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

Teamfight Tactics

Teamfight Tactics patch 13.24 notes

What’s cooking DJs?

Welcome to our first patch of Remix Rumble. This is an important one as it’s the patch the TFT Vegas Open will be played on, so we’re focused on bringing down our clear winners (Jazz, Country, Superfan, etc.) of the opening patch and lifting the sorest of losers (Yasuo, Yone, Viego, etc.). We’re purposefully avoiding big swings ahead of TFT’s first LAN tournament, the TFT Vegas Open, but expect a follow up patch before the end of the year to keep the meta diverse and genre-inclusive over the break.

In addition to the balance changes, we’ve got new Tacticians arriving just in time for you to style on your opponents at Vegas, or on a second monitor while watching the TVO… can you tell that I’m hyped for TVO? Say hello to Chibi Akali, Chibi Headliner K/DA POP/STARS Kai’Sa, Drip Drummer Choncc, and Power Chord Ao Shin!

Wanna know more about TVO—well, I’ll be there so be sure to say hi! Oh, you need actually useful information? Okay, in that case our esports pals gotcha here.
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

COSMETICS

For more information and videos of the below cosmetics, check out our Pass and More article here! As an extra reminder, Chibi Heartsteel Sett will leave Treasure Realms within 24 hours of these notes going live!

CHIBI HEADLINER K/DA POP/STARS KAI’SA


Chibi Headliner K/DA POP/STARS Kai’Sa is the Chibi with the longest name and the most stylish moves. Chibi Headliner K/DA POP/STARS Kai’Sa is our first global release of a Prestige-tier Tactician, with brand-new splash, visuals, and finisher. This tier of Tactician is designed for the superfans to express their super fandom. For Chibi Headliner K/DA POP/STARS Kai’Sa, this means a finisher that’ll have you sampling the song POP/STARS so you can play out your foes after you outplay them!
  • Chibi Headliner K/DA POP/STARS Kai’Sa will be available via Collector’s Bounties until January 10th.
  • Chibi Headliner K/DA POP/STARS Kai’Sa has a 2.5% drop rate from Collector’s Bounties (450 Treasure Tokens each).
  • Collector’s Bounties have an additional 2.5% drop rate for Star Content; for Kai’Sa, that means the following drops: Chibi Star Guardian Lux, Chibi PROJECT Zed, Chibi Dragonmancer Ashe. Collector’s Bounties have a 45% chance for Highlight content which includes base Chibis, Baron, and Poro variants. The remaining 50% of drops are standard Collector’s Bounties drops composed of 3-star Legendary Little Legends, as well as Mythic Little Legends like Choncc the Wise, PROJECT: Abyssia, URF Dowsie, and more!
  • If you have not received it before 30 tries, the 30th open of the Collector's Bounty will guarantee Chibi Headliner K/DA POP/STARS Kai'Sa.
  • You can only open a maximum of 30 Collector’s Bounties
  • Promise Tokens from other bounties do not apply to this one
  • Bad luck protection for other bounties do not carry over for Collector’s Bounties and vice-versa

CHIBI AKALI & K/DA ALL OUT AKALI


Chibi Akali proves that cold steel, a target, and some ramen are all anyone really needs.
  • Chibi Akali can be picked up for 1900 RP, and comes with her Perfect Execution Boom
  • Chibi K/DA ALL OUT Akali is available as Star Content and comes with her own finisher, screeching onto the screen and leaving the tread marks of defeat on your opponents.
  • Chibi K/DA ALL OUT Akali will be leaving Treasure Realms on patch 14.02, but her base Chibi form will stick around.


LITTLE LEGENDS


Ao Shin’s songs drag on and on, which is why they’re late to the party. Like Drip Drummer Choncc, they’re available starting patch 13.24 (this one) for direct purchase at 925 RP. Drip Drummer Choncc arrived fashionably late to sport the most fashionable threads (all upsourced from second hand thrifting cause being environmentally conscious is true fashion).
  • Drip Drummer Choncc is available for direct purchase at 925 RP
  • Power Chord Ao Shin is available for direct purchase at 925 RP

MISCELLANEOUS

SPECTATOR COMES TO PBE


Thanks to collaborative work between LoL and TFT (yeah, we’re good friends like that) we’re able to update our Spectate software to include TFT! This is unbelievably huge for us, as it’s been something many of you have wanted to assist in hosting community led tournaments. It’s awesome to finally have this come together, and we’re thankful for both your patience and the collaboration from the spectate team.
  • Spectate your friends on demand on PBE starting December 6th
  • Spectate will go to our live client on patch 14.1, January 9th
  • Spectate will have a delay of 30s
  • Right click to a pal from the friends list to spectate them and be prepared to congratulate them on their top four, or console them on their 8th.

EMERALD IS HERE


The Emerald pop-up will no longer taunt you upon queuing TFT.
  • We’ve removed the Emerald pop-up from the client. F’s in chat.

DISCONTINUED DEVICE SUPPORT


The minimum spec requirement for TFT mobile on Android devices has been raised. As we continually improve TFT we’re no longer able to support a few devices at a sufficient quality level, but these changes should affect about .01% of active players.

SYSTEMS

PORTALS RENAMED


We’re taking a pass on portal names to make their character count shorter, especially across different languages where some names are causing UI issues. While we’re at it, we’re going to make them more music-y as well!
  • 1st Augment Gold Golden Prelude
  • 1st Augment Prismatic Prismatic Prelude
  • 3rd Augment Gold Golden Finale
  • 3rd Augment Prismatic Prismatic Finale
  • All Silver Augments Silver Symphony
  • All Gold Augments Golden Symphony
  • All Prismatic Augments Prismatic Symphony
  • Gold Per Augment Augment Payout
  • Gold Per Item Item Payout
  • 3-Cost Start 3-Cost Champion
  • Triple Champion Start 3 Champions
  • Player Health Increase Larger Legends
  • Double Item Carousel Loaded Carousels

LARGE CHANGES

As a reminder, large changes are changes we believe will have an impact on the meta.

TRAITS


8-Bit shipped a bit underpowered, and the grand prize was effectively unattainable unless you were already in a position where you had a 3-star 4-cost already—a position where you were already incredibly likely to get first. We’re giving the trait a nudge that will feel most significant once you’ve beaten a few high scores, while also making the grand prize easier to hit (but still appropriately difficult).

Country, Guardian, and Jazz all released with too much power. Carries for Country comps utilized the bonus AS and Omnivamp to allow itemization in greedier stats (e.g. Crit for Samira) without major drawbacks. Guardian shields provided extended frontliner HP bars that would carry over to carries at times. And Jazz comps were quickly perfected to maximize the power of the trait.
  • 8-Bit AD Per Stack: 3.5/6/10% 4.5/7.5/12%
  • 8-Bit Grand Prize Score: 456789 345678
  • Country 3 Attack Speed Bonus: 20% 15%
  • Country 5 Country Omnivamp Bonus: 20% 15%
  • Guardian max Health Shield ratio: 30/50/70% 25/40/60%
  • Jazz max HP Per Trait: 2/3/4% 1.5/2/3%
  • Jazz bonus Damage Per Trait: 1/2/3% 1/1.5/2%

UNITS: TIER 1


If you were in awe at how strong Kennen and his Headliner version were, you won’t be shocked to find that we’ve nerfed him here. Our best 1-cost should still be high-value with his powerful traits, but expect a little less damage coming from the electric True Damage Superfan.

Even with a good opener, Yasuo struggles to come online and scale into the late game despite being our go-to stacking one cost. A better AD ratio means Yasuo will get more out of the permanent AD he gains upon killing enemy champions. Don’t sleep on an early Yasuo Headliner.
  • Kennen Shock and Awe Damage: 160/240/360 145/215/325
  • K’Sante max Mana buff: 0/60 0/40
  • K’Sante Block the Haters AD ratio: 700% 800%
  • Yasuo Synthesizer Strike AD ratio: 275% 290%

UNITS: TIER 3


Yone has struggled to manage a pop band on top of three different traits. We’re giving him a lift that’ll be most felt at three stars, opening up the possibility of Yone reroll carry lines alongside his other Edgelord friends (read: Riven). Remember to give Yone defensive items like Adaptive Helm, or Sterak’s Gage to allow him to survive enough to keep stacking and popping off!
  • Yone HP: 750 800
  • Yone Pop Off AD ratio: 200/200/205% 210/210/215%

UNITS: TIER 4


We’re happy with the power ceiling of our four costs, but the floor is too low. We’re taking a very light pass on lifting the weakest 4-costs here.
  • Akali (True Damage) AS: 0.85 0.9
  • Akali (True Damage) Three Point Strike AD ratio: 250/250/500% 275/275/550%
  • Caitlyn Champ Hunt AD ratio: 375/375/750% 390/390/800%
  • Ezreal AS: 0.8 0.85
  • Ezreal Crash the Party small shots (1st and 2nd cast) AD ratio: 330/330/660% 350/350/700%
  • Viego Riff of the Ruined King Slam AD ratio: 150/150/300% 200/200/400%
  • Zed Shadow Dance shadow clone AD ratio: 175/175/350% 185/185/370%

UNITS: TIER 5


Ziggs is the one-yordle-size-fits-all-comps carry that can utilize just about any item to add a destructive source of damage and MR shred. He’s even good in AD comps to give his allies the Hyperpop AS bonus.
  • Kayn AS: 0.85 0.95
  • Kayn Fear the Reaper Damage: 380/575/4000 400/600/4000
  • Ziggs Mana nerf: 30/70 30/75
  • Ziggs Chaos Theory extra small bombs per cast: 2 1

HEADLINERS


We’ve got nerfs to our five best performing Headliners, a compensation nerf to Sett whose Headliner effect wasn’t functioning properly before this patch, and one buff for a Headliner that just wasn’t making the headlines—sorry Zac.
  • Kennen: 75 HP 4% Max HP Heal 75 HP 2% Max HP Heal
  • Bard: Doot Damage: 95/140/215 85/125/190
  • Katarina: 200 HP 45% Bounce Damage 150 HP 25% Bonus Damage
  • Miss Fortune: 25% AD 20% AD
  • Samira: 15% AD 10% Crit 5% AD 10% Crit
  • Sett: 250 HP 150 HP
  • Zac: 150 HP 10 AP 200 HP 15 AP
  • Ziggs: 5 AP 10 Mana Reduction 5 AP 5 Mana Reduction

AUGMENTS


If you were thinking Good For Something I was just too good for anything, well, you were right. The drop chance for gold was bugged resulting in more econ power than intended.

Trait-based Augments were both our most overperforming and underperforming Augments of the release. That’s Jazz Baby took the cake like Amumu at the Remix Rumble (see reference here) as one of the most powerful Augments of the set, while Edgelord, Rapidfire, and Mosher Augments embodied their Emo brethren in emotion only.

With new play styles and strategies, our most playstyle-altering Augments were in need of an update. Endless Hordes was lifted by Jazz that took advantage of the extra units to add even more traits, while Infernal Contract keeping players at Level 7 ended up being much weaker than past sets due to Remix Rumble’s leveling & XP changes.
  • Bigger Shot (Big Shot) (Bugfix) no longer does more damage than intended to the primary target.
  • Good For Something I (Bugfix): Now correctly has a 30% drop chance instead of 50%.
  • Reach the Summit when you reach Level 9: gain 50 XP gain 10 gold and 50 XP
  • Young Wild & Free (Bugfix): Now correctly drops gold. Lowered to 2 gold from 3 gold
  • Live for Danger (Edgelord) Bonus Damage: 30% 40%
  • Ramping Rhythm (Rapidfire) now starts Rapidfire champs at 3 stacks immediately
  • Submit to the Pit (Mosher) Armor, MR, AD, AP, AS: 3 5
  • That’s Jazz Baby (Jazz) HP Per Stack: 40 20
  • That’s Jazz Baby (Jazz) AS Per Stack: 3% 2%
  • Binary Airdrop: Grants a component Grants 2 gold
  • Endless Hordes max HP Reduction: 15% 20%
  • Going Long now additionally grants 8 gold immediately
  • Infernal Contract Gold: 75g 90g
  • Blank Slate disabled from appearing at 4-2

SMALL CHANGES

This section is for changes that we don’t see drastically impacting the meta.

TRAITS


But have you tried Bruiser 3 yet @Mortdog?
  • Bruiser max HP: 20/40/80% 20/45/85%
  • Crowd Diver Bonus Damage: 5/30/70% 5/30/60%
  • Executioner Critical Strike Damage: 15/30/45% 5/25/45%

UNITS


3-star Ahri is our worst performing 3-star 4-cost. Part of this is due to her single target focus, where she dramatically overkills enemies with her second cast, making the ridiculous amount of damage ridiculously useless. We’re shifting her spell at 3-stars so she can fire an additional projectile per cast, allowing her to work through the enemy board faster, while still killing her foe with a 1440% AP ratio on the empowered cast.
  • Annie Superfan Item: Spear of Shojin Jeweled Gauntlet
  • Ahri 3-star now fires 2 projectiles per ability cast.
  • Ahri POP/STAR Damage: 275/410/1500% AP 275/410/820% AP
  • Ahri POP/STAR empowered Damage: 480/720/2400% AP 480/720/1440% AP
  • Sona The Drop (Ethereal) (The red one that gives AS) no longer grants its AS buff to Yorick’s small ghouls. The big Ghoul still benefits from the buff (electronic music appreciator confirmed).

AUGMENTS


Pop, Locke, and Tabula Rasa, as the kids aren’t saying.
  • Blank Slate tooltip now states that the free rerolls are only for this round
  • Contagion tooltip now states that its effect also spreads on death

MODES

HYPER ROLL


We’ve added three additional combats to Stage 10 to delay the extreme player damage increase of Stage 11 that could often cut games even shorter than intended.
  • Stage 10 now has three additional PvP combat rounds.
  • 8-Bit Grand Prize Score: 234567 199999

BUG FIXES

  • Tentwotacles: Fixed an issue where sometimes Illaoi would revive two tentacles with her cast instead of one
  • Good for Something I now correctly has a 30% chance to drop gold, down from 50%.
  • Too big: Bigger Shot no longer does more damage than intended to the primary target.
  • Teaming Up I correctly grants 2 3-cost units.
  • Putting the Star in Pop Star: Akali properly combines when your bench is full
  • The Showtime Portal is now available in Hyper Roll
  • The Radiant Item Portal now displays the correct round in its tooltip in Hyper Roll
  • Gambler’s Blade & Diamond Hands are now properly in the Artifact pool and are affected by Pandora’s Items
  • Qiyana can no longer give units invisible 4th items
  • Your KDA pattern no longer changes after triggering Last Stand
  • Buddy approved: Augment Little Buddies now works with True Damage Akali
  • Wellness Fund, Risky Moves and Tiniest Titan+ have been removed from the Double Up Augment pool
  • Gambler’s Blade now works correctly in Hyper Roll, and uses the Hyper Roll modified values.
  • Using an Item Remover on a champion without enough empty item bench slots will now correctly bounce off, rather than removing as many items as possible.
  • Headliner Sett’s permanent health gain now functions correctly
  • Schrodinger’s poro: Poros on Poro-Ranger HQ no longer disappear when zooming in
  • Health Bar no longer blocks Chibi Kai'Sa when performing CTRL+2 and CTRL+4
  • For all Prancies, Angry Mark VFX for CTRL + 2 no longer clips into head
  • Unneeded literacy: Augment Blank Slate should no longer sell a Tome of Traits on the bench
  • Augment Submit to the Pit now only correctly applies benefits to Moshers
  • Augment Blinged Out now grants full benefits for Thieves’ Gloves
  • Golmancer’s Staff no longer triggers more than intended

Teamfight Tactics patch 13.23 notes

Welcome to Remix Rumble!

Remix Rumble brings all new units and traits, cosmetics, and mechanics, all mixed together by you! With our new set, you’re the DJ, and the board is your masterpiece, and if you want to hear that exact line again alongside 24ish minutes of Remix Rumble (and more) delight, then click it here!

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

REMIX RUMBLE CINEMATIC

Choncc and Pengu take to the stage for the ultimate DJ battle in our latest cinematic!

SUMMONER NAME ⇒ RIOT ID’S

On November 20, 2023, we phased out the usage of “Summoner Names” and moved all players exclusively to Riot IDs to create a more unified experience across all our games. Read more about this change here.

REMIX RUMBLE COSMETICS

The best place to check out the new looks is after the queue pops, but the second best place is here!

REMIX RUMBLE PASS(ES)


With three sets a year (hands up!), we no longer have a mid-set to reset our Pass. And now that sets are longer, we're dividing our Pass into two acts. Both Passes will offer different rewards, although they’ll share a few core components such as Treasure Tokens and Star Shards. Each Pass has a 1295 RP upgradeable version that’ll grant you VIP access to Arenas, Tacticians, and more! And if you want to see how far you can get on the free version of the Pass—no sweat, you can always upgrade at a later point to claim all your rewards. Speaking of rewards, let’s check em’ out!
To see all the details for the first Act of our Pass+ check out the Pass and More article here!

K/DA IN THE CONVERGENCE


K/DA in the Convergence is available via Treasure Realms as Star content from launch (11AM PT like other store content) to the release of patch 14.02.

CHIBIS


Ready. Sett. Chibi! Chibi Sett can be directly purchased at any time after release (patch 12.23) for 1900 RP. Chibi Sett comes with his own signature Boom, Haymaker, to remind your foes that just because he’s smol doesn’t mean he ain’t swol.
Talk a Chibi-sized game, take a TFT-sized loss. HEARTSTEEL Sett doesn’t just have the most wholesome relationship with his mom, he’s also (less importantly) the only Chibi with a finisher that summons an ice cream truck to do away with his opponent… Heist successful! Chibi HEARTSTEEL Sett will be leaving Treasure Realms at the end of patch 13.23, so act fast before this HEARTSTEEL Chad leaves you HEARTBROKEN and sad.
Releasing with patch 13.24 are Chibi Akali and Chibi K/DA ALL OUT Akali. Chibi Akali proves that cold steel, a target, and some ramen are all anyone really needs. You can pick her base Chibi form up for 1900 RP, which comes with her Perfect Execution Boom!
Chibi K/DA ALL OUT Akali dives into the Treasure Realms with patch 13.24 as Star content with a knack for throwing stars—I mean kunais. As (pop) Star content, she’ll also come with her own finisher, screeching onto the screen and leaving the tread marks of defeat on your opponents. Both Chibi K/DA ALL OUT Akali and Chibi Headliner K/DA POP/STARS Kai’Sa (below) will gap close out of Treasure Realms on patch 14.02, but their base Chibis will stick around!
Making her debut with patch 13.24, Chibi Headliner K/DA POP/STARS Kai’Sa is the Chibi with the longest name and the most stylish moves. Chibi Headliner K/DA POP/STARS Kai’Sa is our first global release of a Prestige-tier Tactician, with brand-new splash, visuals, and finisher. This tier of Tacticians is designed for the superfans to express their super fandom.

SCRATCH


Looking to scratch that itch for Scratch? Scratch is available for direct purchase for 2500 RP, or in the Mixmaster Bundle (see next, next section) until the end of Remix Rumble!

NEW LITTLE LEGEND VARIANTS: AO SHIN, CHONCC, UMBRA


The band is getting back together again. Each variant discussed in this section is Epic tier and can be purchased from the shop for 925 RP, or found in various Treasure Realms!

Ao Shin’s Remix Rumble variants are available for direct purchase, or as a drop from Treasure Realms. Check out their variants below: Mixmaster Ao Shin, Emo Ao Shin, Disco Ao Shin.
Umbra’s Remix Rumble variants are available for direct purchase, or as a drop from Treasure Realms. Check out their variants below: Slow Burn Umbra, Emo Umbra, Pentakill Umbra, Disco Umbra.
Catch the hungriest drummer in the Convergence by picking up their Remix Rumble variants for direct purchase, or as a drop from Treasure Realms. Check out their variants below: Mixmaster Choncc, Pentakill Choncc, Disco Choncc.

BUNDLES


Whether you’re new to the party, a master of the craft, or wanting to get in on the APAC Mobile Launch celebratory items—we’ve got a bundle for you! Bundles are only available for the duration of Remix Rumble.
Bundle Contents Price
Mixmaster Bundle

Scratch

Get Caked

Remix Rumble Pass+: Act 1

200 Treasure Tokens

200 Star Shards

6295 RP/TC
Boba Bundle

Boba Sprite

Boba Blast 1-Star

Boba Blast 2-Star

Boba Blast 3-Star

1300 RP/TC
Choncc's Welcome

Choncc 1 Star

100 Bonus Star Shards

130 RP/TC

RANKED REWARDS AND MORE!

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

NEW RANKED SEASON AND RANKED CHANGES


TL;DR: Because we’re moving to 3 sets a year with no mid-sets, we need to make some updates to smooth out the climb. These updates include the release of Emerald tier, a reduction in penalties for LP decay below Challenger, and an increase in the banked game max to 14 to align with LoL PC. Masters+ players can now enjoy a full 2-week vacation!
  • Climbing will be slightly easier & faster to rank up to Platinum & below
  • Higher ranks may take longer, because we have a longer season (no mid-set reset), we’re adjusting the climb to fit it’s new length (but not exactly in a 1:1)
  • Emerald Tier is here
  • Inactivity penalty changed! Days banked 10 ⇒ 14 (aka Masters+ players can now enjoy a full 2-weeks off)
  • LP Decay adjusted! For Master, the new penalty for inactivity will be -50 LP (from -250)
  • LP Decay adjusted! For Grandmaster, the new penalty for inactivity will be -150 LP (from -250)
  • LP Decay for Challenger players remains the same, -250LP
  • When Remix Rumble goes live in your region, you'll be able to start climbing the ladder immediately
  • 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

SYSTEMS

Portals, Headliner, Augments, and a new item…looks like we’ve got some changing systems ahead! For a detailed breakdown check out our mechanics article!

HEADLINER


First up, the big one. 2-star Headliners can be purchased from the shop (they appear at the far right) with an additional plus one to one of their traits, and have a unique Headliner bonus.
  • Purchases at 2-stars from the shop
  • Add an additional plus one to one of their traits
  • Have unique Headliner bonuses
  • Appear in every shop when you do not have a Headliner
  • Appear in 1 in 4 shops even when you DO have a Headliner (pivoting is welcome)
  • You must sell your current Headliner to purchase a new one
  • Headliners take 3 units from the pool
  • Headliners have a small amount of bad luck protection (you won't see the same ones consecutively)
  • Headliners for units with less than half their total unit copies in the pool are not offered

PORTALS


Portals are back, but they’re toned down a bit since the Region Portals of Runeterra Reforged, both to allow everything else in the set to be as loud and energetic as possible, but also because of our additional mechanic (Headliner) adding to the game variance. We’re starting with a smaller list of unique Portals, but will be adding a few more Portals as the set goes on (these ones will be a bit crazier but still not as wild as House Lightshield).

There are seven categories of Portals.

And don’t worry, Scuttle Puddle is back!
  • Vote for 1 of 3 Portals at the start of the game to modify the game’s rules.
  • Portal categories: Augments, Gold, Champions, Items, Combat, Unique, Headliner

LEGENDS REMOVED


We talk more extensively about our removal of Legends in both our Learnings article and our mechanics article.
  • Legends have been removed.

LEVELING CHANGES


TFT goes to 10! We’re reworking the leveling system so each level has a distinct purpose for your comp. Need to 3-star your Legendary 5-costs—go fast 10! Odds have also changed to sharpen each Level’s identity (see next section).
  • Level 10 is now the max level you can achieve at any point
  • Level 5 to 6: 24 ⇒ 20xp
  • Level 6 to 7: 40 ⇒ 36xp
  • Level 7 to 8: 60 ⇒ 48xp
  • Level 8 to 9: 84 ⇒ 80xp
  • Level 9 to 10: 100 ⇒ 84xp
  • Total XP need to hit max: 228 ⇒ 288

SHOP ODDS


Roll chances have been adjusted giving each level a clearer purpose. Reroll 2-costs at Level 6, 3-costs at level 7, 4-costs are easiest to find at level 8, and getting the optimal 5-cost to finish your comp is best done at 9. Level 10 can allow you to pursue those ephemeral (SAT words never die) 3-star 5-costs!
  • Level 6: 25/40/30/5/0% ⇒ 30/40/25/5/0%
  • Level 7: 19/30/40/10/1% ⇒ 19/35/35/10/1%
  • Level 8: 16/20/35/25/4% ⇒ 18/25/36/18/3%
  • Level 9: 9/15/30/30/16% ⇒ 10/20/25/35/10%
  • Level 10: 5/10/20/40/25 (No change)

UNIT POOL CHANGES


At its core, TFT is a draft game. Our shared pool of champions creates an additional layer of strategy via scouting, contesting, and informing when to more aggressively roll down to find specific units. These "bag sizes" as we refer to them have been the same since TFT's release, and we felt like Remix Rumble was a good time to re-evaluate, especially due to the addition of Headliners. Our goal here is to keep TFT in a healthy state for the long-term by reducing power inflation caused by easily 3-starring the right unit, and we're reducing bag sizes at each tier as a step in that direction. Here's what those bag sizes look like now, though we may continue to change them over the coming months & years as we collect more data & feedback!
  • 1-cost copies: 29 ⇒ 22
  • 2-cost copies: 22 ⇒ 20
  • 3-cost copies: 18 ⇒ 17
  • 4-cost copies: 12 ⇒ 10
  • 5-cost copies: 10 ⇒ 9

PLAYER DAMAGE


Player damage is a tricky system in TFT. As a reminder, when you lose, you take damage that is a total of a flat value (based on Stage) and an additional 2 damage per living unit on the board.

We’re lowering player damage from huge losses, but making losses in the mid-game sting a bit more. The goal here is to have a bit more consistency and avoid situations where you take 18 damage from that Cruel Pact player in the early game.
  • Base Stage Damage: 0/3/4/6/9/15 ⇒ 0/3/5/7/9/15
  • 4th Unit Alive: 2 ⇒ 1 Damage

MANA GENERATION


Champions gain Mana from attacking, Augments, Items, etc. But one of the less visible ways tanks gain mana is from taking damage. We’re lowering the amount of Mana they get from being damaged as premiere tanks (e.g. Cho’Gath from Runeterra Reforged) have been dependent on this bonus for many-a-sets.
  • Mana gained from post mitigation damage: 7% ⇒ 5%

LOOT


Duplicators enable access to 3-stars. You know what else does? Headliner. We’re lowering the rate of Duplicators now that Headliners already provide access to starred up units.
  • Duplicators are now less likely to show up from bonus orbs.

CRITICAL STRIKE CHANCE


Infinity Edge and Jeweled Gauntlet have been changed so that they’re not wasted when units already have spell crit. We’re reverting this excess crit to avoid Triple Infinity Edge being too powerful with our new Critical Strike traits like Executioners.
  • Excess Critical Strike Chance is now converted at 50% instead of the increased 80% from Horizonbound

TARGET DUMMIES


No brains or brawn.
  • All Target Dummy Base HP: 700 ⇒ 625

CAROUSEL


Care-ousel.
  • Carousels can no longer contain duplicate Emblems.

LARGE CHANGES

Large, like the list of bands to get you started in our gameplay overview.

3RD PARTY FRIENDS


There’s so much to uncover with Remix Rumble, and these patch notes can’t possibly cover 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


Brand new Augments have been added to the pool—be sure to check them out with any of our partner links above. Additionally, we’re cycling out some existing augments for other previously-existing Augments.
  • All Natural I/II
  • Cybernetic Leech I/II/III
  • Early Education
  • Endurance Training
  • Enshrouding Stillness
  • Hustler
  • Lesser Jeweled Lotus
  • Unburdened I/II
  • Wandering Trainer

AUGMENT CYCLING: RETURNING


Welcome back some familiar and fun Augments from past sets!
  • Best Friends I/II
  • Clear Mind
  • Cluttered Mind
  • Cybernetic Uplink I/II/III
  • Keepers I/II

AUGMENTS ADJUSTED


As a whole we’re reducing econ inflation from some of the highs we’ve seen in Runeterra Reforged.
  • AFK Gold: 22 ⇒ 18
  • Binary Airdrop will now use the champion’s item recommendations to pick the airdrop item. This item can not be the same as an item that the champion has already equipped.
  • Birthday Present Gold Per Level Up: 1 ⇒ 0
  • Blood Money 1g per 3 HP Lost ⇒ 3g per 10 HP Lost
  • Bronze/Silver/Golden Ticket renamed Silver/Golden/Prismatic Ticket to correspond with their Augment tier
  • Caretakers Chosen Radiant Armory Given: Level 7 ⇒ Level 8
  • A Cut Above Deathblade kill gold drop proc Chance: 25% ⇒ 20%
  • Cutting Corners XP Reduction: 3 ⇒ 4
  • Cybernetic Bulk I/II/III HP: 225/300/500 ⇒ 222/333/555
  • Healing Orbs Heal: 250/500 ⇒ 225/450
  • Hedge Fund/+/++ Gold: 23/32/44 ⇒ 20/30/40
  • Late Game Specialist Gold: 44 ⇒ 30
  • Level Up! can now only be shown on 2-1
  • Level Up! Initial XP: 2 ⇒ 8
  • Level Up! Bonus XP on Purchase: 3 ⇒ 2
  • Lucky Gloves will now use the champion’s item recommendations to pick the “ideal” items
  • Lucky Gloves: Both of the Thief’s Gloves items will be picked from the pool of 8 recommended items
  • Lucky Gloves: The two items will never be the same item
  • New Recruit now grants a Champion Duplicator
  • Parting Gifts Tier: Gold ⇒ Silver
  • Parting Gifts Shield: 50% ⇒ 10%
  • Red Buff has been renamed to Blistering Strikes
  • Risky Moves Gold: 33 ⇒ 30
  • Tiniest Titan Gold Per Turn: 2 ⇒ 1
  • Two Healthy Health per 2-cost: 100 ⇒ 110
  • Three’s a Crowd HP per 3-cost: 100 ⇒ 85
  • Young Wild & Free: 1 component ⇒ 3 gold

CORE ITEMS


Many of our double component items (2x B.F. Sword, Needlessly Large Rod, Negatron Cloak, etc.) have been dependent on providing large stats that other items amplify. We’re giving these items a generic effect that will make them a bit stronger as a single standalone item. As a consequence, their big stats have been lowered.

Bramble Vest is becoming less of a hard counter to AD Crit and getting more general tankiness. It’ll still be your go-to against AD heavy lobbies, but should be slightly less of a “paper beats rock” situation. Dragon’s Claw is also getting a similar treatment with 10 less MR and bonus max Health.

As we continue to make traits and other effects that allow spells to critically strike, we don't want players feeling bad about having built Infinity Edge or Jeweled Gauntlet. So they'll grant some additional power if the player already has spell crit.
  • Bramble Vest Armor: 75 ⇒ 55
  • Bramble Vest Damage: 75/100/150/200 (by star level) ⇒ 100
  • Bramble Vest new: Grants 5% max health.
  • Bramble Vest new: Take 8% reduced damage from attacks.
  • Bramble Vest no longer reduces Critical Strike Damage
  • Blue Buff Ability Power: 25 ⇒ 20
  • Blue Buff no longer grants 10 Mana after Takedowns within 3 seconds of casting their ability.
  • Blue Buff new: After a takedown, deal 15% increased damage for 8 seconds.
  • Deathblade Attack Damage: 66 ⇒ 55
  • Deathblade new: Grants 8% bonus damage
  • Dragon’s Claw Magic Resist: 65 ⇒ 55
  • Dragon’s Claw new: Grants 5% max health.
  • Infinity Edge new: If the holder’s spells can already critically strike, gain 10% Critical Strike Damage
  • Guinsoo’s Rageblade Attack Speed: 18% ⇒ 15%
  • Guinsoo’s Rageblade AS Per Attack: 4% ⇒ 5%
  • Jeweled Gauntlet new: If the holder’s spells can already critically strike, gain 10% Critical Strike Damage
  • Morellonomicon new: Burn and Wound apply on Ability and Attack damage.
  • Quicksilver Magic Resist: 30 ⇒ 20
  • Quicksilver CC Immunity: 18s ⇒ 14s
  • Quicksilver new: While CC Immune, gain 6% Attack Speed every 2 seconds (the AS lasts after immunity ends).
  • Night Harvester replaced with Steadfast Heart
  • Rabadon’s Deathcap Ability Power: 70 ⇒ 60
  • Rabadon’s Deathcap new: Grants 8% bonus damage
  • Rapid Firecannon replaced with Red Buff
  • newRed Buff Attack Speed: 45%
  • Red Buff no longer grants +1 Range
  • Red Buff Bonus Damage: 8% ⇒ 8% (unchanged)
  • Red Buff Attacks and Abilities 1% Burn and 33% Wound targets for 5s.
  • newSteadfast Heart: 200 HP, 20 Armor, 20% Crit Chance
  • Steadfast Heart: Take 8% reduced damage. While above 50% Health, take 15% reduced damage instead.
  • Warmog’s Armor Health: 800 ⇒ 650
  • Warmog’s Armor new +8% Max HP

ARTIFACT ITEMS


Artifacts allow us to keep adding unique things to play with, so we’re welcoming the return of a few favorite Shimmerscale items. Most Artifacts are receiving small buffs to keep them up to par with their rarity.
  • Deathfire Grasp Mana: 30 ⇒ 15
  • Deathfire Grasp Ability Power: 50 ⇒ 45
  • Diamond Hands has been added to the Artifact pool
  • Diamond Hands Health: 300 ⇒ 400
  • Diamond Hands Gold Per Proc: 2 ⇒ 1
  • Gambler’s Blade has been added to the Artifact pool
  • Gambler’s Blade AP: 20 ⇒ 10
  • Gambler’s Blade AS: 15% ⇒ 20%
  • Gambler’s Blade Gold Cap: 60 ⇒ 30
  • Gambler’s Blade Trigger Chance: 6% ⇒ 4%
  • Gold Collector Gold Chance: 40% ⇒ 45%
  • Goldmancer’s Staff Mana: 0 ⇒ 15
  • Hullcrusher Bonus Health: 550 ⇒ 600
  • Mogul’s Mail Health: 150 ⇒ 200
  • Sniper’s Focus Damage Increase Per Hex: 8% ⇒ 9%

SUPPORT ITEMS


I still think this should be called Best Friend’s Club.
  • Banshee’s Veil Attack Speed: 15% ⇒ 25%

RADIANT ITEMS


Making adjustments to the Radiant versions of the Core Items we changed above (plus a little bit of balancing).
  • Baron’s Gift (Nashor’s Tooth) AS on Proc: 60% ⇒ 80%
  • Blue Blessing (Blue Buff): No longer grants 20 Mana after Takedowns within 3 seconds of casting their ability.
  • Blue Blessing: After a takedown, deal 25% increased damage for 12 seconds.
  • Blue Blessing AP: 50 ⇒ 60
  • Covalent Spark (Ionic Spark) MR: 25 ⇒ 50
  • Dragon’s Will (Dragon’s Claw) Magic Resist: 130 ⇒ 115
  • Dragon’s Will Grants 8% max health.
  • Equinox (Evenshroud) Health: 400 ⇒ 500
  • Equinox Hex Range: 2 ⇒ 3
  • Guinsoo’s Reckoning (Rageblade) Attack Speed Per Attack: 8% ⇒ 10%
  • Luminous Deathblade (You know this one) Attack Damage: 125% ⇒ 105%
  • Luminous Deathblade grants 12% bonus damage
  • More More-ellonomicon (what could this be?) Burn and Wound apply on Ability and Attack damage.
  • More More-ellonomicon AP: 40 ⇒ 50
  • Quickestsilver (Quicksilver) Magic Resist: 40 ⇒ 30
  • Quickestsilver: For 14s, gain 7% Attack Speed every 2 seconds.
  • Rabadon’s Ascended Deathcap (Rabadon’s Deathcap) Ability Power: 130 ⇒ 110
  • Rabadon’s Ascended Deathca grants 12% bonus damage
  • Rapid Lightcannon: Name and icon replaced with Crest of Cinders (Red Buff)
  • Crest of Cinders (Red Buff) no longer grants +2 Range
  • Crest of Cinders Bonus Damage: 12% ⇒ 10%
  • Crest of Cinders Attack Speed: 50% ⇒ 70%
  • Crest of Cinders Attacks 3% Burn and 50% Wound targets.
  • Rosethorn Vest (Bramble Vest) Armor: 140 ⇒ 120
  • Rosethorn Vest Damage: 150/175/225/400 ⇒ 175
  • Rosethorn Vest Grants 8% max health.
  • Rosethorn Vest Take 20% reduced damage from attacks.
  • Rosethorn Vest no longer reduces Critical Strike Damage
  • Royal Crownshield (Crownguard) HP: 100 ⇒ 250
  • Spirit of the Colossus (Steadfast Heart): 500 HP, 40 Armor, 20% Crit Chance
  • Spirit of the Colossus: Take 9% reduced damage. While above 40% Health, take 18% reduced damage instead.
  • Warmog’s Pride (Warmog’s Armor) Health: 1300 ⇒ 1000
  • Warmog’s Pride: gain 12% max health.

Teamfight Tactics patch 13.22 notes

It’s our final patch of Horizonbound, so let’s set sail one more time!

Wow, what a weekend! The Runeterra Reforged Championship concluded with Title taking the title and the announcement of our next set, Remix Rumble, with a Dev Drop longer than some short films, and a set inroduction starring Superfan Neeko! Oh, and what’s this—a Gameplay Overview article with EVEN MORE INFO on the new set!? Looks like we’re really starting Remix Rumble with a banger! As for this patch, we’re sending Horizonbound off with a patch full of buffs, AND a rework to our overtime system ahead of our next set-load of system changes.

Alright, let’s make like a Scuttle and dash on in!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

CHONCC’S TREASURE

Fortune’s Favor is back, as the more seasonally appropriate Choncc’s Treasure! The mode (and Choncc) has an all new look too!

SYSTEM CHANGES

  • With Carousel gone, the starting unit you receive is now a random 4 or 5-cost. Units will be of the same cost for all players.
  • After the carousel round, Choncc will come by to give you special loot orbs. More and more rewards will be given out the later into the game it gets.
  • At 50 Tactician Health, the player will receive a large golden orb with some special items to help them catch back up.
  • Two new items were added! Choncc's Prowler's Claw and Choncc's Rocket-Propelled Fist. Expect to see these in special loot drops.
  • Loot drops and patterns have been updated.
  • Both Region Portals and Remastered Portals are available options.

NEW PLAYER ONBOARDING

NEW PLAYER EXPERIENCE UPDATES

The following changes go live with patch 13.23 (Remix Rumble’s launch) and only impact "new players", who have played 3 or fewer non-Tutorial games of TFT on that account.
  • New players will only be able to queue for Normals, all other queues will be locked
  • During a player’s first 3 games, new players will see bots in their games. These bots will adapt to their skill, providing a more gradual onramp to TFT.
  • Players will only see these bots in their first 3 games. Players WILL NOT encounter them in any queue after their first 3 games.
  • Established players who have already played more than 3 games of TFT won’t see any changes unless they queue with a new player, and they won’t be able to join any other queue besides Normals while in a Lobby with a new player. Prism’s note to these established players queuing with newcomers: “Please be kind to our bots - they’re nowhere close to Challengers, but still appreciate a “‘gg wp.’”

SYSTEM CHANGES

REGION PORTALS

Looks like Scuttle is back on the menu…as a Region Portal…what, did you think I meant food? That would be gross. Don’t be gross please.
  • Scuttle Puddle and Beats By Scuttle have been re-enabled. Rejoice!
  • Scuttle Dragon (XL Scuttle Crab) now drops more gold and an additional item!

OVERTIME BUFF

When overtime hits, the round ends in an instant, as champions gain an URF-load of power and start one-shotting each other. This can also result in a situation where two AP casters are opposing each other and the one who casts their ability first wins despite the opposing caster being a higher star, or having items. Now the Overtime buff will ramp over time, resulting in combats that end quickly, but not suddenly.
  • URF Overtime buff no longer grants bonus AP or AD.
  • Overtime now grants a stacking buff every second that gives 10% more damage, 10% more attack speed, 10% less healing and shielding received (capped at 70%), 10% less crowd control duration (capped at 70%).
  • Also grants a flat movement speed bonus (unchanged)

LARGE CHANGES

Even with changes so large, I’ll always be there for you.

TRAITS

Chat: Stop trying to make 3 Bruiser a thing, Mort.

Mort: 3 Bruiser.

With our last patch of the set, some changes aren’t entirely about balance. Our Bruiser 3 change comes from Mort’s tendency to field 3 Bruisers, a suboptimal play given his status as the S.G.O.A.T. (second greatest of all time). Seeing the misplay, chat gets chatting, talkers get talking, and yappers get yapping. To silence the chats and yaps, Mort has gone in and added a Bruiser 3 trait breakpoint with numerical values that honestly do not move the needle in the way the trait should be played.

While some Ixtal elements have found successful comps, others have fallen by the wayside like a Stone in the Wind.

While we’ve seen success with Zaun 2 in a number of cases, Zaun 4/6 have been underwhelming for most of Horizonbound, so we’re making all the mods better to encourage playing the trait for the last patch.
  • Bilgewater Damage Amp: 33/60/70/135% 40/60/70/135%
  • Bruiser Structure: 2/4/6 2/3/4/6
  • Bruiser HP: 10/40/80% 10/12/45/80%
  • Freljord max Health True Damage: 8/15% 10/18%
  • Gunner AD per Stack: 6/12/25% 7/13/25%
  • Ixtal Electric Stun Duration: 2 3 seconds
  • Ixtal Stone Duration: 8 10 seconds
  • Ixtal Stone Heal: 750 900
  • Ixtal Wind Duration: 4/5 5/10 seconds
  • Ixtal Wind AS: 40/100% 50/100%
  • Zaun Adaptive Implant AD/AP & Omnivamp: 35% 40%
  • Zaun Adaptive Implant Overcharge amount: 50% 60%
  • Zaun Hextech Exoskeleton Base Heal: 15% 20%
  • Zaun Hextech Exoskeleton Overcharge Heal: 25% 30%
  • Zaun Robotic Arm Overcharge: 25% 30%
  • Zaun Shimmer Injector Base AS & Heal: 35% 44%
  • Zaun Virulent Bioware Base Damage: 18% 20%
  • Zaun Virulent Bioware Overcharge Max HP: 4% 6%

UNITS: TIER 1


The buff that will take Illaoi to Ill-wowi.

Milio's getting new shoes with this buff.

Orianna is getting a spell adjustment that amps up her single target damage and lowers the power of her shield. It’s not a big enough change to shift her spell name from Command: Protect to Command: Neglect, but for the Orianna carry fans out there this should result in a slightly deadlier clock-lady.
  • Illaoi max Mana buff: 40/80 30/70
  • Illaoi Harsh LessonDamage: 220/330/500 250/375/560
  • Milio Mana: 20/70 0/60
  • Milio Ultra Mega Fire Kick!!! current target Damage: 190/285/425 220/330/500
  • Orianna Command: Protect Shield: 225/250/325 200/225/275
  • Orianna Command: Protect Damage: 260/390/585 290/435/650
  • Poppy Steadfast Hammer Damage: 140/210/315 160/240/360

UNITS: TIER 2


The Riftwalker buff we’ve been waiting for has arrived.

Naafiri is a here-i to clear-i builds with pure-i AD builds.

The meme dream of AD banana bonanza Soraka is alive and well in patch 13.23. Try Rageblade, Spear of Shojin, and Gunblade Soraka carry if you get offered the Harmacist Augment.
  • Kassadin Force Pulse Damage: 135/200/300 160/240/360
  • Naafiri AS: 0.75 0.8
  • Naafiri Eviscerate AD ratio: 145/155/165% 175/175/180%
  • Soraka AD: 55 66
  • Soraka Astral Infusion Heal: 150/170/200 140/160/180
  • Soraka Astral Infusion Damage: 115/165/260 120/180/280
  • Taliyah Seismic Shove Damage: 200/300/450 220/330/495
  • Vi Mana buff: 0/80 20/70
  • Vi Blast Shield damage AD ratio: 250% 300%

UNITS: TIER 3


Darius is no stranger to the patch notes at this point in time, and regardless of whether this takes him into reroll-carry status, this will be our last time together for a while.

Karma took a small hit when we nerfed Blue Buff last patch. We’re stoking her Inner Flame with a numbers buff, but think that psychodynamic therapy could also prove useful.
  • Darius AD: 65 70
  • Darius max Mana buff: 30/90 20/80
  • Karma Mana buff: 0/50 0/45
  • Karma Inner Flame Damage: 180/270/440 200/300/470
  • Rek’Sai Furious Bite mark true Damage ratio: 190/195/200% 240/240/250%

UNITS: TIER 4


One more patch to paint the boards green, one more patch to run the dad who's mean, one more patch to play the man who's lean, and one more patch to make this fiend, a friend. Silco’s getting some changes to cast much faster (read: way better with Blue Buff), but at the cost to some of his spell’s damage and healing. This comes after nerfs to his go-to comp’s core tank, Taric, in our last patch, and should have Silco and the Sorcerers feeling like more than a psychedelic rock band name.
  • Fiora Mana buff: 70/140 60/120
  • Silco Mana buff: 0/45 0/30
  • Silco Undercity Tactics Damage: 85/125/425 65/100/400
  • Silco Undercity Tactics Healing: 20/30/120 20/25/120

UNITS: TIER 5


Ahri has 9 tails, so we should add more 9s to her tooltip.

Lifting Heimerdinger’s carry upgrades to fulfill the AP carry Heimerdinger dream.

Ryze was one of our most ambitious units of all time, so let’s send him off on a high note by buffing all of his Realm Warps.
  • Ahri Essence Thief wave Damage: 230/350/1888 260/390/1999
  • Heimerdinger Apex Turret Mechano Swarm Rocket Damage: 50/120/120 50/200/200
  • Heimerdinger Apex Turret Refractor Beam Damage Amp: 10/40/80% 20/50/100%
  • Heimerdinger Apex Turret Refractor Beam now allows the turret’s ability to critically strike if Heimerdinger’s ability can, and lets Heimerdinger share his critical strike chance with the turret.
  • Ryze (Bilgewater) max Mana buff: 30/90 0/75
  • Ryze (Bilgewater) Chance for Loot: 5/7.5/100% 5/10/100%
  • Ryze (Bilgewater) Chance for Gold: 10/15/100% 10/20/100%
  • Ryze (Bilgewater) Size scaling per gold: 1% 2%
  • Ryze (Noxus) max Mana buff: 70/120 40/100
  • Ryze (Noxus) Number of Axes: 4/5/12 5/5/15
  • Ryze (Piltover) Mana buff: 30/90 15/75
  • Ryze (Piltover) shared Damage: 15/30/500% 30/30/500%
  • Ryze (Piltover) area duration: 3/4/8 5/5/10 sec
  • Ryze (Shurima) Mana buff: 90/150 60/120
  • Ryze (Shurima) chance to spawn gold: 20/35/100% 35/50/100%
  • Ryze (Shurima) chance to Spawn item: 2/5/30% 5/10/50%
  • Ryze (Bandle City) Mana buff: 30/75 30/65
  • Ryze (Demacia) Mana buff: 50/110 50/100
  • Ryze (Freljord) max Mana buff: 30/65 15/60
  • Ryze (Ionia) Mana buff: 50/125 30/100
  • Ryze (Ixtal) max Mana buff: 60/120 30/100
  • Ryze (Shadow Isles) max Mana buff: 40/80 30/70
  • Ryze (Targon) Mana buff: 30/100 >> 30/90
  • Ryze (Zaun) max Mana buff: 40/100 30/90

SMALL CHANGES

Small, like the amount of sleep I got this weekend trying to keep up with all the excitement.

UNITS


You equip Rapid Firecannon to extend Bel'Veth's range. I 3-star her. We are not the same. — Aurelion Sol player, patch 13.22, 2023
  • Bel’Veth’s Royal Maelstrom now targets all enemies at 3-stars
  • Bel’Veth’s Royal Maelstrom base Lashes: 6/6/30 6/6/25

BUG FIXES

  • Nashor’s Tooth and the Baron’s Gift can no longer be placed on mana-less champions.

Teamfight Tactics patch 13.21 notes

Welcome championship competitors, spectators, and friends of the Fluft!

Patch 13.21 is the patch our set championship will be played on, so mark your calendars for the first weekend of November, cause we also have a very special announcement to make on the final day of the competition! Here we’re focused on making sure each playstyle is as competitive as possible ahead of our championship.

Oh, and what’s this I see? A Runeterra Reforged Learnings article where we open up about our successes and failures, and even more spoilers for our next set!?!?!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

LARGE CHANGES

Large, like the pile of Poros chilling in my lobbies.

PORTALS


  • Scuttle Puddle has been temporarily disabled as we work on resolving a game breaking bug with the Region Portal. This also impacts Beats by Scuttle.

TRAITS


Challenjour Challenger

The jump from Multicaster 3 to 4 is too large compared to other traits. Multicasters have the issue of bursting boards too quickly AND they're able to do so even faster with the bonus on-attack Mana at MC 4. By nerfing the trait slightly at 3, and more significantly at 4, we’re able to slow down the pace of combat, while also making the power jump a bit less sharp. MC 3 will now be your core damage bump, while MC 4 is for allowing your other Multicasters to cast more.
  • Challenger Attack Speed: 30/60/95/140 30/65/105/150
  • Multicaster Multicaster Bonus Cast Reduced Effectiveness: 55/30/25% 55/35/35%

UNITS: TIER 2


Twisted Fate is the only unit we’re shipping a nerf to, and it’s pretty big. Even after nerfs in our 13.20 mid-patch update, TF continues to have the deck stacked in his favor. It’s time to reshuffle the cards. TF will also be impacted by our nerfs to Multicaster (above section), and Blue Buff (see items). Additionally, TF’s best friends are also getting lighter nerfs.

The amount of nerfs and severity of the Twisted Fate-specific nerf below may seem extreme, but so is Twisted Fate’s performance, who at two-stars on Stage 3 outplaces most comps with a two-star 4-cost.
  • Twisted Fate Stacked Deck AoE Delayed Damage: 185/275/435% AP 155/235/380% AP

UNITS: TIER 3


Our AD ratio buff for Darius failed to cement him as a viable reroll carry. We’re adjusting his damage dropoff on resets to bring dunking back in style like it’s 1996 (the release of the original Space Jam film).

Miss Fortune is another reroll carry that has just missed the spot (despite marking it). We planned on buffing her already, but with our nerf to her core item (Blue Buff), we’re giving her an even buffer buff.

Even after our Nautilus buff in 13.20 to his bonus Armor and MR, players still aren’t giving him their Chain Vests and Negatron Cloaks. Instead of letting him sink to the bottom of the Guardian’s Sea, we’re increasing both his base defensive stats and his passive amplification. So go ahead and give him that tank item—he really wants it, and I’m getting a bit worried about him.

Sona and Vel’Koz are receiving smaller nerfs to account for the power they received with our Multicaster rework last patch. For more context on their nerfs, you can scroll up to the above section (TIER 2).
  • Darius Noxian Guillotine Recast Effectiveness: 82/85/90% 90/95/100%
  • Miss Fortune X Marks the Spot damage: 225/340/550% AP 240/360/580% AP
  • Miss Fortune max Mana buff: 10/60 0/50
  • Nautilus Armor/MR: 35 40
  • Nautilus bonus Resistance Amplification: 35% 40%
  • Sona Crescendo damage: 180/270/440% AP 170/255/420% AP
  • Taric Mana nerf: 0/65 >>> 15/85
  • Vel’Koz Plasma Fission damage: 245/365/600% AP 220/330/550% AP

UNITS: TIER 4


Ensuring all 4-costs have viable carry lines to make each playstyle competitive as we approach the set championship.

Like Miss Fortune above, Silco is getting a slightly larger buff to offset the nerf of his go-to Blue Buff. Reducing his max Mana by 5 also makes Spear of Shojin closer in power to Blue Buff for him in situations where you can only manage 1 Tear.
  • Fiora Health: 850 950
  • Kai’Sa Icathian Rain damage: 75/111/240% AP 80/120/240% AP
  • Nasus Armor/MR: 50 55
  • Sejuani Fury of the North Passive on attack True Damage Health ratio: 1.5/1.5/10% HP 1/1/10% HP
  • Silco Undercity Tactics damage: 75/115/425% AP 85/125/425% AP
  • Silco Mana: 0/50 0/45

UNITS: TIER 5


Econ, fast 8/9 strategies are just slightly weaker than where we’d like them to be, and that weakness mostly lies in a few of our 4 and 5-costs being a tad weak.
  • Ahri Essence Thief steal Damage: 90/135/1000% AP 105/150/1000% AP
  • Bel’Veth Royal Maelstrom lash damage: 70% AD 85% AD
  • Bel’Veth Armor/MR: 50 60
  • Ryze Bilgewater Mana buff: 30/100 30/90
  • Ryze Piltover Mana buff: 30/100 30/90

AUGMENTS


We’re taking away the awkward Built Different offerings on 3-2 when you likely already have a few traits active while also giving the Augment a bit more Health to feel truly built up.

Stellacorn’s Blessing has felt far from blessed for a while now, but we’re going lighter on the buff to ensure Targon/Gunner comps don’t have a Mount Targon-sized power ceiling.

The best parts of TFT are synergizing items/champions/traits and making a few champions the star of the show. Unburdened is the antithesis to that statement, and we’ve seen both player data and vocal feedback validating that. Instead of buffing or reworking an Augment that players just aren't excited about, we’re pulling it entirely and saving you the Augment reroll.

While we discussed nerfing the TF Legend Augment package (notably Pandora's) we saw that the success of the Legend was tied to the success of other balance outliers that we've nerfed in various ways, so we leaving the Augment in tact as we await the impact of our changes here.
  • Binary Airdrop no longer appears on 2-1
  • Built Different II Health 225-475 250-500
  • Built Different II no longer appears on 3-2
  • Built Different III Health 300-550 300-600
  • Built Different III no longer appears on 3-2
  • Cybernetic Leech III Health 225 250
  • Endless Hordes + Gold 12 14
  • Golden Ticket chance for a free refresh 50% 45%
  • Parting Gifts max Health shield 40% 50%
  • Riftwalk AP 35 38
  • Stationary Support I: Now delays all rewards (Training Dummy and Support Item) until after 8 player combats
  • Stellacorn’s Blessing (Targon) Attack speed 35% 40%
  • Unburdened I and Unburdened II have been disabled
  • Wandering Trainer Gold 4 6

ITEMS


We’re taking a light pass on Mana items since they disproportionately lead to faster combat states. Blue Buff and Protector’s Vow are meant to stand out and provide an early cast, but we're making that early cast later by lowering the starting Mana to 30 (Blue Buff is 30 since you get 10 reduction). As a final note, Blue Buff and Protector's Vow have been too strong for a while now, which means champions who use them well benefit far more than champions who have strong synergies with other items. Our rebalance here is part of a minor champion rebalancing for champions dependent on these items.

Blue Buff and Spear of Shojin are actually too far apart in power for most champions once you do the math. We’re bringing them closer together with our Blue Buff nerf, but also giving Spear of Shojin a bit more SPEAR for AD casters.
  • Crownguard AP upon shield expiration: 40 35
  • Gargoyle Stoneplate Base Armor & MR: 25 30
  • Gargoyle Stoneplate Armor & MR Per Enemy: 15 10
  • Spear of Shojin AD: 15% 25%
  • Blue Buff starting Mana: 40 20
  • Protector’s Vow starting Mana: 45 30

SMALL CHANGES

Small, like this reminder that Fluft of Poros is only available for the rest of this patch. Starting in 13.22 Chibi DRX Aatrox will replace Fluft’s banner!

TRAITS


Ionia 9 often leads to weaker Ionians receiving the enlightenment bonus which can be a bummer for your itemized Xayah or Ahri. By significantly raising the enlightenment bonus we can ensure that even your lowly 1-costs can become a threat when enlightened—that’s just the power of education!
  • Ionia, Ionian Bonus: 100/200/380% 100/200/425%

AUGMENTS


Infamous, unshackled, and all too comfortable.
  • Petricite Shackles now only gives 2 Demacia units
  • Rising Infamy now only gives 2 Bilgewater units
  • Well Earned Comforts I Health per component 80 70

RADIANT ITEMS

  • Blue Blessing starting Mana: 40 20
  • Bulwark’s Oath Mana: 60 30
  • Bulwark’s Oath Armor: 20 40
  • Dvarapala Stoneplate Base Armor & MR: 25 30
  • Dvarapala Stoneplate Armor & MR Per Enemy: 25 20
  • Rapid Lightcannon base AS: 70% 50%
  • Spear of Hirana AD: 30% 45%

TOOLTIPS

  • Tiniest Titan: Updated tooltip to clarify that both the heal and gold are only triggered after PVP rounds
  • Caretaker’s Ally: Tooltip now states that you gain one copy of the Tier 2 champion immediately.

BUG FIXES

  • It’s so coarse: Battle of the Sands can no longer be offered alongside Shifting Sands or Fleshing Arena.
  • Units spawned in overtime now receive overtime buffs.
  • Valar’s Hollow now has its proper tooltip back.
  • If Aatrox has a Demacian Radiant item, he now properly keeps it when he respawns.
  • Aatrox can no longer pass the Darkin Blade to an ally marked for revival by Shadow Isles Ryze.
  • Fiora now always jumps to the nearest target when her spell kills someone.
  • Fiora’s target is no longer prevented from attacking during the spell.
  • Fixed a bug where Joke (Ctrl+1) and Taunt (Ctrl+2) animations stop working after player spams the emote during a Hyper Roll match
  • Umbra (All Tiers All Variants) Health Bar no longer blocks the Joke (Ctrl + 1) animation
  • Fixed a bug where the Reckoner Arena Flames wouldn't shoot out sometimes despite hearing the SFX when a player would tap on this interaction of the Reckoner Arena
  • I can’t see without my glasses: Cloud Catcher Hushtail tier 1 now has their glasses back on the model to match their splash
  • PROJECT: Abyssia no longer has a brief delay for their taunt animation (ctrl+2)
  • The Darkin Blade (Chibi Aatrox Boom) Health loss no longer triggers before The Darkin Blade boom hits the opponent

Teamfight Tactics patch 13.20 notes

Welcome to Portals - Remastered!

13.20 is packed full of balance changes, reworks, and an early appearance of our latest For Fun Patch invention that’ll remaster your favorite Portals (and The Sump and Stillwater Hold) by combining all their effects AT THE SAME TIME! If you wanna read up on why the team makes these For Fun Patches, check out this conversation with the creator of Runeterra Reforged’s For Fun Patch (Philip), the dynamic duo (Alex and Mort), and the most handsome man in gaming. And if that wasn’t enough, we also have the fluffiest, most cuddly Tactician of all time, Fluft of Poros, making an avalanche on the Convergence with their finisher animation.
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

FOR FUN PATCH CHANGES

NORMALS (PORTALS - REMASTERED)


New combination portals can now appear in the voting selection during Normal games only. Enjoy some games with multiple of your favorite portals active at the same time! List below:
  • Beats by Scuttle: Scuttle Puddle + Jayce's Workshop
  • Foodfight Tactics: Bandle City Cafeteria + Marus Omegnum
  • Ionian Duet: God Willow's Grove + Placidium Library
  • Center Stage: House Lightshield + Hearth-Home + Placidium Library
  • Basement Show: The Sump + Stillwater Hold
  • Processional Dirge: Targon Prime + Yorick's Graveyard
  • VIP Lounge: Finn's Market + Warlord's Palace
  • Crescendo: Cardinal Arcology + Ecliptic Vaults
  • Chill Beats: Valar's Hollow + Hearth-Home + Ornn's Forge
  • Opening Act: The University + Ehrenmount
  • The Golden Era: Glasc Industries + Shuriman Bazaar
  • Rock'n'Rollin: Ixaocan + Slaughter Docks
  • High Notes: Rat Town + Yuumi's Zoom Zone
  • Battle of the Sands: Fleshing Arena + Shifting Sands
  • Ruptured Harmony: Travel to a random Remastered Portal location not currently shown.

COSMETICS

FLUFT OF POROS


Legends say this fluft heralds the pororagnarok. Fluft of Poros has their own finisher animation starring an avalanche of cuddly Poros, which is perhaps the best way to receive the news of getting 8th place.
  • Our new Mythic Tactician, Fluft of Poros, is available as Star Content via Treasure Realms until the end of patch 13.21 (next patch). There will also be Poro variants, as highlighted drops.
  • After Fluft of Poros, in patch 13.22, we'll be bringing back DRX Aatrox for one patch only.

UI CHANGES

TEAM PLANNER: REMINDERS


We’re introducing a new feature to enhance Team Planner and your roll downs! As a reminder, you can adjust your Team Planner loadout on the fly!
  • Plan your team comp in Team Planner, then turn on in-game reminders to see your selected champions marked in the Shop.

LARGE CHANGES

Large, like my love for Fluft of Poros.

TRAITS


We’re flattening out the power curve for Bilgewater to make it appropriately strong as you continue to reach high breakpoints. The Bilgewater 9 buff is focused on the flat cannonball damage, as you’re typically fielding a crew that’s not all capable of utilizing the stored damage dealt percentage.

Multicaster comps have been dependent on hitting 3-star of everything due to the way their trait amplifies the base damage of their spell. Once they’re 3-star, and you have all 4 of them, they’ll be able to one-shot boards, but they often struggle to make it there. To solve these problems we’re doing a few individual champion changes, alongside reworking the trait to have smoother power breakpoints (2/3/4), and a separate lever to give power to non-itemized Multicasters at Multicaster (4) rather than giving them more damage burst.

We expect Mutlicaster (4) reroll to be the best version of the comp and alongside buffs to Twisted Fate and Sona, 2/3 Multicaster can be viable splashes in other comps like Demacia, Bilgewater, and Sorcs. Be sure to try out the reroll verticals and splashes alike and let us know what you think!

Ionia’s Emblem is providing far too much power for it also to contribute to a trait with powerful breakpoints so we’re taking some of its Attack Speed away.

Shurima is struggling at the moment, and their main carry, Azir, is really weak, both in Shurima verticals and Strategist-heavy boards. We’ve got buffs for both of these traits, with our Strategist buffs in the small section focused on empowering the deeper 4 and 5 Strategist.

With Zaun, we’re buffing the Overcharged versions of each chem-mod to ensure all variations of Zaun 4 and 6 are worth chasing!
  • Bilgewater 3 (unchanged but here for reference): 100 + 33% damage dealt
  • Bilgewater 5 Damage: 150 + 55% damage dealt 170 + 60% damage dealt
  • Bilgewater 7 (unchanged but here for reference): 325 + 70% damage dealt
  • Bilgewater 9 flat Damage: 800 999
  • REWORKED Multicaster 2/4 2/3/4
  • Multicaster 2: Cast 1 additional time at 55% reduced effectiveness.
  • Multicaster 3: Cast 1 additional time at 30% reduced effectiveness.
  • Multicaster 4: Cast 1 additional time at 20% reduced effectiveness. Multicaster attacks grant 5 bonus Mana.
  • Ionia Emblem bonus Attack Speed: 33% 25%
  • Rogue Bleed damage: 60% 55%
  • Shurima Ascension bonus: 0/20/50/90% 0/30/60/111%
  • Vanquisher Bonus Crit Chance: 15/35/75% 15/35/55%
  • Zaun, Adaptive Implant Bonus AP/AD/Omnivamp: 30% 35%
  • Zaun, Shimmer Injector Overcharged Heal: 80% 100%
  • Zaun, Virulent Bioware Overcharged Damage over time: 3.5% Max HP/s 4% Max HP/s
  • Zaun, Unstable Chemtank HP Bonus: 30% 40%
  • Zaun, Robotic Arm Overcharge Bugfix: Now deals pre-mitigation true damage (this is a buff)

UNITS: TIER 1


We’re flattening Cho’Gath’s bonus HP on kill across star levels. This will allow him to fit better under the power ceiling of a 1-cost that he’s so often seen bursting through at 3-stars, but this will also help out the lowly 1-star Cho that you play just to hit the Void or Bruiser trait breakpoint.This will also make the difference between hitting that 2-star Cho early versus later a bit smaller.

Orianna is our weakest 1-cost whose single target damage and shielding fail to make her a unit worth fielding outside of being a trait-bot. But unlike Orianna, who gave her heart to her father, we have the heart to give her some buffs that will allow her to cast more frequently via a lower max Mana, and a higher Attack Speed. Maybe one day, she too will get to be an item holder.
  • Cho’Gath Feast Health On Kill: 30/35/40 35
  • Graves Smoke Grenade damage: 220/220/230% AD 200/200/205% AD
  • Orianna Attack Speed 0.7 0.75
  • Orianna Attack Damage 40 35
  • Orianna max Mana buff: 30/80 20/70

UNITS: TIER 2


Taliyah is currently underperforming even in her Double Trouble dream comp. With this buff, we’re not only giving her some compensation damage after our Multicaster rework, but also attempting to make her more playable in both Shurima and Mutlicaster comps.

Sett’s our best 2-cost right now, finding success at the core of our two most dominant comps (Ionia Vanquisher and Ashe Reroll). His utility and tankiness make him a snowball unit to slam items on early, and a consistent frontliner late.
  • Taliyah Seismic Shove damage: 180/270/410% AP 200/300/450% AP
  • Taliyah Seismic Shove passive Boulder damage: 110/160/240% AP 120/180/270% AP
  • Sett max Mana nerf: 40/90 60/110
  • Sett Ionia Bonus Health: 200 180

UNITS: TIER 3


Dare-bear (that’s my pet name for Darius btw) has failed to execute as a reroll carry in Horizonbound. With a better AD ratio, he’s not only going to be much stronger with AD items, but also with the Noxus traits.

Nautilus just really wants that Chain Vest and Negatron Cloak that you’ve been giving Cho’Gath this whole time. He’ll do wonders with them, he promises!

Rek’Sai’s weakness is punching through beefy frontliners. While our rework that added the marked system helped her here, it required hitting 3-stars for the Void Burrower to do just that—burrow into the enemy backline. We’re now allowing her marks to persist until the end of combat instead of being consumed on the next bite to help her repeat casts cut through those high Armor Bastions and Thornmail enthusiasts. To account for this added power, and because her 3-star version was already performing well post-rework, we’re lowering her damage ratio on the initial bite especially at 3-stars.

Big things are happening with Multicaster this patch. One of them is the Sona rework, which will sharpen her role as a utility carry who can continually amp your team's Attack Speed! Try positioning her to hit your other Multicasters at Multicaster 4, Etwahl surely be successful.

Editor’s note: Etwahl is the name of Sona’s instrument, but even knowing that will not save the pun above.
  • Darius Noxian Guillotine AD ratio: 300% AD 350% AD
  • Nautilus max Mana buff: 80/160 60/140
  • Nautilus bonus Resistance Amplification: 30% 35%
  • NEW Rek’Sai’s bite marker will now persist until the end of combat instead of being consumed.
  • Rek’Sai Furious Bite AD ratio: 290/290/300% 250/250/255%
  • Rek’Sai Marked Bite true damage AD ratio: 135/145/150% 190/195/200%
  • REWORK: Sona’s Ability now deals 33% less damage to each unit hit
  • Sona Crescendo Attack Speed: 35/40/45% for 5 seconds 20/25/35% for the rest of combat
  • Sona Crescendo will always hit allies on her left and right. You now do not have to awkwardly position your carries in front of her
  • Sona Crescendo Damage: 105/155/255 180/270/440
  • Sona starting Mana buff: 40/90 35/90

UNITS: TIER 4


Aphelios is getting a base AD buff that may not seem worth dancing in the moonlight over, but will certainly put pep in your step for those running Gunner verticals (which greatly amplifies base AD).

Even when in a balanced state, Fiora’s untargetability created frustrating scenarios where you’re forced to helplessly watch your units save their spells for her untargetability window. So we’re cutting out the untargetable window, while giving her a large compensation buff to the rest of her kit since she’ll be significantly more vulnerable!
  • Aphelios AD: 60 65
  • REWORK: Fiora is no longer untargetable during Blade Waltz and now takes 30% less damage while Waltzing instead
  • Fiora max Mana buff: 70/160 70/140
  • Fiora Blade Waltz AD ratio: 140/140/240% 160/160/240%

UNITS: TIER 5


Darkin has always been a great trait, but Aatrox has hardly been able to carry the reputation of his passive trait, let alone his team. We’re shifting some of the power from the Darkin buff into Aatrox to create a world where Aatrox can be your carry, and not just your world ender.

Gangplank's best cases are already powerful but he's too unreliable as a carry. We're reducing the situations where he crashes his ship ineffectively to make his performance and helmsmanship more consistent.

Last patch we introduced a new carry-focused Upgrade for Heimmerdinger called the Refractor Beam. It opened up with more of a fizzle than a beam, with its power only really coming online after three dedicated Upgrades. We’re giving the Upgrade a smoother power curve with an even more powerful triple Upgrade fantasy, so be sure to try it out!
  • Aatrox Darkin Bonus Health: 350 250
  • Aatrox Armor & MR: 60 70
  • Aatrox World Ender AD ratio: 275/275/2500% 290/300/2500%
  • Gangplank The Dreadway: If Gangplank’s ship hasn’t yet reached Gangplank, it’ll pass through enemies dealing damage. After reaching Gangplank, or if Gangplank is dead, it’ll crash on the next enemy hit
  • Gangplank The Dreadway: The boat will now always crash if it hasn’t hit an enemy after 2.25 seconds.
  • Heimerdinger Refractor Beam Number of Beams 3/3/5 3
  • Heimerdinger Refractor Beam Damage Amplification 10/30/30% 10/40/80%

AUGMENTS


As trait linked Augments we’re shipping some significant buffs to Adrenaline Rush (Juggernaut), Defensive Dash (Challenger), and Total Domination (Noxus) which have failed to succeed even when running their verticals.

The Multicaster rework means Multicasters cast fewer times. Increasing the AP per cast on their trait linked Augment, Perfect Repetition, will allow them to reach the same power ceiling as before.

Shurima’s Legacy had an issue where the turret would not stop shooting random people after the player died. Now that’s what I call leaving your legacy on the Convergence, but while staying true to its name, we can’t have Turrets going rogue from beyond the grave.
  • Adrenaline Rush (Juggernaut): Grants a Warwick and a Sett Grants a Darius and a Sett
  • Adrenaline Rush (Juggernaut) health Threshold for bonus damage: 50% 60%
  • Binary Airdropno longer grants an item component.
  • Built Different II Health: 200 - 425 225 - 475
  • Built Different III Attack speed: 45 - 65 50-70
  • Caretaker’s Ally now grants one copy of the 2-cost immediately.
  • Defensive Dash (Challenger) Shield: 75 - 225 100 - 250
  • Gifts From The Fallen AD and AP per stack 4 3
  • Lucky Gloves: Gloves 3 2
  • NEW: Lucky Gloves + added for 3-2 and 4-2, gives 3 gloves.
  • Money Money! Turns: 4 3
  • Money Money Money! Turns: 4 3
  • Pays to Learn III XP 20 24
  • Perfected Repetition (Multicaster) AP Per Cast 6 9
  • Petricite Shackles (Demacia) Base Amp 15% 12%
  • Shurima’s Legacy has been permanently disabled.
  • Tactician’s Tools additionally grants 1 Component Anvil
  • Total Domination (Noxus) Base Execute Threshold: 3% 5%
  • Vampiric Blades Rogue Omnivamp 20% 15%

ITEMS


We’re giving Adaptive Helm a small amount of power, mostly to add to its flavor and further differentiate it from other frontliner items.

Guardbreaker is currently our best item due to the sheer amount of stats it grants and the frequency of shields in Runeterra Reforged, which continually trigger the powerful bonus damage of the item. Instead of taking power from its core counter-shield identity, we’re reducing the Attack Speed it offers, which has been letting users cast far sooner than even Tear-based items like Hand of Justice.
  • Adaptive Helm Frontline Bonus: 35 Armor and MR 35 Armor and MR. Gain 1 Mana when struck by an attack.
  • Guardbreaker Attack Speed: 25% 20%

SMALL CHANGES

Small, like my Cho’Gath when I’m contested.

REGION PORTALS


Over in Ixaocan, the capital city of Ixtal, Radiant Items come relatively late in the game, often after you’ve committed to a direction. By pairing them with a Reforger, you’ll get one more chance to re-roll them into something more fitting, OR you can use the reforger to pop the items off of your current carry if they have high synergy with the Radiant Item you just got.
  • Ixaocan Radiant Item drops now always come with a reforger.

TRAITS


Losing Lissandra in the mid-set really hurt Invoker as a vertical, so we’re adding a bit more late game power to keep Invokers and their friends blasting and casting.
  • Invoker 6: 15 Mana to all 20 Mana to all
  • Strategist Shield: 250/400/575/850 250/400/600/900
  • Strategis AP Bonus: 15/25/35/55 15/25/40/60
  • Void, Rift Herald charge speed has been increased.
  • Void, Rift Herald will now try to find a new target if her original target dies during her windup.

UNITS: TIER 1


It's pretty common for fights to wind down and enemies to walk forward, causing Malzahar to miss his cast. This change makes sure that when he casts, he'll basically always hit those targets. This will also make him a bit better at slaying Scuttle Crabs, but don’t worry members of TETSC (Tacticians for the Ethical Treatment of Scuttle Crabs), he’ll still miss occasionally because Scuttle Crabs can dash across the map really quickly.
  • Cassiopeia Twin Fang Damage: 170/255/385 160/240/360
  • BUGFIX Jhin’s Curtain Call damage dropoff is no longer higher than intended. Damage Dropoff: 40% 56%
  • Malzahar’s Malefic Visions is now less likely to miss against moving targets
  • Milio max Mana buff: 20/80 20/70

UNITS: TIER 2


Twisted Fate has recently risen within the meta as a reroll carry. We’re shipping a number of smaller changes here that should make him feel better to play, better accommodate our Multicaster rework, and keep him from stacking the deck too much in his favor.
  • Soraka Astral Infusion healing AP ratio: 170/190/220% AP 150/170/200% AP
  • Twisted Fate starting Mana buff: 20/70 25/75
  • Twisted Fate Stacked Deck Initial Magic Damage: 165/250/375 155/235/355
  • Twisted Fate Stacked Deck Ability AoE Delay: 1.5 seconds 1.25 seconds

UNITS: TIER 3


Alongside a smaller AP ratio buff, we’ve fixed a fizzle with Karma’s spell that previously had her seeking the occasionally karmic retribution from those who’ve already kicked the bucket.
  • Karma Inner Flame damage: 170/255/420% AP 180/270/440% AP
  • BUGFIX Karma: If Karma’s target dies immediately as she begins her cast, she will pick a new target to cast on
  • Neeko Pop Blossom Shield: 250/350/475 250/325/425

UNITS: TIER 4


Xayah was the undoubted winner of patch 13.19, but this statement is especially true for her 3-star version, which was the most powerful 3-star four cost by a long-shot.
  • Xayah Mana nerf: 30/95 20/100
  • Xayah Featherstrike damage ratio: 80/80/125% AD 80/80/100% AD

UNITS: TIER 5


  • Shadow Isles Ryze: If Aatrox dies while marked, he will revive immediately without passing along the Darkin blade.
  • Shadow Isles Ryze will no longer mark allies holding Aatrox’s blade.

AUGMENTS


Removing the unluckiest Augment synergy from ever getting a chance to happen.
  • Binary Airdrop and Endless Hoards are now mutually exclusive.
  • Item Grab Bag III Gold 2 4

ITEMS


Variety is the spice of life.
  • Thief’s Gloves will no longer roll duplicate items

RADIANT ITEMS

  • Dragon’s Will Max Health Regen Rate: 1.5s 2s
  • Willbreaker Attack Speed: 50% 40%
  • Jak’Sho the Protean frontline Bonus: 45 Armor and Magic Resist 45 Armor and Magic Resist. Gain 1 Mana when struck by an attack.
  • Titan’s Vow Attack Speed: 20% 30%
  • Titan’s VowArmor: 30 35

SUPPORT ITEMS


Our Support Items as a whole could use… well, a whole lot of support. We’re taking a pass on the bulk of them to keep their power level equal or similar to that of the Gold Augment they can be found in.

Banshee’s Veil is going to be very strong in melee heavy Challenger comps that greatly benefit from the CC immunity and the new Attack Speed.

We found a bug with Radiant Virtue that, in fixing it, will greatly strengthen the item, so we’re shipping a small compensation nerf. With the bug fix and compensation nerf, Radiant Virtue should be slightly better than it was in the last patch.
  • Aegis Buff Duration: 8s 12s
  • Banshee’s Veil now grants 15% Attack Speed for the duration of the CC Immunity.
  • Chalice of Power Ability Power: 22 25
  • BUGFIX Radiant Virtue: Correctly doubles its heal amount for 10s after the holder dies.
  • Radiant Virtue Max Health Heal: 7% 6.5%
  • Radiant Virtue Amplified Heal: 14% 13%
  • Zeke’s Herald Attack Speed: 25% 30%
  • Zz’Rot Portal: Taunt range adjusted to better match the attack range of the taunted champion.
  • Zz’Rot Portal: Voidspawn will now try to spawn in the front row when possible.

BUG FIXES

  • Ao Shin’s Health bar no longer blocks face during their Point animation
  • Fixed an issue where Gangplank’s cast could fail if his target dies right as he casts. If you see more cases of his ship not appearing, please let us know.
  • Karma always catches up to you: If Karma’s target dies immediately as she begins her cast, she will pick a new target to cast on
  • Fixed a bug where Ionia Ryze could delete units.
  • Combat Blaster: Aatrox no longer gains Combat Caster’s shield on every swing.
  • Plussing up the name: Portable Forge properly named Portable Forge+ when offered on 3-2 and Portable Forge++ on 4-2.
  • It’s nothing personal, Phreak: You can no longer be offered both Phreaky Friday and Phreaky Friday + in Hyper Roll.
  • Rising Infamy now requires the correct number of barrages for your first chest upgrade.
  • Healing Orbs now works correctly when a Bilgewater cannon barrage kills a unit.
  • It’s about time: Units that spawn in overtime (via Aatrox, Shadow Isles Ryze, etc) now correctly receive the overtime buff.
  • Fixed an uncommon issue causing Heimerdinger’s grenade to fizzle
  • Target dummies now give nightmares: Target Dummies from Wandering Trainer holding a Rogue Emblem will now jump to the enemy backline when the Rogue effect triggers.
  • Fixed a bug that could cause Ekko’s heal to be slightly off.
  • Fixed a bug that could cause Heimerdinger to temporarily lose turret upgrades when starred up.
  • Fixed a bug where Karma’s Ionia bonus wasn’t correct with 6 and 9 Ionia.
  • Fixed a bug causing Mordekaiser, Kayle, and Orianna’s spell damage to crit less often than intended with spell crit.
  • God Willow’s Grove no longer returns unsellable, uncombinable champions to the pool in Double Up.
  • Gargantuan Resolve now grants the correct resists at the correct times.
  • Too ready: Battle Ready damage amp now stacks properly with other sources of damage amp, and it no longer reduces true damage taken.
  • Too hot: 3-stack Mechano-Swarm (Heimerdinger) now burns for 2% instead of 3% as intended

Teamfight Tactics patch 13.19 notes

Wind’s changing, better adjust the sails.

Our first full patch after Horizonbound’s release follows up on our large 13.18 mid-patch update. Expect to see a lot of Augment changes, mostly lowering the power of our strongest, alongside buffs to our most struggling traits (I’m talking to you Ixtal) and champions!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

LARGE CHANGES

Large, like the amount of warmth at the center of a Fluft of Poros.

TRAITS

Bilgewater had its moment during the first couple days of Horizonbound, but our mid-patch update had them hanging out to dry. We’re giving back some of their lost power, but don’t expect this to have them sail into S+ tier once again.

We’re lifting our most struggling elements so that they can rise to boards near you. Ixtal can create powerful combinations by utilizing different units (try Woodland Cho’Gath/Mordekaiser), so we’re not going overboard with element buffs here and instead buffing the two struggling Ixtal units as well.

When hit early, Piltover 3 can be too consistently rewarding, especially with the power of the Piltover units this mid-set. Even with Piltover 3’s success, Piltover 6 fails to hit the mark, especially given how difficult it is to achieve. We’re adjusting the cashout power for Piltover 3, while giving Piltover 6 much more drip econ—go hit those 3-star 5-costs!

Vanquisher as a vertical has been MIA so far. There are variations that work (I have seen success with Ashe reroll just so you know), but as a whole the trait is rarely worth committing fully to. Expect far more crits at Vanquisher 6!
  • Bastion Armor & MR: 20/40/65/125 20/45/75/140
  • Bilgewater 3: 90 + 30% 100 + 33%
  • Bilgewater 5: 125 + 50% 150 + 55%
  • Bilgewater 7: 300 + 65% 325 + 70%
  • Bilgewater 9: 650 + 150% 800 + 135%
  • Demacia Elite Bonus Armor/MR 5/15/35/150 5/25/45/150
  • Ixtal (4) Electric Capstone REWORKED: Empowered champions stun enemies once every 6 s Empowered champions deal 25% bonus damage to enemies that have been stunned by this effect
  • Ixtal (4) Stone Capstone Heal: 650 750
  • Ixtal Fire Damage % of Ability damage: 60% 100%
  • Ixtal Fire Burn Duration: 3 5 seconds
  • Ixtal Ice explosion tag now correctly acts as Trait damage (does not crit or trigger effects)
  • Ixtal Ice explosion Damage: 30% 35%
  • Ixtal Wood (4) Capstone Tick Rate: 4 2 seconds
  • Ixtal Wood (4) Capstone AD & AP: 15 10
  • Multicaster damage reduced on multicasts: 60% 55%
  • Piltover: lowered the value of Piltover cashouts in 2 loss to 10 loss by ~15%
  • Piltover: lowered the value of Piltover cashouts in 11 and 12 loss by ~10%
  • Piltover: Buffed the base rewards of 6 Piltover by around 20%
  • Rogue stealth health threshold: 50% 35%
  • Shurima Ascension Bonus: 0/15/40/75% 0/20/50/90%
  • Vanquisher Bonus Crit Rate: 15/35/55% 15/35/75%
  • Vanquisher Bonus Crit Damage: 10/30/50% 15/35/55%

UNITS: TIER 1

You were doing it, I was doing it, we were all voting for playing reroll Cho’Gath. And that’s okay, but his power level isn’t quite okay, so we’re trimming down his Health scaling ratio to lessen our lovable Void monster’s impact in the late game.

With these Milio buffs, my opponents’ boards are about to get real Messi.
  • Cho’Gath Feast max Health damage ratio 15% 12%
  • Milio Ultra Mega Fire Kick!!! Bounce damage 170/250/380 180/270/400
  • Milio Ultra Mega Fire Kick!!! Splash damage 85/125/190 90/140/200

UNITS: TIER 2

Gunner’s AD% scales off of the unit’s base AD, so by hitting the two strongest Gunners’ base ADs (Jinx here and Jayce later) we nerf the popular reroll Gunner comp that has been so powerful. Due to the way base AD scales with star levels, this nerf targets the most powerful 3-star Jayce/Jinx form of the Gunner comp. Vertical Gunner may still be strong after this nerf, but we don’t want to ruin the comp completely by also hitting the trait.
  • Jinx AD 55 50
  • Qiyana will no longer dash out of distance of her spell, Supreme Display of Talent

UNITS: TIER 3

Even the hand of Noxus could use a hand sometimes. In his go-to vertical comp, Darius is rarely itemized, so we’re giving him a bit more AD, but the true buff will come with our Vanquisher change in the traits section.

As with Jinx, so with Jayce. Also did you know that we have the main characters from Arcane in this set? Talk about a side hustle.

With our Rek’Sai rework, we’re hoping 2-star Rek'Sai will be more useful since the gap between 2 and 3-star is huge right now. The added feature of marked bites allows 2-star Rek'Sai to have enough power to chew through tanks if she bites them multiple times.

I’m sure you’re reading these patch notes and seeing Neeko pop (blossom) up on the buff list alongside the Ixtal trait, and our favorite fireball kicking optimist, and you’re probably thinking, “wow, Ixtal is about to be broken.” Well, unfortunately for the Ixta, the trait needed the lift wildly so, and since the trait’s power isn’t totally bound to its units (you can place anyone on the Hexes), we’ve opted to buff the Elemental Hexes moderately, while also buffing the region’s struggling units.
  • Darius AD 60 65
  • Jayce AD 65 60
  • Neeko Pop Blossom Shield 225/350/475 250/350/475
  • Neeko Pop Blossom damage 270/410/650 300/450/700
  • Rek’Sai starting Mana nerf: 30/70 50/70
  • Rek’Sai NEW: Furious Bite now marks enemies that she bites. If the target has been previously marked, the bite will deal bonus true damage.
  • Rek’Sai Furious Bite Mark Damage AD ratio: 135/145/150%

UNITS: TIER 4

We’ve fixed a bug with Fiora that prevented her from healing off of damage to shields. Given the amount of shields in Horizonbound, this is a buff, so we’re adding a compensatory nerf.

Princes have always been expected to be diplomatic, but Jarvan IV’s playability with almost any region sets the bar too high for diplomacy and comp flexibility. By lowering his stun duration, we’re hoping he’s less of an instant inclusion in comps that aren’t his go-tos.

Nilah with and without RFC is too large of a power discrepancy to be able to balance with simple number adjustments. So instead, we’re making some adjustments to Nilah’s target prioritization. Instead of always prioritizing a cone with the highest number of units, she will now stop her count at 3 units. This means that without Rapid Firecannon (RFC) she will be mostly unchanged, as there are rarely ever times where she can strike more than 3 units, but with RFC she will no longer pick cones with 5+ enemies to reenact windshield wipers from Hell. With RFC if she's in range of 3 enemies and 2 of them die, she'll need to wait until her next dash to be in position to cleave 3 again.
  • Fiora Blade Waltz damage now properly applies Omnivamp when damaging shields.
  • Fiora Blade Waltz Physical Damage: 150/150/250%AD 140/140/240%AD
  • Jarvan IV Cataclysm stun duration: 1.75/2.25/8s 1.5/2/8s
  • Nasus Soul Eater max Health steal: 5% 4%
  • Nilah will now more consistently find cleave targets without Rapid Firecannon. Her interaction with Rapid Firecannon is unchanged.
  • Silco Undercity Tactics damage 80/120/425 75/115/425
  • Silco tooltip updated (No functional change): Throw a vial at the closest surrounded enemy, covering nearby hexes in chemicals for X seconds. Deal Y magic damage per second to chemical-affected enemies, and heal affected allies for Z per second. When possible, target unaffected groups.
  • Xayah Mana buff: 30/110 30/90
  • Xayah Featherstrike number of feathers: 7/7/12 7/7/15
  • Xayah Featherstrike Damage ratio: 80% AD 80/80/125%AD

UNITS: TIER 5

Aatrox is our most slotted 5-cost, whose flexibility is matched only by the length of his power. Nerfing one of the most useful pieces of his kit (Omnivamp) should make him less of a default include without cutting him down by too much.

Both of Gangplank’s forms are getting a buff. The melee form is able to reapply the burn damage over time more frequently which will make the scaling change from 100% AD per second to 125% AD per second.

Currently, Heimerdinger is a great support unit, without a carry fantasy. The Refractor Beam Upgrade will be a great take when you have AP/Mana items to put on Heimerdinger, and need to pump out the damage.

This is a PSA to play Ixtal Ryze as a frontline tank.
  • Aatrox Darkin Omnivamp: 15% 10%
  • Gangplank Attack Speed: 0.80 0.85
  • Gangplank (Melee) Burn Duration: 3s 2s
  • Gangplank (Melee) Total Burn True Damage: 300/300/2500%AD 250/250/2500%AD
  • Gangplank (Ranged) mana on hit 3 5
  • Heimerdinger Technogenius (New upgrade) Refractor Beam
  • Heimerdinger, Refractor Beam: Apex Turret's ability fires multiple laser beams which deal increased damage. It gains 100% of all mana that Heimerdinger generates from traits, items, and augments.
  • Refractor Beam 1 Count: 3 beams, 10% increased damage.
  • Refractor Beam 2 Count: 3 beams, 30% increased damage.
  • Refractor Beam 3 Count: 5 beams, 30% increased damage.
  • Ixtal Ryze Stun Duration 2/2/10 2/2.5/10
  • Ixtal Ryze Realm Warp damage ratio 185/285/1500% Armor + MR 200/300/1500% Armor + MR

LEGEND AUGMENTS

We’re taking a pass on 3-2 and 4-2 (2nd and 3rd) Legend offerings to ensure that they are preferable only as fallback options rather than defaults. When they're default (due to having competitive power with other Augments), games become too similar, so we're aiming to make them slightly weaker than normal Augments, while still useful in situations where you just don’t end up hitting another appealing option.

Teaming Up was breaking our framework for powerful items given at each Augment tier, and it also had too much randomness at the Prismatic level. We temporarily removed Teaming Up I in the last patch because we couldn’t give a Support item in a silver Augment, so we temporarily substituted it with Job’s Done in Legends that contained Teaming Up. After our rework to the Augment package, we’ve realigned them to fit more thematically with the Twisted Fate and Bard Legends you can find them in, while also fitting into our power framework. Try them out!
  • Big Grab Bag Gold Given: 8 1
  • Item Grab Bag II Gold Given: 5 1
  • Item Grab Bag III Gold Given: 8 2
  • Giant Grab Bag Gold Given: 10 4
  • Gotta Go Fast II Mana Gain 25% 20%
  • Gotta Go Fast III Mana Gain 35% 30%
  • Job’s Done 2 Component Anvils 1 Component Anvil and 1 random component
  • Job Well Done 1 Completed Item Anvil + 1 Component Anvil 1 Completed Item Anvil + 1 random component
  • Medium Forge Gold Given: 6 1
  • Small Forge Gold Given: 4 2
  • Teaming Up I (NEW): Gain 1 random component and 2 random Tier 3 Units
  • Teaming Up II (REWORKED): Gain 1 random Support item and 1 random Tier 4 Unit
  • Teaming Up III (REWORKED): Gain 1 Support Anvil, 1 random component, and 2 random Tier 4 Units
  • Tiny Grab Bag Gold Given: 4 2
  • Training Reward I Gold Given: 7 5
  • Training Reward II Gold Given: 15 12
  • Well Earned Comforts III Attack Speed: 8% 6%

AUGMENTS

For such a fun Augment, Endless Hordes has struggled to evoke the power of it’s name. So instead of renaming it to Hordes with Ends, we’re giving each of the Hordes a bit more Health.

With our small rework to Warwick in the mid-set, we’ve seen Ravenous Hunter greatly succeed. We’re nerfing the Augment by lowering the amount of AD and AP Warwick gets from each stack, but by raising the max stacks, this will make it so Warwick will get to the same power level as before, it will just take 10 more attacks/damaging instances.

Despite Bilgewater’s struggle post mid-patch nerf, their trait-linked Augment has proven incredibly powerful. With Bilgewater buffs on the horizon, we’re preemptively Rising Infamy, with exception of its 4-2 (3rd Augment) version which has been struggling due to the nature of drip econ rewards.
  • Endless Hordes Health Reduction 20% 15%
  • Endless Hordes Gold 6 4
  • Endless Hordes + Health Reduction 20% 15%
  • Endless Hordes + Gold 9 12
  • Final Reserves: Any gold held will also be converted into experience (after interest is added).
  • Final Reserves experience granted: 70 60
  • Mana Burn Percent Burn: 2% 1.5%
  • Parting Gifts Items now transfer immediately rather than on a delay.
  • Ravenous Hunter AD/AP per stack 5 >> 4
  • Ravenous Hunter Stack cap 45 55
  • Rising Infamy I / II Barrages from level 1 -> 2: 50 65
  • Rising Infamy I / II Barrages from level 2 -> 3: 80 90
  • Rising Infamy I / II Barrages from level 3 -> 4: 80 90
  • Rising Infamy III starting chest level 3 4
  • Shurima’s Legacy has been re-enabled.
  • Stolen Vitality (Vanquisher) max Health Heal 1.5% 1.25%
  • Tiniest Titan+ (NEW): Tiniest Titan+ appears on 3-2. In addition to the Tiniest Titan effect, it also grants 8 gold immediately.

ITEMS

Thief’s Gloves has always been more of an offensive item than a defensive one with its crit chance, and with our item rework, that’s even more true. We’re removing a bit of crit chance to open up some power bandwidth, and adding Health to make it a better option for your RNG-enius tank.
  • Adaptive Helm Backline Ability Power: 20 15 (Total Backline AP: 35 30)
  • Crownguard Health: 0 100
  • Thief’s Gloves Health: 0 150
  • Thief’s Gloves Crit Chance: 40% 20%

ARTIFACT ITEMS

Artifact items in general have been a bit too powerful. We’re nerfing the majority of them, while buffing the only odd one out that seems to be struggling (sorry Goldmancer’s Staff).
  • Manazane Ability Power: 15 10
  • Manazane Mana: 30 15
  • Zhonya’s Paradox Ability Power: 50 45
  • Sniper’s Focus Damage Increase Per Hex: 10% 8%
  • Hullcrusher Bonus Health: 600 550
  • Anima Visage Health: 500 450
  • Goldmancer’s Staff Ability Power: 25 30

SUPPORT ITEMS

Unexpectedly so, Obsidian Cleaver has been our best performing Support Item. We’re shipping a decent sized nerf to the teamwide stats it provides, which should keep it in line with other Support options. Chalice of Power, on the other hand, needs a little love to keep that ice cream being so good.
  • Obsidian Cleaver Team Bonus Stats: 10% AD and 10 AP 8% AD and 8 AP
  • Chalice of Power Aura Ability Power: 18 22

RADIANT ITEMS

  • Jak’Sho the Protean Bonus Ability Power: 35 45
  • Rascal’s Gloves Health: 0 150
  • Rascal’s Gloves Crit Chance: 40% 20%
  • Royal Crownshield Health: 0 100

SMALL CHANGES

Small, like our time on this planet. Love each other. I love you Kent.

TRAITS

Vertical Juggernaut comps aren’t just for playing The Boss.
  • Juggernaut Damage Reduction: 15-25/20-35/30-45% 15-25/20-35/35-50%
  • Targon Heal & Shield Boost: 18/35/55% 18/35/60%

UNITS: TIER 1

When balancing Jhin, there’s always a fine line between preferred power and the sheer number of 4’s we can fit into his kit. 10 less max Mana fits both requirements.
  • Jhin Mana buff: 44/124 44/114
  • Orianna max Mana buff: 40/90 30/80

UNITS: TIER 2

Grand Durand!
  • Galio Mana buff: 60/120 60/110

UNITS: TIER 3

Giving Vel’Koz a small nerf to compensate for the Multicaster buffs. I guess you could call this Karmic retribution.
  • Karma Ionia Bonus AP 20 25
  • Vel’Koz Plasma Fission damage 250/375/600 245/365/600

UNITS: TIER 5

  • Ryze (Demacia) Realm Warp damage 300/450/999 300/450/2000
  • Ryze (Shadow Isles) Bugfix: Can now resurrect allies at above 100% Health

AUGMENTS

  • Lucky Egg: Tactician’s Crown + 1x Adaptive Helm + 1x Sterak’s Gage + 20g Tactician’s Crown + 1x Zeke’s Herald + 1x Chalice of Power + 25g
  • Strategist Soul Item Granted: Night Harvester Adaptive Helm

OS MINIMUM SPEC UPDATE

Starting with patch 13.19 our minimum Mac OS requirement will move to 10.13.6. This is a change that will impact a small number of players (roughly 300 total) across both LoL and TFT who will have to update their OS prior to patch 13.19.

BUG FIXES

  • Never lucky: Lucky Gloves will grant the correct category of items to champions like Ryze, Kayle, and Quinn.
  • Stationary Support I now has the correct text in Hyper Roll
  • Trashed: Zaun no longer deletes consumables if they are used with a full item bench while you have a Zaun mod pending.
  • Castiopeia: Cassiopeia no longer loses some casts when she has a Radiant Blue Buff
  • Escort Quest’s dummy can no longer be recombobulated, and no longer counts for player damage. (Fixed in 13.18B)
  • Blacksmith’s Gloves now correctly count as Thief’s Gloves for Sleight of Hand
  • Nashor’s Tooth grants its Attack Speed at the correct time for champions with long Mana locks such as Nasus and Taric.
  • Locket of the Iron Solari’s resistances will persist for the correct duration instead of ending when the shield breaks.
  • Zaun’s Robotic Arm mod now correctly states that its overcharge deals 25% bonus true damage instead of 25% Attack Damage as true damage
  • Arrghonauts: Gangplank now gets correct items from Lucky Gloves when he’s placed on the frontline directly from the bench.
  • Shurima’s Legacy turret will no longer remain after the player’s death, being an agent of chaos.
  • Valar’s Hollow grants its rewards on Hyper Roll.
  • The Training Dummy from Double Up’s Assist Armory now has the correct star level on away boards.
  • Fixed a bug where What The Forge could fail to transform an item when quickly made on a champion taken from the carousel.
  • On a Roll now correctly grants a free refresh if units auto-combine on round start.
  • Zaun Ryze’s tooltip now correctly reflects that he shreds and sunders for 30% instead of 20%.
  • Fixed an issue where Qiyana could dash too far for her Ability to hit.
  • Dhalsim: Chibi Irelia/Chibi Divine Sword Irelia limbs no longer stretch during Shrine of the First Lands intro animation

Teamfight Tactics patch 13.18 notes

Look to the Horizon, and know you’re Bound for greatness!

Welcome to TFT’s final mid-set! In these notes, we’ll go through all the changes to existing systems, but to get a more detailed breakdown of what’s coming in the mid-set, check out our Horizonbound Gameplay Overview. For more information on the new cosmetics and Pass check out that link, and for a candid conversation on the history of mid-sets with Mort, Alex, and yours truly, click it here.
Rodger "Riot Prism" Caudill

HORIZONBOUND COSMETICS

The best place to check out our cosmetics is in game, but the second best place is the link here!

HORIZONBOUND PASS


We’ve made some adjustments to Horizonbound’s Pass structure since our original Runeterra Reforged Pass release! The most notable differences for the Horizonbound Pass are additional Little Legends and an instant Treasure Token reward, but there will still be quite a few other stops along the pass to check out! To show this, we’ve got a handy graphic available ***rummaging sounds*** here!

And now that you’ve seen the bigger picture, let’s chat about the specifics. The Pass+ can be unlocked for 1295 RP, but as always, you don’t have to decide to buy it right away. You can upgrade to the Pass+ later, and retroactively receive everything you would have unlocked with the Pass+ active. Check out the below images for a peek at some of the content.



To get to Bilgewater Bay, you’re going to need a ship. Good thing the Pass+ has three of those along the way!
Now that we’ve seen where you can play, let’s see who you can play as with the Pass+. Our Pass+ has two Little Legends. Stellacorn Lightcharger can be found frequently grazing the crags of Mount Targon, but also within the Pass+ at one star! Don’t worry, there are plenty of Star Shards in the Pass to take Stellacorn Lightcharger to the top of Mount Targon! The other Little Legend, Scuba Sprite, can be found at the bottom of the deepest chasm, or the start of the Pass (whether you have the Pass or the Pass+).
Finally, when exploring a place like Runeterra, you're bound to come across the odd life-draining power or serpent slaying harpoon. The Pass+ will come with four unique Booms: Shadow’s Grasp from the Shadow Isles, Serpent Slayer from Bilgewater, Bandle Blast! from Bandle City, and Toxic Cloud from Zaun.

CHIBI IRELIA AND CHIBI DIVINE SWORD IRELIA


Dance like nobody’s watching. Fight like your homeland depends on it! You can repel the Noxian invasion (or bottom four) with Chibi Irelia directly from the shop for 1900 RP. She’ll come with her signature Boom, Vanguard’s Edge, that’s sure to swing the tide of battle.
With the power of a dragon and the cuteness of a Chibi, this goddess is here to blade-dance her way into your heart. Chibi Divine Sword Irelia is a Star Content drop from Treasure Realms, whose finisher alludes to her fabled dealings with Dragon Kings and fools.

KNIFE PUP AND KNIFE HOUND LITTLE LEGENDS


Knife Pup and Knife Hound are TFT’s take on Naafiri’s packmates in Little Legend form, one the pinnacle of Darkin physique, and the other, well… Knife Pup.

Knife Pup and their variants are available for direct purchase for 750 RP (rare) and 925 RP for their epic variants. Check out their variants below: Knife Pup (base), Thunderstorm Knife Pup (rare), Kernel Knife Pup (rare), Soul Fighter Knife Pup (epic), Lone Loaf Knife Pup (epic), Kanmei Knife Pup (legendary).
You can pick up Knife Hound and their variants for 750 RP (rare) and 925 RP (epic). Check out Knife Hound’s variants below: Knife Hound (base), Akana Knife Hound (rare), Thunderstorm Knife Hound (rare), Shurima Knife Hound (epic), Soul Fighter Knife Hound (epic), Shiba Knife Hound (legendary).

RANKED REWARDS

You’ve bravely wandered Runeterra amidst a Convergence storm, and if you made it to Gold or higher along the way, there’ll be a special Chibi Aatrox emote emote for you to flex with!
If you played Hyper Roll and finished Green, Blue, Purple, or Hyper tier, then you’ll get an emote to signal that too!
And if you’ve been exploring Runeterra with a friend, good on you, ‘cause it’s dangerous to wander alone. Plus you could get any of these Double Up emotes if you hit Gold or higher!

HORIZONBOUND RANKED RESETS


  • Your rank has been "soft" reset down one tier below your current standings. For example, if you are currently in Gold II you will now be in Silver II.
  • If you are very good at this game and currently placed in Master or above, you will be reset to Diamond IV.
  • You will get five provisional matches after the reset, meaning you will not lose any LP for sub-top-four placements in your first five ranked games of the new stage. You’ll also gain some extra LP for finishing top four, so best of luck!
  • Ranked rewards for the first half of the set will be distributed with this patch, but it may take a couple days to complete the rollout.

SYSTEMS

The biggest change coming in Horizonbound aside from the new units and traits of course, is our overhaul of the item system, but I’ll save that for another section! We’ve got a few other small ones to go over below.

TRAIT TIERS


We’re changing the requirements for a trait to be Prismatic, so that if it is Prismatic, you can expect it to be unusually powerful and hard to hit. Otherwise, it may simply be another level of Gold trait power.
  • The following traits are Prismatic: 6 Piltover, 9 Bilgewater, 9 Demacia, 9 Ionia, 9 Noxus, 9 Shurima
  • The following traits have been changed from Prismatic to Gold: 8 Bastion, 8 Challenger, 8 Invoker, 8 Sorcerer, 8 Void, 6 Gunner, 6 Vanquisher, 6 Zaun, 5 Strategist, 4 Ixtal, 4 Targon
  • 3 Freljord

SHRED AND SUNDER


Shred (MR reduction) and Sunder (Armor reduction) have been reduced across the board. Items and Champs have been adjusted, so keep an eye out in those sections.
  • 40/50/70% ⇒ 20/30/50%

CRITICAL STRIKE CONVERSION


Getting over 100% crit now grants even more critical strike damage! For example if you had 110% critical strike chance in the past, you’d get 5% bonus critical strike damage. Now that 5% is 8%, hooray for crit stacking!
  • Critical strike conversion from excess crit over 100% has been increased from 50% to 80% conversion

LOOT


Sometimes you could get more than four item components with Krug or Wolves, which created an odd spike in tempo/decision making that we want to smooth out just a tad.
  • Reduced the chances of seeing an overwhelming amount of loot in one round.

ITEM SYSTEM OVERHAUL

So big it gets its own section. Items are now divided into five main categories:
Components: Combine these to build core items

Core items: These are the standard, craftable items made from the base components. Each of these will focus on powering up the holder in exciting ways.

Radiant Items: Upgraded versions of core items

Artifact Items: Previously known as “Ornn Artifact” items; these are uncraftable items that present exciting, powerful item combinations and synergies.

Support Items: Uncraftable items focused on providing teamwide support and non-selfish outputs. All Support items will have a uniform 250 Health, and will be much more powerful than their core item versions.

NEW CORE ITEMS


We’ve swapped six items into our new Support Item category, where we can grant them more power to fulfill their fantasy. To read more about the design philosophy and use cases for these items, be sure to check out our Horizonbound Gameplay Overview, or keep reading for an overview on their use cases!

Crownguard is great on AP frontliners that want to survive burst. Try it out on Shen or Sejuani!

Night Harvester allows you to drop low on Health and then heal up. It’s exceptionally versatile, but it will be a particularly great slam on melee AP carries like Mordekaiser.

Evenshroud is the counterpart to Ionic Spark, but for AD comps. Its tanky stats may leave something to be desired, but the Sunder can go a long way.

Nashor’s Tooth provides unique windows of empowered Attack Speed after casting. Mix and match with items like Spear of Shojin to uncover powerful cast and attack faster combinations. Azir, are you listening? Write this down!

Sterak’s Gage is a melee AD beefcake’s best friend. If you can’t hit Bloodthirster, but you did manage to get a Belt, this item will help in a pinch.

Adaptive Helm makes tanks tankier, and carries… carrier? It’s preferred on champions who scale well with AP and want to cast more, but is incredibly flexible on just about any frontliner as well.
  • Evenshroud (Negatron Cloak + Giant’s Belt) Health: 150, Magic Resist: 20
  • Evenshroud: 30% Sunder enemies within 2 hexes. For the first 10s of combat, gain 20 Armor and Magic Resist.
  • Crownguard (Needlessly Large Rod + Chain Vest) Ability Power: 20, Armor: 20
  • Crownguard: Combat Start: Gain a shield equal to 30% of your maximum health for 8 seconds. When this shield breaks or expires, gain 40 additional Ability Power.
  • Night Harvester (Sparring Gloves + Chain Vest) Ability Power: 15, Attack Damage: 15%, Armor: 25, Crit Chance: 20%
  • Night Harvester: Deal 12% bonus damage. After falling below 60% max Health, increase this to 25% for the rest of combat.
  • Sterak’s Gage (BF Sword + Giant’s Belt) Health: 200, Attack Damage: 15%
  • Sterak’s Gage: Once per combat at 60% health, increase max health by 20% and gain 35% AD for the rest of combat.
  • Adaptive Helm (Tear of the Goddess + Negatron Cloak) Mana: 15, Ability Power: 15, Magic Resist: 20
  • Adaptive Helm: Combat Start: The holder gains bonus stats based on their starting position. 35 Armor and Magic Resist when placed in the front two rows or 20 Ability Power and gain 10 Mana every 3 seconds in the back two.
  • Nashor’s Tooth (Recurve Bow + Giant’s Belt) Ability Power: 30, Attack Speed: 10%, Health: 150
  • Nashor’s Tooth: After casting a spell, gain 40% Attack Speed for 5 seconds

CORE ITEM CHANGES


We’ve taken a pass on our existing core items to ensure they are of the appropriate power level. What this means is we’re lowering the power ceiling on many of our strong items, while also broadening use cases.

Our nerf to Bramble Vest is to keep the item from countering Critical Strikes too completely.

We’re shifting the power of Guardbreaker from Attack Damage to Attack Speed, making it a better fit for AP users as well as champions who need more sources of Attack Speed.
Rapid Firecannon is getting flat bonus damage at the cost of Attack Speed. This should make it much easier to use, especially if you get stuck with a bunch of bows on an AP heavy comp.
  • Archangel’s Staff Mana: 30 ⇒ 15
  • Archangel’s Staff AP Per 5s: 20 ⇒ 25
  • Bramble Vest Critical Strike Reduction: 75% ⇒ 50%
  • Chalice of Power is no longer craftable. Chalice of Power has been moved to the Support Item Pool.
  • Dragon’s Claw MR: 75 ⇒ 65
  • Gargoyle’s Stoneplate Base Armor & MR: 30 ⇒ 25
  • Guardbreaker Ability Power: 20 ⇒ 10
  • Guardbreaker Attack Speed: 0% ⇒ 25%
  • Guardbreaker Attack Damage: 20% ⇒ 0%
  • Ionic Spark MR Shred: 50% ⇒ 30%
  • Ionic Spark MR: 20 ⇒ 25
  • Ionic Spark AP: 10 ⇒ 15
  • Last Whisper Sunder: 50% ⇒ 30%
  • Last Whisper AD: 10% ⇒ 15%
  • Last Whisper Attack Speed: 10% ⇒ 25%
  • Locket of the Iron Solari is no longer craftable. Locket has been moved to the Support Item Pool.
  • Protector’s Vow Armor & MR on Proc: 25 ⇒ 20
  • Rapid Firecannon Attack Speed: 55% ⇒ 33%
  • Rapid Firecannon newDeal 12% bonus damage.
  • Rapid Firecannon tooltip no longer states your attacks cannot miss.
  • Redemption bonus Heal Effect: 25% Reduced AoE damage ⇒ 10% Reduced damage from all sources
  • Shroud of Stillness is no longer craftable and has been moved to the Support Item Pool.
  • Statikk Shiv MR Shred: 50% ⇒ 30%
  • Statikk Shiv AS: 10% ⇒ 15%
  • Statikk Shiv AP: 15 ⇒ 20
  • Spear of Shojin Mana: 30 ⇒ 15
  • Spear of Shojin Attack Damage: 10% ⇒ 15%
  • Titan’s Resolve Armor & MR at Max stacks: 25 ⇒ 20
  • Zeke’s Herald is no longer craftable and has been moved to the Support Item Pool.
  • Zephyr is no longer craftable and has been moved to the Support Item Pool.
  • Zz’rot Portal is no longer craftable and has been moved to the Support Item Pool

SUPPORT ITEMS


Support items are all about empowering your team in different ways. They all have a flat 250 Health, but you shouldn’t be banking on that as the source of their power.

Locket of the Iron Solari, Zeke’s Herald, and Chalice of Power all have a 2 Hex support range. They’ve also been granted quite a bit more power be it defensive stats, or in the case of Chalice of Power, bonus starting Mana to get that first cast off even faster!

Virtue of the Martyr is a new Support Item that will be especially useful on comps like with high max Health…hello vertical Bruiser?
  • All Support Items grant +250 Health and no other combat stats. Focus on choosing the right effect for your team!
  • Aegis of the Legion (new) Combat Start: Empower all allies in the rows behind the holder, granting 30% Attack Speed and 15 Armor and Magic Resistance for 8 seconds.
  • Banshee’s Veil Start of combat: Grant the holder and allies within 1 hex of the same row immunity to crowd control for 18 seconds.
  • Chalice of Power Hex Range: 1 ⇒ 2
  • Chalice of Power Ability Power Granted: 20 ⇒ 18
  • Chalice of Power now grants affected allies 10 Mana at the start of combat.
  • Obsidian Cleaver Shred & Sunder: 50% ⇒ 30%
  • Obsidian Cleaver Shred & Sunde duration: 10 ⇒ 15 sec
  • Obsidian Cleaver now grants your team 10% AD and 10 Ability Power.
  • Locket of the Iron Solari Shield Value: 250
  • Locket of the Iron Solari Shield: Affected allies also gain 20 Armor and Magic Resist
  • Locket of the Iron Solari Shield duration: 4s ⇒ 20s
  • Needlessly Big Gem damage amplification scaling based on: player gold ⇒ flat 30%
  • Randuin’s Omen Armor & MR granted: 40 ⇒ 30
  • Shroud of Stillness now grants your team 60 Health.
  • Shroud of Stillness will not be offered until at least Stage 3
  • Virtue of the Martyr (new): Every 5 seconds, heal all allies equal to 7% of their max health. After the holder dies, increase this heal by 200% and continue the effect for 10 seconds.
  • Zeke’s Herald Hex Range: 1 ⇒ 2
  • Zeke’s Herald Attack Speed Granted: 15% ⇒ 25%
  • Zephyr now grants your team 8% Attack Speed
  • Zephyr will not be offered until at least Stage 3
  • Zz’Rot Portal moved to Support Item
  • Zz’Rot Portal Voidspawn HP Per Stage (2/3/4/5): 1000/1250/1500/1800 ⇒ 1000/1300/1600/1900
  • Zz’Rot Portal Voidspawn AD Per Stage (3/4/5): 90/110/130 ⇒ 80/105/130

ARTIFACT ITEMS


Aside from some item moves, we’re making a few lighter changes for the existing Artifact items to keep them all around the same power level.

Artifact items that generate gold vary in power based upon WHEN you are offered them. By allowing our econ Artifacts to only appear before Stage 4, we’re able to keep them at an appropriate power level for their accessibility without them feeling like dead options later in the game.
  • System Changes: Gold generating items will not be offered on Stage 4 and beyond
  • Eternal Winter Armor: 25 ⇒ 20
  • Goldmancer’s Staff Ability Power: 20 ⇒ 25
  • Goldmancer’s Staff Max Ability Power from Gold: 60 ⇒ 30
  • Hullcrusher Armor & MR: 40 ⇒ 35
  • Mogul’s Mail Added to Artifact Item Pool
  • Muramana Ability Power: 0 ⇒ 15
  • Obsidian Cleaver moved to Support
  • Randuin’s Sanctum moved to Support
  • Trickster’s Glass clone is now slightly transparent during the planning phase.
  • Zhonya’s Paradox Ability Power: 45 ⇒ 50

NEW RADIANT ITEMS


With new Core items, come new Radiant versions. Check 'em out below!
  • Equinox (Evenshroud) Health: 400, Magic Resist: 30
  • Equinox (Evenshroud) 30% Sunder enemies within 2 hexes. For the first 15s of combat, gain 50 Armor and Magic Resist.
  • Jak’Sho the Protean (Adaptive Helm) Mana: 15, Ability Power: 15, Magic Resist: 30
  • Jak’Sho the Protean (Adaptive Helm) Combat Start: The holder gains bonus stats regardless of their starting position. In the front Two Rows gain 45 Armor and Magic Resist. In the back two rows gain 35 Ability Power and 15 Mana every 3 seconds.
  • Midnight Reaper (Night Harvesterdvar) Ability Power: 25, Attack Damage: 25, Armor: 50, Crit Chance: 20%
  • Midnight Reaper (Night Harvester) Deal 20% bonus damage. After falling below 80% health, increase this to 45% for the rest of combat.
  • Royal Crownshield (Crownguard) Ability Power: 50 Armor: 40
  • Royal Crownshield (Crownguard) Combat Start: Gain a shield equal to 40% of your maximum health for 8 seconds. When this shield breaks or expires, gain 50 Ability Power.
  • Sterak’s Megashield (Sterak’s Gage) Health: 400, Attack Damage: 30%
  • Sterak’s Megashield (Sterak’s Gage) Once per combat at 60% health, increases max health by 30% and gains 55% AD for the rest of combat.
  • The Baron’s Gift (Nashor’s Tooth) Ability Power: 55, Attack Speed: 20%, Health: 200
  • The Baron’s Gift (Nashor’s Tooth) After casting a spell, gain 75% Attack Speed for 6 seconds.

RADIANT ITEM CHANGES


We’re taking a pass on our Radiant Items to ensure each has a chance to shine… radiantly so.
  • Rosethorn Vest (Bramble Vest) Armor: 120 ⇒ 140
  • Rosethorn Vest (Bramble Vest) Crit Reduction: 100% ⇒ 70%
  • Brink of Dawn (Edge of Night) Trigger Threshold: Triggers on 60% AND 30%max Health ⇒ 60% max Health only
  • Brink of Dawn (Edge of Night) Trigger Attack Speed: 50% ⇒ 85%
  • Brink of Dawn (Edge of Night) newAfter triggering, restore 100% of the holder’s missing health.
  • Dragon’s Will (Dragon’s Claw) MR: 150 ⇒ 130
  • Dvarapala Stoneplate (Gargoyle Stoneplate) Base Armor & MR: 30 ⇒ 25
  • Dvarapala Stoneplate (Gargoyle Stoneplate) Armor and & MR per attacker: 30 ⇒ 25
  • Covalent Spark (Ionic Spark) Shred: 50% ⇒ 30%
  • Covalent Spark (Ionic Spark) MR: 20 ⇒ 25
  • Covalent Spark (Ionic Spark) AP: 10 ⇒ 15
  • Covalent Spark (Ionic Spark) Health Regen: 1% ⇒ 1.5%
  • Eternal Whisper (Last Whisper) Sunder: 50% ⇒ 30%
  • Eternal Whisper (Last Whisper) AD: 35% ⇒ 45%
  • Eternal Whisper (Last Whisper) AS: 20% ⇒ 25%
  • Bulwark’s Oath (Protector’s Vow) Armor & MR on Proc: 70 ⇒ 60
  • Absolution (Redemption) Damage Reduction: 25% AoE Damage ⇒ 15% All Damage
  • Rapid Lightcannon (Rapid Firecannon) Attack Speed: 120% ⇒ 70%
  • Rapid Lightcannon new Deal 20% bonus damage.
  • Runaan’s Tempest (Hurricane) Attack Damage: 30% ⇒ 35%
  • Spear of Hirana (Spear of Shojin) Attack Damage: 25% ⇒ 30%
  • Statikk Favor (Statikk Shiv) Shred: 50% ⇒ 30%
  • Statikk Favor (Statikk Shiv) AP: 40 ⇒ 50
  • Statikk Favor (Statikk Shiv) AS: 10% ⇒ 20%
  • Statikk Favor (Statikk Shiv) Zap Damage: 65 ⇒ 70
  • Titan’s Vow (Titan’s Resolve) Armor & MR at max stacks: 60 ⇒ 50
  • Willbreaker (Guardbreaker) Attack Speed: 0% ⇒ 50%

LARGE CHANGES

Large, like the amount of information packed into our gameplay overview.

3RD PARTY PARTNERS


As mentioned in our intro, I’ll only be talking about the changes to existing systems within these patch notes. For information about completely new content coming with Horizonbound, please take a look at one of the 3rd party partners recommended below.

A quick word on our 3rd party data policy. During the first half of Runeterra Reforged, we updated our policy to disallow exposure of Augment win rates. We learned a lot during this period, and we were happy with some of the results, but due to the complexities involved in ensuring that everyone had the same access to the same type of data, we’ve ultimately decided to revert that policy change with the release of Horizonbound.

THOSE NOT BOUND FOR NEW HORIZONS


To make room for all the new content, we’ve got some farewells to say.
  • The following traits are retreating into the shadows, through portals, or out of fear of optometrists: Shadow Isles, Yordles, Deadeye
  • The following 1-costs are getting rerolled into another set: Maokai, Tristana, Veigo
  • The following 2-costs will miss you too: Kled, Teemo, Zed
  • The following 3-costs will no longer need your Rageblades: Akshan, Garen, Kalista, Lissandra
  • The following 4-costs are fourging a new path: Gwen, Lux, Urgot, Yasuo, Zeri
  • The following 5-cost has left to find Lucian: Senna

TRAITS


We’re buffing our Prismatic chase traits to make them worthy of chasing, as are all things containing ‘Prism’ in their name. You can’t see the finger guns I pointed at you there, but use your imagination.

Bastion is getting a large nerf, primarily to compensate for the Shred/Sunder changes, but also because of their current power.

Darkin is now a 2 piece trait, where fielding both Darkin champions (Naafiri and Aatrox) will increase both of their passive weapons’ power. This will allow reroll Naafiri to scale into the late game as soon as you add Aatrox to your army! Reroll players rerolljoice!

There’s no more randomness with Demacia. Each Elite will get a Radiant item exclusively for them, allowing you to better optimize their build knowing what Radiant item they will get. This should also standardize the power of the trait. We’ve also greatly buffed Demacia 9 as a Prismatic tier trait that should be worth the difficulty of hitting it.

Rogue bleeds now apply from Abilities and auto-attacks. They won’t stack, but they will be refreshed by additional damage instances.

Changing Shurima to a 2/4/6/9 makes the trait more splashable (for reroll Naafiri comps) and allows us to make that Prismatic 9 Shurima breakpoint even more powerful!

With two Zaunites leaving and only one taking their place, we’ve made some significant adjustments to Zaun that allow you to Overcharge your chem-mods at Zaun (4) and receive 5 different chem-mods at Zaun (6)! With chem-mods being more readily available to overcharge thanks to the new tech Silco has brought to the trait, we’ve had to do a bit of rebalancing.
  • Bastion Base Armor & MR: 25/50/95/240 ⇒ 20/40/65/125
  • Bruiser Bonus max Health: 10/40/70% ⇒ 10/45/80%
  • Darkin is now a 1 / 2
  • Darkin (1) When a Darkin dies, their weapon possesses the nearest ally champion granting them the weapons power.
  • Darkin (2) Weapons powers become 50% stronger
  • Darkin, Aatrox now uses most damage dealt this fight as a tiebreaker when two units are equidistant.
  • Demacia Elite Bonus: Random Radiant Item ⇒ Each unit will have 1 selected Radiant item they will always receive
  • Demacia Elite Bonus Armor & MR: 5/30/40/100 ⇒ 5/15/35/150
  • Demacia Elite Count: 1/2/4/5 ⇒ 1/2/3/5
  • Freljord is now a 2 / 3
  • Freljord (2) 8% max HP true damage, and enemies are 30% shredded and sundered for 10 seconds
  • Freljord (3) 15% max HP true damage, and enemies are also stunned for 1.5 seconds.
  • Gunner AD per Stack: 6/14/25% 6/12/25%
  • Invoker now has a new 8 Piece: All units gain an additional 40 Ability Power & 40 Mana per 3 seconds
  • Ionia (9) Bonus Spirits: 3 ⇒ 4
  • Ionia (9) Bonus Amount: 325% ⇒ 350%
  • Juggernaut Damage Reduction: 15-25/25-40/35-50% 15-25/20-35/30-45%
  • Multicasted Damage Reduction: 66% ⇒ 60%
  • Noxus is now a 3 / 5 / 7 / 9
  • Noxus gain (160/300/420/750) Health, (16/30/42/75) AP & AD. This is increased by 5% for each different opponent you have conquered.
  • Rogue (4) reworked: Rogue's damage bleeds their target for 60% bonus magic damage over 2.5 seconds.
  • Shurima is now a 2 / 4 / 6 / 9
  • Shurima: Every 4 seconds, Shurimans heal 5% max HP. After 8 seconds, select Shurimans Ascend and gain 20% max HP and 30% AS.
  • Shurima (2): Strongest Shuriman Ascends
  • Shurima (4) All Shurimans Ascend & 15% Ascension Bonus (23% HP 35% AS)
  • Shurima (6) Ascend at combat start & 45% Ascension Bonus (29% HP 44% AS)
  • Shurima (9) Ascend twice & 75% Ascension Bonus (35% HP 53% AS twice)
  • Slayer is now a 2 / 4 / 6
  • Slayers gain 12% Omnivamp and deal (6/16/36%) bonus damage, doubled against units below 66% Health.
  • Sorcerer AP: 20/50/80/120 ⇒ 25/50/90/135
  • Sorcerer Max HP explosion: 7/10/12/20% ⇒ 7/10/12/15%
  • Void Baron Shred & Sunder: 60% ⇒ 40%
  • Zaun (4): Gain 2 Chem Mods ⇒ Gain 2 Chem Mods & they overcharge
  • Zaun (6): Gain 3 Chem Mods & they overcharge ⇒ Gain 5 Chem mods & they overcharge
  • Zaun, Adaptive Implant Overcharge Stats: 60% ⇒ 50%
  • Zaun, Hextech Exoskeleton (REWORKED) Deal 12% more damage. Take 12% less damage. Every 5 seconds restore 15% of your max HP.
  • Zaun, Hextech Exoskeleton (OVERCHARGE) You are immune to CC and the heal is increased to 25% of your max HP.
  • Zaun, Robotic Arm (OVERCHARGE) Your attacks and abilities deal 25% additional damage as true damage
  • Zaun, Shimmer Injector Attack Speed: 25% ⇒ 35%
  • Zaun, Shimmer Injector Overcharge Heal: 100% ⇒ 80%
  • Zaun, Shimmer Injector Overcharge AS Bonus: 400% ⇒ 200%
  • Zaun, Unstable Chemtank HP Gained: 33% ⇒ 30%
  • Zaun, Unstable Chemtank Overcharge Damage: 35% ⇒ 25%
  • Zaun, Virulent Bioware (REWORKED) For 3 seconds after casting your ability, plague the enemies you damage causing them and enemies within 1 hex to take 18% more damage for 5 sec.
  • Zaun, Virulent Bioware (OVERCHARGE) Plague duration is increased to 10 seconds and deals 3.5% max HP magic damage per second.

UNITS: TIER 1


If you’ve woken up randomly one night asking yourself why reroll Void isn’t a thing, go back to sleep. Get those 8 hours. Enjoy sweet circadian consistency, because Cho’Gath and Malzahar buffs are here.

With Yordle gone, we’re able to give Poppy more power that should make vertical Demacia even better.

With Noxus stats going up, we’re unintentionally buffing Samira, who benefits from both AD and AP, quite a lot. We’re preemptively nerfing her here to keep her Flair in check.
  • Cho’Gath Mana: 30/90 ⇒ 20/80
  • Cho’Gath Feast Base Damage: 250/335/450 ⇒ 270/370/500
  • Cho’Gath Feast lock out time reduced
  • Jhin is now an Ionia Vanquisher
  • Jhin Mana buff: 44/144 ⇒ 44/124
  • Kayle Divine Ascent Wave Shred: 40% ⇒ 20%
  • Kayle Divine Ascent Wave Damage: 25/30/45 ⇒ 30/40/60
  • Malzahar Call of the Void Damage: 205/310/460 ⇒ 220/330/500
  • Malzahar Call of the Void delay between casting and dealing damage shortened.
  • Orianna max Mana buff: 50/100 ⇒ 40/90
  • Poppy is now just Demacia Bastion
  • Poppy Health: 600 ⇒ 700
  • Poppy max Mana buff: 90/150 ⇒ 40/100
  • Poppy AD: 45 ⇒ 55
  • Poppy Steadfast Hammer Shield Amount: 310/330/350 ⇒ 250/300/350
  • Poppy Steadfast Hammer Shield Duration: 3 ⇒ 4 seconds
  • Samira Flair AD ratio: 200/200/210% ⇒ 190/190/200%

UNITS: TIER 2


“I really think reroll Ashe carry is going to work now,” — us buffing Ashe’s ratios for the third time. This may be enough, but I’m willing to bet Morellonomicon is still the best use case for her. What can I say, she just loves a good book?

Losing Zeri takes away a significant amount of power for Jinx, who no longer has a late game partner-in-Zaun to take her go-to comp across the fourth place line. We’re giving her more access to her ability in compensation.

Swain has been dominant as an early game tank, but his mana-lock prevented him from finding success in late game boards, even though he was the early bird who got the tank items. We’re reworking his spell to allow him to recast it, repeatedly stacking Health and maybe becoming the night owl of your late game boards.

Vi has paid the Piltover tax (being weak due to being a core unit in an econ trait) for too long. It’s time to remind the world that Vi stands for VIABLE!
  • Ashe is now a Freljord Vanquisher
  • Ashe AD: 50 ⇒ 55
  • Ashe Volley AD ratio: 160/160/170% ⇒ 160/165/175%
  • Galio Shield of Durand Channel Duration 4 ⇒ 2.5
  • Galio Shield of Durand Heal 350/400/450 ⇒ 300/350/400
  • Jinx Mana buff: 0/75 ⇒ 10/70
  • Swain REWORKED: Swain is no longer mana locked while his Demonflare ability is active. Instead, if he casts again while transformed, he’ll perform a burst, gaining 225/260/385 additional max Health and deal 100/160/240 magic damage to nearby enemies.
  • Swain initial transformation bonus Health: 375/450/650 ⇒ 325/375/550
  • Swain Demonflare Sustained Tick Damage: 35/50/75 ⇒ 25/40/60
  • Swain Mana nerf: 50/120 ⇒ 60/135
  • Swain Armor & MR: 50 ⇒ 45
  • Taliyah Mana: 0/60 ⇒ 20/60
  • Taliyah Seismic Shove active Knockup Damage: 160/240/370 ⇒ 180/270/410
  • Vi Blast Shield Sunder: 40% ⇒ 20%
  • Vi Blast Shield shield: 325/350/400 ⇒ 350/400/450
  • Vi Blast Shield AD ratio: 200% ⇒ 250%
  • Warwick REWORKED: When Warwick casts, instead of gaining an increased heal, he’ll instead gain +100% bonus Attack Speed.

UNITS: TIER 3


Since Darius’s new Vanquisher trait will provide extra power in bringing down tanks, we’re taking away some of his base stats to compensate.

We’re pulling some power out of Jayce’s ally AS boost so that he can be a better carry. Yes, rerolling the golden boy is a viable option now.

Rek’Sai is another melee reroll carry who has inherent weaknesses. We’re giving her Slayer to add a bit more sustain and bonus damage into her kit, which should allow for more diverse and offensive itemization (Titan’s Resolve will still be very important). To prevent Rek’Sai from becoming Rek’Sigh-there-goes-my-team, we’re taking away some of her base stats, and scaling.

Taric is now more selfishly tanky and spends less of his shield protecting allies. This will make him better as a primary tank who absorbs some ally damage without causing really frustrating scenarios where a bunch of low HP allies survive to deal extra player damage.
  • Darius is now a Noxus Juggernaut Vanquisher
  • Darius AD: 70 ⇒ 60
  • Darius AS: 0.75 ⇒ 0.7
  • Darius Noxian Guillotine AD ratio: 350% ⇒ 300%
  • Darius Noxian Guillotine Base Damage: 100/120/150 ⇒ 55/80/110
  • Ekko Phase Dive Damage: 300/450/675 ⇒ 270/405/610
  • Jayce Mana buff: 40/120 ⇒ 30/100
  • Jayce Acceleration Gate Damage: 240/240/250% AD ⇒ 255/255/265% AD
  • Jayce Acceleration Gate Ally Attack Speed: 20/25/30% ⇒ 15%
  • Jayce Acceleration Gate Self Attack Speed: 20% ⇒ 30/40/50%
  • Rek’Sai is now a Void Bruiser Slayer
  • Rek’Sai AD: 65 ⇒ 60
  • Rek’Sai Armor & MR: 40 ⇒ 45
  • Rek’Sai AS: 0.7 ⇒ 0.75
  • Rek’Sai Furious Bite AD ratio: 315% ⇒ 290/290/300%
  • Rek’Sai Furious Bite Empowered Spell Health Threshold: 70% ⇒ 66% (matches Slayer)
  • Rek’Sai Furious Bite no longer deals bonus damage on her enhanced bite. Enemies below 66% will just take her standard damage converted to true damage
  • Rek’Sai’s Furious Bite animation speed has been significantly increased her when not dashing through her target
  • Taric Radiance shield now only redirects 50% of the damage received by adjacent allies
  • Taric Radiance Shield: 550/650/750 ⇒ 500/580/680
  • Vel’Koz Plasma Fission Damage: 230/345/560 ⇒ 250/375/600

UNITS: TIER 4


Now that Aphelios is a Gunner, we’re bringing down his AD scaling as the Gunner trait synergizes far better with his kit than Deadeye did. Despite the nerfs targeted at neutralizing the impact of Gunner, we’re also buffing the damage of Moonblast so that Aphelios is less dependent on Rageblade.

Nasus bonk build is online! This is a Thief's Gloves Nasus buff as there are plenty of viable items on this dog. We’re also reducing his tankiness now that shred/sunder have been nerfed.
  • Aphelios is now a Targon Gunner
  • Aphelios Armor & MR: 30 ⇒ 25
  • Aphelios AD: 65 ⇒ 60
  • Aphelios Range: 5 ⇒ 4 (Deadeye removal)
  • Aphelios AS: 0.8 ⇒ 0.75
  • Aphelios Chakram AD ratio: 10/10/30% ⇒ 6/6/15%
  • Aphelios Chakram Healing: 50% ⇒ 75%
  • Aphelios Moonblast AD ratio: 200/200/550% ⇒ 240/240/750%
  • Aphelios max Mana buff: 70/120 50/100
  • Kai’Sa Mana buff: 30/125 ⇒ 40/120
  • Nasus Attack Speed: 0.65 ⇒ 0.7
  • Nasus Armor & MR: 60 ⇒ 50
  • Nasus Soul Eater AD% Steal: 10% ⇒ 8%
  • Nasus Soul Eater Resistance Steal: 5/5/30 ⇒ 4/4/20
  • Nasus Soul Eater Enemies Stolen From: 4/5/9 ⇒ 4/5/7
  • Nasus Soul Eater empowered bonks AD ratio: 350/350/700% ⇒ 380/380/700%
  • Sejuani Health: 1000 ⇒ 1100
  • Shen Ionia Bonus damage reduction: 9% ⇒ 8%
  • Shen max Mana nerf: 70/150 ⇒ 90/170
  • Shen Ki Barrier Self Shield Amount: 350/450/2000 ⇒ 300/400/2000

UNITS: TIER 5


We’re rebalancing Aatrox’s health since he now gains his own Darkin buff (which grants Health and Omnivamp). All in all, his total Health will go up from 1100 to 1250.
  • Aatrox Health: 1100 ⇒ 900
  • Aatrox Armor & MR: 70 ⇒ 60
  • Aatrox Darkin Omnivamp: 15% ⇒ 20%
  • Aatrox now benefits from Darkin even when he is alive
  • Aatrox now uses most damage dealt this fight as a tiebreaker when two units are equidistant
  • Bel’Veth Royal Maelstrom AD ratio: 65% 70%
  • Bel’Veth Royal Maelstrom true Damage: 18/30/50 18/30/100
  • Bel’Veth Empress transformation now grants Bel’Veth significantly more movement speed at 3-star
  • K’Sante Mana nerf: 0/60 ⇒ 0/70
  • K’Sante Armor & MR: 60 ⇒ 50
  • Heimerdinger is now a Piltover Technogenius
  • Heimerdinger Apex Turret Upgrade, Shrink Module Sunder & Shred: 40/50/70% ⇒ 20/30/50%
  • Heimerdinger Apex Turret Upgrade, Shrink Module Shrink Duration: 6 ⇒ 4 seconds
  • Heimerdinger Apex Turret Upgrade, Mechano-Swarm Burn: 1/2/3% ⇒ 1/1/2%
  • Heimerdinger Apex Turret Upgrade, Mechano-Swarm Rocket Damage: 50/80/120 ⇒ 50/120/120
  • Ryze (Zaun Portal) Shred & Sunder: 40% ⇒ 20%
  • Ryze (Zaun Portal) Damage: 110/200/2006 ⇒ 125/230/2006
  • Sion Health: 1000 ⇒ 900
  • Sion Amor and MR: 60 ⇒ 65

AUGMENT CHANGES: SILVER


Over half a set of balancing, the power level of our Augments naturally tends to inflate a bit. The bulk of our changes below are small nerfs that bring down the power ceiling of Augments, with a few exceptions.
  • Cybernetic Bulk: 250 HP ⇒ 225 HP
  • Cybernetic Leech: 13% ⇒ 10% Omnivamp
  • Healing Orbs I: 300 ⇒ 250 Heal
  • Iron Assets: 2 ⇒ 4 gold
  • Pandora’s Bench units that will be transformed are now locked in at the beginning of the round.
  • Seeing Double I has been replaced with Job’s Done: Gain 2 component anvils.
  • Social Distancing: 12% ⇒ 10% AD & AP
  • Tiny Power I: 7% ⇒ 6% Stats
  • Unified Resistance I Armor & MR Granted: 18 ⇒ 15
  • Well Earned Comforts I: 60 ⇒ 80 HP per item

AUGMENT CHANGES: GOLD & GENERAL


A Cut Above is most exciting and powerful when you can start ramping gold early. We want the Augment to continue being exciting, while staying balanced, so now you can only find it in the early game. This allows us to nerf the gold chance, keeping the early econ ramp in check. Escort Quest is getting a similar treatment.
  • A Cut Above is no longer offered on 3-2
  • A Cut Above chance to drop gold: 33% ⇒ 25%
  • All That Shimmers has been removed.
  • The following Shimmerscale (All That Shimmers) items will be moved to new categories: Mogul’s Mail - Artifact Item, Goldmancer’s Staff - Artifact Item, Needlessly Big Gem - Support Item
  • Adrenaline Rush (Juggernaut): 25% ⇒ 20% Max Damage
  • Chemtech Enhancements (Zaun)Adjacent Unit Bonus HP: 100 ⇒ 250
  • Contagion: 20% ⇒ 18% Damage Amp
  • Cybernetic Bulk II: 350 HP ⇒ 300 HP
  • Cybernetic Leech II: 18% ⇒ 15% Omnivamp
  • Demonflare (Swain carry augment) Damage amp per 100 health 4% ⇒ 3%.
  • Escort Quest: No longer offered on 3-2
  • Gargantuan Resolve: 35 ⇒ 40 Max Stacks
  • Riftwalk (Kassadin Carry) Ability Power Per Cast: 32 35
  • Idealism: 13% ⇒ 12% Damage amp
  • Infusion: 20 mana per 5 ⇒ 20 mana per 6
  • Know Your Enemy: 15/20% ⇒ 12/18% Damage Amp
  • Know Your Enemy is now mutually exclusive with Built Different.
  • Magic Wand: 20 AP ⇒ 18 AP
  • Medium Forge: 7 ⇒ 6 Gold
  • Ravenous Hunter (Warwick carry): Max Stacks: 40 ⇒ 45
  • Return on Investment: 20 ⇒ 18 rerolls
  • Parting Gifts now mutually exclusive with Endless Hordes.
  • Seeing Double Changed back to “Teaming Up”
  • Teaming Up II: Gain 1 random Support Item.
  • Sentinel’s Spirit (Ionia) Attack Speed: 15% ⇒ 10%
  • Sentinel’s Spirit (Ionia) Ionians Given: 3 ⇒ 2
  • Shurima’s Legacy Sun Disc magic damage 160-800 ⇒ 145-725
  • Shurima’s Legacy Shurimans Given: 3 ⇒ 2
  • Sleight of Hand: 30% AS ⇒ 200 HP & 20% AS
  • Social Distancing II: 20% ⇒ 16% AD & AP
  • Stable Evolution (Void): 3 ⇒ 2 Void units given
  • Stellacorns Blessing (Targon): 45% ⇒ 35% AS
  • Tactical Superiority: 5% ⇒ 4% Base AD & AP
  • Tactical Superiority will no longer be offered on round 2-1.
  • The Boss (Sett carry augment) Excess damage that puts Sett under 60% health is now ignored, so Sett will consistently only do 4 situps.
  • Three’s a Crowd: 111 ⇒ 100 HP per 3 cost
  • Total Domination (Noxus) Base Execute: 8% ⇒ 3%
  • Total Domination Noxians Given: 3 ⇒ 2
  • Two Healthy: 111 ⇒ 100 HP per 2 cost
  • Unified Resistance II: Armor & MR Granted: 30 ⇒ 25
  • What Doesn’t Kill You: 5 ⇒ 4 Losses per item
  • Winds of War (Galio Carry augment) REWORKED: Gain a Galio. Your strongest Galio's ability gets larger with each cast, and enemies hit take magic damage equal to 10% of his max Health each second.
  • You Have My Sword: 18% ⇒ 15% AD
  • You Have My Bow: 15% ⇒ 12% AS

AUGMENT CHANGES: PRISMATIC


We’re continuing to bring the general power level down for our Prismatic Augments, with a few exceptions. Our two-item-package-deal Augments are getting an extra component, which should bring their power level up significantly if you have the odd component lying around. Final Reserves has typically been used to massively open fort (intentionally lose to make more gold), saving as much gold as possible while sometimes selling your whole board, only to proc the Augment and power level to 9. We prefer players playing boards, so we’re nerfing this strategy specifically to cap how much gold you can effectively save.

What did they do to my baby boy? When we originally pitched Infernal Contact it offered 100 Gold, but the strategy and viability of reroll comps has made it a bit too powerful (and now my go-to Augment has to go to the nerf store).
  • Blinding Speed, Unleashed Arcana, Impenetrable Bulwark, Overwhelming Force: All gain an extra corresponding component.
  • Built Different III Health 270 - 600 ⇒ 300 - 550
  • Built Different III Attack Speed 50 -70 ⇒ 45 - 65
  • Buried Treasures III: 5 ⇒ 6 components
  • Cybernetic Leech III: 25% ⇒ 20% Omnivamp
  • Final Reservers Trigger Reward XP: 80 ⇒ 70
  • Final Reservers Trigger Reward Gold: Gain 40 gold ⇒ Set your gold to 66. When this triggers, excess gold above 66 is converted to experience.
  • Hedge Fund: Gold 22 >> 23
  • Infernal Contract: 85 ⇒ 75 gold
  • Seeing Double Changed back to “Teaming Up”
  • Teaming Up III: Gain 1 random Support Item, 12 Gold, and 2 Reforgers.
  • Social Distancing III: 30 ⇒ 25 AD & AP
  • Tiny Power III: 16 ⇒ 15% Stats
  • Gotta Go Fast BUGFIX: Gotta Go Fast tiers now have different movement speed bonuses as intended rather than the same movement speed bonus across all tiers.
  • Gotta Go Fast BUGFIX: Movespend Speed %s updated to reflect how much movement speed the units were actually getting, making the tooltip now read Move Speed: 40/70/110%

AUGMENT CHANGES: TRAITS


A fresh roster means we’re reshuffling the units you receive when you pick a Trait-linked Augment.
  • Shadow Isles, Deadeye, and Yordle trait-linked Augments have been removed.
  • Glacial Breeze (Freljord) has been removed.
  • Challenger Crown Unit Granted : Kalista ⇒ Naafiri
  • Demacia Crown Unit Granted : Garen ⇒ Quinn
  • Freljord Soul Unit Granted : Lissandra ⇒ Ashe
  • Freljord Soul Item Granted: Archangel’s Staff ⇒ Redemption
  • Rogue Crown Unit Granted : Zed ⇒ Qiyana
  • Rogue Heart Unit Granted : Zed ⇒ Qiyana
  • Shurima Crown Unit Granted : Akshan ⇒ Naafiri
  • Slayer Crest Unit Granted : Kled ⇒ Qiyana
  • Slayer Crown Item Granted: Titan’s Resolve ⇒ Night Harvester
  • Slayer Crown Unit Granted : Kled ⇒ Quinn
  • Slayer Heart Unit Granted : Kled ⇒ Qiyana
  • Strategist Soul Item Granted: Chalice of Power ⇒ Night Harvester
  • Void Crown Item Granted: Zz’Rot Portal ⇒ Adaptive Helm

BUG FIXES

  • Riftwalker Kassadin can no longer attempt to blink to untargetable enemies.
  • Fixed a bug where Early Education and Endurance Training could temporarily behave incorrectly after starring up a unit.
  • Crown of Demacia can no longer be equipped to benched units in Double Up.
  • Fixed a bug that could cause Trickster’s Glass clone to become permanent under very specific circumstances.
  • Like a boss: Fixed a bug where The Boss could be offered at 3-2 even if you were fielding no Ionia or Juggernauts.
  • What The Forge no longer prevents effects from equipping temporary items (such as Noxus Ryze, Noxkraya, Binary Airdrop)
  • Fixed a bug where What The Forge could fail to provide its bonus health.
  • Shurima’s Legacy now functions properly when fighting a ghost army.
  • Icathian Rain (Chibi Kai’Sa’s boom) is no longer invisible.

Teamfight Tactics patch 13.17 notes

Good to see ya!

We’re back with another patch that follows up on last week’s 13.16 mid-patch update. This time we’re bringing lighter balance adjustments in addition to two Region Portal reworks, a Loot Orb update, and a string of buffs to some of our lesser used champions!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

SYSTEM CHANGES

LOOT ORBS


Hitting a Duplicator or Spatula early should be a high-roll, but due to the compound nature of econ in TFT, you can fall behind the lobby’s curve if you don’t immediately utilize the Duplicator, or adjust your board power to favor econ in some way. We’re fixing all this by adding a small amount of gold to orbs, which should keep you closer to the lobby’s econ.
  • Grey Orb: Lesser Duplicator Lesser Duplicator + 1g
  • Blue Orb: Lesser Duplicator & 3g Lesser Duplicator + 2x Two Costs
  • Gold Orb Spatula Spatula + 2g

REGION PORTALS


Immortal Bastion and Stillwater Hold are some of our least picked portals. We’re giving them a bit of love by making Immortal Bastion make you more Immortal, and adding some compensation power to our Augment-less Stillwater Hold. Of note, selecting Stillwater Hold in a lobby with me is still a spam-pingable offense.

We’re also bringing extra visibility to (and fixing) a number of Yorick’s Graveyard bugs, because they’ve been annoying.
  • REWORKED Immortal Bastion: Players start with 115 health.
  • REWORKED Stillwater Hold: Whenever you would be offered an augment, gain a completed item anvil instead.
  • BUGFIX Yorick’s Graveyard: Now correctly grants items on all players’ deaths.
  • BUGFIX Yorick’s Graveyard: Now can correctly grant uncraftable emblems, and can no longer grant items rolled by Thiefs Gloves.
  • BUGFIX Yorick’s Graveyard: Can now correctly grant items that were on the player’s item bench.

LARGE CHANGES

Large, like the new TFT TikTok channel. Did I mention we have a TikTok channel now? Check out our debut video starring Mort and Pengu here! I’m not sure who I love more right now.

TRAITS


You may notice components of the popular Aphelios Bastion comp that we directly nerfed in our 13.16 mid-patch update. We chose to go light with our nerfs there in order to avoid killing the comp completely, even if the comp would remain slightly overtuned. In this case, it did remain overtuned, so we’re back again with more nerfs. Hopefully these keep it in check without making Targon become Tar-gone.

Rogue has suffered all set. We’ve shipped a series of quality of life buffs and power buffs to the trait through Runeterra Reforged, and we’re back again to make it even more consistent, while also focusing on one of the clumsier users of the trait: Katarina.
  • Bastion Armor & MR: 25/55/100/240 25/50/95/240
  • Rogue: Improved the consistency of Rogue dashes
  • Rogue: If Katarina takes damage that brings her to full Mana and below the Rogue Health threshold, she will dash to the backline before casting
  • Rogue: If Katarina already began throwing her daggers before dropping below the Rogue Health threshold, she will resolve her entire spell first before dashing to the backline instead of dashing to the backline and then blinking back to her dagger’s position
  • Strategist HP Shield: 200/350/500/800 250/400/600/900
  • Targon Heal & Shield Increase: 20/40/70% 18/35/60%
  • Void: Baron Nashor power decreased in Stage 4 by 5%
  • Void: Baron Nashor power increased in Stage 5 and 6 by 10%

UNITS: TIER 1


A buff that will take Malzahar, Malza-far.

Renekton has yet to find a place in successful comps. A substantial base Health buff should do wonders for him in vertical Bruiser comps, as well as allow him to survive later in Shurima comps to benefit from the Ascension procs.
  • Malzahar Malefic Visions Damage: 185/280/420 205/310/460
  • Renekton HP: 600 650
  • Renekton max Mana buff: 50/120 50/110

UNITS: TIER 5


Senna's a great flexible support unit but she struggles as a carry. We’re trading some of her supportive power here for more carry power so she can go out with a bang when we replace her in the mid-set (Rest in Lanterns Senna).

K’Sante has been struggling even throughout the peak Bastion meta. We’re giving his ability a new durability component so he’ll be more useful as a tank, even when he can’t knock a unit off the board.
  • Bel’Veth Royal Maelstrom AD ratio: 60% 65%
  • Bel’Veth Royal Maelstrom base Damage: 15/25/50 18/30/50
  • K’Sante NEW: Now heals himself for 10% of his maximum Health on cast
  • Ryze (Bandle City) no longer stars up units to his star level, except at 3-star
  • Senna Dawning Shadow AD ratio: 190/200/2000% 235/250/2000%
  • Senna Dawning Shadow shield amount: 250/325/4000 200/275/4000
  • Senna at 3-stars, now grants significantly more Attack Speed per shield with her Redeemer trait

AUGMENTS


The machines are learning. Binary Airdop is getting smarter, fitter, and more productive. Expect better itemization, but don’t expect it to autopilot your comp for you!

Garen and Kayle are both fantastic Rageblade users, making Demacia Crown give far too much power on 2-1. The Augment also doesn’t need such a powerful item anymore after we buffed the vertical trait last patch.You’re still Garen-teed a Garen so it'll still be a solid pick, but now you won't automatically get the best item in the comp.
  • Binary Airdrop items will fit the champion’s role slightly better
  • Birthday Present Gold: 1 2
  • Demacia Crown Item Granted: Guinsoo’s Rageblade Recurve Bow
  • Final Grab Bag Gold: 12/15/0 10/12/0
  • Lucky Gloves number of Brawler’s Gloves: 2 3
  • Scrappy Inventions gain a component at the start of the next 1 stage 2 stages
  • Scrappy Inventions Max Upgraded Components: 4 5

ITEMS


Infinity Edge has been consistently overshadowed by Deathblade for overall DPS, especially at our highest level of play. We’re giving the item 5 % more AD, which is pretty meaningful, especially when considering this amplifies the damage of your crits by more than just 5%.
  • Infinity Edge AD%: 30% 35%

SMALL CHANGES

Small, like a spin-off TikTok channel about how much I love Mort and Pengu that I have not made (yet).

TRAITS


Noxus is getting a large lift that will have small impact at their highest echelon of chaseability. Chase away conquerors!
  • Noxus Health: 170/340/600 170/340/700
  • Noxus AD & AP: 17/34/60 17/34/70
  • Sorcerer max HP% explosion: 10/10/12/20% 7/10/12/20%

UNITS: TIER 1


Nom nom nom nom.
  • Cho’Gath Feast max HP damage ratio: 12% 14%
  • Jhin Ionia AD Bonus: 20% 25%
  • When Jhin’s cast target dies, he’ll now retarget to the nearest enemy instead of the furthest

UNITS: TIER 2


A quality of life buff to be starstruck by!
  • Soraka: When her Astral Infusion heal target dies with remaining stars, the stars will transfer to striking the closest enemy of a nearby ally.

UNITS: TIER 3


Let reroll Rogue pop off!
  • Ekko Phase Dive Damage: 290/435/710 300/450/725

UNITS: TIER 4


Increasing Nasus’s base Attack Speed makes it easier to get more empowered bonks in when he casts Soul Eater. Try out an AD item like Giant Slayer for giggles, or more realistically this will just make Titan’s Resolve slightly better on him. Developer note: Nasus attacks should always be referred to as bonks.
  • Nasus Attack Speed: 0.6 0.65
  • Shen Mana nerf: 70/140 70/150

UNITS: TIER 5


Heimerdinger has a very big grenade at 3-stars, but right now he can end up missing a lot of the board when he throws it, resulting in him losing to boards that a 3-star 5-cost shouldn’t lose to.
  • Heimerdinger at 3-stars will now always throw his enlarged grenade at the center of the board. This allows him to hit many more units.

AUGMENTS

  • AFK Gold: 18 20
  • Balanced Budget III Gold: 10 11 (Total: 40 44 gold)
  • Final Reserves gold is now vacuumed slightly faster
  • Inconsistency gold granted by the Augment is now spawned visibly on your Tactician
  • Radiant Relics now additionally grants a Magnetic Remover
  • Shimmering Inventors Damage Amplification per 10g: 8% 7% (Damage Cap: 40% 35%)
  • Tons of Stats Health: 55 35

RADIANT ITEMS

  • Demonslayer Damage Amp: 70% 60%
  • Guinsoo’s Reckoning Starting AS: 30% 20%
  • Luminous Deathblade AD: 120% 125%
  • More More-ellonomicon Max HP% Burn: 2% 3%
  • More More-ellonomico AP: 45 40
  • Rabadon’s Ascended Deathcap AP: 125 140
  • Spear of Hirana Mana on Attack: 8 10
  • Spear of Hirana AP: 50 45
  • Sunlight Cape Health: 350 300
  • Titan’s Vow Armor & MR at Max Stacks: 50 60
  • Zenith Edge AD: 55% 65%

GAME MODES

DOUBLE UP


We’re making a small adjustment to reinforcements to combat completely open (playing no units to intentionally build loss streaks) open fort strategies that would allow for an instant reinforcement from the player facing the open forter’s board.
  • Minimum time to reinforce increased by 3 seconds. This should not be very noticeable outside of cases where a player plays 0 units, triggering an instant reinforcement.

BUG FIXES

  • Fixed an issue that caused both the Kaiju model in "Monsters Attack!" Arena and the hair for BP Nemesis Nimbefoot T3 to exclusively show the Corrupted elements. This fix actually went live in 13.16 but was not recorded.
  • Units on the Tournament of Souls' board are no longer missing shadows on some graphics settings. This fix actually went live in 13.16 but was not recorded.
  • Yorick’s Graveyard now correctly grants items on all players’ deaths.
  • Yorick’s Graveyard now can correctly grant uncraftable emblems, and can no longer grant items rolled by Thiefs Gloves.
  • Yorick’s Graveyard can now correctly grant items that were on the player’s item bench.
  • Fixed an issue where Bruisers were not immediately getting the correct amount of bonus Health after being starred up
  • K’Sante no longer remains Mana locked for an additional 0.5 seconds after knocking an enemy off the battlefield
  • Spooky shops: Fixed a bug where shop highlights would consider enemy units when you fought a ghost army.
  • Fixed another bug that prevented Pandora’s Bench and Recombobulator from rolling Ryze.
  • Using a Reforger on a unit holding only the Crown of Demacia in Double Up will now bounce the Reforger rather than consuming it.
  • Too pumped up to read: Pumping Up III now displays the correct value for current attack speed on the Augment card.

Teamfight Tactics patch 13.16 notes

Sup Gamers,

Yasuo is getting a light rework, Demacia is getting more DEMACIA, Samira is getting some rather large nerfs, and our Legendary units are having their power lowered almost across the board. There’s a lot to get into, so let’s pop in the queue and start reading!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

SYSTEM CHANGES

RAPTORS


By the time you slaughter our bird-brained friends, your comp’s direction is typically locked in, so we’re making a quality of life adjustment to their final component. This should make it easier to finalize your carries’ items, especially when Raptors only drop one item (due to the change last patch that front-loads more of your items).
  • Your final item component from Raptors will be replaced by a component anvil.

REGION PORTALS


We’re changing a Bandle City portal to a Noxus one to help even out our Region distribution, giving Noxus Ryze a larger chance of appearing with axes and items in tow.

Hall of the Nine was inflating our economy far too much, quietly and quickly becoming one of the most game warping Region Portals.
  • Yordle Pordles has been moved to Noxus and renamed Fleshing Arena.
  • Hall of the Nine significantly reduced the gold given.
  • Hall of the Nine two star unit loot option now gives units whose tier is equal to the stage minus 1, rather than equal to the stage.
  • Unstable Rift has had Blue Buff temporarily disabled from appearing as the unstable item while we investigate a bug.

LARGE CHANGES

Large, like the Aurelion Sol player’s board.

TRAITS


Demacia 7 and 9 have seen little play throughout the set. We’re dramatically increasing their power by a full Radiant Item, allowing 4, and then 6 of your Demacian Elites to become supercharged—just remember to leave an item slot empty for them! Because Radiant Items are so powerful, we’re reducing some of the Elite bonus resistances.

You may notice a few champions in the traits section. That’s because we’re adjusting them so they're less reliant on the multiple casts from the Multicaster trait. We hope to see our favorite repeat casters stand alone in comps other than Multicaster-centric ones, but this should also make the Multicaster comps easier to play before Multicaster 4 comes online.

With our quality of life changes to Zaun last patch, the trait became more powerful at 2, less powerful at 4, and even stronger at 6. Having more autonomy over your Zaun modifications made the trait easier to play, and made splashing 2 Zaun to take advantage of a super-charged Zaun carry (coughs in Zeri) the most correct strategy. This was the case unless you could hit 6 Zaun and run two hyped-up Zaun or Zaun-cosplaying (Sion with Emblem) carries. By tightening the power around Zaun modifications, we’re expecting to see Zaun 4 in a better state, with Zaun 2/6 being slightly weaker.
  • Demacia Elite Count: 1/2/3/5 1/2/4/6
  • Demacia Elite Armor & MR: 5/25/60/125 5/30/50/100
  • Gunner AD% per Stack: 6/11/20% 6/12/22%
  • Multicaster, multicast Damage Reduction: 60% 66%
  • Sona Crescendo Bonus AS: 30/35/40% 35/40/45%
  • Taliyah Seismic Shove Damage: 150/225/350 160/240/370
  • Teemo Noxious Trap Damage: 230/350/535/535 260/390/585/585
  • Vel’Koz Plasma Fission Damage: 210/315/520 230/345/560
  • Shadow Isles Mana Regen: 5/12/20 6/12/18
  • Shadow Isles max Health % Shield: 40/80/125% 45/80/115%
  • Shurima Ascension bonus Health: 30% 33%
  • Shurima 7 Ascension bonus: 20% 25%
  • Zaun, Adaptive Implant AD, AP, and Omnivamp: 25% 30%
  • Zaun, Robotic Arm Proc Chance: 50% 40%
  • Zaun, Unstable Chemtank Overcharge Health Explosion: 45% 35%
  • Zaun, Hextech Exoskeleton max Health Heal 10% 12%
  • Zaun, Hextech Exoskeleton now cleanses all debuffs, including Burn, Wound, Shred, Sunder, and Mana-Reave
  • Zaun, Hextech Exoskeleton Overcharge damage no longer triggers when Sion revives

UNITS: TIER 1


We’re adjusting Kayle to make her a more playable unit in Stage 2 even if not rerolling her, but reducing her cap since her reroll comp has ascended too far.

Due to how resistances work, Samira’s armor reduction lets her scale very well into late-game (typically you have more in the late game, but Samira can turn even that into 0, and sometimes below 0). We're pulling power out of the Armor reduction and putting it into the base spell so that she can be a good single carry unit with some utility, without completely negating tanks.
  • Kayle Divine Ascent Base On-Hit Damage: 33/44/66% AP 35/50/75% AP
  • Kayle Divine Ascent, Ascended Wave Damage: 33/44/66% AP 20/25/40% AP
  • Orianna: now resumes attacking more quickly after casting Command: Protext
  • Samira Flair AD ratio: 175% 200/200/210%
  • Samira Flair Armor reduction: 20/25/30 10/15/20
  • Samira Flair can no longer reduce Armor below 0

UNITS: TIER 2


Ashe is currently a Last Whisper armor sunder bot or a Morellonomicon burn bot. At times when you’re highrolling your items, she can aspire to be both at once. We want to make her more viable as a carry than a support unit, because true Queens aren’t supporting characters.

Swain at 1 and 2 stars alongside Samira early game is powerful, but the 3-star Swain still isn't worth it—I guess you could say the early bird gets the win streak. We’re nerfing the early bird, but bringing up the power of 3-star Swain in the hopes he can make it as a late night owl in these fast 8/9 lobbies. The starting Mana also hits the lower star version of Swain more, since Swain has a large enough base tankiness at 3-stars to guarantee that first cast.

We tried making Teemo smarter, but it resulted in Teemo being more positioning-reliant to hit those high-value Noxious Traps. When positioned well, he could reliably hit more targets, but it also made him much more difficult to play, which wasn't our intention. So, like your top laner in our sister game claiming they have the Darius counter-pick, we’re making Teemo dumb again… but hey, at least he’s still easy to play.
  • Ashe AS: 0.7 0.75
  • Ashe Mana nerf: 30/60 20/70
  • Ashe Volley AD ratio: 150/150/160% 160/160/170%
  • Galio Shield of Durand Damage Reduction: 20/20/30% 25/25/35%
  • Kled Skaaaaaaarl! Stacking AS: 60/65/70/75% 65/70/75/80%
  • Swain starting Mana nerf: 30/70 20/70
  • Swain Demonflare Transform Health: 450/500/550 375/450/650
  • Swain is now classified as a Magic Tank in the Inspect Panel
  • Taliyah Seismic Shove Damage: 150/225/350 160/240/370
  • Teemo Noxious Trap Damage: 230/350/535/535 260/390/585/585
  • Teemo Noxious Trap multicast mushroom bounce logic reverted to 13.14. Mushrooms will now bounce to a random target after the first.

UNITS: TIER 3


Our changes to Garen should also make it easier to play him before he hits 3-stars. But even if you aren’t rerolling our favorite embodiment of a fidget spinner, he’ll still make good use of the occasional AD-heavy Radiant Item in your vertical Demacia comp—go chase the recently buffed Demacia 7/9!

We’re taking a pass on several Shadow Isles units to offset nerfs to the trait, which overperforms when using the Shadow Isles Emblem well. Kalista is but one of the buffs to this end.
  • Garen Judgement AD%: 75/75/85% 80/82/85%
  • Kalista Pierce and Rend spear Damage: 16/24/40 18/27/45
  • Sona Crescendo Bonus AS: 30/35/40% 35/40/45%
  • Vel’Koz Plasma Fission Damage: 210/315/520 230/345/560
  • Vel’Koz Plasma Fission Missile will now follow the initial target.
  • Vel’Koz Plasma Fission: If the target dies while the missile is in-flight, the missile will travel to that location before splitting.

UNITS: TIER 4


Shen is REALLY tanky with Ionia active, but not great outside of that. We’re balancing his power levels to make sure he’s worth itemizing outside of Ionia/Invokers, with the goal of a power neutral change for Ionia and Invoker boards, but 10% stronger when he's not on Ionia/Invoker boards. Because we’re buffing him, he’s getting pretty large, so his model will reflect that—just kidding, we’re just making sure our frontliners have more beef to front with to reflect their frontiness.

Yasuo has a problem with reliance on a certain something. I’m not referring to his preference in drink—also problematic—I’m instead referring to his reliance on Rapid Firecannon to allow his spell to hit backliners. It’s time to kick the habit for good, and in doing so we’re recruiting a strong support network of better AD and AP ratios, while also taking out his spell’s interaction with the item entirely. Because he’ll have to be closer to the fray to get the best out of items like Titan’s Resolve, Hextech Gunblade, etc, we’re giving him a bit more Health.

Zeri is the League of Legends patch notes writer’s favorite champion. I get giddy any time we get to nerf her. But petty stabs aside (we’re all pals here), Zaun has had a renaissance in patch 13.15 both due to the individual strength of their carries, and the increased autonomy in modifications. While we nerfed some of these overperforming mods in the TRAITS section, the units still thrive without them (Zeri in Freljord comps, Urgot in Deadeye comps), so we’re shipping some lighter nerfs to keep them (and Riot Riru) in check.
  • Aphelios: Increased the speed of Moonlight Sigil’s moon blast
  • Aphelios Chakram AD ratio: 8/8/30% 10/10/30%
  • Lux Torrent of Light can no longer reduce Magic Resist below zero.
  • Lux Torrent of Light now turns faster while casting her Ability
  • Shen Ionia Bonus - Damage Reduction: 10% 9%
  • Shen Ki Barrier Self Shield Amount: 350/450/2000 400/500/2000
  • Shen is now slightly larger
  • Yasuo Last Breath Range no longer scales with Attack Range
  • Yasuo Health: 950 1000
  • Yasuo Last Breath AD ratio: 475/475/1500% 500/500/1500%
  • Yasuo Last Breath AP ratio: 50/75/300% 55/85/300%
  • Urgot Disdain Shield Amount: 400/500/1200 375/450/1200
  • Urgot Disdain AD ratio: 250% 225%
  • Zeri Surge Duration: 9/9/15 8/8/15
  • Zeri Chain Lightning AD ratio: 50% 45%

UNITS: TIER 5


Aatrox is a great addition to most boards because of the revive utility of Darkin, but as an itemized carry he's a bit unreliable. These changes will further increase his reliability if you want him to carry (and not just die to buff your other units). 12 seconds of world ending means Aatrox will get 3 slams out if he isn’t CC’d during the duration.

We’re making adjustments to Heimerdinger’s Technogenius upgrades to ensure each upgrade has a viable build scenario, and none are too good to pass up. Mechano-Swarm is an upgrade that’s all but necessary for Heimerdinger’s success. With it, rockets hit many units, instantly applying burn and Shrink Module's shred to half the board. By reducing the number of rockets, we also reduce its spread, making Mechano-Swarm hit fewer units until the frontline dies.

Ryze is getting a significant buff in Bandle City, Piltover, and Targon, and a nerf in Ionia, where his healing and mana are receiving hits. In reducing his 3-star damage, we’re mostly allowing you the chance to see what happens when your whole team is empowered to 5.0 Attack Speed, instead of just having the spell wipe the board.
  • Aatrox World Ender Duration: 10 12 seconds
  • Aatrox, Darkin Health: 400 350
  • Aatrox is now immune to damage and untargetable when respawning
  • Ahri Essence Thief Mana Reave: 30% 20%
  • Ahri Essence Thief Damage: 100/150/1000 90/135/1000
  • Ahri Essence Thief Essence Wave (big boom) Damage: 250/375/3000 230/350/1888
  • Bel’Veth Royal Maelstrom bonus Damage Per Strike: 20/30/50 15/25/50
  • Bel’Veth Royal Maelstrom number of Strikes: 6 per 100% Total AS 6 + 5 per 100% bonus AS
  • Heimerdinger, Technogenius Repair-o-matic REWORKED: Repair duration is now a flat 7 seconds at all levels
  • Heimerdinger, Technogenius Repair-o-matic: Stacking multiple copies of Repair-o-matic now instead grant the Apex Turret bonus Armor and Magic Resist
  • Heimerdinger, Technogenius Repair-o-matic 1 Count: 10 Armor and Magic Resist
  • Heimerdinger, Technogenius Repair-o-matic 2 Count: 50 Armor and Magic Resist
  • Heimerdinger, Technogenius Repair-o-matic 3 Count: 100 Armor and Magic Resist
  • Heimerdinger, Technogenius Mechano-Swarm Rockets Fired: 7 5
  • Bandle City Ryze will now star up pulled units to at least Ryze’s star level
  • Ionia Ryze Mana buff: 60/120 50/125
  • Ionia Ryze Damage: 175/275/3500 175/275/1500
  • Ionia Ryze Heal: 400/600/3000 400/500/3000
  • Piltover Ryze % Damage Share when within enforcer zone: 15/20/500% 15/30/500%
  • Targon Ryze starting Mana buff: 10/100 30/100
  • Targon Ryze max Health % Damage: 18/25/100% 18/30/100%
  • Zaun Ryze Mana nerf: 50/90 40/100
  • Senna, Redeemer AS Per Shield: 8% 6%
  • Sion Glory in Death Reanimation max Health % Decay per second: 15/10/0% 20/13/0%

AUGMENTS


Portable Forge’s power lies in hitting the perfect item to give you early tempo, which scales well into the late game as you pass it to your carry. We’re happy with the power of the Augment mid-game, but we’re limiting your options earlier on, when you have more room to flex around the Artifact you select. In that same vein, later in the game, your comp’s direction is more forged so we’ll give you more options to ensure at least one is not only usable, but ideal in your comp.

We’re nerfing All That Shimmers which seems to be the strongest Augment at 2-1 in the below section, but it’s worth calling it out here.
  • Ascension Damage Amp: 45% 50%
  • Challenger Crown now grants: Rapid Firecannon Hand of Justice
  • Dueling Gunners initial Attack Speed: 5% 8%
  • Endless Hordes Gold 8 6
  • NEW: Added Endless Hordes+ at 4-2 only, which gives 9 gold.
  • Frequent Flier rolls required: 10 8
  • Haunted Shell (Shadow Isles) Stacking Resistances: 10 13
  • Lategame Specialist can no longer be offered with Level Up! (and vice versa)
  • Mana Burn has been re-enabled
  • Parting Gifts shield is now added after the item is granted, rather than before.
  • Perfected Repetition (Multicaster) AP Per Cast: 5 6
  • Perfected Repetition (Multicaster) Max AP: 70 90
  • Portable Forge Armory Choices 3 2/3/4 (based on stage)
  • Riftwalk Ability Power Per Cast: 35 32
  • Return on Investment rolls required: 22 20
  • It Pays to Learn I/II/III Gold: 10/16/20 8/12/16 (XP unchanged)
  • REWORKED Shimmering Inventors: Piltover Unit Bonus Per 10 Gold: 10% AS 8% Bonus Damage
  • Shimmering Inventors Maximum Bonus at 50 Gold: 50% AS 40% Bonus Damage
  • Shurima’s Legacy minimum Sun Disc Damage: 180 160
  • Shurima’s Legacy Max Sun Disc Damage: 900 800
  • The Boss AS & AP per Sit Up: 40% 45%
  • The Boss now cleanses Wounds (healing debuff) when doing sit-ups
  • Two Healthy Health: 100 111
  • What The Forge: You’re now slightly less likely to get multiple copies of the same item, especially Obsidian Cleaver.

ARTIFACTS AND SHIMMERSCALE ITEMS


We’ve seen many of our Shimmerscale (All That Shimmers) Items overperform, especially when used to kick-start your econ at 2-1. We’re pulling back power on most of them, but there may be more nerfs in the future as early econ advantages are often more impactful in higher levels of play.
  • Draven’s Axe Cashout Gold: 10 9
  • Gambler’s Blade Attack Speed: 20% 15%
  • Gambler’s Blade Chance For Gold: 7% 6%
  • Goldmancer’s Staff Ability Power: 25 20
  • Goldmancer’s Staff Mana: 20 0
  • Needlessly Big Gem Health: 600 500
  • Mogul’s Mail Health: 350 150
  • Trickster’s Glass Armor, Magic Resist, and Attack Speed: 15 10
  • Trickster’s Glass Mana Increase: 20% 30%
  • Zhonya’s Paradox Ability Power: 30 45

SMALL CHANGES

Small, like my board.

UNITS


If Poppy’s putting gets any better, she’s going to have to open up her own miniature golf course: Poppy’s Put Put.

If Azir had a band it’d be called Arise Against the Machine.
  • Poppy 4-star Steadfast Hammer should now more consistently hit large clumps of units
  • Viego Armor and MR: 25 30
  • Azir Arise! Damage: 100/150/550 105/160/550

ARTIFACTS


  • Death’s Defiance Attack Speed: 30% 25%
  • Death’s Defiance BUGFIX: Bleed no longer gets cleansed by Edge of Night

TOOLTIPS


  • Zaun now states that benching a champion will remove its Zaun mod
  • The Two Healthy and Three’s a Crowd Augments now specify that only unique champions count towards the Health bonus

BUG FIXES

  • Fixed a bug where Recombobulator could cause Strongest Unit calculations to behave weirdly.
  • Fixed a bug where Rek’Sai’s spell was scaling twice as much as intended from damage amp
  • Not dead yet: Yorick’s Graveyard no longer grants an item when a player triggers Last Stand or Final Reserves.
  • Champions granted by Stars Are Born are now properly starred up in ghost armies.
  • Rolling For Days Augment no longer fails to make the first reroll after a carousel round free.
  • Shimmer Injector now correctly prevents being executed before it procs.
  • Outrageous: Rek’Sai will no longer execute Taric if he is shielding her target when she tries to execute them.
  • Thresh’s Sanctum now works in Hyper Roll
  • Crown of Demacia can no longer be reforged in Double Up.
  • You don’t bench your MVP: Crown of Demacia can no longer be used on benched units in Double Up.
  • Zed now gets the correct bonus from Ionia 9
  • Senna and Sion can now apply the burn from Morellonomicon with their Abilities
  • Bonus health on Chem Modded from Chemtech Enhancements Augment will now be updated immediately when a chem mod is removed
  • Teemo 1-star now has the correct spell damage value
  • Glasc Industries now correctly grants gold when you build a craftable emblem on a unit of the same trait.
  • Locked in: Fixed a mission that could not be completed as it required selling the T-Hex
  • Dedication will no longer break if you field 4 units of a trait that has no emblem.
  • Undeserved stardom (The Taylor Swift experience): Fixed an exploit that could allow you to have a 4-star Yordle without having three 3-stars actively fielded.
  • If multiple Blacksmith’s Gloves roll Trickster’s Glass, they will now all clone the correct unit.
  • PROJECT: Abyssia Spamming Taunt (Ctrl+2) animation no longer causes the planet to disappear
  • Whisker’s Mutant Lab - Purple VFX no longer persists for a few seconds when scouting.
  • Chibi Little Devil Teemo is no longer glowing white for players on Very Low graphic settings.
  • Gloop’s eyes and mouth have been fixed during their Taunt (Ctrl+2) animation. The fix impacts these variants:Golden Custard, Shrimp, Hearty Soup, Peachy

Teamfight Tactics patch 13.15 notes

Welcome Soul Brawlers!

It’s the last patch of Soul Brawl and the Choncc Dome, and we’ve turned to lighter balance changes, two heavier reworks (Piltover, Shifting Sands), and a new Region Portal replacing Lavender Sea!

Let’s get into it!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

SOUL BRAWL AND THE CHONCC DOME

As a reminder, the Soul Brawl mode, the Choncc Dome Event, and Soul Fighter themed cosmetics are live from July 19th (afternoon PT) to August 15th (afternoon PT). Read more about the game mode, event, and cosmetics here.

SYSTEM CHANGES

PVE LOOT ORBS


We’re shifting item distribution to prevent situations where you have a major item disparity (despite being up in gold) prior to Raptors. The change here ensures everyone in the lobby has more of their components earlier so it's easier to commit to a direction, and also makes Raptors less hectic (5 components is too much to think about in one turn).
  • Lowered the average number of items given at Raptors and distributed the items to Krugs and Wolves. On average, expect to see 1 more of your components at Krugs or Wolves instead of at Raptors.

REGION PORTALS


With some of our lowest pick rates, Lavender Sea and Shifting Sands are being replaced completely and reworked respectively.

The Hall Of The Nine may lie in the eastern Freljord, below the Frostguard Citadel, but its location is that of a material gateway to unknown horrors… well, for us they are known, ‘cause they’re the Void. This new Region Portal grants players the same loot selected from a highly varied pool at the start of each stage.

Shifting Sands is shifting to grant all players Pandora’s Bench—which means the actual Pandora’s Bench Augment won’t be available on this Portal.
  • REMOVED: Lavender Sea has been removed
  • NEW: The Hall Of The Nine has been added
  • The Hall Of The Nine: At the start of each stage, everyone gets the same loot from a highly varied pool. In Hyper Roll, loot comes every other stage.
  • Petricite Forest has been renamed Ehrenmount.

LARGE CHANGES

Large, like my love for T-Hex.

TRAITS


Bastion had its moment earlier in the set as a stall tactic for Rageblade stacking Kayle, but now neither of those are what they used to be. We’re giving a small amount of early resists to the lower levels of Bastion to nudge the trait into a playable state.

Noxus is extremely reliant on players activating it early to gain stacks, which eventually turns into snowballing the game. Starting Noxus late makes it difficult to play the comp. We're shifting some power away from the stacks and into the base so that it's easier to get started with Noxus. Stacking is still vital for the trait, but the ceiling is reduced so that the comp snowballs a little less obNoxusly.

Even with our substantial Rogue buffs in 13.14, Rogue struggles to seal the deal after diving into the backline like a seal into the lap of a polar bear. We’re both increasing their bleed damage AND targeting after diving to prevent further arctic simile use.

Making a choice between T-Hex and loot is a difficult one that often leads to regret when you feel you made the wrong choice, and shame for selling your beloved robo-dinosaur friend.

No one wants to recreate the Chicxulub disaster (the asteroid that wiped out the dinosaurs), even when selling T-Hex for parts is the right call, and when T-Hex is too powerful, the trait suffers from being too low risk. We’re adjusting the trait so you will keep your T-Hex power AND get a large set of loot upon cashing out (winning), and in doing so we’re preventing TFT’s Chicxulub disaster entirely—phew! We’ve had to make some adjustments to the loot tables and T-Hex power to accommodate this change, but in general, expect 20% of the cashout power to be in T-Hex and 80% in your big ol’ loot cashout!

Void is a terror in the early game, but falls off as the game goes on. We’re making the scaling smoother for the summons to ensure it’s neither too dominant early, nor too weak late.

We’re shipping some Quality of Life (QoL) buffs for Zaun. The mod categorization changes should make Zaun 2 less painful to play (No longer will you get Hextech Exoskeleton when you have Zeri+Jinx), and the mod removals should make the comp easier to play since you don't have to constantly replace your units.
  • Bastion Armor & MR: 20/50/100/240 ⇒ 25/55/100/240
  • Noxus Stat Increase Per Stack: 10% ⇒ 5%
  • Noxus Maximum Stat Increase: 70% ⇒ 35%
  • 3 Noxus Stats: 160 HP/16% AP and AD ⇒ 170 HP/17% AP and AD
  • 6 Noxus Stats: 300 HP/30% AP and AD ⇒ 340 HP/34% AP and AD
  • 9 Noxus Stats: 500 HP/50% AP and AD ⇒ 600 HP/60% AP and AD
  • Rogue Bleed Health percentage: 40% ⇒ 50%
  • Rogue jump logic adjusted to more consistently move to the correct target
  • Piltover: You will now gain both T-Hex Power and loot when you win! The T-Hex’s power has been brought down significantly to compensate. At lower loss streaks, the majority of the trait’s power will be in the loot. At higher loss streaks, the T-Hex’s power will be increased more so!
  • Piltover: The T-Hex can no longer be sold for loot
  • Piltover: The T-Hex no longer starts with 1 Charge
  • Piltover loot tables have been adjusted
  • T-Hex Base Armor & MR: 15 ⇒ 25
  • T-Hex Armor & MR per Power: 2 ⇒ 1
  • T-Hex Health per Power: 65 ⇒ 45
  • T-Hex now has new power breakpoints!
  • T-Hex 20 Power: 2-star and Hextech Breath unlocked
  • T-Hex 40 Power: 3-star
  • T-Hex 80 Power: 4-star
  • T-Hex star levels are purely visual indicators so you can estimate the T-Hex’s strength. Stats are based on the T-Hex’s current Power.
  • T-Hex Charges item now displays estimated loot value on victory
  • T-Hex Progress item no longer displays estimated loot value when the T-Hex is sold because the T-Hex can no longer be sold
  • Piltover (6) average loot value has been increased
  • Slayer Amp Threshold: 60% ⇒ 66%
  • Technogenius Goldinator Execute Threshold: 10% ⇒ 12%
  • Void Rift Herald starting Mana buff: 60/120 ⇒ 80/120
  • Void Rift Herald Base Health: 950 ⇒ 1050
  • Void Rift Herald Stage 3 Health Multiplier: 0.85x ⇒ 0.8x
  • Void Rift Herald Stage 5 Health Multiplier: 1.15x ⇒ 1.2x
  • Void Rift Herald Stage 6+ Health Multiplier: 1.25x ⇒ 1.3x
  • Void Baron Base Health: 1100 ⇒ 1250
  • Void Baron Stage 4 Health Multiplier: 0.85x ⇒ 0.9x
  • Void Baron Stage 6 Health Multiplier: 1x ⇒ 1.15x
  • Zaun: Your first Zaun mod will always be an offensive mod (Robotic Arm, Virulent Bioware) or a hybrid mod (Adaptive Implant, Shimmer Injector). Your second mod will always be a hybrid mod or a defensive mod (Unstable Chemtank, Hextech Exoskeleton). You can’t get double hybrid mods. Your third mod will always be the remaining category.
  • Zaun mods can now be removed by benching the modded unit.

UNITS: TIER 1


Our change to Cassiopeia should be noticeable when she has high Attack Speed from things like Shurima’s Ascension, or if you are (for some reason) playing AS Cassiopeia.

Demacia 3 might be the worst opening board in the game. We’re giving some love to the core 1-costs (Kayle and Poppy) of the trio in hopes that they can live up to the Elite title.

Malzahar’s shield-busting utility and strong early game damage have made him something of a menace. We’re shipping a small nerf to him, mostly to compensate for the buffs to his friend (Swain), but also to account for an improvement in his targeting.
  • Cassiopeia Twin Fang cast time reduced
  • If Cassiopeia’s target dies as Twin Fangs is about to fire, she will retarget to the nearest enemy
  • Kayle AD: 25 ⇒ 30
  • Malzahar Bugfix: Malzahar will now consistently pick the best angle to cast
  • Malzahar can now only hit up to 2 units with Call of the Void, down from 3 units
  • Malzahar Call of the Void Damage: 200/300/450 ⇒ 185/280/420
  • Samira Flair cast time reduced
  • Samira Flair is now targeted and can no longer be blocked by other units
  • Poppy Steadfast Hammer Shield: 290/310/330/350 ⇒ 310/330/350/350

UNITS: TIER 2


Kassadin has become the quiet powerhouse of the 2-costs, dishing out excess damage in addition to providing tankiness and utility. We’re happy with the tankiness and utility, but we see a damage nerf as unaVoidable.

With our nerf for Soraka’s healing in our mid-patch update for 13.14, we’re looking to continue down the road of reducing her healing while also opening up the potential for her as a viable supportive carry—emphasis on the carry part.

Teemo is REALLY weak until he reaches four stars, where he becomes swole teemo and blows up entire boards. We’re giving him some additional help across all star levels, but especially early.
  • Galio Shield of Durand Damage Reduction: 20/20/25% ⇒ 20/20/30%
  • Kassadin Force Pulse Damage: 150/225/325 ⇒ 135/200/300
  • Sett Facebreaker Damage: 200/300/465 ⇒ 180/270/420
  • Soraka Astral Infusion Empowered Heal: 40% ⇒ 33%
  • Soraka Astral Infusion Damage: 115/170/265 ⇒ 125/185/290
  • Swain max Mana buff: 40/80 ⇒ 30/70
  • Swain Demonflare Bonus Health: 450/475/500 ⇒ 450/500/550
  • Swain Demonflare Damage Per Tick: 25/40/60 ⇒ 35/50/75
  • Taliyah starting Mana nerf: 20/60 ⇒ 0/60
  • Teemo Noxious Trap Damage: 200/300/465/500 ⇒ 230/350/535/535
  • Teemo Multicasted Noxious Trap mushrooms now prefer to bounce to targets behind the original target.

UNITS: TIER 3


Even though it is by a thin margin, Akshan still reigns as the strongest 3-cost. We’re trimming down on his AD in hopes that he can still be a viable carry, but maybe you’ll want to use your AD items on your Aphelios instead.

The only thing Jayce can reliably bring to a comp is Piltover, and a nice buff to your other Gunners. Unreliable carries like Jayce are often avoided because losing rounds due to missing a high cost ability is frustrating. With this quality of life change we’re increasing his reliability a lot, making him much better for holding items and adding ambient damage when he is used for his vital traits.

Rek’Sai is the definition of a thresholdy unit, where if she can get to a strong enough point (three stars with perfect items), she can take over a fight. We’re trying to make her a little more consistent to play at 1 and 2-stars so the path to her final form is less painful.
  • Akshan Attack Damage: 65 ⇒ 60
  • Garen Judgement Damage Per Tick: 72/75/80% ⇒ 75/75/85%
  • Jayce’s Acceleration Blast nows tracks its target
  • If Jayce’s target dies while he’s beginning his cast of Acceleration Blast, he will retarget to the nearest enemy
  • Rek’Sai Furious Bite AD ratio: 300/300/315% ⇒ 315/315/315%
  • Rek’Sai will now always heal if she dives or if her target dies.
  • Rek’Sai now takes damage amp and critical strikes (if applicable) when deciding whether she will dive through her target.

UNITS: TIER 4


Kai’Sa can still find success in Challenger comps with Spear of Shojin, but without those stars aligning, she fails to make Icathian Rain more than a drizzle. With a Mana buff, we’re hoping she may still be usable without the Challenger/Spear of Shojin combo, but you’re still going to want Spear of Shojin on her.

Last patch we buffed Gwen and adjusted her AI to allow her to stick to her target more easily, but we did her wrong: sticking to her target meant she missed out on the AOE part of her spell. We’re updating her decision making again to improve her consistency.

Our Urgot adjustments increase his reliability as a carry via meaningful QoL improvements. The faster procs mean faster Mana generation (since his procs count as attacks) so we're slightly nerfing his Mana to compensate.
  • Azir Arise! Damage: 95/140/500 ⇒ 100/150/550
  • Kai’Sa Mana: 40/140 ⇒ 30/125
  • Urgot lockout time between Disdain passive procs have been reduced
  • Urgot max Mana nerf: 30/90 ⇒ 40/100
  • Urgot Disdain AD ratio: 275% ⇒ 250%
  • Urgot Disdain Damage: 50/75/500 ⇒ 40/60/500
  • Gwen now prefers to hit multiple targets with Snip Snip! when possible.

UNITS: TIER 5


There is a lot of Ryze in this section, as we’re taking a very heavy balance pass on all 10 versions of him (Yes, Ryze is 10 different 5-costs in our game—wild). We’re generally flattening the power level across the different regions, but also making some regions like Bandle City and Shadow Isles more user friendly.
  • Ahri Essence Thief steal Damage: 115/170/1000 ⇒ 100/150/1000
  • Bandle City Ryze starting Mana nerf: 50/75 ⇒ 30/75
  • Bandle City Ryze cast time: 2.5s ⇒ 2s
  • Bandle City Ryze Bench selection: Random Unit ⇒ Most expensive Unit
  • Bandle City Ryze Mana for Summoned Unit: 25/40/200 ⇒ 25/70/200
  • Demacia Ryze Shield: 720/1080/9999 ⇒ 600/900/9999
  • Demacia Ryze Damage: 250/375/999 ⇒ 300/450/999
  • Freljord Ryze Portal Duration (Cast time and Stun duration): 3s ⇒ 2s
  • Freljord Ryze Damage: 300/450/2000 ⇒ 300/450/3500
  • Freljord Ryze at 3-stars now summons a much larger storm
  • Ionia Ryze Cast Time: 3.5s ⇒ 2s
  • Ionia Ryze Attack Speed: 50/60/300% ⇒ 30/40/300%
  • Ionia Ryze now deals 175/275/3500 magic damage when Stunning enemies
  • Noxus Ryze Cast Time: 2.5s ⇒ 2s
  • Piltover Ryze Cast Time: 2.5s ⇒ 2s
  • Piltover Ryze Damage: 250/375/1999 ⇒ 275/425/3000
  • Piltover Ryze Area Shared Damage: 12/15/500% ⇒ 15/20/500%
  • Shadow Isles Ryze Cast Time: 2.5s ⇒ 2s
  • Shadow Isles Ryze Health on return from death: 40/60/100% ⇒ 40/80/300%
  • Shadow Isles Ryze Cast Target: Strongest Ally ⇒ Lowest Health % Ally
  • Shadow Isles Ryze marked units will revive even if Ryze has previously died
  • Shurima Ryze Cast Time: 2.5s ⇒ 2s
  • Shurima Ryze Damage: 150/225/2000 ⇒ 175/275/2500
  • Targon Ryze Cast Time: 6s ⇒ 4s
  • Targon Ryze Target % max Health Damage: 15/20/100% ⇒ 18/25/100%
  • Zaun Ryze base Portal Count: 3/6/25 ⇒ 5/8/25
  • Zaun Ryze Damage Per Portal: 155/230/2006 ⇒ 110/200/2006
  • Zaun Ryze Gold Per Bonus Portal Past 50g: 15g ⇒ 20g
  • Sion Reanimation Health Decay: 12/8/0% ⇒ 15/10/0%

LEGEND AUGMENTS

  • Lee Sin On a Roll has been replaced with Bronze Ticket.
  • Pumping Up III Base attack speed 10% ⇒ 12%
  • It Pays To Learn II XP & Gold 18 ⇒ 16
  • It Pays To Learn III XP & Gold 24 ⇒ 20
  • Seeing Double I Gold 1 ⇒ 2
  • Seeing Double II Gold 8 ⇒ 10
  • Seeing Double III Gold 3 ⇒ 4
  • Small Forge Gold 6 ⇒ 4
  • Medium Forge Gold 10 ⇒ 7

AUGMENTS


We’re adding an additional balance lever for On a Roll which suffered after our nerf to the max free rerolls the Augment provides in a round.

Risky Moves is almost always the right move. We’re rolling back some on the gold the Augment grants to make you question your risk/reward decision making.

A Cut Above is especially powerful with its ability to grant a full item AND kickstart your economy. We’re nerfing the consistency at which it does kickstart your econ, since accessing a small amount of gold early game can have a large impact on your cumulative interest!

Despite Sett being strong, his carry Augment, The Boss, is on the weaker side. Currently, the best use of this Augment is to use Sett as a tank and tempo to fast 9, but with these changes he will be able to go do sit-ups earlier in the fight, and then reenter the fray as a fully shredded carry ready to do even more shredding…of enemy carries. These buffs may look exceptionally strong—they are, but part of that reason is because we are nerfing Sett as a unit (see Tier 2).

We’re taking a large balance pass on our Crown Augments, with larger nerfs to both Noxus Crown and Shadow Isles, while making more power neutral adjustments to the rest of them to grant you more usable items for your crown comps. For our adjusted Crown Augments, you should feel good about slamming these items right away, as well as have a late game option to use the items. These aren’t necessarily buffs for the Augments, but they’ll definitely make them more intuitive and easy to use.
  • On a Roll now additionally grants 2 gold.
  • Risky Moves Gold: 35 ⇒ 30
  • Medium-End Shopping has been disabled
  • A Cut Above Gold drop chance: 40% ⇒ 33%
  • Built Different II Health: 180/240/300/360 ⇒ 200/275/350/425
  • Dedication Units of a trait required: 5 ⇒ 4
  • Multicaster Heart removed
  • Parting Gifts now always prefers to pass completed items instead of components.
  • Perfected Repetition also stacks on Multicaster’s repeated casts
  • Perfected Repetition AP Per Stack: 10 ⇒ 5
  • Perfected Repetition Maximum AP: 60 ⇒ 70
  • Ravenous Hunter stacking bonuses cap: 50 ⇒ 40
  • The Boss Sit Up Health Threshold: 40% ⇒ 60%
  • The Boss Health Restored Per Situp: 15% ⇒ 10%
  • The Boss % AS and AP Per Situp (max 4): 35% ⇒ 40%
  • Three’s Company now only counts unique champions
  • Two Healthy now only counts unique champions
  • Two Healthy Health: 111 ⇒ 100
  • Spectral Supplies temporarily Disabled
  • Stable Evolution bonus Health: 70 ⇒ 60
  • Stable Evolution Bonus AD and AP: 7% ⇒ 6%
  • Noxus Crown Grants an Infinity Edge ⇒ Grants a Sparring Gloves
  • Shadow Isles Grants a Statikk Shiv ⇒ Grants a Tear of the Goddess
  • Challenger Crown Grants a Rapid FireCannon ⇒ Grants a Hand of Justice
  • Demacia Crown Grants a Gargoyle’s Stoneplate ⇒ Grants a Guinsoo’s Rageblade
  • Shurima Crown Grants a Bloodthirster ⇒ Grants a Protector’s Vow
  • Slayer Crown Grants a Bloodthirster ⇒ Grants a Titan’s Resolve
  • Juggernaut Crown Grants a Titan’s Resolve ⇒ Grants a Bloodthirster
  • Piltover Crown Grants a Zeke’s Herald ⇒ Grants a Giant Slayer.

ITEMS


With our Morellonomicon change, expect it to be a viable item on Ashe or even Senna for the big AOE applications.
  • Locket of the Iron Solari Shield: 250/300/350/400 ⇒ 275/325/375/425
  • Morellonomicon now applies on any damage from Abilities instead of only magic or true damage from Abilities

ORNN (FORGE) AND SHIMMERSCALE ITEMS


Bringing the bottom up and the top down for our Shimmerscale and Ornn Items. Of note is a considerable buff to our weakest Ornn item, Hullbreaker, which should now be more than viable, especially early game!

Our adjustments for Deathfire Grasp are aimed to shift the item away from blowing up an individual unit instantly to instead becoming a more consistent damage amplifier.
  • Determined Investor (Shimmerscale) Gold Granted: 10 ⇒ 5
  • Diamond Hands (Shimmerscale) Health: 400 ⇒ 300
  • Mogul’s Mail (Shimmerscale) Base Health Per Stack (max 40 stacks): 8 ⇒ 6
  • Goldmancer’s Staff (Shimmerscale) AP: 20% ⇒ 25%
  • Draven’s Axe (Shimmerscale) AD: 10% ⇒ 15%
  • Needlessly Big Gem (Shimmerscale) Health: 500 ⇒ 600
  • Sniper’s Focus Damage Amp: 8% ⇒ 10% per hex
  • Deathfire Grasp Damage Buff Duration: 8 ⇒ 10 seconds
  • Deathfire Grasp Bonus Damage to Marked Target: 50% ⇒ 35%
  • Eternal Winter Health: 300 ⇒ 200
  • Hullbreaker Armor & MR: 30 ⇒ 40

SMALL CHANGES

Small, like the chances of getting a three star 4-cost!

UNITS


We’re focusing on adjusting our three star 4-costs here to ensure no one is significantly better/worse than the other. Three cost 4-stars should all be possible win conditions, but still not completely guaranteed.

Gwen is adjusted in the above Large changes section, but the changes here are specifically targeted at her three star balance. Additionally it’s worth mentioning that we significantly buffed Azir at three stars in addition to a smaller buff to his one star version in the large changes. Finally, Urgot is being buffed as well through the lockout cadence adjusted earlier, which will have a significant impact on his strength at three stars.
  • Aphelios Chakram AD ratio: 8/8/40% ⇒ 8/8/30%
  • Gwen Snip Snip! Mist Duration: 3/3/6 ⇒ 3/3/5
  • Gwen Snip Snip! Damage: 100/150/500 ⇒ 100/150/400
  • Kai’Sa Icathian Monsoon Damage: 75/111/300 ⇒ 75/111/240
  • Lux Torrent of Light Damage: 735/1100/3333 ⇒ 735/1100/2750
  • Lux Torrent of Light Shred: 15/15/50 ⇒ 15/15/40
  • Shen Ki Barrier Ally Shield: 275/350/1800 ⇒ 275/350/2000
  • Shen Ki Barrier Damage: 240/360/2000 ⇒ 240/360/2500

AUGMENTS


By adding a Magnetic Remover to our Augments that grant items, you can instantly slam those items and immediately benefit from the full power of the Prismatic Augment, without having to sell your slammed unit when you hit your desired carry. You’ll also be able to better optimize your carry’s items if they already have their slots filled—just pop that remover and slam away!
  • Blinding Speed also grants a Magnetic Remover
  • Impenetrable Bulwark also grants a Magnetic Remover
  • Overwhelming Force also grants a Magnetic Remover
  • Unleashed Arcana also grants a Magnetic Remover

GAME MODES

HYPER ROLL

  • Frequent Flier rerolls needed for reduced cost rolls: 10 rerolls >> 15 rerolls
  • Return on Investment rerolls for Tactician’s Crown: 22 rerolls >> 28 rerolls

BUG FIXES

  • Burnt out: Due to a critical bug we’ve temporarily disabled the Mana Burn Augment
  • Buried Treasures no longer states that it grants 0 gold in its tooltip
  • Ghosts of the Void: Void now works correctly on ghost armies.
  • Critical Strike Chance tooltip now clarifies that excess strike chance is converted to bonus critical damage
  • Warlord’s Palace’s tooltip now correctly displays the reroll cost as 1 gold
  • Fixed a bug where you could be offered multiple hero Augments.
  • Fixed a bug where Freljord Ryze could Chill and Stun CC-immune targets.
  • Ahri no longer targets the farthest unit on the board with Essence Theft when her current target dies
  • The Risky Move Augment’s player damage now happens instantly instead of after a minor delay
  • Tossed cutlery: Fixed a bug where the component offered by Salvage Bin could be a Spatula.
  • Items and consumables can no longer be used on the champion in the God Willow’s Grove during combat
  • Fixed a bug where Noxkraya would grant double the item bonuses to units on away boards.
  • Not the final spark: Fixed a bug where placing a mana item on Lux while she was casting could reset her cast.
  • Darkin can no longer fail to grant its buff to an ally if the ally dies while the blade is traveling
  • Frequent flicker: Frequent Flier no longer causes the shop roll cost to flicker.
  • Too blessed: Units will no longer proc the Stellacorn’s Blessing Augment’s effect if they attempt to heal while at full Health
  • Where does a soul go? The Thresh’s Sanctum region portal will now grant its loot orbs to the correct location whether the player is home or away (top left corner of the board)
  • The Glasc Industries region portal will no longer spawn an away player’s coins on their home board
  • Where the Forge? The What the Forge augment no longer grants its Ornn Items to a player’s home board if they’re fighting on another player’s board
  • Fixed how neighboring players to the Tournament of Souls Arena would see spillover VFX when the Tournament of Souls arena transformed