resolve, Bloodthirster Riven carry used to wreak havoc in playtests during the development of Inkborn Fables. I wonder if it’ll make a comeback in this patch.
  • Riven Ability damage: 150/150/155% AD 190/190/200% AD

UNITS: TIER 3


We’re lifting the power floor of our 3-cost carries who’ve either struggled with recent nerfs or have never had their chance to carry in the first place (Zoe, Alune).

PSA: While being an AP carry, Alune is good with a bit of Attack Speed (Morellonomicon is a must, while Statikk Shiv and Red Buff are surprisingly solid) and will want Spear of Shojin this patch.

Even when Duelist comps were viable, Tristana never had the opportunity to be the core carry. With the Duelist vertical struggling lately and 3-costs harder to 3-star, we’re able to increase Tristana’s base damage and ratios in the hopes that she can get the same itemization attention as her violently energetic Bear pal.

Speaking of Volibear, our nerf to Titan’s Resolve and his Mana pool pulled him from the meta. A bump to his AP ratio should have him feeling and healing better without fully relapsing into the unkillable bear he was in 14.7.
  • Alune Attack Speed: 0.7 0.75
  • Bard AD: 50 55
  • Tristana AD: 55 60
  • Tristana Ability damage: 265/265/270% AD + 75/115/185% AP 300/300/305% AD + 50/75/115% AP
  • Tristana Ability AD% buff: 50/50/60% 40/40/50%
  • Volibear Ability healing: 140/170/210% AP 150/180/240% AP
  • Zoe Ability damage: 275/415/640% AP 290/435/695% AP
  • Zoe Ability ricochet damage: 90/135/215% AP 95/140/225% AP

UNITS: TIER 4


Remember when we buffed every 4-cost last patch? Crazy right? Well, we finally got to a meta where most 4-costs are viable and worth fielding. While we’re buffing the final two that have yet to find their place, we’re also nerfing one who’s reaped too many benefits from his buff.

Morgana is getting significantly smarter this patch. After journeying the road less traveled for the first few patches of Inkborn Fables, she’ll now be able to call upon her Sage wisdom to hit more units when possible, instead of casting the center of her ability near the corner of the board.
  • Kayn Armor/MR: 70 60
  • Morgana Ability damage: 265/400/1600% AP 265/400/2000% AP
  • Morgana is now more likely to cast her ability at clumps of enemies.
  • Syndra Ability starting butterflies: 7/7/10 8/8/10

UNITS: TIER 5


If you’ve recently found yourself racing to Level 8/9 to be the first to hit Lissandra, you’ve likely found yourself at the top of most end-game screens. Especially with our Health buff in 14.8, an early Lissandra provided too much momentum, snowballing (or teapotting?) leads. We’re taking back half of the HP we gave her in 14.8, but also lowering her ability to print endgame screens with fully-itemized boards.
  • Lissandra Health: 1200 1100
  • Lissandra Ability loot chance: 50% 40%

AUGMENTS


As the “field all the 4-costs” Augment, Built Different became significantly stronger when we buffed every 4-cost last patch. We’re trimming some stats to compensate for that swing here.

At the last minute, during the shipping of patch 14.8, we had to disable Mind Over Matter due to a critical bug. We were unable to fix the bug by 14.9, but we hope to return this Augment in the next patch.

In the data, Call to Chaos is a very balanced Augment, but much of that is due to very strong outputs and very weak outputs balancing each other out. We’re flattening the power in the random rewards you receive from the Augment to keep the options more balanced, while also keeping the Augment balanced amongst other Augments.

My sweet child, what have you become? We’re disabling Infernal Contract, as it’s become a low-performing Augment whose identity is either salvage a bad game into a top four or enhance a dominant 3-cost comp (e.g. Country in Remix Rumble). We’re not sold on the idea of adding even more gold to make it some ridiculous number (it already takes a long time for most players to spend this much gold) and aren't comfortable shifting the cap to level 8 right now. Still, I’m told there may be hope for Infernal Contract in the future.

After more PBE testing with new Artifacts, we’ve opted to disable Trash to Treasure. Our new Artifact roster can create more niche and powerful combos that are easily forcible by repeatedly Reforging. And while Trash to Treasure’s power ceiling in high-skill lobbies is unbound, the power floor for newer players who accidentally use their Reforger incorrectly and lose it creates an incredibly feels bad moment (and an 8th place).
  • Over Encumbered Bench Slots: 2 1
  • Pumping Up I Base AS: 8% 6%
  • Triforce I HP: 100 150
  • Big Gains Base HP: 80 100
  • Built Different HP: 220/300/380/480 220/280/340/400
  • Built Different AS: 40/45/50/55% 35/40/45/50%
  • Call to Adventure Stats Per 2 Takedowns: 12 HP & 2 AP 18 HP & 3 AP
  • Dragon’s Spirit Healing per component: 8000 7000
  • Dynamic Duo 15g 20g
  • Learning to Spell base AP: 10 18
  • Mind Over Matter continues to be disabled until we can ship a fix next patch
  • Pandora’s Items II now gives 2 random components instead of a random completed item.
  • Raining Gold base Gold: 9 8
  • Slammin+ base XP Gain: 12 10
  • Accomplice 4g 2g
  • Build a Bud 6g 8g
  • Call to Chaos Gold: 66 58
  • Call to Chaos XP: 70 64
  • Call to Chaos Three Star 3 Cost + 10g Three Star 3 Cost + 20g
  • Going Long 8g 10g
  • Infernal Contract has been disabled 8*(
  • Trash to Treasure has been disabled
  • Portable Forge changed to pick 1 of 4 Artifacts and is available at all Stages.
  • Removed Portable Forge+ and Portable Forge++

ARTIFACTS


We’ve got 20 new Artifacts that are still being experimented with on PBE as I write this. So instead of going line by line on what and why each one does what it does, I’m going to list a few of my favorite (and weird) combinations in hopes that it inspires your inner Artifact chef-foolery.

Corrupt Vampire Scepter Gnar: Who needs an ability when you hit this hard?

Fishbones Volibear: Lean into the chaos of this newly buffed Bear. Add Porcelain Emblem and Bloodthirster for even more insanity!

Spectral Cutlass Zz’Rot Cosplay Galio: Place Galio in your backrow, have him teleport into the enemy backline, cast his ability taunting the backliners, before warping back to your side of the board, decimating the enemy backliners' positioning as they move to attack him. Note: This is likely not optimal, but very funny when you pull it off.

Ethereal and Cursed Blades Shen: Shen's Hero Augment and the ability to de-star the enemy board, make for a traumatizing and hilarious experience. This is best played with additional Attack Speed items. PS: Did you know that Cursed Blade can make enemies hit 0 stars? When that happens, they do half the damage of their one-star ability.

Qiyana’s Sivir Cosplay: Give Qiyana your Rapid Firecannon and have her casting across the entire board, creating Sivir envy for everyone in the lobby.

Blighting Jewel Morgana: With this, you can melt an entire board’s Magic Resistance, eventually supercharging your Morgana to cast more and more!

Ascended Annie: Got a Bruiser Emblem and a Talisman of Ascension? You’ve got everything you need to make the scariest stall tank in the form of a 9-year-old girl.

Our new Artifacts unlock unique win conditions, opening up so many novel ways to play—the most powerful are likely still to be discovered! Let us know what combos you cook up this patch, because we may just have to nerf talk about them in the next patch!
  • newTalisman of Ascension: Health: 400, Attack Damage: 20%, Ability Power: 20. After 18 seconds gain 100% max Health and 150% increased damage for the rest of combat.
  • newCorrupt Vampiric Scepter: Attack Speed: 50%. Attacks deal an additional 50% Attack Damage as physical damage and heal the holder for the damage dealt. The holder cannot cast their ability or gain mana.
  • newFishbones: Attack Damage: 30%, Attack Speed: 30%. Doubles the holder’s attack range and causes each of their attacks to target a random enemy.
  • newSuspicious Trench Coat: Health: 250, Attack Speed: 25%. Once per combat at 50% Health, the holder splits into three copies of themself each with 33% of their max health. [Unique - only 1 per champion]
  • newHorizon Focus: Health: 250, Mana: 15, Armor and Magic Resist: 20. Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
  • newMittens: Attack Speed: 60%. Shrinks the holder, granting them increased movement speed, 20% damage reduction, and immunity to Chill.
  • newUnending Despair: Health: 400, Armor: 40. Whenever a Shield on the holder breaks, 100% of that Shield’s initial value is dealt to the nearest enemy as magic damage.
  • newRapid Firecannon: Attack Speed: 50%. Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
  • newInnervating Locket: Health: 150, Mana: 15. The holder gains 2% of their total Mana whenever they’re hit by an attack. Each cast restores 20% of the holder’s max Health over 3 seconds.
  • newLuden’s Tempest: Attack Damage: 30%, Ability Power: 30. 100% of overkill damage plus 100 is dealt as magic damage to the three enemies nearest the target.
  • newSilvermere Dawn: Attack Damage: 165%, Armor and Magic Resist: 50. Grants immunity to stuns and the holder’s attacks stun the target for 0.8 seconds. The holder’s attack speed is locked at 0.5.
  • newProwler’s Claw: Attack Damage: 25%, Critical Strike Chance: 25%. After killing a target, shed negative effects and dash to the farthest target within 4 hexes. The next two critical attacks deal 60% bonus critical strike damage.
  • newCursed Blade: Attack Speed: 15%, Magic Resist: 20. Attacks reduce the target’s max Health by 3%. 13 attacks on the same target reduces their star level by 1.
  • newSpectral Cutlass: Attack Damage: 40%, Critical Strike Chance: 20%. Combat start: Teleports the holder to the mirrored hex on the enemy’s side of the board. After 8 seconds, the holder returns to their original location.
  • newBlighting Jewel: Ability Power: 40. Dealing magic damage reduces the target’s Magic Resist by 3. If their Magic Resist is 0, this grants the holder 5 Mana instead.
  • newWit’s End: Attack Speed: 30%, Magic Resist: 30/ Attacks deal 42-100 (scales with stage) bonus magic damage. Heals the holder for 35% of all magic damage dealt.
  • newForbidden Idol: Health: 200, Armor and Magic Resist: 25. Shields have 50% of their value converted to max Health instead.
  • newLich Bane: Ability Power: 30, Mana: 15. The holder’s first attack after each ability cast deals 180-380 (scales with stage) bonus magic damage.
  • newLightshield Crest: Armor and Magic Resist: 50, Every 3 seconds, Shields the lowest percent Health ally for 50% of the holder’s combined Armor and Magic Resist. On death grants this shield to all allies.
  • newSeeker’s Armguard: Ability Power: 25, Armor and Magic Resist: 25. Takedowns increase the holder’s Armor, Magic Resist, and Ability Power by 10, increased to 15 if they score the kill.
  • Blacksmith’s Gloves now grants 300 HP & 30% Crit baseline
  • Goldmancer’s Staff has been removed
  • Mogul’s Mail has been removed

SUPPORT ITEMS


Five new Support Items and a now viable Virtue of the Martyr are here to spice up your Fine Vintage and Support Dummy builds. A personal favorite high-roll is Unstable Treasure Chest plus the Suspicious Trenchcoat Artifact, which combined grants 12 items to your team. Since when did being unstable AND suspicious become so appealing?

With our Virtue of the Martyr buff, you’ll now always get two empowered board heals before the item times out. This makes the item far more consistent since, depending on the timing of the pulses before, you sometimes would not get two fully empowered heals. Even beyond this, we’re buffing just how potent those heals are because the item needed quite a lot of help to stay competitive with the other Support choices.

As with our Artifacts, I’m sure there are more powerful combinations to be uncovered. Maybe Forbidden Idol and Moonstone, or Eternal Flame Behemoth vertical? Let us know what you come up with!
  • newEternal Flame: Health: 250. While the holder is alive, all enemies are 33% Wounded, and all allies deal 7% more damage. This effect refreshes every 5 seconds.
  • newKnight’s Vow: Health: 50. Combat Start: Grant 200 Health and 12% Omnivamp to the holder and allies within 1 hex in the same row.
  • newMoonstone Renewer: Health: 250. Every 4 seconds, shield the 2 lower percent health allies for 100-400 health (based on Stage) for 4 seconds.
  • newSpite: Health: 250. When this unit dies, all enemies within 2-hexes have their Attack Damage and Ability Power reduced by 40%. Allies in the explosion gain 30% Attack Damage and Ability power instead.
  • newUnstable Treasure Chest: Health: 250. When the holder dies, the 3 closest allies gain a temporary completed item.
  • Virtue of the Martyr base Heal: 6.5% max health 7% max health
  • Virtue of the Martyr empowered Heal: 13% max health 14% max health
  • Virtue of the Martyr after dying, instead of getting empowered heals for 10s, you’ll always get 2 empowered heals

SMALL CHANGES

Small, like chances of getting Unstable Treasure Chest (Support Item) and Suspicious Trench Coat (Artifact) to create the Suspiciously Unstable Treasure Coat!

UNITS


The flip side of having a meta where three-star 4-costs are too frequent, is that we get a ton of data to judge their power. With these powerhouse-starred-up monstrosities harder to hit, we can make sure the lowest-performing ones hit hard.
  • Lillia Ability small orb damage: 120/180/400% AP 120/180/600% AP
  • Ornn three-star items forged: 8 6
  • Ornn three-star now forges Radiant items… Shiny!
  • Sylas Ability damage: 200/300/1000% AP 200/300/1200% AP
  • Sylas Ability swipe damage: 90/135/450% AP 90/135/550% AP
  • Sylas Ability heal: 120/140/500% AP 120/140/600% AP

AUGMENTS


We’re strengthening our weaker Crests, Crowns, and trait-linked Augments by 1 to 2 gold by adding additional low-cost units that make it easier to activate their traits.
  • Behemoth Crest: Gain a Thresh Gain a Shen and Thresh
  • Dragonlord Crest: Gain a Diana Gain a Janna and Diana
  • Grim Harvest: Gain a Kindred Gain a Kha’Zix and Kindred
  • Sage Crest: Gain a Diana Gain a Zyra and Diana
  • Storyweaver Crest: Now also gives a Garen.
  • Warden Crest: Gain an Amumu Gain a Jax and Amumu
  • Behemoth Crown: Gain a Warmog’s Armor and Yorick Gain a Sunfire Cape, Yorick, and Thresh
  • Sage Crown: Gain a Diana Gain a Zyra and Diana

MODES

DOUBLE UP


Double Up's current pacing is skewed towards power leveling and three-star 4 & 5-cost units as win conditions. With a higher average power economy than standard, we’re fine with seeing more of these. But hitting them shouldn't be so reliable that the dominant strategies are all about safely econing your way up to hit those without being too concerned about losses along the way. More player damage allows duos to increase the tempo of the lobby by power-spiking early and punishing late-game greed. All that being said, if you run into me and Mortdog on the DU ladder, imma still be forcing Fortune and asking Mortdog to carry the early game…and maybe the late game also…
  • Minimum time for reinforcements to begin: 7 seconds 12 seconds.
  • Player damage taken is now rounded up to the nearest whole number.
  • Base player damage: 2 / 5 / 6 / 8 / 11 / 17 3 / 6 / 8 / 10 / 12 / 17

BUG FIXES

  • Sett’s Fated omnivamp bonus now applies after resistances.
  • Sett’s Fated omnivamp bonus now only applies to attacks and abilities.
  • Irelia no longer triggers on-hit effects with every blade in her chain. She now only triggers on-hit effects on hits where she triggers on-attack effects.
  • Mythic, Fated, and Inkshadow emblems will no longer be offered without the trait active on 3-2 or 4-2.
  • The Fortune cashout that gives +1 to all traits now shows up properly in the trait tracker.
  • Teem-No!: The Teemo carousel encounter can no longer give a unit two spatulas.
  • To prevent a glitch involving item duplication, Items can no longer be removed from a unit with a Masterwork Upgrade armory open.
  • He doesn’t sea well: Nautilus no longer sometimes casts his ability backward.
  • Azir can no longer spawn a permanent soldier if he casts as combat ends.
  • Ornn items are no longer made permanent after combat ends in a tie.
  • The Augment prop now faces the correct direction.
  • Kayn’t get to them: Kayn’s ability no longer fizzles against cornered units.
  • Virtue of the Martyr’s empowered heal functions properly.
  • Crownguarded Augment no longer provides double the intended bonus.

Teamfight Tactics Patch 14.8 Notes

Welcome Fabled Tactician!

Player damage, shop odds, 4-cost buffs, and a Yone nerf—just in time for Chibi Yone to arrive too…unlucky. 14.8 aims to catch up our 4-cost carries to the power of 3-cost reroll comps while also delivering a few quality-of-life changes and balance changes. There’s a lot to explore, but take your time; there’s no rush here.
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

VANGUARD

Beginning with this patch, Vanguard will officially be turned on in the Philippines on live servers. This means you will be unable to queue unless you have Vanguard on.

For the rest of the world, this patch will contain a popup to check your compatibility. It will check to make sure your Operating System is up to date and that you have TPM 2.0 enabled (if you’re on Windows 11). If you fail any of these checks, it will give you a fail state and ask you to resolve those issues, but it will not prevent you from playing at this time. We highly encourage you to resolve any of those issues quickly so that when we turn on enforcement, you will be able to continue playing Teamfight Tactics PC and/or League of Legends. At this time, we’re planning to turn on Vanguard for all regions (except CN), starting with patch 14.9 (next patch). If anything changes, we’ll update you all ASAP.

Please check out our dev blog and player support articles for any help troubleshooting or info about Vanguard.

NEW TACTICIANS

CHIBI YONE & CHIBI SPIRIT BLOSSOM YONE

Chibi Yone can be purchased directly from the store for 1900 RP and comes with his signature Boom, Fated Seal, which you can use to seal your fate in top eight (guaranteed).

Chibi Spirit Blossom Yone is available via Treasure Realms as Star Content until patch 14.10 brings something new! Spirit Blossom Yone will come with his own finisher that’ll have your foe not even know they’re already dead—that is, until the finisher ends, revealing the grey screen of defeat.

UI IMPROVEMENTS

This actually shipped last patch, but didn’t make it into the official notes.

FAVORITING


I wonder how the Little Legends that don’t get favorited feel…
  • You can favorite up to 8 of each cosmetic content type, allowing that content to appear at the top of your Tacticians, Arenas, or Booms list.

SYSTEMS

PLAYER DAMAGE


TL;DR: Player Damage is simpler.

Prior to the change outlined below, our player damage system has been confusing. There was base stage damage, and then a set amount of damage (2) for the first three surviving enemies, and then (1) damage for each enemy after that. We’re now making each surviving enemy count as one damage, regardless of how many there are, while letting the base-stage damage be the only variable to worry about. This should save some mental math and make calculating the perfect loss streak a bit easier, but as a reminder, you don’t have to do any math if you just win instead.
  • Stage Player Damage: 0/0/3/5/7/9/15/150 0/2/5/7/9/11/17/150
  • Surviving Enemies Damage: 2/2/2/1/1/etc 1/1/1/1/1/etc
  • Double Up Stage Player Damage: 0/0/3/4/6/9/15/150 0/2/5/6/8/11/17/150

STREAKS


We’re returning a small amount of gold to streaks that we took out about three months ago. It may just be a reward for two wins (or losses) in a row, but sometimes it’s important to celebrate the little stuff.
  • A streak of 2 wins or losses in a row now grants 1 gold

SHOP ROLL ODDS


We’re seeing 3-star 3-costs dominate the meta due to the consistency with which players can hit them (when uncontested) and the power level of 4-costs being lower than we’d like (see Tier 4 later). Aside from a couple of outliers, we are happy with 3-costs being as powerful as they are, so we’re making some leveling changes here to make them slightly harder to hit while also lifting the power level of 4-costs.
  • Level 7: 19/30/40/10/1% 20/33/36/10/1%

LARGE CHANGES

TRAITS


Exalted has quietly become one of the most engaging ways to play TFT despite it being on the weaker end. Our buff here has two goals: encouraging you to play Exalted boards earlier for power and not just as an engine to farm XP, and making late game Exalted 5 comps a possibility with even more bonus damage.

Fortune, my love. I tried, I begged, but not even I could save you from the nerf hammer. Fortune 5’s healing has made it far too consistent for racking up excess luck. By reducing the healing, we’re placing more weight on narrow and calculated losses that are now easier to calculate with our Player Damage rework!

Inkshadow units and the vertical are in a much better spot since we made an extensive pass on the trait last patch. This allows us to make a pass on standardizing the Tattoo power, by bringing down the strongest ones and buffing the weakest, Tattoo of Vitality.

Heavenly reroll is the powerhouse that has allowed Yone comps to thrive, but even with a Yone nerf (below), the highest breakpoint of this trait has the potential to ascend any single carry into the Heavens.
  • Dragonlord True damage: 5/10/12/18% 5/10/10/15%
  • Exalted Base damage: 4% 5%
  • Exalted Damage bonus per level: 1/2.5% 1/3%
  • Fated Sett Omnivamp bonus: 15% 12%
  • Fated Syndra Damage bonus: 10% 11%
  • Fortune 5 Tactician healing per round: 3 2
  • Inkshadow, Tattoo of Bombardment bolt damage: 65% 60%
  • Inkshadow, Tattoo of Protection shield: 50% HP 40% HP
  • Inkshadow, Tattoo of Toxin Damage over time: 44% 33%
  • Inkshadow, Tattoo of Vitality Base Health: 250 350
  • Storyweaver 3 Kayle on hit damage: 18% AP 15% AP
  • Storyweaver 3 Kayle ability damage: 140% AP 125% AP
  • Heavenly bonus stats: 100/115/135/165/200/240% 100/115/135/165/200/225%

UNITS: TIER 1


New set, same ask, “Please make Archangel’s Garen viable.”
  • Garen Ability shield: 250/275/300% AP 275/325/375% AP

UNITS: TIER 2


Gnar will now reach maximum bonus AD faster, requiring half the stacks to get to the same power! Part of the reason we’re granting Gnar access to full stacks faster is due to his go-to item, Titan’s Resolve, being nerfed (Thanks Yone/Voli).

Storyweaver released with much of its power in Kayle (summon), but now that we’ve been able to keep her from flying too close to the sun, we’re able to lift a few of the Storyweaver units that have been almost exclusively used as trait bots…or story-tellers.

Senna’s trading some damage for reliability this patch. She should be a bit weaker in stages 2 and 3, where the damage impact will be felt more, but in the late game she should feel just as strong (or ever-so-slightly weaker) since she’ll hit more impactful Absolutions during important fights.
  • Gnar Passive AP to AD conversion upon attacking or getting hit: 2% 4%
  • Gnar Passive max stacks: 50 25
  • Riven AD: 50 55
  • Riven Ability heal: 150/180/220% AP 175/225/275% AP
  • Senna Ability damage: 245/245/255% AD + 20/30/45% AP 230/230/240% AD + 10/15/25% AP
  • Senna Ability now more reliably hits targets if her current target dies during the cast windup.
  • Zyra Ability damage: 90/135/210% AP 95/140/220% AP
  • Zyra Plant attack missile speed increased.

UNITS: TIER 3


While Yone’s found undoubted success in Heavenly comps, he’s fairly balanced in Umbral comps. We want Umbral to be a playable vertical comp around their dual 3-cost carries, but Alune’s been consistently outshined by other 3-cost carries. And with the excitement of the eclipse past us, we’re comfortable buffing our moon queen (don’t @ me Diana) without invoking cosmic catastrophe.

Given Yone’s reliance on Attack Speed, a .05 nerf should make it much harder for him to kill a backliner in one cast, but it will also make getting to that one cast harder. This will also slow his rate of stacking those dreaded Titan’s Resolves…but we’ve got another solution for that issue as well.
  • Alune Ability row damage: 360/540/860% AP 380/570/900% AP
  • Yone Attack Speed: 0.9 0.85

UNITS: TIER 4


We’re buffing every 4-cost by giving them anywhere from 100 to 250 more Health (amongst a few other buffs for 4-costs like Lee Sin and Lillia, who were especially weak). Inkborn Fables has released to a 3-cost or 5-cost dominant meta, where you either 3-starred a 3-cost, or you went fast 9 and created a Legendary board. To solve this, we’ve implemented a level odds change, but we also believe that 3-cost 3-stars should be strong… I mean, they are 27 gold units. So instead of going through and nerfing every 3-cost (sorry, Yone), we’re looking to buff the 4-costs and 5-costs (far less, see Small Changes).

Currently, 4 and 5-costs end up falling behind in total HP compared to 3-stars of lower-cost champions since they don't get access to a second 1.8x stat multiplier from star scaling to 3-star. We want 2-star 4-costs to feel slightly stronger than 3-star 1-costs and comparable to 3-star 2-costs, but right now, they end up having far less health. This makes reroll comps have stronger tanks and more durable backliners than comps that play around 4/5 costs. In a set with a lot of backline access in the form of chip damage (Hwei, Irelia, Trickshot, etc), or Yone (circa patch 14.7), this was a substantial weakness. Lastly, we can increase the power disparity between "item holder" low-cost champions and our 4/5-cost premier carries in shipping these buffs. One-star 4 or 5-costs should be viable to switch to, and hitting a 2-star of them should be a meaningful power spike.

That said, we do have one nerf on the menu for 4-costs. Kai’Sa has been thriving in a meta where 4-costs are not, so while we are giving her the Health buff to help her durability, we’re also lowering her Attack Speed. While this may seem extreme, it’s worth noting that her go-to comp, Kai’Sa and the big boys (aka Bruisers), really likes the bonus health we’re passing out here.
  • Annie Health: 850 1050
  • Ashe Health: 700 900
  • Ashe Mana: 25/100 30/90
  • Galio Health: 1100 1200
  • Kai’Sa Health: 700 > 900
  • Kai’Sa Attack Speed: 0.85 0.8
  • Kayn Health: 1000 1200
  • Lee Sin Health: 950 1200
  • Lee Sin AD: 70 75
  • Lillia Health: 700 900
  • Lillia Ability damage: 220/330/900% AP 240/360/900% AP
  • Lillia Small orb damage: 100/150/350% AP 120/180/400% AP
  • Morgana Health: 750 950
  • Morgana Attack Speed: 0.75 0.8
  • Nautilus Health: 1000 1200
  • Nautilus Mana: 80/180 60/160
  • Ornn Health: 1000 1200
  • Sylas Health: 1000 1200
  • Syndra Health: 700 900

UNITS: TIER 5


Irelia’s blades have had a mind of their own, allowing her to target enemies safely situated in the backline. Maybe it’s something to do with the hermite splines, but I still don’t really know what those are so ¯\_(?)_/¯.
  • Irelia’s auto-attacks now target the 4 enemies closest to Irelia rather than choosing between the closest 4 enemies to the blade’s current position.

AUGMENTS


Everything Must Go! has an incredibly high power ceiling and incredibly low power floor. Taking this Augment with low econ is most certainly a trip to bottom four, while pairing it with a dominant win streak, or another econ/reroll Augment created power states and playstyles that could choke out an entire lobby. We love it when an Augment can create a novel way to play TFT, but in our higher elos, Everything Must Go! allowed players to hold almost every contested 4-cost without punishment, not only allowing them to 2 or 3-star powerful units for free, but also preventing other players from accessing key components of their comps—that ain’t fun (at least for the rest of the lobby). Due to its power variability, lack of balance levers, and unfun playstyle, we’re opting to disable the Augment entirely. We’re happy we experimented with an Augment that defies our core systems so starkly, and we’ll be taking these learnings into future high-excitement Augments.

Speaking of high-excitement Augments, Fine Vintage allows for some powerful boards with only a Silver Augment to grant access to them. To repeat a sentiment from the paragraph above, we love Augments that create novel playstyles, but Fine Vintage did so too consistently for a Silver Augment. Lucky for us, we have balance levers. You’ll now have to let your completed items sit for one more combat prior to transforming, making using the Augment an even riskier endeavor.
  • Boiling Point (Porcelain) Mana per attack: 5 3
  • Call to Adventure (Storyweaver) is no longer offered on 3-2.
  • Everything Must Go! has been Disabled.
  • Fine Vintage turns to transform: 3 4
  • Raid Boss no longer offered on 2-1.

ITEMS


With our 4-costs getting a lot more Health to work with, one item is getting a Giant buff… on accident. Giant Slayer is already in an okay spot, so instead of letting the Health changes supercharge it, we’re raising the Health thresholds to access the 25% bonus damage. Do note that % max Health items like Morellonomicon and Sunfire Cape will get a small indirect buff from our Health increases.

Right now, Bloodthirster, Titan’s Resolve is the dominant combo on most of our melee carries. Part of this is due to the AP ratios champions like Volibear and Yone have, making the bonus AP more useful than intended. We want to get Titan’s Resolve to a point where it can be replaced with Sterak’s Gage or Crownguard situationally, so we’re cutting its AP in half, as that’s not its intended primary source of power.
  • Giant Slayer Health threshold: 1600 1750
  • Titan’s Resolve AP per stack: 2 1

RADIANT ITEMS

  • Demonslayer Health threshold: 1600 1750
  • Titan’s Vow AP per stack: 3 2

SMALL CHANGES

Small, like trinkets in between the couch cushions.

TRAITS

  • Porcelain Attack Speed: 30/60/125% 30/60/100%
  • Porcelain Damage reduction: 20/35/60% 20/35/50%
  • Umbral Execute threshold: 10/18/18/40% 10/18/20/45%

UNITS


Similar to our treatment for 4-costs, but to a far less extreme (cause 5-costs are pretty powerful).
  • Qiyana Attack Speed: 0.75 0.8
  • Teemo Ability damage: 420/630/1000% AP 420/630/1050% AP
  • Volibear max Mana nerf: 0/50 10/60
  • Azir Health: 800 900
  • Hwei Health: 800 900
  • Lissandra Health: 1000 1200
  • Rakan Health: 1100 1200
  • Sett Health: 1100 1200
  • Udyr Health: 950 1050
  • Xayah Health: 850 900
  • Xayah fixed a bug with her 12th feather and Trickshot that should result in a roughly 2% power increase without the trait active and closer to 10% with Trickshot active.

AUGMENTS


It removes things.
  • Big Grab Bag can no longer give 3x the same component.
  • Fine Vintage can no longer be offered with Pandora’s Items Augments.
  • Golden Remover tooltip now explains what a Golden Item Remover is.

BUG FIXES

  • Pick of the Litter can no longer yoink the unit it just gave you back to the shop.
  • Fixed a number of Trickshot interactions, especially with Ricochet.
  • Sivir’s final auto during her ability now properly benefits from her increased AD.
  • Xayah’s last Trickshot bounce now deals damage.
  • Senna’s ability no longer misses if her target dies during her windup.
  • Volibear can no longer stun CC-immune targets.
  • Udyr can no longer knock up CC-immune targets with his charge.
  • Irelia’s carousel encounter visuals now work correctly.
  • Trickster’s Glass on Xayah or Rakan can no longer spawn an extra clone.
  • The Trickster’s Glass clone of Xayah or Rakan now always is the same form as the original, even if they’re in different rows.
  • Grim: Annie’s model no longer persists after she dies.
  • Sticks and Stones is now actually disabled.
  • Remix Rumble flashbacks: Storyweaver 7 Kayle can no longer revive an Illaoi tentacle.
  • I found this one btw: three-star Azir can no longer leave permanent soldiers.
  • How does this even happen: Recombobulator no longer fails to recombobulate a champion if no champion the tier higher has enough copies left.
  • Unified Resistance VFX are now removed on combat start.
  • Portal over where: Zz’Rot portal now keeps its placement round to round.
  • Fine Vintage no longer transforms temporary items.
  • Slammin’ no longer grants experience from PVE rounds.
  • The Road Less Traveled no longer grants experience on PVE rounds.
  • Chibi Spirit Blossom Ahri was Missing VFX trail during dash animation.

Teamfight Tactics patch 14.7 notes

Welcome to Inkborn Fables’ first full patch!

We’ve got changes for champions, traits, Augments, Portals, items, and Encounters—just about every system will be touched, but none are getting significantly reworked—with Wandering Trainers and Vendors being the exception.

While we saved the bulk of our balance changes for this patch, we did ship a few Augment balance changes and a small nerf to Mythic in last week’s mid-patch update, where we tagged those changes onto a B-patch focused on fixing some problematic bugs.

Alright, let’s see what changes we’ll encounter with 14.7!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

SHOP.RIOTGAMES.COM DEPRECATION

Starting on April 9, 2024, we’ll be shutting down support for our online shopping site, shop.riotgames.com. This means purchases will no longer be available on the site. While you’ll still be able to redeem codes via the website, we recommend using the client instead going forward.

DX9 DEPRECATION

To maintain the stability and performance of our games we need to deprecate support for older hardware or software that isn't widely used by players anymore. To that end, some time in the next few patches we will remove support and the ability to manually opt for DirectX 9 for League of Legends and Teamfight Tactics. If you're currently opted into using DirectX 9, the game will automatically disable this option when we remove the support. If you were running in DirectX 9 due to hardware incompatibility issues, we recommend upgrading your devices as soon as possible, so you may continue to play.

We’re currently targeting 14.9 for the end of DirectX 9 support, however if we change these plans we’ll continue to update you in future patch notes.

For more information on making sure your DirectX version is up to date and troubleshooting any issues related to it check out our support article.

SYSTEMS

ENCOUNTERS

Whether they’re being seen too frequently or taking too long, we’re making a few quality-of-life adjustments to some Encounters. For Encounters like Aatrox’s and Tahm Kench’s, pick one of Gold, Component Anvil, or Health, we’re rebalancing the numbers to make each option more situationally appealing. Finally, we’re slightly reducing the impact of some encounters: Teemo's Win/Loss prediction, Alune’s Unit cost buffs, and yes, even the increased Tactician size from Sett.
  • The following encounters will be seen less often: Sett (BIGGER) Carousel, Bard Opening, Lillia Augments Shuffled Opening, Cho’Gath Shop Slot Trade, Rakan Recombobulate
  • Lowered the amount of time carousel Encounters like Sett/Sivir/Trist take
  • Aatrox Gold, Experience, or Health choice: Gold: 10g ⇒ 8g
  • Alune Unit Cost buffs Two Cost: 200 HP, 20% AS ⇒ 180 HP, 18% AS
  • Alune Unit Cost buffs Four Cost: 100 HP, 10% AS ⇒ 120 HP, 12% AS
  • Irelia Free Carousel delay before player release: 6.75s ⇒ 9s
  • Tahm Kench Item or Component Gold: 10g ⇒ 8g
  • Teemo Win or Lose Prediction reward for win: 14g ⇒ 10g
  • Wukong 6 Radiant Items: Rascal’s Glove is now excluded from potential items.
  • Sett Squatting (Little Legends can get swole, but in the end, they’re still little) Size increase: 1.4 ⇒ 0.7

PORTALS



It’s the dawn of the Sentinels!

Sentinels are sentient, supportive, OR multi-talented creatures. They love long walks on the beach, gaining range from Sniper Emblems, or having a handy shield from a Locket of Iron Solari. They’re not a big fan of being a solo front line to proc the Virtue of the Martyr enhanced healing but they’ll understand if you do so.
  • Wandering Trainers has been renamed to Trainer Sentinels
  • Wandering Vendors has been renamed to Vendor Sentinels
  • Trainer Sentinels and Vendor Sentinels now grant a living Sentinel instead of a Training Dummy. The Sentinel will wear and benefit from their attached Emblems and Support Items.
  • Sentinels are slightly stronger than Training Dummies and prefer not to be called Dummies. They can move around, attack, and cast an Ability (Sentinel Smash) that deals magic damage to their target. Similar to a Training Dummy, they will star up and get stronger as the game goes on.
  • The Wandering Trainer Augments can now be offered in the Trainer Sentinels Portal
  • The Escort Quest augment can now be offered in the Trainer Sentinels Portal and Vendor Sentinel Portal

LOOT



Just before Inkborn Fables launched, we introduced our loot system overhaul, which added Prismatic Orbs to ensure all players had equally powerful loot drops. As a reminder, this meant that whenever you hit a Gold or Prismatic Loot Orb, everyone in the lobby hit the same tier, even if the exact contents differed. Now that we’ve had two full patches of this system, we’ve seen that Masterwork Upgrades are a bit more powerful than other drops in the Prismatic Orb options. So for Stage 2, we’re doing away with them entirely, while for Stage 3/4 (when Items are slightly less impactful), we’re just taking away the five gold that came alongside the Masterwork Upgrade.
  • Stage 2 Prismatic Orb Masterwork Upgrade can no longer drop
  • Stage 2 Prismatic Orb: 2x Component Anvil + 3g ⇒ 2x Component Anvil + 4g
  • Stage 3/4 Prismatic Orb: Masterwork Upgrade + 5g ⇒ Masterwork Upgrade

LARGE CHANGES

Large, like the impact these changes should have on the meta.

TRAITS



While a few comps have found success splashing Inkshadow, the trait has suffered when played as a vertical. Part of this is due to the overall power of the items, but another part is the weakness of the greedy stat for the Inkshadow champions. We’re giving both a lift, but the trait will get even more help with our Kai’Sa buff later. Is this enough for Vertical Inkshadow to become the new “Me Ink no Think comp? Find out next time in a game (or tattoo parlor) near you!

Design-your-own-Kayle was a Design-you-own-Red-Kayle for the first patch of Inkborn Fables. We’re pulling back on the Red options for Kayle to open up more designer-hero choices for the clever comp builders out there. We’ve also trimmed some power from Storyweaver 5/7, but only at stage 4.
  • Fortune 7 Piece Luck Bonus: 30 ⇒ 25
  • Lowered the value of the 7 Fortune Orbs a bit
  • Ghostly Damage per spectre: 5/12/20/35% ⇒ 5/10/16/32%
  • Heavenly Wukong bonus Attack Speed: 12% ⇒ 10%
  • Heavenly Emblem Omnivamp: 3% ⇒ 6%
  • Inkshadow Damage Amp and Damage Reduction: 5/10/10% ⇒ 5/10/20%
  • Inkshadow Tattoo of Bombardment Base AD & AS: 20% ⇒ 25%
  • Inkshadow Tattoo of Force Base Armor & MR: 30 ⇒ 35
  • Inkshadow Tattoo of Fury Base AS: 25% ⇒ 30%
  • Inkshadow Tattoo of Toxin Poison Damage: 33% ⇒ 44%
  • Inkshadow Tattoo of Vitality % HP Heal & Damage: 2.5% ⇒ 3%
  • Storyweaver Scroll of Force now gives Kayle’s ability 50% more damage in addition to a wider area of effect.
  • Storyweaver Tome of Power Damage Amp: 10% ⇒ 20%
  • Storyweaver Talisman of Speed AS: 15% ⇒ 12%
  • Storyweaver Talisman of Aid Sunder/Shred: 30% ⇒ 20%
  • Storyweaver 3 Kayle on-hit magic damage: 20% AP ⇒ 18% AP
  • Storyweaver 3 Kayle ability cast damage: 150% AP ⇒ 140% AP
  • Storyweaver 5 Kayle AP Per Champion Star Level: 5/7.5/12/15/17.5 ⇒ 5/7.5/10/15/17.5
  • Storyweaver 7 Kayle AP Per Champion Star Level: 10/10/12/15/17.5 ⇒ 10/10/10/15/17.5

UNITS: TIER 1



Just imagine how happy Kobuko will be to hear he’s getting buffed in this patch! Almost as happy as he’d be to hear his friends are being buffed too!

As reroll staples in their own way, Kog’Maw and Yasuo are receiving nerfs to keep them within the confines of a one-cost reroll. Meanwhile, Sivir’s ability duration is receiving a nerf, not just because of her ability to be a successful reroll carry, but also because she’s commonly found associating with backliners who tend to enjoy copious amounts of Attack Speed (cough, Bard) and some newly buffed 4-cost carries.
  • Kobuko Ability damage: 10% HP ⇒ 15% HP
  • Kog’Maw Ability casts per +1 range: 2 ⇒ 3
  • Kha’Zix Ability AD ratio: 310% ⇒ 340%
  • Sivir Ability duration: 8 seconds ⇒ 6 seconds
  • Yasuo Ability Shield: 175/200/250 + 100/110/125% Armor+MR ⇒ 175/200/250 + 50/60/75% Armor+MR

UNITS: TIER 2



Overall, we’re looking to buff our most underperforming 2-costs, with one exception. Shen has quietly (and stoically) become a super tank at 3-stars, so while we’re lowering his damage reduction here, we’re also removing the mana lock (a time window that prevents him from gaining mana to cast again) so his hero Augment Ethereal Blades can get a nice boost. The mana-lock primarily impacts builds with Ethereal Blades, where building Attack Speed will significantly boost Shen’s ability to recast.
  • Kindred Ability damage: 115/175/260% AP ⇒ 125/185/285% AP
  • Kindred Ability secondary damage: 65/100/155% AP ⇒ 70/105/165% AP
  • Lux Ability damage: 210/315/480% AP ⇒ 225/340/525% AP
  • Qiyana Ability AD ratio: 135% AD ⇒ 150% AD
  • Shen self damage reduction: 40/50/90% AP ⇒ 40/50/70% AP
  • Shen is no longer mana-locked if he uses all three empowered attacks before his ability duration expires.

UNITS: TIER 3



.05 Attack Speed? First off, yes, second, let’s talk about my nemesis: math. At its face value, .05 AS is about a 6.25% nerf to Bard’s damage, but it’s much more than that due to how Attack Speed scaling works. Lowering Bard’s base AS lessens the multiplicative benefit he gets from AS steroids (like his friend, Sivir, or Items), but it also slows down the rate at which he charges his favorite item (Guinsoo’s Rageblade). So yeah, it is a smol number, but trust, it will have swol consequences.
  • Bard Attack Speed: 0.8 ⇒ 0.75
  • Diana Mana: 70/120 ⇒ 50/100
  • Soraka Ability damage: 220/330/510% AP ⇒ 230/345/550% AP
  • Soraka Ability secondary damage: 110/165/255% AP ⇒ 120/180/290% AP
  • Thresh Fated Bonus Armor/MR: 20 ⇒ 18
  • Thresh Ability Shared Armor/MR: 30/30/35% ⇒ 15/15/20%
  • Tristana Ability AD buff: 45/45/50% ⇒ 50/50/60%

UNITS: TIER 4



Part of the reason we’ve seen Fast 9 reign supreme over rolling at 8 is due to the power differential in 4 and 5 costs. We’re giving our 4-cost carries who’ve been slightly under the mark a boost while nerfing our most overperforming 5-cost in the next section. Between these two changes, expect staying at level 8 to hit your desired 4-costs a better option, but you should still expect Fast 9 to be more powerful (as intended) since it requires a bigger (and riskier) commitment.
  • Ashe AD: 65 ⇒ 70
  • Kai’Sa AD: 70 ⇒ 75
  • Morgana Ability damage: 250/375/1600% AP ⇒ 265/400/1600% AP

UNITS: TIER 5



As a reminder, we nerfed Wukong’s Heavenly bonus in our Traits section, but that will directly impact his individual performance as a 5-cost since the bonus is easy to activate.
  • Hwei Ability damage: 200/300/2000% AP ⇒ 180/270/2000% AP
  • Hwei Ability end healing: 100/150/1000% AP ⇒ 80/120/1000% AP
  • Xayah AD: 80 ⇒ 85

AUGMENTS



Let’s address the dead Augment: At What Cost (Prismatic) proved to be a very powerful Augment early on in our data, but as the meta and player mastery progressed, the Augment dropped off significantly. Unfortunately, we had already submitted a nerf for the Augment, which required a significant text change and thus a longer localization (translation) window. Instead of allowing this Augment to go live to players in an overly-nerfed form, we’re opting to remove it for this patch only. We’re pretty happy with the risk-reward playstyle and the flavor for this one, so we’ll be looking forward to its return next patch.

Hero Augments, Augments that greatly enhance a lower-cost Champion to become much more powerful, are more valuable when offered early in the game, not only because of the instant power they grant then but also because it gives you more time to naturally star up and look for items for your chosen hero. These Augments are a ton of fun, and they open up entirely new playstyles, so we’re giving them a plus version for when you run into them on Stage 3-2. That way, you won’t be at such a disadvantage when you select them later in the game.
  • Drop Blossom! now has a + version available on 3-2 that gives a 2-star Neeko.
  • Ethereal Blades now has a + version available on 3-2 that gives a 2-star Shen.
  • Everything Must Go has been re-enabled (was previously playable on PBE)
  • Fine Vintage no longer counts PVE rounds.
  • Midnight Siphon now has a + version available on 3-2 that gives a 2-star Yorick.
  • Midnight Siphon max Health additional Ability damage: 20% ⇒ 25%
  • At What Cost has been Disabled
  • Two for One is no longer available on 2-1, and is now offered on 3-2.

ITEMS



Whether it’s Hwei/Morgana slamming Morellonomicon or Galio/Yasuo collecting Gargoyle Stoneplates like they’re sticking them to the end of a bar and racking up the bench press PR, a few of our items were making our Champions a bit too strong for individual unit nerfs to solve.
  • Gargoyle Stoneplate Base Armor/MR: 35 ⇒ 30
  • Hextech Gunblade Omnivamp 22% ⇒ 20%
  • Ionic Spark Health: 200 ⇒ 150
  • Morellonomicon Attack Speed: 15% ⇒ 10%
  • Sterak’s Gage HP Gain: 20% ⇒ 25%

SUPPORT ITEMS



ICYMI, a popular but niche build utilizing Fine Vintage and Zz’Rot Voidspawns alongside Heavenly, has quickly skyrocketed to one of the most powerful comps in TFT. Even without the ability to stack Support Items, Zz’Rot is one of the most reliable Support Items, but when the powerful stats of the Voidspawn get amped up by Heavenly reroll, we have an even bigger threat to balance on our hands. So we’re spreading some much-needed managed balance throughout the Convergence by lowering the bug’s stats across the board.
  • Aegis of the Legion Attack Speed: 30% ⇒ 25%
  • Zz'Rot Portal Voidspawn Attack Speed: 0.8 ⇒ 0.75
  • Zz'Rot Portal Voidspawn Armor/MR: 20 ⇒ 30
  • Zz'Rot Portal Voidspawn no longer scales base AD with stage, only with star level.
  • Zz'Rot Portal Voidspawn now stars up to 2 stars on stage 4 (unchanged), and 3 stars on stage 5+
  • Zz'Rot Portal Voidspawn total AD value per stage: 80/80/173/225 ⇒ 80/80/120/180

RADIANT ITEMS

  • Covalent Spark Health: 400 ⇒ 350
  • Covalent Spark Zap damage: 250% mana ⇒ 200% mana
  • Crest of Cinders Burn damage: 3% HP ⇒ 2% HP
  • Dvarapala Stoneplate Armor/MR per enemy targeting holder: 20 ⇒ 15
  • Dvarapala Stoneplate Health regeneration: 2% ⇒ 1.5%
  • Fist of Fairness AP/AD: 50 ⇒ 60
  • Fist of Fairness Critical Strike Chance: 20% ⇒ 40%
  • Legacy of the Colossus Base damage reduction: 12% ⇒ 16%
  • Legacy of the Colossus Damage reduction below 40% health: 24% ⇒ 30%
  • More More-ellonomicon Burn damage: 3% HP ⇒ 2% HP
  • Spear of Hirana AP/AD 45 ⇒ 50
  • Spear of Hirana Mana 15 ⇒ 20
  • Sterak’s Megashield HP: 30% ⇒ 40%
  • Sterak’s Megashield AD: 55% ⇒ 60%

SMALL CHANGES

Small, like the impact these changes should have on the meta.

TRAITS

  • Altruist Armor/MR: 10/25/45 ⇒ 10/20/40
  • Arcanist AP for Arcanists: 20/45/80/125 ⇒ 20/50/85/125
  • The Artist’s easter Egg is easier to uncover
  • Reaper 4 Reaper bleed damage: 50% ⇒ 45%

UNITS: RECOMMENDED ITEMS



The following champions have had their recommended items changed. This not only helps players learn which champion is best for which items, but it also helps our systems, like Lucky Gloves, function more reliably.
  • Aphelios: Attack Caster ⇒ Attack Carry
  • Azir: Magic Caster ⇒ Magic Caster (high mana)
  • Hwei: Magic Caster ⇒ Magic Caster (high mana)
  • Janna: Magic Caster ⇒ Magic Carry (high mana)
  • Kindred: Magic Carry ⇒ Magic Caster
  • Kog’Maw: Magic Carry ⇒ Magic Caster
  • Lissandra: Magic Caster ⇒ Magic Caster (high mana)
  • Lux: Magic Caster ⇒ Magic Caster (high mana)
  • Yone: Attack Carry ⇒ Attack Fighter
  • Zyra: Magic Caster ⇒ Magic Caster (high mana)

MODES

HYPER ROLL



Shipping a few structural changes that should make the mode slightly less late-game focused.
  • A new combat round has been added at 7-3.
  • Gold at Stage 7: 15/8 ⇒ 15/7/7
  • Gold at Stage 8: 19/11/11 ⇒ 15/7/7
  • Gold at Stage 9+: 14/11/11 ⇒ 15/7/7

BUG FIXES

  • Chibi Heartsteel Sett’s Taunt emote is now uninhibited
  • The item grids of multiple Arenas will no longer be offset from the intended placement/location
  • Black Hole Arenas no longer causes units in the enemy right corner to stutter
  • I’m a fan of that: Mega Fan Sprite’s VFX are back
  • Mythic stack counter no longer displays in combat.
  • Mythic stack counter no longer vanishes when fully stacked.
  • Simplified Amumu’s ability tooltip.
  • Chaotic tooltips: Call to Chaos tooltip for the Zeke’s Herald / Locket of the Iron Solari dummies now properly says you get 2 copies of the item.
  • Gold Subscription now correctly says that it gives you gold every stage in standard and Double Up
  • Fielding multiple units with Tactician’s Crowns no longer causes some units to lose traits when fighting on away boards.
  • The Fated bond now vanishes when one bonded unit dies.
  • Too quick: Quicksilver no longer blocks Zephyr.
  • Tome of Power’s damage amp now works correctly (5 Storyweaver).
  • Never lucky: Fortune now correctly grants the highest tier of cashout if you have enough Luck.
  • Crownguarded now correctly increases the effects of Crownguards.
  • Scuttle Puddle and Crab Rave now correctly replace the stage 10 Rift Herald round in Hyper Roll.
  • Dragons can boil things too: Boiling Point is now correctly available to be offered when the Porcelain trait is active instead of when the Dragonlord trait is active.
  • Stand United now clarifies that only non-unique traits count toward its bonus.
  • It’s Going to be Epic is now correctly available when the Mythic trait is active instead of when two or more Mythic units are in play.
  • Lucky Ricochet’s description now correctly states that it grants a Sivir and Teemo.
  • I guess we hate fun now: After Lissandra puts Tibbers in a pot, he no longer comes out as Annie riding on another Annie's shoulders
  • Fine Vintage will no longer be offered when the player has Slammin’
  • Fixed some issues with the Fortune Tree
  • After casting his spell, Volibear will keep his current attack target instead of randomly searching for another target in range.
  • Kayle will now correctly gain extra stats in stage 6+
  • Unified Resistance will now show its visual effect during the Planning Phase and not during the Combat Phase
  • Storyweaver Augments are now correctly available to be offered when you have the Storyweaver trait active instead of when you have two or more Storyweaver units in play.
  • Caretaker’s Chosen now correctly grants its earlier rewards if you take it at a higher level.
  • Xayah’s ability no longer sometimes fails to ricochet with Trickshot active.

Teamfight Tactics patch 14.6 notes

Welcome to Inkborn Fables,

A world where myth intertwines with reality, and fantastical beings tempt fate and fortune. With a new mechanic and roster, each path, decision, and encounter will paint your journey.

Inkborn Fables brings all new units and traits, cosmetics, and a brand new mechanic!

As for these notes, we’re going to start with our usual cosmetics at the top, and then we’ll work our way through the changing and returning systems at the end.
Rodger "Riot Prism" Caudill

DIRECTX SUPPORT UPDATE

Sometime in the next few patches, we will remove support and the ability to manually opt for DirectX 9 for League of Legends and Teamfight Tactics. To maintain the stability and performance of our games we need to deprecate support for older hardware or software that isn’t widely used by players anymore. If you’re still opted into using DirectX 9, the client will automatically turn off this option when we remove the support. However, if you were running it due to hardware reasons we recommend resolving that before we make this change so that you can continue playing when it’s removed.

INKBORN FABLES CINEMATIC

What trouble has Pengu found themselves in this time—and who will come to their aid? Check-in on Pengu and Co with our latest cinematic!

INKBORN FABLES COSMETICS


For more info on our release cosmetics click here!

INKBORN FABLES PASS CHAPTER 1


With mid-sets a thing of the past, our Pass is once again split into two Chapters. Both Passes will offer different rewards, although they’ll share a few core components, such as Treasure Tokens and Star Shards. If you want to enhance your journey through Inkborn Fables, you can upgrade your Pass for even more treasures for 1295 RP. As a reminder, you can always wait to see how far you can get on the free version of the Pass before upgrading to claim all the rewards you’ve unlocked along the way. Speaking of rewards, let’s check em’ out!

To see all the details for the first chapter of our Pass+ check out the Pass and More article here!

HEAVEN’S CELESTIAL COURT ARENA


Our latest mythic Arena brings you to a calming Koi pond. Breathe a sigh of relief in the early game as you accrue interest in the form of froggy gold mines. Heaven’s Celestial Court is available via Treasure Realms as Star Content from launch, and will be around until patch 14.10 brings something new!

CHIBIS


Chibi Morgana can be purchased directly from the store for 1900 RP and comes with her own signature Boom, Soul Shackles, so you can stun your foes with defeat.

Chibi Majestic Empress Morgana is available via Treasure Realms as Star Content from launch, and will be around until patch 14.08 brings something new!

A fan and dev-fan favorite, Chibi Ahri, is getting an all-new Inkborn Fables look in the form of Chibi Spirit Blossom Ahri! Pick up the Chibi Spirit of Salvation (top fours) before she leaves Treasure Realms in patch 14.08.

HUNDUN AND DOWSIE


A new Little Legend species and a series of Inkborn Fables variants for Dowsie—this canvas is looking cute as ever!

Enter Hundun: this undefeated staring contest champion is soon to be the faceless champion of the Convergence. Hundun’s base variant can be purchased directly from the store for 750 RP, while their Epic variants can be bought directly for 925 RP, or found in various Treasure Realms! Check out the variants below: Base Hundun, Blooming Hundun, and Twin Spirit Hundun.

As a reminder, the Legendary tier Nebulous Hundun and All Seeing Hundun are available via the Pass plus.

Whether it’s by brush or sword, Dowsie’s new variants show that even the most bashful of mer-mages can merc you if you cross them…or contest their comp. Dowsie’s Inkborn Fables variants are available for direct purchase (925 RP) or as a drop from Treasure Realms. Check out their variants below: Shan Hai Scrolls Dowsie, Spirit Blossom Akana Dowsie, Immortal Journey Dowsie.

BUNDLES


We’ve got one bundle here for the Morgana mains looking to rise up through the TFT ranks.
Bundle Contents Price
Majestic Empress Bundle Chibi Morgana, Majestic Empress Soul Shackles Boom, and TFT Inkborn Fables Pass+ Chapter I 5695 RP/TC

RANKED REWARDS AND MORE!

Ranked rewards for Remix Rumble will roll out throughout our release patch (this patch)! You can check out your well-earned rewards (nice job btw) over at our pass and more article here!

NEW RANKED SEASON


New set, new ranked season!
  • When Inkborn Fables goes live in your region, or after you download the latest mobile patch, you can start climbing
  • Depending on your rank in the previous season, you will start anywhere from Iron II to Bronze IV. This is true for both Double Up and Standard ranked.
  • You will get 5 provisional matches after the reset, meaning you will not lose any LP for sub-top 4 placements in your first 5 ranked games of the new stage. You'll also gain extra LP for finishing top 4, so best of luck!
  • Your Hyper rating will be reset to 500
  • Note that there’s still a 24h period of delay between mobile and PC going live
  • Mobile players who have not gotten the new set in their region won't be able to climb the ladder on the old set anymore

SYSTEMS

Seasons change, systems change, but I’ll always be there for you.

ENCOUNTERS


For full details on our new mechanic be sure to check out our fabled (& favorite) author’s piece on the mechanic! But for now, here’s a TL;DR.
  • Throughout your adventure into Inkborn Fables you’ll meet powerful spirits who will change your game in a variety of ways. There are over 80 unique Encounters, and you’ll see anywhere from two to five of them each game, so regardless of which legendary spirits you come across, expect each game of Inkborn Fables to feel like a unique journey.
  • Encounters can be anything from small bonuses (rerolls, gold, or an extra component on a carousel) to transformative ones that dramatically change how the game will be played. Regardless of their gifts, rule changes, or offered choices, all players always get the same Encounter!
  • Encounters have a variety of rarities, so expect some to be less common than others, with the most game-changing ones being more rare. Regardless of rarity, you’ll never Encounter the same spirit multiple times, even if that spirit has multiple Encounter options.
  • Once an Encounter has happened, though, you can always find a summary of it in the new Encounter Panel, which will also show you which choices other players have made while scouting them.

LEVELING


We’re making it slightly easier to hit level 9 to encourage the leap more. This should be a slight nudge more than anything else.
  • Level 8 to 9 XP: 80 72

SHOP ODDS


We’re using the new set as an opportunity to sharpen Level identities, with Level 7 being the level you stay at to star-up your 3-costs, and Level 8 being the same for 4-costs. Note that Level 9 has a 35% drop rate per slot for 4-costs (where you’d want to be if you were truly trying to 3-star a 4-cost).
  • Level 7: 19/35/35/10/1% 19/30/40/10/1%
  • Level 8: 18/25/36/18/3% 18/25/32/22/3%

CAROUSEL


Spatulas on Carousels (Shared Draft) are powerful comeback mechanics (perhaps too powerful), but they also enable access to Prismatic tier traits that should be reserved for the rare and highlight moments that they are. We’re toning down on spatulas from Carousels both to preserve these highlight moments but also to decrease the reliability of loss-streak into Spatula strategies.
  • The odds of seeing Spatula on a carousel have been reduced

NEW AND RENAMED PORTALS


We’ve got some exciting new Portals and the Gold Start Portal all entering the mix for Inkborn Fables. I dare you to play Fortune in Lethal Legends.

We’ve also gone through our existing Portal roster and updated their names to be less Remix Rumbly.
  • Champion Conference: Every stage, gain a champion that fits your team.
  • Gold Subscription: Every stage, gain a randomized amount of gold. All players gain the same amount.
  • Gold Opener: Start the game with 7 gold.
  • Anvil Buffet: All items drop as component anvils.
  • Wandering Vendors: Start with a Training Dummy with 2 permanently attached Support items.
  • Lethal Legends: Deal +1 damage when winning combat.
  • Golden Symphony has been renamed to Golden Gala
  • Prismatic Symphony has been renamed to Prismatic Party
  • Crescendo has been renamed to Ascending Augments

REMOVED PORTALS


We’re removing our set specific (Headliner) Portals, a few of our unpopular Portals, and two Portals (Treasure Armory and Loaded Carousel) that overlap with our current Encounters mechanic.
  • Multi-Talented
  • Showtime
  • Training Dummy
  • Unit Accelerator
  • Augment Payout
  • Item Payout
  • Treasure Armory
  • Loaded Carousels

LARGE CHANGES

Large, like the all new roster entering the Convergence!

3RD PARTY FRIENDS


There’s so much canvas to uncover with Inkborn Fables and these patch notes can’t possibly do it all. Good thing we have a supportive ecosystem of 3rd party friends that can give you specifics for the new content not covered here.

AUGMENT CYCLING: REMOVED


With over 100 new and returning Augments (most of them trait-linked) we need to open up some space in the pool. The following Augments will be taking some time off, but don’t let this news break your heart—they could return in a future set.
  • All Trait-linked Augments from Remix Rumble (e.g. That’s Jazz Baby)
  • AFK
  • Binary Airdrop
  • Blood Money
  • Cutting Corners
  • Cybernetic Uplink I
  • Indomitable Will
  • On a Roll
  • Parting Gifts
  • Reach the Summit
  • Spoils of War I
  • Silver Ticket I
  • Vampirism I
  • Blank Slate
  • Contagion
  • Frequent Flier
  • Good for Something II
  • Infusion
  • Last Stand
  • Return on Investment
  • Rich Get Richer
  • Rich Get Richer+
  • Scrappy Inventions
  • Spoils of War II
  • Cruel Pact
  • Cursed Crown
  • Determined Investor
  • Endless Hordes
  • Hologram
  • Spoils of War III
  • Talent Search
  • Wellness Trust
  • What the Forge

AUGMENT ADJUSTMENT

  • Two Healthy HP: 110 99

NEW AUGMENTS: SILVER


From snowballing Augments like Lunch Money to an Augment where everyone profits (Sharing is Caring), our new Silver Augments open up several strategies for folks to uncover and experiment with!
  • Band of Thieves: Gain a Thief's Gloves
  • Lunch Money: Every 8 damage you deal to enemy tacticians gives you 2 gold.
  • Branching Out: After 1 player combat(s), gain a random emblem and an item reforger.
  • Exiles: Your units that start combat with no adjacent allies gain a 25% max HP shield for 10 seconds.
  • Featherweights: Your Tier 1 and Tier 2 champions gain 15% attack and move speed
  • Fine Vintage: Completed Items left on your bench for 3 rounds transform into a Support Anvil. Gain an item component.
  • Golden Remover: Gain a Golden Item Remover and 1 random component anvil.
  • Over Encumbered: For this stage, you only have 2 bench slots. After that, gain 3 item components.
  • Pick of the Litter: Open a special shop with three free 3-cost champions. Choose one to get two copies of.
  • Sharing is Caring: At combat start, you gain 2 gold and your opponent gains 1 gold.
  • Tri Force: Your Tier 3 champions gain 100 HP, 10 starting mana, and 10% Attack Speed

NEW AUGMENTS: GOLD


With Headliners a thing of the past (set), our Augment space is prime for more trait-boosting Augments to unlock trait breakpoints, and maybe, just maybe, grant you access to those coveted Prismatic Traits!

Beyond trait-linked Augments, we’re adding a variety of powerful picks that will help you play in unconventional ways—including the return of Augments like Stand United or new ways to play with rolling via options like Too Much Candy and Heavenly’s Divine Rolls. Augments that echo some of the most fun Hero Augments from Monsters Attack have also returned. Look out for those Lucky Paws Kobuko games or super-drain-tank Midnight Siphon Yorick games.
  • Altruist Crest: Gain an Altruist Emblem and a Riven.
  • Arcanist Crest: Gain an Arcanist Emblem and a Lux.
  • Behemoth Crest: Gain a Behemoth Emblem and a Shen.
  • Boiling Point (Porcelain): Porcelain units' basic attacks restore 5 mana on hit. While boiling, basic attacks also Burn and Wound. Gain a Lux.
  • Bruiser Crest: Gain a Bruiser Emblem and an Aatrox
  • Built Different: Your units with no Traits active gain 250-500 HP and 40-60% Attack Speed (based on current stage)
  • Call to Adventure (Storyweaver): Every 2 takedowns, Storyweaver Kayle permanently gains 2 Ability Power and 12 Health. Gain a Garen and a Sivir.
  • Dragon’s Spirit: Gain a Dragon's Claw. Every time you heal 8000 Health with Dragon's Claws, gain an item component. (Max 4 components)
  • Dragonlord Crest: Gain a Dragonlord Emblem and a Janna
  • Drop Blossom!: Gain a Neeko. Your strongest Neeko’s spell heals 25% more and slams for 30% increased damage. Each cast increases the spell radius by 1
  • Dryad Crest: Gain a Dryad Emblem and a Gnar
  • Duelist Crest: Gain a Duelist Emblem and a Qiyana
  • Dynamic Duo: Gain a random 5 cost champion and another random champion that shares a trait with them. Gain 10 gold.
  • Extended Duel (Duelist): Your Duelists start combat with 3 stacks. At max stacks, they gain 10% Omnivamp. Gain a Darius and a Yasuo.
  • Enter the Dragon (Dragonlord): After the dragon strikes, Dragonlords deal 20% bonus true damage. Gain a Janna.
  • Epoch: Now and at the start of each stage, gain 6 XP and 3 free Rerolls that round only.
  • Epoch+: Now and at the start of each stage, gain 8 XP and 3 free Rerolls that round only.
  • Ethereal Blades: Gain a Shen. He gains +3 range and his spell deals 100% increased damage.
  • Fated Crest: Gain a Fated Emblem and a Kindred
  • Fortune Crest: Gain a Fortune Emblem and a Teemo
  • Ghostly Crest: Gain a Ghostly Emblem and a Shen
  • Grim Harvest (Reaper): Reapers gain 8% Critical strike chance and 4% omnivamp. They gain this bonus again whenever they get a takedown.
  • Haunted House: Enemies that die while Haunted by Ghostly pass 1 additional Haunt to a nearby enemy.
  • Heavenly Crest: Gain a Heavenly Emblem and a Neeko
  • Divine Rolls (Heavenly): At the start of every stage, including this one, gain 4 rerolls + 1 for each of your Heavenly units.
  • Inkshadow Crest: Gain an Inkshadow Emblem and a Senna.
  • Invoker Crest: Gain an Invoker Emblem and a Janna
  • It's Going to be Epic (Mythic): Every time a unique Mythic champion becomes Epic, gain 2 player health and 3 gold.
  • Long Shot (Sniper): Snipers gain 15% Attack Speed. Gain a Caitlyn and a Kog'Maw. After Snipers have fired a total distance of 1,200 hexes, get a Sniper's Focus.
  • Lucky Paws: Gain a 2-star Kobuko. Your strongest Kobuko’s spell does 300% damage, if Kobuko kills an enemy, they drop 1 gold.
  • Lucky Ricochet (Trickshot): Trickshots bounce 1 additional time for 50% of original damage. Gain a Sivir and a Teemo.
  • Mana Shield (Invoker): Whenever an Invoker casts, grant the lowest Health ally Shield equal to 200% of Mana spent. Gain a Janna.
  • Midnight Siphon: Gain a Yorick. Your strongest Yorick gains 25% max Health and additionally deals 20% of his max Health with his Ability.
  • Mind over Matter (Arcanist): Get a Training Dummy and an Ahri. Your Training Dummies have bonus Health equal to 250% of your Arcanists’ combined Ability Power.
  • Mulched (Dryad): Every round, gain 2 Dryad stacks. Dryads deal 10% additional damage. Gain a Rek’Sai and a Gnar.
  • Mythic Crest: Gain a Mythic Emblem and a Neeko
  • Porcelain Crest: Gain a Porcelain Emblem and a Lux
  • Prizefighter: Gain an item component. This happens again every 3 player combats you win.
  • Raid Boss (Behemoth): Your strongest Behemoth gains 20% max Health. Whenever other Behemoths die, they transfer 20% of their Armor and Magic Resist to it for the rest of combat. Gain a Cho'Gath and a Malphite.
  • Raining Gold: Gain 9 gold now, and an extra gold each round.
  • Raining Gold+: Gain 18 gold now, and an extra gold each round.
  • Reaper Crest: Gain a Reaper Emblem and a Kindred
  • ReinFOURcement: The next 4-cost champ you buy is instantly upgraded to 2-star. Gain 4 Gold.
  • Reverberating Bulk (Bruiser): Bruisers heal 2% of their max Health every second. Gain a Kobuko and a Rek'Sai.
  • Sage Crest: Gain a Sage Emblem and a Zyra
  • Scoreboard Scrapper: Every round, if you're in the bottom 4, your team permanently gains 1.5% Attack Damage and Ability Power. If you're in the top 4, they have 10% more Health.
  • Slammin’: Gain a random component. After each player combat, if there are no items on your bench, gain 2 XP. (Consumables excluded)
  • Slammin’+: Gain a random component and 12 XP now. After each player combat, if there are no items on your bench, gain 2 XP. (Consumables excluded)
  • Sniper Crest: Gain a Sniper Emblem and a Senna
  • Spirit Guardians (Wardens): Wardens start of combat damage reduction is increased by 12%. 20% of damage dealt to non-Wardens is instead distributed across your Wardens. Gain a Garen and a Jax.
  • Stand United: Your champions gain 2.5% AD and AP per trait active across your team.
  • Storied Champion: Gain a 2-star Garen. Your strongest Garen's Ability now grants stacking max Health instead of Shield. If he has more max Health than his target, his Ability deals 40% bonus true damage."
  • Storyweaver Crest: Gain a Storyweaver Emblem and a Riven
  • The Road Less Traveled (Sage): Gain 1 XP at the start of each combat. Each unique Sage that starts in the middle two rows grants 1 more. Gain a Zyra.
  • Too Much Candy: Your refreshes cost 0. Every 6 times you refresh your shop, refreshes cost 1 more. At the start of each stage, your refresh cost is set back to 0.
  • Umbral Crest: Gain an Umbral Emblem and a Yorick
  • Venerable Piggy Bank (Exalted): Your Exalted Soul Core gains gold instead of XP. If you lose combat, it gets 3 bonus gold! Gain 2 Exalted Champions.
  • Wandering Trainer II: Gain a Target Dummy with 2 permanently attached random emblems.
  • Wrath of the Moon (Umbral): Umbral champions deal 4% more damage every second they attack the same enemy. Resets when they swap targets. Gain a Darius and a Yorick.
  • Warden Crest: Gain a Warden Emblem and a Gnar

NEW AUGMENTS: PRISMATIC


Our new Prismatic Augments bring continued access to Trait breakpoints, as well as novel ways to interact with our shop, reforgers, and more! There are a ton of fun ones here, so check them out; special call out to Call to Chaos!
  • Accomplice: Gain a Support Thief’s Gloves and 8 gold
  • At What Cost: Immediately go to Level 6. You don’t get to choose your other augments.
  • Altruist Crown: Gain an Altruist Emblem, a Bloodthirster, and a Riven
  • Arcanist Crown: Gain an Arcanist Emblem, a Statikk Shiv, and a Lux
  • Ba-BOOM: Your champions deal 75% more damage for 2 seconds on every other cast.
  • Behemoth Crown: Gain a Behemoth Emblem, a Warmog's Armor, and a Yorick
  • Bruiser Crown: Gain a Bruiser Emblem, a Bloodthirster, and an Aatrox
  • Build a Bud: Get a random 3-star 1-cost and 1 gold
  • Call to Chaos: Randomly gain one of the following: 66 gold, 70 experience, 40 rerolls that do not expire, Training dummy with 2x Zeke's Herald, Training dummy with 2x Locket of the Iron Solari, 3x Hullcrushers and an item remover, 3x Snipers focus and an item remover, Random 3-star 3-cost unit and 10 gold, 3x Thief's Gloves and an item remover, 4 random emblems(no duplicates) and an item remover
  • Dragonlord Crown: Gain a Dragonlord Emblem, a Guinsoo’s Rageblade, and a Janna
  • Dryad Crown: Gain a Dryad Emblem, a Titan’s Resolve, and a Gnar
  • Duelist Crown: Gain a Duelist Emblem, a Giant Slayer, and a Qiyana
  • Fated Crown: Gain a Fated Emblem, a Sunfire Cape, and a Kindred
  • Fortune Crown: Gain a Fortune Emblem, a Sunfire Cape, and a Teemo
  • Ghostly Crown: Gain a Ghostly Emblem, a Bramble Vest, and a Shen
  • Heavenly Crown: Gain a Heavenly Emblem, a Hand of Justice, and a Neeko
  • Inkshadow Crown: Gain an Inkshadow Emblem, an Evenshroud, and a Senna
  • Invoker Crown: Gain an Invoker Emblem, a Rabadon’s Deathcap, and a Janna
  • Mythic Crown: Gain a Mythic Emblem, a Guardbreaker, and a Neeko
  • Porcelain Crown: Gain a Porcelain Emblem, an Adaptive Helm, and a Lux
  • Radiant Refactor: Gain 1 component anvil and a Masterwork Upgrade
  • Reaper Crown: Gain a Reaper Emblem, a Hand of Justice, and a Kindred
  • Sage Crown: Gain a Sage Emblem, an Adaptive Helm, and a Zyra
  • Sniper Crown: Gain a Sniper Emblem, a Guinsoo’s Rageblade, and a Senna
  • Storyweaver Crown: Gain a Storyweaver Emblem, a Gargoyle Stoneplate, and a Riven
  • Tiny But Deadly: Your units are 50% smaller but move and attack 30% faster
  • Two for One: Each round, get a copy of the first champion you buy that costs 3 or less.
  • Trash to Treasure: Reforging completed items turns them into a random Artifact and does not consume the reforger. Gain a Reforger and 2 Component Anvil(s).
  • Umbral Crown: Gain an Umbral Emblem, a Redemption, and a Yorick
  • Wandering Trainer III: Gain a Training Dummy with 3 permanently attached random emblems and 6 gold
  • Warden Crown: Gain a Warden Emblem, a Redemption, and a Gnar

CORE ITEMS


PSA: Crown your darlings!
  • Crownguard: When equipped during combat, Crownguard will grant the bonus AP instead of granting nothing. The shield will still not apply.
  • Tactician’s Crown now grants stats: 33 Health, 3% Attack Damage, 3 Ability Power, 3% Attack Speed, 3 Armor, 3 Magic Resist, 3 Mana

SUPPORT ITEMS


Needlessly Big Gem is difficult to use and unwieldy to carry…it is needlessly big. The Gem’s gold generation was hard and inconsistent to proc early (when it’s most impactful) as some fights don’t even last 15 seconds. We’re removing the gold generation aspect in favor of the item being an item version of Ascension, perfect for comps with a strong frontline that have trouble finishing out the fight!

Zz’Rot's old taunt caused a lot of problematic pathing. So we removed it! But without it, the item became an unclickable option, so we got creative. We're now letting the Voidspawn be movable during the planning phase so that you can better position it to tank for your team and allow this cute little void bug to benefit from Augments and Trait auras. This is a big buff for a lil’ bug.
  • Needlessly Big Gem’s gold generation has been removed
  • Needlessly Big Gem Bonus Damage after 15 seconds: 30% 40%
  • Zz’Rot Portal now spawns the Voidspawn during the planning phase
  • Zz’Rot Portal is now a Unique item
  • Zz’Rot Portal Voidspawn Stage Health Scaling: 1000/1300/1600/2000 (Stage 2-5) 1000/1500/2000/2500/3000 (Stage 2-6)
  • Zz’Rot Portal Voidspawn Stage AD Scaling: 80/105/130 (Stage 3-5) 80/115/150/180 (Stage 3-6)

SMALL CHANGES

Small, like the LP gained from running a Zz’Rot Voidspawn carry. I’ll run Dragonlord for the AS, a few Heavenly units for the stats, I’ll hit a few support items like Zeke’s and Aegis to buff the lil’ guy up. No one can stop me now!

ITEMS


Previously when you used an item remover on a Thief’s Gloves or sold the unit equipped with the items it would give you new Thief’s Gloves items. Now, the items will persist for the round no matter how many times you unequip and re-equip.
  • Thief’s Gloves, Radiant Thief’s Gloves, Blacksmith’s Gloves: Items rolled per glove are now persistent across a combat round, even when moving the Thief’s Gloves around. If you have Lucky Gloves, it is instead persistent per champion.

BUG FIXES

  • Stacks on stacks: Loot orbs are now less likely to stack on top of each other.
  • Masterwork Upgrade can no longer be used to pop an item off mid-combat.
  • Several Booms containing erroneous black rings on explosion have been fixed. The fix was so massive that it was split between 6 patches, spanning back to 13.24 - and now fully released with 14.6.
  • The following Chibis don't have long trail VFX when doing quick scouts: Kai’Sa, Ahri, Mecha Malphite, Teemo, and Zed.

Teamfight Tactics patch 14.5 notes

It’s the encore Patch of Remix Rumble, and we’re here to send it out with a bang(er)!
A lot also went on over the weekend, including the dev drop for our next set, Inkborn Fables, and our gameplay overview article for the set. But before we get too far ahead of ourselves, we’ve still got a patch full of mostly buffs (sorry, not you Ezreal) including a HUGE BUFF TO THE CRAB RAVE PORTAL!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

INKBORN FABLES

Our next set comes next patch, so if you need to catch up on Inkborn Fables content you can find those links in the intro for our Inkborn Fables dev drop, and our gameplay overview article for the set.

SYSTEMS

LOOT DISTRIBUTION UPDATE


TL;DR All players now get the same tier (quality) of loot at the same time even if those contents differ.

Back in the before times of TFT, before we even had a second set, we introduced loot orbs as ways to add variance to the game via differing items and gold drops. But now we have Portals, and Augments, and Headliner, and soon to come, Encounters, so we can afford to take just a small bit of variance out of the game in the way of varied loot drops.

So we’re updating our loot distribution. At every PVE stage, all players will now get the same quality and quantity of orbs. The specific contents of these orbs will differ, but the general value will not. Along with this, we’ve also rebalanced the contents of some orbs, because 10 gold from a Gold orb isn’t the same as a Tome of Traits. Finally, we’ve also added more variance to the drops on each round—meaning more possible options each round—meaning gold openers are back BUT when you get a gold opener, everyone gets one. So in short, well, I guess you can always just read the TL;DR again.
  • All players now get the same tier (quality) of loot, and the same amount of orbs, at the same time even if those contents differ.
  • Contents of orbs scale as the game goes on.
  • Orbs have been rebalanced to meet the parameters of their tiers.
  • We’ve now introduced a Prismatic Orb (it’s the most powerful one).
  • With our new Prismatic Orbs, we’re re-introducing a consumable, the Masterwork Upgrade, which when used on a unit opens an armory containing Radiant versions of that unit's craftable completed items. Upgrade the item you choose to its Radiant equivalent, and unequip it.
  • For the following bullet points I’m going to list some examples of loot orb contents to help you grasp each orb’s power.
  • Grey Orbs can contain things like: 2 gold and an Item Remover early game, or a 3-cost champion mid to late game.
  • Blue Orbs can contain things like: Two 3-cost champions early game, or an Item Remover and 8 gold in the mid to late game.
  • Gold Orbs can contain things like: A Spatula, 4 gold, and an Item Remover in the early game, or a 5-cost and 13 gold in the late game.
  • Prismatic Orbs can contain things like: A Greater Champion Duplicator and 12 gold in the early game, or a Tome of Traits + 5 gold in the late game, OR our new Masterwork Upgrade and 5 gold in the late game.
  • Gold and Prismatic Orbs will not appear in Stage 1.

PORTALS


Something has happened to Crab Rave…
  • The Crab Rave Portal now has its own track… Spoiler Alert… It's “Crab Rave.”
  • For our creators - Monstercat will not copyright strike your channel(s). However, if you use “Crab Rave” without a Monstercat Gold subscription, you'll receive a claim. This will not harm your channel, but it means that advertising revenue from your video will go to the label and the artist involved with the song.

LARGE CHANGES


Large, like our recent Inkborn Fables dev drop!

TRAITS


With our last patch of Remix Rumble, we’re giving the most underplayed verticals (and KDA) more reason to be played. But we’re not stopping there, ‘cause we’re adding a Mosher 8 as a trait breakpoint to play vertical Moshers! Good luck!
  • Big Shot Base AD: 10/18/30% 10/20/40%
  • Edgelord Attack Speed: 30/45/70% 30/55/85%
  • EDM Damage Base: 90/100/110/130% 90/110/120/135%
  • EDM Zac Base Frequency: 9 8 sec
  • KDA Stats Increase: 9/15/24/40% 9/15/27/45%
  • Mosher added 8 Piece
  • Mosher 8: 125% Attack Speed and 30% Omnivamp
  • Mosher 8 pronunciation guide: mOesher, as in “I have Moe mOeshers”

UNITS: TIER 1


This is the patch where we try to make strategies that haven’t worked, work. Strategies like one-shot AD K’Sante, or the unbenched super tank Tahm Kench with Sunfire Cape or Ionic Spark.
  • Corki AD: 48 50
  • Corki AS: 0.7 0.75
  • Evelynn HP: 550 650
  • Evelynn Mana buff: 30/90 30/75
  • K’Sante Spell AD%: 800% 999%
  • Tahm Kench AD: 70 88
  • Tahm Kench Spell Passive Damage Reduction: 12/15/25 12/18/33

UNITS: TIER 2


I realize I baited people into playing Garen reroll with Archangel’s in a previous patch note, but this is NOW the patch to do that. More casts, means more Health, and a better AD ratio means more from the 8-bit trait. DISCLAIMER: Patch notes authors are not responsible for lost LP, but are directly responsible for any LP gained.

Gragas has been underperforming for about **checks watch** almost a full set, often being slotted in for his useful traits and the fact that he’s a body of HP. We’re empowering Gragas to disco-slide into his own groovy AP Bruiser fantasy with a better AP ratio and more healing from his spell.
  • Aphelios Mana buff: 40/135 40/110
  • Garen Mana buff: 40/90 40/80
  • Garen Spell AD%: 160% 180%
  • Gnar AS: 0.65 0.75
  • Gragas Spell Damage: 190/285/440 240/360/555
  • Gragas Spell Healing: 500/575/650 500/625/750

UNITS: TIER 3


Neeko’s Cosplay spell will now benefit even more from having a tankier ally to copy, leaning more into her superstar superfan fantasy!

Samira’s been down on her luck recently, outshined by Urgot in her go-to comp, while also dependent on a comp that’s almost entirely 3-starred to find success. By upping the scaling on Thrills & Kills initial attack, we’re able to lift her power floor so she can find the kills with less of the thrills of losing.
  • Neeko Shield Percent of Ally Copied: 6% 8%
  • Neeko Spell Damage Percent of Shield: 70/90/115% 90/110/140%
  • Samira AS: 0.7 0.75
  • Samira Base Spell AD%: 240/240/250% 300/300/310%

UNITS: TIER 4


Putting the crank in Blitzcrank!

Ezreal’s been ever-so-slightly overperforming, so we’re adding another auto-attack (of Mana) before he casts his spell to slow down his burst cadence.
  • Blitzcrank AD: 60 90
  • Blitzcrank Mana buff: 60/120 50/110
  • Ezreal Mana nerf: 0/40 0/45

UNITS: TIER 5


With our finale patch, it’d be a shame not to buff the Maestro of the Grand Finale.

And before we see the death of a rockstar (Don’t worry, this is just a HEARTSTEEL reference as Kayn is in our next set too) we’re giving Kayn’s Wildcard forms a meaningful buff!
  • Jhin starting Mana buff: 0/50 30/50
  • Jhin Grand Finale Rifles Base AD%: 60/60/444% 66/66/444%
  • Kayn Mana buff: 0/50 0/40
  • Kayn Rhaast (losing form) HP Restore on killing 2 champions: 1 2
  • Kayn Shadow (winning form) Gold on killing 2 champions: 3 5

HEADLINER


Don’t hate the cosplayer, hate the cosplayed.
  • Neeko: 200 HP and plus 40 Mana to cosplayed ally 200 HP and plus 60 Mana to cosplayed ally

BUG FIXES

  • Radiant Adaptive Helm properly applies only 1 bonus at the start of combat.

Teamfight Tactics patch 14.4 notes

Welcome to our Remix Rumble Championship Patch!

But you don’t have to be competing next weekend to be a champion—cause just by reading this, you’re already one! Due to the competitive nature of this patch, we’re going extra light and extra small here, but that’s not stopping our update to Team Planner. In addition to that, we’ve got some fresh balance updates for the last patch of the 3.5 Revival mode. And what’s this…a new Learnings article with insights into how the team thinks Remix Rumble went, and where we can take TFT in the future!?
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

TEAM PLANNER

Team Planner Snapshot now allows players to quickly import champions from their field directly into Team Planner with the click of a button! Just open up the Team Planner, click Snapshot and confirm!

WINDOWS MIN SPEC UPDATE

As mentioned in the 14.2 notes, with this patch we are updating our minimum system requirements and will no longer be supporting Windows 7, 8, and 8.1 for all League of Legends and Teamfight Tactics games. To maintain the stability and performance of our game we sometimes need to deprecate support for legacy Operating Systems that aren’t widely used by our players. If you’re still playing on these versions of Windows, please consider updating to continue playing. Please see our min spec support page for more details.

CHROMEOS SUPPORT UPDATE

In addition to the Windows minimum spec update, starting in patch 14.5, we’re formally discontinuing support for TFT on ChromeOS, meaning players on this OS will no longer be able to update to a later patch.

VANGUARD

While we’ve been discussing Vanguard (Riot’s anti-cheat software already being utilized on Valorant) arriving globally, after some time testing the diagnostics check on PBE we’ve elected to change the rollout plan. Instead of a Global rollout, we’re going to be releasing in a single region first, the Phillipines, with patch 14.5. This allows us time on live servers to evaluate how Vanguard is functioning and being experienced before making adjustments if required.

LARGE CHANGES

Large, like the announcement coming at the end of the Championship on March 3rd!

ITEMS


Dragon’s Claw is reclaiming its rightful place as the item with the most Magic Resist to help you itemize into AP heavy lobbies. The 10 MR comes at the cost of 1% of the max Health offered, making the item a bit sharper as an MR slam.
  • Dragon’s Claw MR: 55 ⇒ 65
  • Dragon’s Claw Max HP: 10% ⇒ 9%

RADIANT ITEMS

  • Jak’sho the Protean (Radiant Adaptive Helm) no longer grants both effects regardless of position.
  • Jak’sho the Protean (Radiant Adaptive Helm) grants 1 effect based on starting position. The Fully Adapted Augment will grant both effects.
  • Jak’sho the Protean (Radiant Adaptive Helm) front 2 Row Resist bonus: 60 ⇒ 80
  • Jak’sho the Protean (Radiant Adaptive Helm) front 2 Row Mana On-Hit: 1 ⇒ 2
  • Jak’sho the Protean (Radiant Adaptive Helm) back 2 Row Ability Power bonus: 45 ⇒ 55
  • Jak’sho the Protean (Radiant Adaptive Helm) back 2 Row Mana Per 3s: 15 ⇒ 20

SMALL CHANGES

Small, like the LARGE CHANGES section.

TRAITS


Making sure our harder to hit trait breakpoints are worth their difficulty.
  • Country 7 Country Dreadsteed ability damage: 200% AD ⇒ 210% AD
  • Rapidfire Attack Speed per stack: 4/8/14% ⇒ 4/9/16%
  • Spellweaver Ability Power for Spellweavers: 20/35/70/120% + 1/2/3/4% per cast ⇒ 20/35/80/130% + 1/2/4/6% per cast

UNITS


Now that we’ve reworked Karthus, he’s benefiting more from repeat casts to clean up fights, so we’re giving him a Superfan item that’s a bit more adaptive to his current state. NOTE: This change shipped early in our mid-patch update last week.

Poppy was receiving more attack speed than intended from bonus Attack Speed, so we’re fixing that and giving her a small amount of compensation Attack Speed.
  • Lillia max Mana buff: 70/120 ⇒ 60/110
  • Karthus Superfan item: Archangel’s Staff ⇒ Adaptive Helm
  • Poppy Attack Speed: 0.65 ⇒ 0.7
  • Compensation for fixing a bug where Poppy gained more attack speed than intended from bonus attack speed.


SUPPORT ITEMS


It’s been like this for aegis.
  • Aegis of the Legion tooltip now clarifies that it affects adjacent allies in the same row.

DOUBLE UP

The Double Up meta has revolved around whichever team could access a Prismatic trait through high-rolling from their Assist Armories. These high-rolls were too common, so we removed them for now to preserve those prismatic moments as super-hype and powerful ones. While we were working on the Armories we also did some light adjustments to rebalance the offerings that haven't changed values for quite some time.

ASSIST ARMORIES

  • Spatulas and Tome of Traits no longer appear in Assist Armories
  • Removed Artifact Armory from largest Assist Armories
  • Adjusted second Assist Armory odds to have less inflation overall
  • 3 Components for 13g Option ⇒ 2 Components for 9g
  • 2 Training Dummies for 5g Option ⇒ 1 Training Dummy for 4g
  • 1 Tier 4 + 4g for 6g Option ⇒ 5g
  • 1 Tier 5 + 7g for 10g Option ⇒ 9g
  • 1 Thieves Gloves for 7g Option ⇒ 10g
  • 1 Champ Duplicator for 6g Option ⇒ 7g
  • 1 Artifact Anvil for 13g Option ⇒ 12g
  • 2 Completed Items & 1 Reforger for 15g Option ⇒ 20g

3.5 REVIVAL CHANGES

With 14.4 being the final patch to play the 3.5 Revival Mode, we’re sending it off with one more balance pass mostly focused on buffing the most underperforming champions and trait.

TRAITS

  • Blademaster Proc Chance: 35/35/80% ⇒ 30/30/80%
  • Cybernetic Health: 300/650 ⇒ 350/700
  • Cybernetic Attack Damage: 25/50% ⇒ 30/60%

UNITS


Jinx carry can now carry more than just your opponents!
  • Jayce MR and Armor: 40 ⇒ 45
  • Jayce Ability Damage: 320/480/800% AP ⇒ 350/525/875% AP
  • Jinx Attack Damage: 70 ⇒ 75
  • Jinx 1st Kill Attack Speed Bonus: 50/75/125% ⇒ 60/85/125%
  • Syndra Mana: 20/70 ⇒ 10/60

BUG FIXES

  • BoxBox LP delta: Caitlyn should now more reliably fire all of her shots from her ability even if targets die mid-cast.
  • Heartsteel’s 3-star 5-cost cashout now works even if there aren’t enough units in the pool.
  • Diamond Hands, Gambler’s Blade, Goldmancer’s Staff, and Needlessly Big Gem now correctly state they are Unique items in their tooltips.
  • Crest of Cinders (Radiant Red Buff) now correctly states it wounds for 33% in its tooltip.
  • Poppy no longer gains more attack speed than intended from bonus attack speed.
  • Buried Treasures component orbs are now blue orbs.
  • Superfans will no longer grant their item to a Headliner holding a Radiant Thief’s Gloves after combat.
  • Reforging Blacksmith’s Gloves no longer leaves Artifacts on the unit.

Teamfight Tactics patch 14.3 notes

The Lunar Festival continues!

It’s the last patch of our Lunar Festival, which means it’s your last chance to farm XP with Bard in the Set 3.5 Revival and claim any of our Lunar Festival cosmetic content. Speaking of, Chibi Porcelain Lux enters Treasure Realms for just this patch, so get your sparkling, rainbow vomiting, laser blasting Chibi now! But while the Lunar Festival event concludes at the end of this patch, we’re extending the 3.5 Revival game mode for one more patch (ends with the end of 14.4 now). As for the rest of the patch, we’ve got balance changes for more than just Remix Rumble—the 3.5 Revival has its very own balance section! Okay, I’d be remiss if I didn’t mention one very large system change that you should not miss—we’re evening out our loot distribution. And with that, let’s blast off!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

LUNAR FESTIVAL EVENT AND COSMETICS

14.3 marks the last patch of our Lunar Festival event, but while the event is leaving, the 3.5 Revival game mode will be staying until the conclusion of patch 14.4! Along with the event's departure, event specific cosmetics will also be leaving. Lunar Festival event cosmetics (e.g. Chibi Porcelain Lux, Golden Dragon Skyscraper, and more) deactivate on Feb 22nd at 11AM PT, just after the conclusion of the event with the end of patch 14.03 (Feb 20th). For more info on our Lunar Festival cosmetics, check out our cosmetics article here.

You may have noticed that we extended the 3.5 Revival game mode by an additional patch. This was unplanned, and you may see artifacts (e.g. old articles) with the old end-date. We’ve seen more interest in the 3.5 Revival game mode than originally expected, and believe that with a balance patch (this one), it can continue being a highlight for players. Lastly, and this just might be my opinion, maybe an extra patch of 3.5 will encourage some players to try something beyond Me Mech.
Lastly, we have a new Chibi available for one patch only, Chibi Porcelain Lux!

CHIBI PORCELAIN LUX


Chibi Porcelain Lux enters Treasure Realms this patch and leaves alongside the rest of the Lunar Festival content on the final day of the patch.

SYSTEMS

LOOT DISTRIBUTION


We’re lowering item drop variance by ensuring players receive the same number of items at each stage. While variance is key to the replayability of TFT, we’ve got quite a lot of that already, so we’re taking some variance out with the difference in item drop timings. There will still be variance in what items you get—as per usual—but you can officially say farewell to gold openers.
  • All players now get the same number of items at each stage.

HEADLINER RULES


This is a bugfix, but it does impact Headliner Rules, so I’m placing it here as well as in the bugfix section.
  • Fixed a bug that allowed a Headliner trait to appear multiple times before waiting for 4 shops as intended.

LARGE CHANGES

Large, like the Stakes I keep raising.

TRAITS


Swapping in Heartsteel during Stage 5 & 6 consistently allows you to pop off without falling hard. This results in seeing a first place too often, too consistently. So instead of praying for the death of a rockstar, we’re acting with a nerf specific to that moment. But don’t worry, we aren’t Heartsteel-hating here, as we’re giving even MORE Hearts to the Prismatic 10 Heartsteel.
  • Heartsteel Stage 5 & 6 Hearts per kill: 2 ⇒ 1
  • Heartsteel Heart Multiplier: 1/2.25/5.5/10x ⇒ 1/2.25/5.5/18x
  • Punk Attack Damage: 18/30/45% ⇒ 18/30/42%
  • Punk Health: 180/300/450 ⇒ 180/300/420
  • Executioner Critical Strike Chance: Up to 25/100/200% ⇒ Up to 25/80/160%

UNITS: TIER 1


You ever natural (natural means hitting your units without rolling) into Olaf 3 and then hit Gargantuan Resolve (the Gold Titan’s Resolve Augment), and then have your power go out? Yeah, me neither—I had to use a lesser duplicator. Olaf’s go-to build has a lot of coincidental Ability Power, making him sustain a bit too hard for a 1-cost.
  • Olaf Ability healing: 20/25/35% AP ⇒ 20/25/30% AP

UNITS: TIER 2


Senna has been missing since we brought down the power of her friends (Qiyanna, Ekko) and the power of her ability to make friends (True Damage Emblem). We’re increasing Senna’s damage across all levels, but especially at that 3-star carry level, to take the subpar out of her subwoofer.
  • Senna Ability damage: 105/155/225% AP ⇒ 110/165/255% AP

UNITS: TIER 3


Brightening up your day at the enemy backliner’s expense with a Lux buff.

Mordekaiser is both highly contested and underappreciated. Our strongest 3-cost 3-star of the patch, Mordekaiser, has uncharacteristically high damage for a tank. We’re maintaining his tankiness, but lowering the temperature on his Face-Melter damage.

A Sett nerf could be interpreted as a Heartsteel loss streak buff if you think about it…
  • Lux Ability damage: 250/375/550% AP ⇒ 260/390/575% AP
  • Mordekaiser Ability damage: 220/330/525% AP ⇒ 200/300/480% AP
  • Mordekaiser Ability finale damage: 220/330/525% AP ⇒ 200/300/480% AP
  • Sett HP: 950 ⇒ 900
  • Sett Ability main target damage: 275/420/680% AP ⇒ 250/375/600% AP
  • Sett Ability cone damage: 130/210/340% AP ⇒ 120/180/290% AP

UNITS: TIER 4


Ever since her time as a favorite holder of True Damage Emblem, Caitlyn’s suffered from a lack of damage, or too slow of a cast. We’re fixing one of those in the hopes that she can hunt more champs, without the need of niche Emblem itemization.

While our recent Karthus rework was a significant stride forward, we've noted that his initial cast remains excessively impactful. We’re continuing to lessen the momentum his team gets from that first cast, while raising the AP he gets after each cast—yes that makes Spear of Shojin an even better item on him.

We were a little too spirited with our Twisted Fate nerf last patch, so we’re giving back some power to this slick card dealer in the hopes that he finds a more balanced middle ground to electric slide into.
  • Caitlyn max Mana buff: 0/90 ⇒ 0/75
  • Karthus Ability damage: 175/260/580% AP ⇒ 160/240/540% AP
  • Karthus Ability power per cast: 30% ⇒ 40%
  • Twisted Fate Mana buff: 30/120 ⇒ 30/105

UNITS: TIER 5


Lifting our weakest 5-costs; Jhin becomes a heavyweight in the classical music world, and Sona’s melodies uplift more than just your spirit.
  • Jhin Armor/MR: 30 ⇒ 40
  • Jhin Health: 850 ⇒ 950
  • Sona Kinetic Form (Green) ability healing: 5/8/100% HP ⇒ 6/9/100% HP
  • Sona Kinetic Form (Green) shield duration: 2/2/30 seconds ⇒ 2.5/2.5/30 seconds

AUGMENTS


Twin Terror has been tied to Punk and Punk adjacent (Oi, Garage, Glampunk, etc.) comps, allowing them to spike too quickly and too hard.

We’re taking Switching Gears into the Augment shop and oiling the gears for more bang for your swap now that win and loss streaks take more combat to pull off.
  • Twin Terror I: Health: 350 ⇒ 300
  • Twin Terror I: Attack Speed: 35% ⇒ 30%
  • Twin Terror II: Health: 500 ⇒ 450
  • Twin Terror II: Attack Speed: 50% ⇒ 45%
  • Switching Gears Gold per swap: 2 ⇒ 3

ITEMS


Is that a Shock Treatment (Gold Augment) buff I see!?
  • Runaan’s Hurricane Bolt damage: 50% AD ⇒ 55% AD
  • Statikk Shiv Magic Damage: 30 ⇒ 35

ARTIFACTS & RADIANT ITEMS


After lowering the gold per kill last patch, Goldmancer’s Staff could use a bit more kill power.
  • Goldmancer’s Staff Base Ability Power: 30% ⇒ 45%
  • Deathfire Grasp Ability Power: 45% ⇒ 50%
  • Runaan’s Tempest (Hurricane) Bolt damage: 100% AD ⇒ 110% AD
  • Statikk’s Favor (Shiv) Damage: 70 ⇒ 80

SMALL CHANGES

Small, like the way patch notes were back when 3.5 was live. Don’t believe me? Just search TFT patch 10.18 patch notes…

TRAITS


Do Emo champions get sad when they’re buffed?
  • Emo Ability Power: 0/0/10% ⇒ 0/0/20%

UNITS


Please let Archangel’s Garen be a thing.
  • Garen Ability Health gain: 215/230/245% AP ⇒ 215/245/275% AP
  • Jax Ability slam damage: 230/345/520% AP ⇒ 240/360/560% AP

HEADLINERS


Zed’s Headliner bonus was previously not applied to his shadows. We’ve adjusted his bonus to be focused on Zed only, so even though this may read as a nerf, note that it’s simply a 5% AD buff to Headliner Zed.
  • Vi 250 HP & 15% AD ⇒ 200 HP & 15% AD
  • Kayle 25% AS ⇒ 20% AS
  • Zed: +100 HP & Shadow have +10% AD/+10% AS ⇒ +100 HP & +5% AD
  • Sona: +5% AS and +1% AS per attack ⇒ +5% AS and +2% AS per attack

AUGMENTS


Creating a more balanced version of Balanced Budget for 4-2 when drip econ has less impact. Now with even more budget!

And buffing the Augment that has cost players more LP than the trait itself—that’s Heartthrobs, if that wasn’t clear.
  • Balanced Budget: Added Balanced Budget+ which can be offered at 4-2 and gives 9 gold per round.
  • Balanced Budget will no longer be offered on 4-2.
  • Bigger Shot Bomb damage: 85% AD ⇒ 100% AD
  • Endless Hordes and Endless Hordes+ Health reduction: 20% ⇒ 15%
  • Heartthrobs extra Hearts: 20% ⇒ 25%
  • Starter Kit now grants 4 gold.

3.5 REVIVAL CHANGES

Hey there space cowboy—we’ve got a new section, for an old set. Our main goals here are to do a series of smaller changes to the biggest outliers. The 3.5 Revival is still a fun mode that should be focused on nostalgia and good times over perfect balance, so while this list of changes may look long, we're not trying to ship a patch that forces you to learn a new meta (or even a new comp). TL;DR you can still ME MECH NO PIVOT, but you can do that with more than just mech… just saying.

TRAITS

  • Battlecast 8 Piece Heal or Damage Amount: 800 ⇒ 1000
  • Cybernetic Health: 250/550 ⇒ 300/650
  • Cybernetic Attack Damage: 20%/45% ⇒ 25/50%
  • Dark Star 8 Piece AD/AP: 50 ⇒ 45
  • Sorcerer Ability Power: 20/40/70 ⇒ 25/45/75

UNITS


We’re taking a pass on lowering Crowd Control and Mana Reave to allow other comps who have been limited by said powers have their galaxy brain moment. Other than that, we’re focused on buffs.
  • Leona Health: 650 ⇒ 700
  • Leona Mana: 50/100 ⇒ 40/80
  • Poppy Health: 650 ⇒ 700
  • Poppy Ability Shield: 250/325/400 ⇒ 300/375/475
  • Lucian AD: 50 ⇒ 55
  • Lucian Second Shot AP Ratio: 175/260/415% AP ⇒ 200/300/450% AP
  • Xin Zhao Stun Duration: 1.5s ⇒ 1s
  • Ashe Stun Duration: 1.5/1.5/2s ⇒ 1/1/1.5s
  • Ashe Ability Damage: 250/375/625% AP ⇒ 225/335/560% AP
  • Darius Health: 700 ⇒ 750
  • Darius Ability Damage: 270/405/630 ⇒ 290/435/675
  • Ezreal Ability Mana Reave: 30% ⇒ 20%
  • Ezreal Ability Damage: 225/330/575% AP ⇒ 200/300/450% AP
  • Master Yi Bonus True Damage: 65/100/160% AP ⇒ 50/75/125% AP
  • Jinx Attack Speed: 0.7 ⇒ 0.8

BUG FIXES

  • Fixed a bug where you could find an Akali headliner whilst having an Akali headliner.
  • Lucian no longer sometimes fires one extra shot.
  • Lucian’s ability now properly stops scaling at 5.0 Attack Speed (previously it could benefit slightly beyond 5.0)
  • Lucian’s ability can no longer benefit from attack speed past 5.0 with Nashor’s Tooth.
  • Fixed a bug where Reforger and Pandora’s Items could never grant Spear of Shojin
  • Fixed a bug where Pandora's Items could grant the Hyper Roll version of Gamblers Blade outside of Hyper Roll, and vice versa.
  • Yasuo’s ability tooltip now specifies he deals physical damage.
  • Amumu’s ability tooltip now shows his Armor to damage scaling at each star level.
  • Ornn didn’t have a copyright: Artifact Anvils now read “Open an armory of Artifact items” when dragged over the shop, instead of “Open an armory of Ornn items”.
  • Kayle’s ability tooltip now correctly shows her Shred as 20% instead of 30%.
  • Binary Airdrop correctly grants Attack Casters and Attack Carries items from their recommended item.

Teamfight Tactics patch 14.2 notes

I may be mech, no scout, but I’d sure pivot for you…

We’ve got a lot going on this patch, but the biggest news comes with our Lunar Festival event, which brings new cosmetics, an in-HUB experience, and our first ever set revival! In addition to all that, we’ve got a few balance changes and our all-new Loadout Randomizer! Before we hop into all the celebrations, we have a few house-keeping announcements.
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

VANGUARD

In a few weeks we will be introducing Vanguard, Riot’s anti-cheat software that will be required for all League of Legends and Teamfight Tactics games. Starting patch 14.2, we will run a diagnostics check to see if your computer is ready for this update. If not, please review our troubleshooting guide or reach out to Player Support.

If you originally failed the check, it will re-run at a later point or you can manually re-run it by clicking on the settings icon on the top right and “Check for Compatibility” under General > Vanguard System Check.

This will not mean that Vanguard is active or being used for League & TFT yet, this is just to give players ample heads up and opportunity to be ready before it’s a requirement. For more information please check out our support article on Vanguard.

WINDOWS MIN SPEC UPDATE

Beginning Wednesday February 21st (patch 14.4), we are updating our minimum system requirements and will no longer be supporting Windows 7, 8, and 8.1 for all League of Legends and Teamfight Tactics games. To maintain the stability and performance of our game we sometimes need to deprecate support for legacy Operating Systems that aren’t widely used by our players. If you’re still playing on these versions of Windows, please consider updating to continue playing. Please see our min spec support page for more details.

LUNAR FESTIVAL

The Lunar Festival brings an in-client hub, where you can access the Set 3.5 Revival: Galaxies game mode, view your event pass progress, keep track of your missions, and more! To further the festivities we’ve also brought a number of cosmetics that are sure to leave your loadout looking stellar! Chibi Sona, Chibi Porcelain Lux, the Golden Dragon Skyscraper, and more all arrive shortly after patch 14.02 goes live!

LUNAR FESTIVAL COSMETICS

All Lunar Festival themed cosmetics will be available from patch 14.02 until their deactivation on Feb 22nd at 11AM PT, just after the conclusion of the event with the end of patch 14.03 (Feb 20th). That means the cosmetics will be around slightly longer than the game mode, so be sure to get in your galactic nostalgia soon! For more info on our Lunar Festival cosmetics, check out our cosmetics article here.

While all Chibis discussed here will be released globally alongside the event, the Booms designed for Chibi Prestige Dragon Fist Lee Sin and Chibi Porcelain Lux will be released first on TFT’s China server, then make their way to all other Riot regions in a future patch. Chibi Guqin Sona’s Boom is available globally via the Maven of the Strings Bundle.

CHIBI SONA AND CHIBI GUQIN SONA


Chibi Sona can be purchased directly for 1900 RP and she’ll come with her own Boom, Crescendo, that’ll prove even small-scale Sona knows her scales.

Sona will also have a festive Mythic variant available as a Star Content drop from Treasure Realms: Chibi Guqin Sona. In addition to a new instrument, Chibi Guqin Sona also comes with a Finisher that proves plucking the Guqin is just as easy as plucking her opponents off the Convergence.

CHIBI PORCELAIN LUX


Chibi Porcelain Lux will enter Treasure Realms as Star Content a bit later with patch 14.03, and will leave alongside the rest of the Lunar Festival content on the final day of the patch. She’s got a freshly polished porcelain Finisher as well!

CHIBI PRESTIGE DRAGON FIST LEE SIN


Chibi Prestige Dragon Fist Lee Sin is available through Collector’s Bounties (450 Treasure Tokens) until the end of patch 14.3 as a 2.5% drop. Collector’s Bounties have an additional 2.5% drop rate for Star Content; for Lee Sin, that means the following drops: Chibi Firecracker Jinx, Chibi Panda Annie, Chibi Dragonmancer Yasuo. Collector’s Bounties have a 45% chance for Highlight Content which includes base Chibis, and Tacticians like Baron and Poro. The remaining 50% of drops are standard Collector’s Bounties drops composed of 3-star Legendary Little Legends, as well as Mythic Little Legends.

If you have not received it before 30 tries, the 30th open of the Collector's Bounty will guarantee Chibi Prestige Dragon Fist Lee Sin. You can only open a maximum of 30 Collector’s Bounties. Also, please note: for players who unlock base Chibis through this Collector’s Bounty, they won’t come with their unique Booms right away, but we’ll be granting them to players retroactively in a future patch.

GOLDEN DRAGON SKYSCRAPER ARENA


Complete with win and loss streak animations, clickable fireworks, and progression as you level up, the Golden Dragon Skyscraper is only available as a Star Content drop from Treasure Realms!

PRANCIE VARIANTS


New year, new fit, new Prancies! Check out their variants below: Liu Li Prancie, Porcelain Prancie, Royal Prancie, Lotus Prancie.

Note: Lantern Prancie (second to last row) is available via the Event Pass.

Each variant discussed in this section is Epic tier and can be purchased from the shop for 925 RP at one star, or found in various Treasure Realms! Note that Lantern Prancie is available in the Event Pass.

TFT’S FIRST MID-SET REVIVAL

TFT’s first set revival is almost here, and we’re gearing up for galactic exploration with the revival of the Galaxies mid-set, Return to the Stars, as a temporary game mode available from patch 14.02 (Jan 24th) until the end of patch 14.03 during our Lunar Festival event! You can get more information about why we are returning to the stars, and how we’ve updated the mid-set here.

One thing that has changed since the release of the above article is our bag sizes. After PBE testing, we saw and heard feedback around the revived set having too much reliance on 3 starring a 4-cost to win a lobby. This is tied to the expanded bag sizes (50 per unit), so we’ve opted to reduce the count for 4 and 5-cost units to 20 (still much more than live). 1,2, and 3-cost units will continue to have 50 copies in the shared pool.

REMIX RUMBLE ACT 2 PASS

We’ve reached the halfway point in the set, so instead of releasing a new Pass and Pass+ alongside a mid-set (those are so last set) we’re releasing our Act 2 Pass at the halfway point. As per usual, each Pass has a 1295 RP upgradeable version that’ll grant you extra access to Arenas, Tacticians, and more! For more info on our Pass, check out our cosmetics article

MISCELLANEOUS

LOADOUT RANDOMIZER


We’re adding a much desired button to the lobby screen that will allow you to randomize your loadout (Tactician+Arena+Boom) to keep your style as varied as your games (Portals + Augments + Items + Team Comps). We hope this gives collectors the variety they’ve requested!
  • Randomizer takes the form of a dice logo in the lobby screen both on PC and Mobile
  • It'll randomize amongst your entitled content
  • There's a small delay so that players don't spam it
  • It does NOT randomize emotes or other content

BASE BOOMS FROM PRESTIGE TIER TREASURE REALMS


With the removal of Chibi Headliner K/DA POP/STARS Kai’Sa from Treasure Realms, we’re retroactively granting all base Booms for players who unlocked base Chibis through this Collector’s Bounty. It’s worth noting that base Booms for base Chibis will also come at the end of Prestige Dragon Fist Lee Sin’s Treasure Realm stay. In situations where you unlocked the base Chibi from the Prestige tier Treasure Realms and then purchased the corresponding Boom, we’ll be refunding the RP spent on said Boom.

SYSTEMS

PORTALS


There’s no cruelty allowed in a portal this blessed.
  • Cruel Pact can no longer be offered in the Radiant Blessing portal.
  • Silver Symphony & Decrescendo have been removed.

STREAK NOTIFICATIONS


Syncing up the scoreboard notifications with our changes in streak gold that we implemented in the last patch.
  • Winstreak scoreboard notifications now display at 5 wins and at 8 wins, and show the correct streak length.

RECOMMENDED ITEM CATEGORIES


It just makes more sense.
  • AD Carry: Edge of Night Red Buff
  • AD Caster: Edge of Night Red Buff
  • AD Caster: Bloodthirster Hand of Justice

HEADLINER RULES


Previously if you passed on something like Brawler Olaf, any champ that COULD have Headliner Brawler would be temporarily blocked for 4 offerings.
  • Updated a rule that blocked units that shared a trait with a previously offered Headliner. This rule should now only block the trait skipped from being the Headliner and still allow the unit to appear as their other trait(s).

LARGE CHANGES

Large, like the chance you lose to big Scuttle in Crab Rave.

TRAITS


In a twist of fate, Disco has gone from feeling funky to a full blown Night Fever in just one patch. Part of this is due to the power of the disco ball, as its buff gets the party rolling too fast. We’re going lighter here as we’ve also got a nerf for the trait’s 4-cost carry later on.

Punk just isn’t tough enough in the late game, which is why we’re beefing up their base stat gains which are in turn amplified by the percentage gains from rolling. What can I say? This trait just likes to get amped up.
  • Disco Attack Speed Per Tick: 5/10/15/20% 5/8/12/20%
  • Disco Healing Per Tick: 2/3/3/5% 2/3/3/4%
  • Punk AD: 17/28/42% 18/30/45%
  • Punk HP: 170/280/420 180/300/450

UNITS: TIER 1


Better base AD means better scaling upon starring up, itemizing, and Punk amplifications, which should allow this loose cannon to cut loose from the C-tier.
  • Jinx AD: 45 50
  • Kennen HP: 650 700
  • K’Sante Spell Base Damage Reduction: 25% 20%

UNITS: TIER 2


Kayle has been a confusing champion. Before this rework she had to first cast her ability to ascend and then deal her on-hit magic damage that shreds MR for 4 seconds AND THEN she would deal her finale damage to enemies around the target. This not only made her awkward to start up, but also confusing to play. We hope with this simplified rework she’ll be more intuitive and, with that, more playable. A mix of AS and AP items are still going to be useful on her, but with her higher mana cost breakpoint, experimenting with more AS or even Spear of Shojin could be useful when fielding an AP comp for a more frequent cast of her active which shreds MR.
  • Katarina Spell Damage: 140/210/315% AP 150/225/340% AP
  • Kayle (REWORK): Now passively deals magic damage on each hit. Active now immediately deals the AoE (finale) damage and applies Shred.
  • Kayle Mana nerf: 0/30 0/120

UNITS: TIER 3


While Urgot has seen success in various comps, those comps are often carried by his banjo toting pals (Read: Samira, Vex, and our favorite horsie) in the late game where Urgot falls off harder than just about every other 3-cost. Giving his ability an additional bonus damage component will help him get unstuck on unstoppable solo-frontliners in the hopes that this crab-legged dreadnought can be as dreaded as our crab-legged raver.
  • Lulu Spell Third Cast Damage: 120/180/280% AP 150/225/360% AP
  • Riven Ability Damage: 100% AD 90% AD
  • Urgot (REWORK): Now deals 50% bonus damage if his spell only hits 1 target.
  • Urgot Spell Damage: 175/175/180% AD + 15/25/40% AP 160/160/165% AD + 15/25/40% AP
  • Vex Stun duration: 1.5s 0.75s

UNITS: TIER 4


Karthus has had the issue of having a dominant and impactful first cast (if it crit), but then becoming the center of attention as his mana bar takes longer to fill the closer you stare at it (this is real, I swear). With this rework we’re not only opening up new avenues for Karthus to scale and reducing his reliance on a random critical strike, but also ensuring that repeat casts ramp up his damage even more—and with a smaller max Mana pool, he’ll certainly be casting more!
  • Karthus (REWORKED): Karthus’s ability will now always critically strike if able to.
  • Karthus gains bonus Ability Power based on his Critical Strike Chance
  • Karthus no longer gains mana from kills, now gains 30% Ability Power after each cast.
  • Karthus Mana: 30/120 15/105
  • Karthus Ability Damage: 270/405/900 175/260/580
  • Twisted Fate Mana: 30/105 30/120
  • Twisted Fate Card Damage: 50/75/225 45/70/225

HEADLINERS

  • Kai’Sa: +15% AD +25% AD (Still has +2 range and dashes farther)
  • Yone: +200 HP & +20% AD +150 HP & +15% AD

AUGMENTS


Name a better friendship than Twin Terror and Executioner… Oh, you, and I? I guess you’re right. Regardless, we’re taking out the critical strike chance bonus for Twin Terror to make the Augment more generally strong and less dependent on critical strike scaling synergies.
  • Bigger Shot (Big Shot) Damage: 75% AD 85% AD
  • Heartthrobs (REWORKED): You now gain 20% more Heartsteel Hearts instead of keeping 20% each time you get rewards.
  • Last Stand Bonus Stats: +180 HP, 18 Armor/MR, and 18% Omnivamp +160 HP, 16 Armor/MR, and 16% Omnivamp
  • Submit to the Pit (Mosher) Stats: +3 Armor/MR/AP/AD/AS +4 Armor/MR/AP/AD/AS
  • Too Big to Fail (Bruiser) Damage: 40% HP 35% HP
  • Twin Terror I Critical Strike Chance: 25% 0%
  • Twin Terror I Health: 250 350
  • Twin Terror I Attack Speed: 25% 35%
  • Twin Terror II Critical Strike Chance: 35% 0%
  • Twin Terror II Health: 350 500
  • Twin Terror II Attack Speed: 35% 50%

ITEMS AND ARTIFACTS


Goldmancer’s Staff provided too much consistent econ (especially early game) when used on a comp with a singular carry that racks up most of the kills regardless.
  • Thief’s Gloves are less likely to roll ideal items at level 7,8, and 9
  • Goldmancer’s Staff (Artifact) Gold per kill: 2 1

SMALL CHANGES

Small, like the change for Good for Something to become Better for Something.

TRAITS


Moshers now mosh a bit harder when capped out.
  • Mosher Attack Speed: 20/40/60% 20/40/70%

UNITS


A few Big Shots are firing even bigger shots.
  • Corki Spell Damage: 300% AD 320% AD
  • Lillia Mana: 70/130 70/120
  • Olaf is now categorized as an AD Fighter
  • Yasuo Spell Damage: 300% AD 280% AD
  • Jax Attack Speed: 0.85 0.9
  • Miss Fortune Spell Damage: 280/280/290% AD 295/295/305% AD
  • Ezreal Spell Damage (single target): 350/350/700% AD 370/370/740% AD
  • Poppy Spell healing on hit: 5/5/5% HP 5/5/10% HP
  • Sona (Heal Form): Sona will no longer send her healing auto attacks at non-champions (dummies and Illaoi tentacles) unless they’re the last units alive
  • Sona (Attack Speed & Ability Power): Sona can no longer target training dummies and Illaoi tentacles

AUGMENTS


More gold = more good.
  • Good for Something Gold drop chance: 30% 35%
  • Lategame Specialist Gold: 30 33

BUG FIXES

What!? Two bug fix sections?

GAMEPLAY

  • Too emotional: Emotional connection no longer reduces your units max mana to 10 the first time you take the Augment.
  • Multi-Talented Akali no longer keeps an additional trait when swapped in shop. (*fixed in 14.1A)
  • Radiant Nashor’s Tooth correctly grants Attack Speed on-cast with Twisted Fate.
  • Lucian’s number of shots correctly scales with the displayed tooltip amount. Now scales 1 shot per 20% AS instead of 1 shot per 40% AS.
  • Nashor’s Tooth will apply Attack Speed before Lucian’s cast rather than after.
  • Lucian’s number of shots will no longer scale past 5.0 Attack Speed.
  • Thresh can now properly damage CC immune units.
  • Akali no longer sometimes messes with non-Akali’s headliner traits.
  • True Breakout: True Damage Akali can no longer bypass the 3 star 4 cost rule.
  • Scrappy Inventions now gives components as intended.
  • Floating through space: When Superfans pop off items, those items now return to your bench at the appropriate speed.
  • Salvage Bin can no longer grant a Spatula as its random component.
  • Recomdevastated: The Disco Ball is no longer permanently deleted by Recombobulator.
  • Heartsteel’s 3000+ heart cashout now has the correct odds for each cashout.
  • Epic NPCs now drop their loot in the correct order.

COSMETICS

Our Singapore team did a large sweep of our Little Legend catalog, fixing a large number of minor bugs impacting animations, sound effects, emotes (Joke/Laugh/Taunt), and even ARAM recall effects. Here’s a list of impacted Little Legends, and a few other bugs fixed.
  • Abyssia, Ao Shin, Baron, Bellswayer, Burno, Bungo, Bun Bun, Choncc, Craggle, Whisker, Dango, Dowsie, Duckbill, Featherknight, Fluft of Poros, Flutterbug, Furyhorn, Fuwa, Fenroar, Gloop, Hauntling, Hushtail, Knife Hound, Knife Pup, Lightcharger, Melisma, Molediver, Mort, Nixie, Nimblefoot, Ossia, Paddlemar, Prancie, Protector, Piximander, Poggles, Poro, QiQi, Raptors, River Sprite, Runespirit, Scuttle, Shisa, Silverwing, Squink, Starmaw, Tocker, Umbra
  • Fixed an issue where Lux’s Health Bar would no longer cover her forehead during some of her animations
  • Fixed an issue where Squink’s head no longer explodes in size when spamming the Taunt animation
  • Porcelain Bellswayer’s splash has been fixed in loadout

Teamfight Tactics patch 14.1 notes

New Year, new Portals… and 11 of them too!!!

We hope you had a great patch 13.24, because it’s time to shake things up with a patch packed full of 11 new Portals, 16 Augments changes, over 10 Trait adjustments, a rework to Heartsteel, an update to over 15 items, and of course, over 20 champion adjustments. It’s a big patch for a big year, but the next patch will also be big (for different reasons), as it brings our first ever set revival with the return of the Galaxies mid-set, Return to the Stars! You can read more about the new (old?) game mode coming with our Lunar Legacies event from patch 14.02 to patch 14.04 via a dev article here!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

TFT’S FIRST SET REVIVAL

TFT’s first set revival is almost here, and we’re gearing up for galactic exploration with the revival of the Galaxies mid-set, Return to the Stars, as a temporary game mode available from patch 14.02 (Jan 24th) until the end of patch 14.04 (March 19th) during our Lunar Legacy event! You can get more information about why we are returning to the stars, and how we’ve updated the mid-set here.

MISCELLANEOUS

TFT IN-CLIENT SPECTATE


One of our biggest wins of 2023 will be felt with our first patch of 2024, Spectator Mode! We’re thrilled to have the feature go live this patch, which means there’s no excuses for not inviting me to your community led tournaments. On a serious note, a big thanks to the teams that worked across LoL PC and TFT to make what we thought to be impossible, possible, and another thanks to our passionate TFT community that’s been making community tournaments work for so long without this feature. We’re still in early days here, so be sure to report any bugs you may observe.
  • Spectate will go to our live client on patch 14.1, January 9th
  • Spectate will have a delay of 1 minute
  • Right click a pal from the friends list to spectate them and be prepared to congratulate them on their top four, or console them after their loss
  • Spectate will come to Riot Regions only this patch

SYSTEMS

NEW PORTALS


Some wild, some mild, some favorites returning, and one that heralds the rise of the Scuttle Crab—you’ve been warned!

We’ve also updated the odds of seeing our rare Portals (such as Scuttle Puddle) to be even across all Portals!
  • Spatula: Start with a Spatula.
  • Tactician’s Crown: Start with a Tactician’s Crown (gain +1 team size).
  • Support Anvil: Start with 1 Support item anvil.
  • Crescendo: Augments this game will be silver, gold, then prismatic tier.
  • Decrescendo: Augments this game will be prismatic, gold, then silver tier.
  • Champion Delivery: Twice per stage, gain a high cost champion. The cost increases with game time.
  • Radiant Blessing: At 40 player health, receive a blessing that contains powerful loot. This occurs at 10 player health in Hyper Roll
  • Treasure Armory: On stage 4-7, choose a 5-piece package of powerful loot. This occurs on Stage 8-1 in Hyper Roll.
  • Wandering Trainers: Start with a Training Dummy with 3 permanently attached trait emblems.
  • Loot Subscription: Every stage, gain random loot from a highly varied pool.
  • Crab Rave: Dancing Crabs replace PvE encounters and drop bonus loot, but crabs on Stage 5+ are EXTREMELY DANGEROUS. Grants loot every other stage in Hyper Roll.
  • All Portals in the game have an equal chance of appearing

STREAK GOLD


We’ve seen the Open Fort strategy (completely selling board to accumulate more gold) be much more valued than going WLWLW (win/loss/win/loss/win) and preserving Tactician Health. A WLWLW player gets 0 streak gold, while a LLLLL player gets 10 gold, which can be a lot considering the importance of early econ. We’re reducing the value of that early econ by restricting access to streak gold until later in Stage 2, as now LLLLL players will only get 6 gold (and still lose a lot of Health). Is the 6 gold completely worth playing Open Fort—maybe in some situations, but we don’t expect this to be a strategy you want to go for before seeing the outcome of 2-2, or even 2-3.
  • You have to hit higher streaks to make gold now
  • 1g: 2 - 3 ⇒ 3 - 4 wins/losses
  • 2g: 4 ⇒ 5 wins/losses
  • 3g: 5 ⇒ 6 wins/losses

EMBLEM ADJUSTMENT


We’re making Country 7 easier to access, allowing you to live your cowboy dreams… or cowboy night-mares… We’ll be adjusting the power of the trait to accommodate the newfound access to its highest tier (see Traits in the SMALL section).

Jazz is at its best when it’s improvised—there’s no room for cookie-cutter recipes here. With the Jazz Emblem no longer craftable, we will be increasing the power of the trait (see Traits section).
  • Country is now craftable and comes from Spatula + Negatron Cloak
  • Jazz is now uncraftable

HEADLINER RULES


We’re adjusting the rules for Headliners to show up in your shop in order to prevent awkward moments where you can’t three-star your reroll carry, while also making 3-star 4 and 5-cost champions harder to hit through the mechanic. The old rule was also confusing as it led to weird situations where champions in opponent shops could contribute to not seeing a Headliner you may have wanted.
  • 1/2/3-cost Headliners have no restrictions based upon copies you own
  • 4-cost Headliners can’t show up if you own more than 4 copies of that champion
  • 5-cost Headliners can’t show up if you own more than 3 copies of that champion

LARGE CHANGES

Large like the human need for at least 8 hours of sleep each night. A healthy sleep cycle is a healthy life cycle.

TRAITS


If you compare the output of a trait like Big Shot (40/72/120) versus 8-Bit which requires time to stack (45/75/120) it’s a long shot from a bit underpowered. Even with this reality, the trait isn’t too weak thanks to its powerful champions like Caitlyn and Corki. We’re going to put more power in the trait, while pulling some from its carries to keep 8-Bit from becoming 8/8 bit.

Right now 5 EDM is too strong, and Jax is the strongest version of it. Lowering the power of 5 EDM specifically also allows us to raise the trait power at 3/4, as well as some of the other EDM champions as needed.

Higher levels of Emo were certainly sad, but not in the way you’d want it to be. Now as you go up in Emo breakpoints, you can expect to cast more and more often. This should help vertical Emo Poppy and Vex mostly, as we’ll be giving Annie other adjustments to balance things out.

The way Executioner’s crit rate scaled with enemy health wasn’t very satisfying especially at 4 and 6. Now, they will critically strike low health enemies a lot more and much harder, leading to the vertical living their best crit life.

Heartsteel is getting a rework, but before we get into that it’s worth noting that we’ll also be nerfing the base trait a bit since it’s been too consistent. We’re adding a new “Raise the Stakes” option instead of automatically cashing out after four player combats. This will let players chase after massive cash outs—it’s risky though, as you will have to delay your rewards to a later time AND are punished for winning during this time.

Sentinel 6 and 8 are able to stall out a bit more than intended. We’re giving the trait a minor nerf at 6, but 8 is going down more due to the availability of Emblems from new Portals.

Spellweaver 10 has been virtually impossible to hit, so we’re just removing it as a Prismatic option, and then buffing accordingly. With the support of some of our new Portals especially, 9 should be achievable.
  • 8-Bit AD per Stack: 4.5/7.5/12% ⇒ 5/9/14%
  • Crowd Diver Bonus Damage: 5/30/60% ⇒ 12/30/50%
  • Dazzler enemy damage reduction: 15% ⇒ 10%
  • EDM Jax Spell Frequency: 7 ⇒ 8 sec
  • EDM Spell Effectiveness: 80/100/110/125% ⇒ 90/100/110/130%
  • EDM Frequency Reduction: 0/0/1/2 ⇒ 0/0/1/1 sec
  • Emo Mana Reduction: 20/25/30% ⇒ 20/30/40%
  • Emo Mana on Ally Death: 10/20/25 ⇒ 20/30/40
  • Emo 6 Piece Bonus AP: 20 ⇒ 10
  • Executioner base Critical Strike Damage: 5/25/45% ⇒ 5/15/30%
  • Executioner max Critical Strike Chance: 15/35/55% ⇒ 25/100/200%
  • Guardian max HP Shield Amount: 25/40/60% ⇒ 25/45/70%
  • Heartsteel NEW: Raise the Stakes! - Now after every 4 turns, you can cash out like normal OR you can choose to raise the stakes. If you do, your box turns golden and you are in high risk mode. You gain double the hearts, but if you win a combat, you lose 50% of your current total. If you manage to lose 8 times in a row, gain an additional 80 bonus hearts.
  • Heartsteel base Heart Rate: 100/250/600/1000% ⇒ 100/225/550/1000%
  • Hyperpop Mana Per Cast: 3/5/7/10 ⇒ 5/10/15/20
  • Jazz max HP Per Trait: 1.5/2/3% ⇒ 1.5/2.5/4%
  • Sentinel Base Armor & MR: 16/35/60/125 ⇒ 16/35/55/100
  • Spellweaver changed the 10 piece (Prismatic) to a 9 piece (Gold)
  • Spellweaver base AP: 20/35/60/200 ⇒ 20/35/70/120
  • Spellweaver AP per cast: 1/2/3/10 ⇒ 1/2/3/4

UNITS: TIER 1


Annie does well with exact items that make her cast a bunch, but when she doesn’t get exactly what she wants, she throws a fit taking the form of bottom four—she is just a child you know. Her reliance on perfect items is due to how much power is in Disentegrate’s powered up state. We’re raising her pre-powered up form, and lowering that rapid fire state to help her control her temper, and maybe be happy with other items as well.

Nami will now cast more frequently, dealing more damage through a fight, but with a reduced stun duration, although that too should even out with how many bubbles she’s throwing.

For the remainder of the buffs here, we’re lifting the weakest 1-costs so that even they can one day dream of being a reroll carry. Special shout out for the Taric buff that should make this warm bodied tank a truly outrageous 3-star Disconaut.
  • Annie Disintegrate Damage: 195/295/440 ⇒ 220/330/495
  • Annie Disintegrate powered up Attack Speed: 50% ⇒ 40%
  • Annie Disintegrate powered up Second Disintegrate Damage: 115/170/255 ⇒ 80/120/180
  • Nami Mana buff: 15/75 ⇒ 15/60
  • Nami Disco Prison Stun duration: 1.5 ⇒ 1.25 sec
  • Nami Disco Prison now has a slightly lower mana lockout period to prevent cases of not getting mana for attacks at higher attack speeds (Rageblade at the Disco Nami is now online)
  • Olaf AD: 50 ⇒ 55
  • Olaf Berserker Rage Attack Speed based on missing 1% HP ratio: 0.12% ⇒ 0.15%
  • Tahm Kench AD: 60 ⇒ 70
  • Tahm Kench Armor & MR: 35 ⇒ 40
  • Taric Mirroball’s Blessing Damage: 100/150/225 ⇒ 250/375/565
  • Vi The Harder They Fall AD%: 220% ⇒ 330%
  • Vi The Harder They Fall empowered AD%: 320% ⇒ 450%
  • Vi recommended Items changed to Attack Fighter
  • Yasuo Synthesizer Strike AD per kill: 1% ⇒ 1.5%

UNITS: TIER 2


Bard’s damaging notes (Doots) have more impact than his healing notes (Chimes), so we’re making sure he more reliably Doots on his foes than Chimes on his pals to raise his base power. That alongside a damage buff to his Doots will have Bard shooting and dooting his way to a Desperado collab.

While Garen Headliner has found success, his base form could use a Power-Up! We’re taking some of his Headliner power and putting it in the base to keep him more consistent.

Kai’Sa is very good at surviving and using Big Shot procs to finish out fights, but she could use better ratios to become a more reliable carry. We’re buffing her AD and AP scaling, so she can benefit more from the regular AD slams and AP from K/DA, Blue Buff, or Shojin.

With a nerf to Crowd Diver 6, reroll Katarina’s capped out board power has been lowered, and we’re compensating by giving some power back to her as AS.
  • Bard Improv Doot Damage: 190/285/430 ⇒ 200/300/450
  • Bard Improv will always cast 3 damage notes (Doots) and 1 healing note (Chime) while there is a valid heal target
  • Garen HP: 750 ⇒ 800
  • Garen Power-Up! HP gain: 200/215/230 ⇒ 215/230/245
  • Gragas Boogie Hour damage: 160/240/360 ⇒ 190/285/440
  • Kai’Sa Got the Boom AD%: 280/280/285% ⇒ 290/290/300%
  • Kai’Sa Got the Boom AP Damage: 30/45/65 ⇒ 40/60/90
  • Katarina AS: 0.7 ⇒ 0.75
  • Kayle Fires of Ascension empowered attacks bonus Damage: 35/50/75 ⇒ 35/55/80
  • Kayle Fires of Ascension final empowered attack Damage: 210/315/475 ⇒ 240/360/540

UNITS: TIER 3


Ekko is the hardest unit for me to find every game, and that’s not just a “me” thing. His utility, tankiness, and traits make him a high-value frontliner in many comps, so we’re lowering his utility in a stun duration nerf that’ll hopefully make him easier to find, for all our sakes.
  • Ekko Record Scratch Stun Duration: 1.5 ⇒ 1 sec
  • Lux Laser Light Show Damage: 230/345/550 ⇒ 250/375/550
  • Mordekaiser Face-Melter Damage over 3 seconds: 200/300/480 ⇒ 220/330/525
  • Mordekaiser Face-Melter final Damage burst: 200/300/480 ⇒ 220/330/525

UNITS: TIER 4


Ahri’s blowing kisses like they’re going out of style, so we’re asking her to chill a bit, and reducing her Attack Speed to slow down her cast rate.

Our Karthus adjustments are to make him better at cleaning up fights with less remaining enemies, while being slightly less impactful at the start of a fight.

Twisted Fate is already okay when he gets his narrow items and you’re able to speed level to 8 with a strong frontline. By allowing bonus AS to create even more cards, we’re opening up even more build paths. If you have a strong frontline and other sources of magic damage, opt for more AS to shred enemy MR and gradually take over fights.
  • Ahri AS: 0.8 ⇒ 0.75
  • Karthus starting Mana nerf: 40/120 ⇒ 30/120
  • Karthus Mortal Reminder number of targets: 5 ⇒ 4/4/6
  • Karthus Mortal Reminder Damage: 220/330/1000 ⇒ 270/405/900
  • Twisted Fate Hustle & Shuffle AS needed per 1 bonus card: 40% ⇒ 20%
  • Viego Riff of the Ruined King slam AD%: 200/200/400% ⇒ 225/225/450%
  • Zac Mana buff: 60/130 ⇒ 60/120
  • Zac Armor & MR: 60 ⇒ 70
  • Zac Let’s Bounce! Heal per bounce: 100/150/800 ⇒ 120/160/800

UNITS: TIER 5


Lucian’s Arpeggio hasn’t been properly scaling with Attack Speed (which should increase the number of shots in his spell). But even with that taken into account we’d be remiss not to note his other weaknesses. More AD and a better AD ratio should make this Jazz Legendary worthy of three item slots.

Qiyana’s power ceiling (printing items while also being a very strong unit) has been enabled by her strong damage ratios. We’re lowering those, but also preserving her ability to copy multiple items at once to just her three-star form.

Oftentimes when we create a champion with multiple forms, one form becomes the dominant way to play, and we have to tinker with the other forms to keep them on par. This is that tinkering moment. Our goals with these changes are to have you select a Sona form based upon what your comp needs. Need more frontline—choose Kinetic. Need to empower your AD allies—choose Ethereal for Attack Speed. Need to do more damage, or amplify your other AP units—choose Concussive.
  • Lucian AD: 65 ⇒ 70
  • Lucian Arpeggio Shot AD%: 55/55/1000% ⇒ 60/60/1000%
  • Lucian Arpeggio spell now correctly scales with attack speed
  • Qiyana Sample & Remix AD%: 500/500/1000 ⇒ 470/470/1000%
  • Qiyana Sample & Remix Itemless additional True Damage: 75% ⇒ 60%
  • Qiyana Sample & Remix number of Items Copied: 1/2/3 ⇒ 1/1/3
  • Sona The Drop Kinetic (Heal Form) Heal per auto: 4/7/100% ⇒ 5/8/100%
  • Sona The Drop Ethereal (Attack Speed Form) AS per Auto: 25/35/500% ⇒ 20/30/500%
  • Sona The Drop Ethereal (Attack Speed Form) AS on Cast: 125/175/777% ⇒ 100/150/777%
  • Sona The Drop Concussive (Damage Form) AP per auto: 2/3/100 ⇒ 3/4/100
  • Ziggs AS: 0.8 ⇒ 0.85
  • Ziggs Chaos Theory smaller bomb Damage: 70/105/400 ⇒ 90/135/500

HEADLINERS


We’re taking another pass on our underperforming Headliners, while shipping two nerfs to accommodate the buffs to their base forms for Garen and Yasuo.

Gnar’s Headliner ability had him instantly transform, jump into the enemy team, and then get focused down. Delaying his jump should prevent this instant focus, allowing carry Gnar comps to lean more heavily into offense.
  • Evelynn: 100 HP & 15 AP ⇒ 100 HP & 20 AP
  • Olaf: 150 HP & 10 Armor/MR ⇒ 150 HP & 15 Armor/MR
  • Tahm Kench: 225 HP ⇒ 300 HP
  • Taric: 100 HP & 15 Armor ⇒ 150 HP & 15 Armor
  • Vi: 150 HP & 20% AD ⇒ 250 HP & 15% AD
  • Yasuo: 100 HP & 15% Omnivamp ⇒ 200 HP & 10% Omnivamp
  • Aphelios: 20% AD ⇒ 25% AD
  • Garen: 400 HP ⇒ 350 HP
  • Gnar: Jump slightly delayed to after initial enemy targeting
  • Gragas: 15% Damage & 10% DR ⇒> 18% Damage & 10% DR
  • Neeko: 200 HP & 20 Mana to Ally ⇒ 200 HP & 40 Mana to Ally
  • Zac: 200 HP & 15 AP ⇒ 300 HP & 20 AP
  • Kayn: 5 AP & Increased Rewards ⇒ 10 AP & Increased Rewards

AUGMENTS


With our changes to streak gold, Consistency has been dramatically nerfed, so much so that we have opted to disable the Augment completely instead of finding a cheap way to buff it.

While the stun duration on Crash Test Dummies has been lowered the delay on their initial jump will now result in stunned units targeting them (given that they are the dummies are the nearest enemies) once they come out of the stun.

Submit to the Pit (Mosher) is getting a rework that not only makes it more thematically relevant (Mosh with your pals), but also less awkward with constantly fluctuating stats.
  • Cybernetic Bulk I/II/III HP: 222/333/555 ⇒ 200/300/500
  • Best Friends I AS & Armor: 10 ⇒ 12
  • Consistency has been Disabled
  • Help is on the Way Turns to wait: 6 ⇒ 8
  • Rolling for Days I Rerolls Granted: 8 ⇒ 9
  • Rolling for Days I can now show up 3-2 and 4-2
  • Stationary Support Turns to wait: 7 ⇒ 8
  • Crash Test Dummies Stun Duration: 2 ⇒ 1.25 seconds
  • Crash Test Dummies jump delayed to after initial enemy targeting
  • Expose Weakness (Executioner) Shred & Sunder: 40% ⇒ 30%
  • Extended Play (Punk) now grants 2 gold whenever a Punk champion is 2-starred.
  • Heroic Grab Bag Gold: 2 ⇒ 4
  • Little Buddies HP: 90 ⇒ 75
  • Ramping Rhythm (Rapidfire) starting Stacks: 3 ⇒ 4
  • Return on Investment Rerolls required: 18 ⇒ 16
  • Submit To The Pit (Mosher) REWORKED: now grants the benefits based on nearby allies at the start of combat. 5 ⇒ 3 stats.
  • Teaming Up II now can only show up on 4-2
  • Three’s a Crowd HP per 3-cost: 80 ⇒ 75
  • Binary Airdrop now specifies that it will grant a recommended item. (No functional change)
  • Tiniest Titan+ Gold: 8 ⇒ 15

ITEMS


With a long patch full of data, feedback, and our own experiences climbing the Ranked Ladder, the live team has taken a pass on a large portion of our item roster. Nearly all AP items have received a buff, while many other items are receiving new features to make them more flexible.

Blue Buff and Red Buff have been the powerhouse core items that have enabled some of our most successful carries throughout patch 13.24. We’re lowering their power here and letting the champions they’ve enabled escape nerfs (Ahri being the exception with a small Attack Speed nerf).

Finally, True Damage Emblem has significantly raised the power and desirability of Spatulas—partially leading to the appeal of Open Forting for early priority on Carousel. We’re completely taking away its Bling Bonus of bonus True Damage, but they’ll still benefit from the base trait’s bonus.
  • Adaptive Helm Front Row Armor & MR: 35 ⇒ 40
  • Adaptive Helm Back Row Bonus AP: 15 ⇒ 20
  • Archangel’s Staff AP per 5 Seconds: 25 ⇒ 30
  • Bloodthirster now also grants 15 AP
  • Blue Buff bonus Damage on Takedown: 10% ⇒ 8%
  • Dragon’s Claw HP Increase: 5% ⇒ 10%
  • Evenshround Armor & MR for 10 seconds: 20 ⇒ 25
  • Gargoyle Stoneplate now also grants 100 HP
  • Hextech Gunblade base AD & AP: 10 ⇒ 15
  • Ionic Spark now also grants 200 HP
  • Jeweled Gauntlet AP: 30 ⇒ 35
  • Morellonomicon now also grants 15% Attack Speed
  • Rabadon’s Deathcap AP: 60 ⇒ 50
  • Rabadon’s Deathcap bonus Damage: 8% ⇒ 20%
  • Red Buff Bonus Damage: 8% ⇒ 6%
  • True Damage Emblem Bling Bonus removed

RADIANT ITEMS

  • Jak'Sho the Protean (Adaptive Helm) Armor & MR: 45 ⇒ 60
  • Urf-Angel's Staff (Archangel) AP per 4 seconds: 35 ⇒ 40
  • Blessed Bloodthirster also grants 30 AP
  • Dragon's Will (Dragon Claw) HP Increase: 8% ⇒ 18%
  • Dvarapala Stoneplate (Gargoyle) now also grants 250 HP
  • Dvarapala Stoneplate (Gargoyle) base Armor & MR: 30 ⇒ 50
  • Hextech Lifeblade (Gunblade) AD: 10 ⇒ 30
  • Hextech Lifeblade (Gunblade) AP: 40 >> 50
  • Covalent Spark (Ionic Spark) now grants 400 HP
  • Glamorous Gauntlet (Jeweled Gauntlet) AP: 55 ⇒ 65
  • More More-ellonomicon also grants 25% Attack Speed
  • Rabadon's Ascended Deathcap AP: 110 ⇒ 70
  • Rabadon's Ascended Deathcap bonus Damage: 12% ⇒ 50%
  • Crest of Cinders (Red Buff) AS: 70% ⇒ 60%
  • Crest of Cinders (Red Buff) Bonus Damage: 10% ⇒ 8%
  • Royal Crownshield (Crownguard) starting Shield: 40% ⇒ 50%
  • Legacy of the Colossus (Steadfast Heart) base Damage Reduction: 9% ⇒ 12%

SMALL CHANGES

Small, like the chances of hitting 10 Spellweaver.

TRAITS


Prismatic traits are super strong and that’s a good thing for how rare they are. That being said, the new Portals make them less rare, so they need to come down in power to compensate. They will still be super strong.

With Country becoming a craftable Emblem, we’re nerfing the Dreadsteed’s (Hecarim) base resistances.
  • Country bonus Armor & MR for Hecarim: 0/20/60 ⇒ 0/15/50
  • K/DA bonus max HP & AP/AD: 10/15/22/50 ⇒ 9/15/24/40
  • Pentakill 10 - Bonus Damage: 110% ⇒ 99%
  • Superfan Ziggs Item: Archangel’s Staff ⇒ Spear of Shojin
  • True Damage 9 - Bonus True Damage: 125% ⇒ 99%

UNITS: TIER 1


With 8-Bit getting its Gr8-Bit moment, we’re shipping a small compensation nerf to Corki.
  • Corki Blown to 8 Bits AD%: 320% ⇒ 300%
  • Evelynn Whiplash AS on cast: 120% ⇒ 150%
  • K’Sante Block the Haters base Damage Reduction: 30% ⇒ 25%
  • Lillia Mana buff: 70/140 ⇒ 70/130

UNITS: TIER 2


Twitch is already finding success in a few narrow Augment dependent comps, so here we’re adjusting him to be more powerful in his more obvious go-to comp, Punk reroll, by improving his AD scaling.
  • Pantheon Too Tough To Kill Damage Reduction AP: 15% ⇒ 20%
  • Twitch Bottled Anarchy AD: 225% ⇒ 250%
  • Twitch Bottled Anarchy secondary shard explosions: 6 ⇒ 4

UNITS: TIER 3


The numbers on this Lulu buff feel so clean, like a money machine.
  • Lulu Tastes like Glitter primary Damage: 240/360/575 ⇒ 250/375/600
  • Miss Fortune Double Time AD%: 270/270/275% ⇒ 280/280/290%
  • Neeko Cosplay Shield from Ally HP ratio: 5% ⇒ 6%

UNITS: TIER 4


With more AD from 8-Bit, Caitlyn will still be A-hit.

Someone has to stop Poppy and tell her the name of her ability.
  • Caitlyn Champ Hunt AD%: 390/390/800% ⇒ 360/360/750%
  • Caitlyn Champ AP: 25/40/120 ⇒ 40/60/200
  • Poppy Hammer Time Heal per Hit: 6% ⇒ 5% of max HP
  • Thresh HP: 1000 ⇒ 1050

BUG FIXES

  • Endlessly Hoarding: Endless Hordes will no longer delete items from Training Dummies.
  • Fixed a bug where Karthus could target untargetable objects (like Zed clones)
  • Craftable Emblems will no longer roll into abyssal masks from Pandora’s Items or Reforgers in Double up.