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

Teamfight Tactics

Teamfight Tactics patch 13.14 notes

Welcome to the Choncc Dome!

You know the law: Eight Tacticians enter, and only one is crowned the Soul Brawl victor! This patch brings Soul Fighter to TFT with an all new tournament arc inspired game mode and Choncc inspired (they’re so inspirational) event, the Choncc Dome! Not only is the Choncc Dome our first fully-realized cross platform event (Mobile players throw your hands up), but it also comes with our first ever Event Pass, and a bunch of new cosmetics to get you in the tournament winning mood! Read all about all that stuff here.

But that’s just about the event, we’ve also got a full sized TFT patch with reworks for two of our least desirable Region Portals, and a series of balance changes… is that a Deadeye Training Dummy taking out my backline?
Rodger "Riot Prism" Caudill is now afraid of Training Dummies

PATCH HIGHLIGHTS

SOUL BRAWL AND THE CHONCC DOME

The Soul Brawl mode and the Choncc Dome event will be live from July 19th (afternoon PT) to August 15th (afternoon PT). Read more about the game mode, event, and cosmetics here.

GAME MODE: SOUL BRAWL

  • The Soul Brawl mode has two phases, the Training Phase from 1-1 to 3-8, and the best of 3 Tournament Phase past 3-8.
  • During the training phase you will be gathering Soul Power upon winning rounds (30), losing rounds (15), and killing enemy champions (1). Soul Power replaces Health and can only go up.
  • Soul Power will increase the number of loot options you get from Gwen and Sett when they visit to help with loot, or appear as a PvE boss
  • During training you’ll be granted the Imperfect Soul Crown. The Imperfect Soul Crown increases the crowned unit’s stats (AD, AP, and HP) and allows their last listed non-unique trait to count as two.
  • During the tournament phase your Imperfect Soul Crown will transform into its perfect form providing additional stats based off of your Soul Power and having an additional revival effect.
  • During the tournament phase losing twice will result in your elimination from the match! Good luck!


EVENT PASS!


The Choncc Dome is our first event that will have an Event Pass. The Pass is similar to our standard set/mid-set Pass, as you’ll unlock new thematic content as you play and collect XP. The Event Pass is shorter both in length and tracked milestones since it will only be live during our event.
  • You will be able to purchase the Soul Fighter Event Pass for 575 RP before the event turns on at 3PM PT. You're welcome to buy it ahead of this time, but rewards and XP for the event Pass will not be enabled until the event goes live
  • Upgrading the pass provides access to content like Emotes, Star Shards, Booms, and the Legendary Little Legend, Khaat’Sai in addition to the 100 free Treasure Tokens on the free Pass.
  • The Pass will also contain 3 new Booms, each of which will be fully upgraded upon unlocking: Soul Power, Soul Static, and God’s Eye.
  • The Event Pass will have separate XP from the Runeterra Reforged Pass XP, meaning that Soul Fighter missions will only progress the Soul Fighter Event Pass.

CHIBI GWEN AND CHIBI SOUL FIGHTER GWEN


Gwen’s not just here to train you for Soul Brawl, she’s also available as our newest Chibi Champion!
  • Chibi Gwen is available for 1900 RP via direct purchase. She also comes with her signature boom, Snip Snip! Chibi Gwen will be available past the duration of the event which ends August 15th.
  • Chibi Soul Fighter Gwen is available as a Star Content drop from Treasure Realms from patch 13.14 to the end of the event on August 15th. She comes with her own finisher animation that will cut your foes right to the gray screen.

TOURNAMENT OF SOULS ARENA


Crash down from the sky and into the Tournament of Souls only to rise up again in the tournament of souls!
  • The Tournament of Souls comes with a unique intro animation, transformation ceremony, dynamic board effects, and more!
  • The Tournament of Souls is only available as a Star Content drop from Treasure Realms!

WELCOME TO THE CHONCC DOME


The Choncc Dome is our first TFT event that can be engaged fully on Mobile. During the Dome you’ll be met by Soul Fighter Champions and their personal trainers (Little Legends) as they embark on their own journey in the Choncc Dome.

Each pair will have their own missions to complete that will earn you XP towards your Soul Fighter Pass, which will also be accessible via the HUB’s page.

AUGMENT DATA POLICY

At the start of Runeterra Reforged we announced that we’re making updates to our developer API policy. To review, we’re rolled out two changes: 3rd party sites will not be allowed to share any data around Legend win rates, and by July 19th, 2023, 3rd party sites will no longer be allowed to expose win rates for specific Augments at each stage.

We’re now at the second stage of implementation, so we want to take some time to review philosophy around this update. First, we’re huge fans of community-developed comp guides, discussion, and debate, including Augment recommendations.TFT is at its most exciting when players are experimenting and sharing home-brewed strategies, and innovating to disrupt the meta naturally over time. Augments encouraged a rise of purely data-driven decision making that we believe discourages player choice, but more importantly, it causes players to inadvertently ignore potential paths to victory or an exciting new combination, and trade it off with what is statistically "the best" option. This also has a downstream effect of leading a number of players in the same lobby to target the exact same comps, resulting in a less organic, diverse gameplay experience across the board.

Alright, let’s chat about the meta in a world without Augment data. While we’ve significantly grown our live balance team over the past year, we know at the end of the day, a meta will always develop. Our balance team will continue to devote an unprecedented amount of effort and understanding of TFT as a game and community as we have in the past. We are excited to see the meta game develop naturally over time as the community gets to explore together not just with every set, but also, every patch.

We’ll continue to provide info through our API and allow sites to showcase the most popular comps, positioning guides, and item/Augment recommendations, which allows players to have a healthy base to build from as they learn and become comfortable with a new set or the game itself.

We know this will be an adjustment in the way a number of players approach TFT, but we’re confident that this decision will create more diverse lobbies, satisfying exploration, and more conversation out-of-game in our community. In the meantime, we’re actively working on more ways to onboard new players & improve in-game resources like the inspect panel, carousel inspect, and others, to make sure players at all experience levels can approach choices with confidence in a more organic way.

SYSTEM CHANGES

ELDER DRAGON


Despite the power level of Runeterra Reforged being higher than past TFT sets due to new Augments, added balance levers, and Region Portals, Elder Dragon has remained untouched—until now. This won’t make the fight much harder, but will prevent the Dragon from being bursted down so quickly that you don’t even have time to make your high pressure pivots/comp adjustments that are so often done in this time window. Finally, we are aware that this may stress out certain high-profile streamers who have historically struggled with PvE rounds in the late game—we look forward to seeing you overcome your next challenge, or meet an early gray screen for the memes.
  • Elder Dragon Health 10000 ⇒ 12000

PVE LOOT ORBS


I still don’t understand where they are hiding these orbs.
  • Krugs, Wolves, and Raptors will now always drop at least 2 orbs.

TRAINING DUMMY


Your Deadeye Training Dummies from Wandering Trainer can kill things. Deadeye, Rogue Training Dummies will also be able to apply the Rogue bleed all over the place. Finally, Training Dummies via Wandering Trainer now have a chance to appear in your nightmares.
  • Training Dummy Attack Damage: 0 ⇒ 50
  • Training Dummy will now appear in the combat tracker

REGION PORTALS


Yuumi’s Zoom Zone and Petricite Forest have been two of our least picked Region Portals since PBE. Previously, both Portals had effects that did not require much adjustment in play style or strategy, they just either made rounds shorter or gave your units some Health. We’re reworking both portals to be much more dynamic and interactive, so you are encouraged to adjust your gameplan. They’ll still be less impactful than most of our other Portals because we see lower impact Portals as having an important space in the set, both to juxtapose our wilder Portals (like House Lightshield), but also to offer a more simple TFT option that’s not Stillwater Hold.
  • REWORKED Yuumi’s Zoom Zone: When you buy XP, gain an additional 2.
  • REWORKED Petricite Forest: Start the game with 3 component anvils.
  • What The Forge (Augment) can no longer be taken in Noxkraya (grants items on arena hexes)
  • Warlord’s Palace Treasure Dragon reroll cost 2 ⇒ 1

STRONGEST UNIT CRITERIA


The criteria for the strongest unit has been made consistent. This change affects things like Shurima Ascension buff, Yordle 4-starring, Demacia Radiant items, Ionia bonus, and Lesser Jeweled Lotus selection.
  • Criteria for deeming the strongest unit: The unit with the most items is the strongest, with ties broken by which unit was most recently fielded.

MANA REAVE


Reducing the impact of the Mana Reave debuff that is just too potent at denying big spell casts.
  • Mana Reaves have been reduced to 30% from 35% for all sources. This affects: Ahri, Freljord, Shroud of Stillness

LARGE CHANGES

Large, like the chance a famous streamer loses to a newly buffed Elder Dragon.

TRAITS


We caught a bug in Multicaster 4’s bonus cast that is likely the root of them overperforming. Fixing this bug will result in a slight nerf to the trait.

Previously, Piltover’s T-Hex could be sold before it gained power during the start of the planning phase. We don’t want this to accidentally rain on your parade cashout, so we’re providing a fix that should prevent accidental exsplosion of your well-earned loot.

Rogue 4 has been one of our least played traits partly due to its low numbers, but also due to a frustrating bug where Rogue units wouldn’t dash when they were in a cast animation that prevented movement—which defeated the whole point of the trait. We made adjustments to the trait to align it more with expectations for Edge of Night behavior in order to guarantee that they'll actually dash into the backline like the dashing Rogues they are.

We’re buffing Shadow Isles in two ways: lengthening the duration of the shield, AND fixing a bug that often left units like Gwen receiving their Spectral form too late in fights. The bug fix is pretty impactful so we’re raising the requirement needed to trigger Spectral Form—this will still be a net buff.

Void 3 is a powerhouse in the early game thanks to the impact that an extra unit can have, but its power quickly fades as other boards come online. We’re giving Shelly, AKA Rift Herald, some much needed buffs both in the survivability department and the kill-ability one.
  • Darkin Respawn Timer: 5 ⇒ 4 seconds
  • Demacia Armor & MR: 5/20/50/100 ⇒ 5/25/60/125
  • Multicaster BUGFIX: Multicaster 4’s bonus casts now have the intended 60% reduced effectiveness instead of 50%
  • Piltover T-Hex, Hextech Breath Damage: 360 ⇒ 325
  • Piltover T-Hex can no longer be sold at the start of the shopping phase before gaining its power.
  • Piltover T-Hex no longer has floating text when gaining power and charge
  • Rogue 4 Bleed Damage: 30% ⇒ 40%
  • Rogue units are now temporarily CC immune while dashing
  • Rogue units will no longer cancel their dash if triggered during a cast animation that disallows movement.
  • Shadow Isles Shield Duration: 12 ⇒ 15 sec
  • Shadow Isles Bugfix: Now counts ALL instances of damage towards triggering Spectral form instead of only counting damage from attacks
  • Shadow Isles Damage Instances to trigger Spectral form: 8 ⇒ 10
  • Slayer Default Omnivamp: 15 ⇒ 12%
  • Slayer Damage Increase enemy Health Threshold: 75% ⇒ 60%
  • Strategist AP: 20/30/50/70 ⇒ 15/25/40/60
  • Technogenius BUGFIX: The Mechano-Swarm upgrade now burns for the correct amount when upgraded
  • Technogenius Mechano-Swarm Rocket Damage: 50/100/175 ⇒ 50/80/120
  • Technogenius Shrink Module Shred and Sunder: 40/60/70% ⇒ 40/50/70%
  • Void Remora Base AD: 70 ⇒ 55
  • Void Rift Herald Base HP: 900 ⇒ 950
  • Void Rift Herald Void Charge Damage: 180 ⇒ 240
  • Void Baron Base HP: 1000 ⇒ 1100

UNITS: TIER 1


Grow’Gath (aka Cho’Gath) has struggled to earn the nickname Grow’Gath so much that I had to specify that I was talking about Cho’Gath in parentheses. We’re increasing the effectiveness of the stacks he earns per kill as he levels and increasing the damage scaling with his max Health in hopes that he can reclaim the name Grow’Gath. It will still be tough collecting those early stacks, but they should come easier in the mid to late game.

Jhin will always be a great item holder, but his dominance in the early game with Ionia 3 has been too much. Maybe if the trait required Ionia 4 it would be balanced, but completely restructuring a trait web for a meme breaks our balance framework, so instead -10% AD will have to do.

Orianna was very hit or miss because some of her casts would shield a backliner (which is kind because she is keeping them alive), but then the AoE damage of the spell would hit nothing. This was particularly painful when Ori was in a 1v1 against ranged champions and would simply have no ability to damage the enemy beyond her auto-attacks.
  • Cassiopeia Mana: 0/40 ⇒ 0/30
  • Cassiopeia Twin Fang Damage: 200/300/450 ⇒ 170/255/385
  • Cho’Gath HP on Feast kill: 30 ⇒ 30/35/40
  • Cho’Gath Feast Damage HP ratio: 10% ⇒ 12%
  • Jhin Ionia Bonus AD: 30% ⇒ 20%
  • Malzahar Call of the Void Damage: 175/260/395 ⇒ 200/300/450
  • Malzahar Call of the Void Shield Destruction: 35% ⇒ 50%
  • REWORKED Orianna Command: Protect: Orianna shields her lowest-health ally and empowers her next attack to deal bonus magic damage.
  • Orianna Command: Protect Damage: 190/285/430 ⇒ 260/390/585
  • Poppy Steadfast Hammer 4-star Upgrade AOE stun: 1 sec ⇒ .25 sec
  • Samira Mana buff: 0/40 ⇒ 0/30
  • Samira Flair AD ratio: 200% ⇒ 175%
  • Viego Blade of the Ruined King stab Damage: 125/185/280 ⇒ 110/165/250

UNITS: TIER 2


Last patch we buffed Ashe’s AD ratio to make her worth itemizing, but it wasn’t enough, so we’re increasing it even more, while greatly increasing her AD ratio at 3-stars in hopes that she can find a spot as a reroll carry.

Sure the Idol of Durand is a nice slam on an early game board, but he’s nothing to idolize in the mid to late game, even when starred up. With a number of buffs to his durability and Mana, we’re lifting Galio across all star levels, but especially 2 and 3 stars where we are increasing his heal by over 33% and his damage reduction at 3-stars by 25% of the 13.13 value.

Even though Swain will be in Demonflare for a shorter duration, he’ll be a more effective tank with easier access to the refreshing Health bonus of his Demonflare state which has slightly more Health too!

Zed reroll is one of the strongest comps of our second 13.13 mid-patch update. Even though the nerfs here look small, we’re hitting his go-to comp in a couple of smaller ways so as to have no one aspect of it become unplayable nor remain overpowered.
  • Ashe Volley AD ratio: 125/125/130% ⇒ 150/150/160%
  • Galio Shield of Durand Damage Reduction: 20% ⇒ 20/20/25%
  • Galio Shield of Durand Heal: 275/300/325 ⇒ 350/400/450
  • Galio max Mana buff: 80/140 ⇒ 60/120
  • Jinx Fishbones! AD ratio: 133/133/140% ⇒ 150/150/160%
  • Jinx Fishbones! Now only every other rocket from her spell counts as an attack for items like Guinsoo’s Rageblade, Runaan’s Hurricane, etc.
  • Soraka Astral Infusion Damage: 100/150/235 ⇒ 115/170/265
  • Swain Mana buff: 50/100 ⇒ 40/80
  • Swain Demonflare Buff Duration: 6 ⇒ 5 sec
  • Swain Demonflare Bonus HP: 425/450/480 ⇒ 450/475/500
  • Teemo Noxious Trap Damage: 200/300/465/465 ⇒ 200/300/465/500
  • Warwick Primal Howl passive heal on attacks: 25/30/35 ⇒ 30/35/40
  • Zed AD: 60 ⇒ 55
  • Zed Living Shadow Base Damage: 25/40/60 ⇒ 25/40/50

UNITS: TIER 3


By lowering the power ceiling Akshan has with specific items like Guinsoo’s Rageblade and Runaan’s Hurricane, we’re able to give him some buffs that will hopefully have him finding success in scenarios where you don’t get perfect items.

Garen's changes are simply buffs to revive the spin to win dream. He'll still want a mix of AD and Attack Speed items, so he’ll still be a great unit to run as an Elite in Demacia comps, especially in the early to mid game.

We’re adjusting Karma to make her slightly less reliant on her Ionia bonus in hopes that she can find success in Invoker verticals, or other comps we haven’t thought of yet. All-in-all, this will be a buff that is well-deserved for a champion who’s all about balance.

Taric just isn’t outrageous… yet.
  • Akshan Comeuppance: Now only every other bullet from his ability counts as an attack for items like Guinsoo’s Rageblade, Runaan’s Hurricane, etc.
  • Akshan Comeuppance Bullet AD ratio 125% ⇒ 130%
  • Akshan Comeuppance is no longer interruptible by crown control.
  • Garen Judgement AD ratio per spin: 70/72/75% ⇒ 72/75/80%
  • Garen Judgement Base Spins: 1.8 ⇒ 2
  • Garen Judgement AS% per bonus spin: 55% ⇒ 50%
  • Karma Inner Flame Damage: 155/230/390 ⇒ 180/270/445
  • Karma Ionia Bonus AP: 30 ⇒ 20
  • Katarina Voracity Damage: 145/220/360 ⇒ 130/195/320
  • Rek’Sai Furious Bite true Damage threshold: 60% ⇒ 70%
  • Rek’Sai Furious Bite Execute Heal: 15% ⇒ 10% of max Health
  • Taric Mana buff: 40/90 ⇒ 0/55
  • Taric Radiance Shield: 400/475/550 ⇒ 550/650/750
  • Taric no longer has floating “blocked” combat text while his shield is active

UNITS: TIER 4


Last patch we buffed Gwen because she couldn’t even beat Paper, let alone Rock. The buff wasn’t enough, so we’re not only giving her a Chibi form as an apology, but also cutting out another section of buffs for her in this patch. With improved decision making skills, Gwen should be less likely to dash into huge clumps of enemies and immediately die, and she's also going to stick on targets better, so she's less likely to randomly decide to cut into a backliner before her primary target is turned into paper snowflakes.

When positioned on the same side of the enemy carry and equipped with a Rapid Firecanon, Yasuo has been able to nearly single-handedly delete a carry. By reducing his single target damage we’re ensuring that carry has a fighting chance at getting their damage off, or getting a clutch heal/shield.

Zip-zap, is Zeri back? Does lightning strike twice? Will Zeri return to her patch 13.12 dominance? Find out next time, on the 13.14 meta! Spoiler: this buff doesn’t return her to her former dominance, but she should be viable!
  • Aphelios AD: 60 ⇒ 65
  • Gwen Snip Snip! 3rd cast Armor & MR buff duration: 2/2.5/4 ⇒ 3/3/6 sec
  • Gwen Snip Snip! Dash AI is slightly smarter
  • Gwen will now continue attacking her current target after casting, if able.
  • Lux’s ability can no longer be interrupted by crowd control.
  • Lux Torrent of Light Damage: 700/1050/3333 ⇒ 735/1100/3333
  • Sejuani now gains the shield immediately on cast, rather than after a delay.
  • Urgot Mana buff: 0/100 ⇒ 30/90
  • Yasuo Last Breath Single Target Damage ratio: 500/500/1500% AD ⇒ 475/475/1500% AD
  • Zeri AD: 60 ⇒ 65
  • Zeri Overcharge Duration: 6 ⇒ 9/9/15 sec
  • Zeri BUGFIX: Now gets full value from Robotic Arm.

UNITS: TIER 5


Having a 5-cost be used as a trait bot is never ideal. With a series of buffs to Aatrox we’re hoping to see him worthy of itemizing with offensive items and expect him to come out as a truly Legendary unit.
  • Aatrox Armor and Magic Resist: 60 ⇒ 70
  • Aatrox Mana buff: 0/60 ⇒ 0/50
  • Aatrox World Ender Damage: 250/250/2500% ⇒ 275/275/2500%
  • Aatrox’s Darkin revive revive animation speed has been increased
  • Aatrox World Ender cast animation speed increased
  • Ahri Essence Thief overall cast time reduced. Ahri will now return to attacking more quickly after casting
  • Ahri Essence Thief 3rd cast win-up time significantly reduced
  • BUGFIX Bel’Veth no longer continues casting on nothing if her target dies with no other targets in range. She’ll now find the next closest target
  • Bel’Veth Royal Maelstrom Lash Damage AD ratio: 75% ⇒ 60%
  • Bel’Veth now moves faster while in Empress form
  • Bel’Veth max Mana nerf: 0/55 >>> 20/70

LEGEND AUGMENTS


Veigar’s power hasn’t been as true to the name as we’d like it to be.
  • Spoils of War II/III: Re-added a small chance to drop multiple gold on kill on stage 3 and beyond.
  • Tiny Power I AD, AP, AS: 8 ⇒ 7
  • Tiny Power II AD, AP, AS: 11 ⇒ 10
  • Tiny Power III AD, AP, AS: 18 ⇒ 16

AUGMENTS


Caretaker’s Ally often gave a 2-star three cost when you were already committed to a comp. By allowing you to know what unit you’ll receive earlier, we expect the Augment to be much easier to play and adjust your comp to.

Endless Hordes was our worst performing Augment throughout all of 13.13. Being incredibly impactful, we opted to release it in a weak state, but not this weak, so we’re giving it considerable buffs that should make it a viable option for some creative comps.

Know Your Enemy had a similar output to Contagion, by simply increasing damage without much thought, so we're differentiating it slightly by bringing back parts of its original design, and allowing you some more agency to be smart about using it. I hereby dub this the “Contest me plz” Augment.
  • REWORKED Caretaker's Ally: When you reach Level 6, gain a 2-star Tier 3 unit ⇒ Each time you level up, gain the same random Tier 3 champion
  • Medium End Shopping Changed from Gold to Silver
  • Medium End Shopping Gold: 3 ⇒ 1
  • Unified Resistance Armor & MR: 20 ⇒ 18
  • Young and Wild and Free now grants a random component
  • Built Different II HP: 175/230/285/340 ⇒ 180/240/300/360
  • Built Different II AS: 30/35/40/50% ⇒ 40/45/50/60%
  • Dueling Gunners Initial Attack Speed: 10% ⇒ 5%
  • Jeweled Lotus Crit Chance: 50% ⇒ 40%
  • Know Your Enemy REWORKED: Your units deal 15% increased damage. If you and your opponent have any of the same traits activated, they deal 20% increased damage instead.
  • Long Distance Pals Stat Percent Share: 30% ⇒ 25%
  • Loving Invocation AP per cast: 2.5 ⇒ 2
  • Mana Burn % HP Burn per sec: 3 ⇒ 2
  • Ravenous Hunter Stats Per Stack: 6 ⇒ 5
  • Stable Evolution (Void) HP per star level: 80 ⇒ 70
  • Stable Evolution (Void) AD/AP per star level: 8 ⇒ 7
  • Stars are Born Gold: 3 ⇒ 6
  • Suppressing Fire Debuff Duration: 4 ⇒ 8 sec
  • The Boss Sett Stats Per Situp: 30 ⇒ 35
  • Three’s a Crowd HP per three cost: 100 ⇒ 111
  • Built Different III HP: 240/350/460/570 ⇒ 270/380/490/600
  • Built Different III AS: 35/40/45/55 ⇒ 50/55/60/70%
  • Caretaker's Chosen Level at which the Radiant Armory opens: 8 ⇒ 7
  • Endless Hordes Health Reduction: 40% ⇒ 20%
  • Endless Hordes Gold: 2 ⇒ 8
  • Level Up Initial XP: 4 ⇒ 2
  • Starter Kit Champs Gained: 1 ⇒ 2
  • Wellness Trust Gold required to heal: 50 ⇒ 40

ITEMS


Dragon Claw was previously nerfed back in Monsters Attack!, when super tanks like Mecha Garen and Sett took advantage of the max Health regen. Now that our super tanks are less turbo charged, we’re able to give more power to the item that’s been suffering in Runeterra Reforged.

Locket of the Iron Solari was temporarily over-nerfed in our first micropatch of 13.13, so now that we can do a full patch we're bringing the item back up with a mini-rework. Instead of hitting 5 total units it'll only hit 3 but it will grant a larger shield for those 3 units. This makes the item more usable in a wider variety of comps without making Bastion frontlines immortal.
  • Dragon Claw Magic Resist: 70 ⇒ 75
  • Dragon Claw max HP regen: 4% ⇒ 5%
  • Locket of the Iron Solari Shield Value: 180/200/220 ⇒ 250/300/350
  • Locket of the Iron Solari Shield Duration: 4 ⇒ 8 sec
  • Locket of the Iron Solari Allies shielded on each side: 2 ⇒ 1

ORNN (FORGE) AND RADIANT ITEMS

  • Dragon Claw (Radiant) Magic Resist: 140 ⇒ 150
  • Dragon Claw (Radiant) max HP regen: 8% ⇒ 10%
  • Locket of Iron Solari (Radiant) Shield Value: 200/250/300 ⇒ 275/325/375
  • Sniper’s Focus Grants +1 range
  • Sniper’s Focus Damage Bonus Per Hex: 10% ⇒ 8%

SMALL CHANGES

Small, like the pieces of Chibi Gwen’s enemies.

TRAITS


Despite the success of Akshan, Deadeye as a trait has failed to hit the mark as a vertical trait. We’re giving it some love while adjusting Akshan (above) to be more intuitive and less oppressive with specific items that hyper synergized with his ability.
  • Bruiser Bonus Health %: 10/35/70% ⇒ 10/40/70%
  • Deadeye Bonus Damage: 20/65/140% ⇒ 20/65/150%
  • Juggernaut Max Damage Reduction: 25/35/50 ⇒ 25/40/50
  • Zaun Robotic Arm Bonus Attack Chance: 60% ⇒ 50%

UNITS


What’s faster, an alligator, or a crocodile? Because Renekton is whichever one is faster now.
  • Renekton Cull the Meek wind-up time slightly reduced

AUGMENTS

  • Salvage Bin now deconstructs craftable emblems
  • Gifts From Above now correctly renamed to Spectral Supplies
  • Double Trouble Now grants the two star units directly rather than giving them in an orb.
  • Scrappy Inventions temporarily removed from Double Up!

TOOLTIPS

  • Burn Tooltips for Morellonomicon, More More-ellonomicon, Sunfire Cape, and Sunlight Cape have been updated to more accurately reflect Burn damage per second

BUG FIXES

  • Rolling For Days rolls now correctly count towards Frequent Flier and Return on Investment.
  • Think Slow: Rolling For Days rolls are no longer consumed by Think Fast.
  • Summons and Training Dummies can no longer be selected as the strongest unit for Shurima, Demacia, and Lesser Jeweled Lotus.
  • Removed a small window where Darius could gain mana between casts after resetting.
  • Removed Cursed Crown and Golden Egg from Double Up game mode.
  • Ancient dragons and ancient tooltips: Golden Egg unit description no longer says it will hatch into a Draconic Champion
  • T-Hex can now gain mana on the first fight after cashing out if her ability is unlocked.
  • Contagion Augment bonus damage now additively stacks with other sources of bonus damage rather than multiplicatively.
  • Warlord’s Palace and Targon Prime now work in Hyper Roll.
  • Fixed a bug where Vel’Koz could occasionally fail to multicast if his first cast killed his target.
  • Yasuo can no longer use his ability on untargetable units.
  • Lesser Jeweled Lotus and Jeweled Lotus now always grant the correct amount of Critical Strike Chance.
  • Bastion combat start VFX will now properly play on the center of champions rather than their feet.
  • Dug up: Buried Treasure I/II/III will now stack properly instead of disabling the most recently selected one.
  • Fixed a bug where Demacia could give an additional radiant item when a stronger unit auto filled an army from bench
  • Fixed a bug where Jeweled Lotus Augments were not adding their Critical Strike Chance together
  • The tooltips of Zeke’s Herald, Bramble Vest, Edge of Night, Mortal Reminder, Statikk Shiv, and Gargoyle’s Stoneplate, Redemption, Protector’s Vow, and Hextech Gunblade now match their radiant counterparts
  • AFK Augment should now always properly allow you to see the shop the round after its effects expire.
  • Think Fast will no longer appear on Augment rerolls. For real this time. Pinky promise.
  • Unloaded I: Loaded Dice can no longer be offered as part of the Targon Prime Blessing
  • Unloaded II: Loaded Dice can no longer be offered in Hyper Roll armories
  • Unloaded III: Loaded Dice can no longer be offered in Double Up assist armories.
  • The sound of music: Fixed a Sona spell fizzle.
  • Riftwalk tooltip now correctly states that the Augment grants a Kassadin.
  • Fixed a bug where the Ionia bonuses would deactivate after summoning a unit during combat
  • Taliyah will no longer throw rocks at Knocked Up targets when Stunned or under Zephyr
  • Collateral damage: Fixed a bug where Yasuo’s spell would trigger enemy Taliyahs to cast their spell on him.
  • Lucky Gloves Augment will now properly give you Sparring Gloves even if you have Component Buffet Augment.
  • Shoplifting now works correctly even when your bench is full.
  • Yasuo will no longer knock up and damage his target if he dies mid cast.
  • The man of dreams: Dreaming Pool can now grant Ryze if Invoker is your top trait
  • World walker: Ryze can now appear on carousels
  • Ryze now appears in the end of game screen
  • Zeri now gets full value from Robotic Arm
  • Fixed Forgefire Poro looking lower quality than intended on Very High settings
  • Baron Little legends no longer flies through the bottom of the carousel (or edges of the map) with CTRL 2 (Taunt)
  • Get Rek’t: Rek’Sai will no longer execute enemies through death prevention effects like Edge of Night and Heimerdinger Turret’s Repair-o-matic
  • Ahri now correctly gains double mana per second while in her Ionia spirit form.
  • Deadeye of the storm: Deadeye units with Runaan’s Hurricane now correctly deal Deadeye proc damage

Teamfight Tactics patch 13.13 notes

Welcome to our first patch of Runeterra Reforged!

And we’ve got lots going on! Some highlights: the rework for Shurima, some nerfs for our biggest summons (Baron and T-Hex), a few Champion buffs, and a sweeping Augment balance pass! There’s a ton getting reforged in this first patch so let’s dive right in! Do note that patch 13.13 will last a total of three weeks as our team takes time to recharge after the release of our most comprehensive set to date.
Rodger "Riot Prism" Caudill

Patch Highlights

CHIBI AATROX

CHIBI DRX AATROX


This Chibi celebrates DRX’s MVP of Worlds 2022 and is available as a Star Content drop from Treasure Realms during patch 13.13, so act fast!

As the World Ender (and ender of Worlds 2022) it's only fitting that Chibi DRX Aatrox gets a devastating finisher animation. Chibi DRX Aatrox’s finisher hones in on your foe with an X that marks the spot for your foe—a spot in the defeat screen.

CHIBI AATROX


Fury! Chaos! Annihilation! But real small. Chibi Aatrox is available for 1900 RP for direct purchase and comes with their signature boom, The Darkin Blade!

SYSTEM CHANGES

PLAYER DAMAGE


After seeing the PBE meta settle on a fast-9 into “grab the expensive units,” we made a few system changes to open up playstyle options. Our first patch has had great pacing so far in terms of viable playstyles thanks to our XP/gold changes, but we’re worried early game pressure will pile on as people learn the set, so we’re undoing the damage change we made during PBE.

  • Base Stage 4 Damage: 5 ⇒ 4

LARGE CHANGES


Large, like the over 100 Augment changes in this patch…

REGION PORTALS


House Lightshield is one of our highest impact Region Portals, completely reshaping the way you build and position your board with the powerful Crown of Demacia. Being so impactful, the Portal has developed a meta-game in itself, which typically has players placing the Crown of Demacia on backliners because it gives a ton of offensive stats, while allowing them to keep their life-line carry safe. By slowing down the rate at which the item grants stats, but doubling the max Health bonus, we’re evening the playing field for melee and ranged wearers of the Crown. Go ahead and knight that Cho’Gath!
  • Tick Rate for all stats: 1 ⇒ 2 seconds
  • Health per Tick: 1% ⇒ 2% max Health

TRAITS


Challenger struggles to be little more than a 2/4 support piece. We’re buffing Challenger 6 a little, which will help you get to the much more powerful Prismatic tier of the trait.

Speaking of traits not worth chasing, Ionia 9 feels like it's on its own little island that no one wants to visit—not even the Noxians. We’re increasing the power of the Ionia bonus each Champion gets, which may look like a small buff, but will be significant since that bonus is doubled when Ionians become enlightened.

Every time we nerf Piltover this set, a part of me dies. I’ve made the balance team aware of this, but it’s still my duty to report the changes and provide the context no matter how disappointing. T-Hex caps out far too hard and is able to carry late game boards without much help. We’re pushing some of her power to the incredibly high-risk 14 loss streak, rather than the more attainable 11-12 loss streak, while also increasing the rate of conversion for gold when you (horrifically) decide to sell her and pivot your comp.

The empire of Shurima will rise—with a rework! Back in PBE we had Shurima 7 Ascending twice, which meant it was a 100% power increase over Shurima 5 (more, actually, because getting the initial Ascension is also more powerful). We took that out just before going live. Now that we can make text changes with a full patch, we're giving 7 Shurima a bit of an extra kick. As for Shurima 9, we’re moving around its power so it doesn’t instantly steamroll opponents upon the first Ascension. We’re doing this by adding a unique effect, a second Ascension that is both super powerful and super cool—as it should be, given how hard the breakpoint is to hit!

We’re increasing the uptime on the bonus damage that Slayers get against low-health targets by raising the threshold of what low-health is (now 75% Health). Slay away!

Targon is almost a non-trait—so much so that I didn’t even bold text the trait name. We’re giving the trait a huge buff, but it may be up for more changes if we can’t make it work here.

Void’s been a lot like how I imagine having children to be. You either get overachieving Baron, or you get Rift Herald, who keeps getting disciplined in art class for eating glue. Anyways, we want all kids to succeed equally in whatever they pursue, and we’re bringing that attitude to balancing our Void summons with a small nerf to the overperforming and a child-proof lid to the glue container nice buff to Shelly’s charge!
  • Bastion Armor & MR: 20/60/120/250 ⇒ 20/50/100/240
  • Challenger Attack Speed: 30/60/90/125% ⇒ 30/60/95/140%
  • Ionia Bonus Stats: 100/200/300% ⇒ 100/200/325%
  • Gunner AD Per Stack 7/12/20 ⇒ 6/11/20
  • Piltover T-Hex Health per Power: 80 ⇒ 65
  • T-Hex Base Armor and MR: 20 ⇒ 15
  • T-Hex now gains a heap of bonus stats at 100 power (14 loss streak) rather than 70 (11-12 loss streak)
  • Buffed the following cashouts: 9-12 Energy: 8g ⇒ 10g, 13-17 Energy: 13g ⇒ 15g, 18-23 Energy: 19g ⇒ 22g, 24-29 Energy: 27g ⇒ 30g, 30-36 Energy: 38g ⇒ 42g, 37-44 Energy: 51g ⇒ 55g, 45-51 Energy: 65g ⇒ 70g
  • Piltover (Double Up): If both you and your partner lose, gain Charges as you would normally do
  • Piltover (Double Up): If you lose and your partner wins, gain 50% progress towards gaining Charges. When this happens twice, gain Charges.
  • Shurima: The Sun Disc no longer replaces the 2nd heal pulse with the Ascension pulse at Shurima (3) and (5). The heal pulse and Ascension now happen together.
  • Shurima (7): Now also boosts Ascension bonuses by +20%
  • Shurima (9): Now additionally Ascends a second time after 8 seconds
  • Shurima (9): Ascension bonuses: +125% ⇒ +25%
  • Shurima (9): Total Ascension Power: 225% ⇒ 130%+130%=260%
  • Slayer Health Threshold for Double bonus Damage: 60% ⇒ 75%
  • Strategist Shield: 200/350/500/700 ⇒ 200/350/500/800
  • Strategist AP: 20/30/45/60 ⇒ 20/30/50/70
  • Targon Healing & Shielding Increase: 18/30/50% ⇒ 20/40/70%
  • Void Rift Herald Void Charge Base Damage: 180 ⇒ 225
  • Baron Nashor Base Health: 1050 ⇒ 1000
  • Baron Nashor Voracious Bite Damage: 1000 ⇒ 666
  • Zaun, Adaptive Implant Overcharge Stat Increase: 100% ⇒ 60%
  • Zaun, Hextech Exoskeleton Armor & MR: 33 ⇒ 30
  • Zaun, Robotic Arm Chance to Proc: 33% ⇒ 60%
  • Zaun, Robotic ArmOvercharged True Damage: 40% ⇒ 50%
  • Zaun, Virulent Bioware Damage Increase: 25% ⇒ 20%

UNITS: TIER 1


We’re giving Kayle a 10% damage buff to make sure she fulfills her design goals of being a viable late game carry at level 6 and 9, despite being a 1-cost.

Orianna is neither a real girl nor a real 3-star champion. Let’s change one of those.
  • Kayle Divine Ascent On Hit Damage: 28/40/60 ⇒ 33/44/66
  • Irelia Ionia bonus MR and Armor: 40 ⇒ 25
  • Orianna Command: Protect Shield Power: 225/250/275 ⇒ 225/250/325
  • Orianna Command: Protect Damage: 180/270/405 ⇒ 190/285/430
  • Tristana 4-Star Attacks per Mega Shot: 8 ⇒ 10

UNITS: TIER 2


Ashe is currently never worth itemizing. We’re giving her a scaling buff so the next time you have a spare AD item you won’t just give her the cold shoulder.

Slayer Kled is already strong, and it’s going to get stronger with our Slayer buffs. We’re bringing down 4-star Kled’s durability both cause he needs it now, and as a preemptive balance move.

Irelia is currently a better tank than Sett , which is especially concerning given their traits and cost. You could say that we better nerf Irelia here, but I would remind you that this is TFT, and Irelia isn’t overperforming, so instead, we’re giving Sett some love by increasing his Ionia Health bonus.

Taliyah and Teemo have become quite the team, but last I checked it was lichen, not mushrooms that grows on rocks, so we’re going to ship medium sized nerfs to the both of them since they're capping off a bit too hard.
  • Ashe Volley AD Percent: 110% ⇒ 125/125/130%
  • Galio Shield of Durand Damage Reduction: 20% ⇒ 20/20/25%
  • Kled Skaaaaaaarl! Self Shield: 40% ⇒ 30% max HP
  • Sett Ionia Bonus: 180 HP ⇒ 200 HP
  • Taliyah Base Seismic Shove Damage: 160/240/375 ⇒ 150/225/350
  • Taliyah Seismic Shove Boulder Damage: 125/190/300 ⇒ 125/190/290
  • Teemo Noxious Trap Damage: 210/315/485/485 ⇒ 200/300/465/465

UNITS: TIER 3


Ekko is one of the most deceptively tanky frontliners that can be slammed into many comps at just about any stage. If you’ve been seeing a ton of Ekko in your games, maybe it’s because you’ve been playing CONV/RGENCE, but it could also be from playing TFT. We’re reducing Ekko’s healing to prevent situations where he can perma-tank, so be sure to make use of rewind when you inevitably jump into a spiky caterpillar.

Sona should not be doing more damage than Vel'Koz, but with good positioning she has been. We’re moving some of her power around to not only solidify her identity amongst the Multicasters, but also open up some Attack Speed buff techs that may be less obvious.

We’re giving Taric a light Mana buff here, but predict he’ll feel the buff that we shipped to Targon as well.
  • Ekko Phase Dive Heal Percent: 30% ⇒ 20%
  • Garen Judgement Base attacks per spin 2 ⇒ 1.8
  • Garen Judgement Attack speed per spin 0.5 ⇒ 0.55
  • Garen Judgement Spin AD Ratio 70/75/80 ⇒ 70/72/75
  • Sona Crescendo Damage: 115/175/285 ⇒ 105/155/255
  • Sona Crescendo Attack Speed Granted: 25/30/40% ⇒ 30/35/40%
  • Taric max Mana buff: 40/100 ⇒ 40/90

UNITS: TIER 4


Gwen couldn’t even beat Paper, let alone Rock. She’s the worst performing 4-cost at the moment, so we’re taking the safety off her snippers and giving her the survivability to be able to run with them.

Sejuani and Shen are mostly alright at one and two stars, so our buff here is focused on making their 3-star investment worth the difficulty of hitting.

Zeri the scary carry has made her way over from Summoner’s Rift to terrify Tacticians across the Convergence. We’ve got some big nerfs here to her free backline access damage, gating her Overcharge time by removing the reset aspect of it.
  • Aphelios Chakram AD ratio: 10/10/40% ⇒ 8/8/40%
  • Gwen HP: 900 ⇒ 1000
  • Gwen Snip! Snip! Damage: 95/140/400 ⇒ 100/150/500
  • Kai’Sa Fixed a bug where Kai’Sa could gain mana during her spellcast.
  • Kai’Sa max Mana buff: 50/120 ⇒ 40/110
  • Sejuani Passive True Damage: 1.5/1.5/5% ⇒ 1.5/1.5/10%
  • Sejuani Fury of the North Damage: 150/225/1000 ⇒ 160/240/1200
  • Shen Ki Barrier Damage: 225/355/1600 ⇒ 240/360/2000
  • Shen Ki Barrier Ally Shield Damage: 250/350/1500 ⇒ 275/350/1800
  • Urgot Mana nerf: 0/70 ⇒ 0/100
  • Zeri Surge Overcharge AD ratio: 65/65/100% ⇒ 50/50/100%
  • Zeri Surge Overcharge Kills no longer reset the duration of Surge
  • Zeri Surge Overcharge duration: 5 ⇒ 6 seconds

UNITS: TIER 5


Bel’Veth has one job and it’s granting me access to Baron. You never want to hear about a 5-cost being a trait bot, but we’re finally able to budget more power for Queen herself, especially with our nerfs to Baron.
  • Aatrox HP: 1000 ⇒ 1100
  • Bel’Veth HP: 1000 ⇒ 1100
  • Bel’Veth max Mana buff: 0/70 ⇒ 0/55
  • Heimerdinger’s Technogenius (Apex Turret) Self-Repair upgrade duration 7/5/2 ⇒ 9/7/5
  • Ryze Realm Warp (Piltover) max Mana buff: 40/110 ⇒ 30/100
  • Ryze Realm Warp (Piltover) targets his current target ⇒ targets largest clump
  • Ryze Realm Warp (Shadow Isles) REWORK: Now marks the strongest 1/1/10 ally's soul(s) to be reclaimed by the Shadow Isles. After they die, they return to the battlefield with 40/60/100% of their maximum Health. If all living allies are already marked, Ryze instead resurrects a deceased ally. Ryze cannot resurrect himself.
  • Ryze Realm Warp Ryze (Targon) 1.5/2/15s stun removed and replaced with a brief (0.25s) knockup.
  • Ryze Realm Warp Ryze (Bandle City) Mana: 40/90 ⇒ 50/75
  • Ryze Realm Warp Ryze (Bandle City) NEW: If there are no units left on your bench, Ryze summons a random high-cost unit from the shop.

LEGEND AUGMENTS


We’ve got over 100 Augment changes in total. As for this section we’re simply buffing/nerfing the most under/overperforming Legend options. We are taking extra care with the Legend Augments to make sure every playstyle that Legends provide is a viable route.

The age of best in slot (bis) Zeke’s Herald from Teaming Up has come to an end—the age of having to adapt to random completed items from two of the same components has begun! Teaming Up was a source of consistent access to bis builds that allowed some scary carries to become even scarier. With less of a guarantee to a staple item, it will be significantly harder to force cookie cutter comps that utilize said item.
  • Buried Treasure I/II/III: All Tiers grant 1 gold with each item.
  • Buried Treasure I/II/III: Now starts granting items the round the augment is selected.
  • Teaming Up I/II/III: Replaced with Seeing Double I/II/III
  • Seeing Double I: Gain a random item made from 2 of the same component and 5 gold.
  • Seeing Double II: Gain a random item made from 2 of the same component and 8 gold.
  • Seeing Double III: Gain 2 random items made from 2 of the same component and 3 gold.
  • Balanced Budget I Gold per turn: 4 ⇒ 5
  • Balanced Budget II Gold Per Turn: 6 ⇒ 8
  • Balanced Budget III Gold Per Turn: 10 ⇒ 12
  • Battle Ready I Damage & Damage Reduction: 4% ⇒ 3%
  • Battle Ready II Damage & Damage Reduction: 7% ⇒ 6%
  • Battle Ready III Damage & Damage Reduction: 10% ⇒ 8%
  • Final Ascension Base Damage: 18% ⇒ 15%
  • Giant Grab Bag Gold: 18 ⇒ 15
  • Knowledge Download I XP: 12 ⇒ 16
  • Knowledge Download II XP: 22 ⇒ 24
  • Knowledge Download III XP: 36 ⇒ 40
  • It Pays to Learn II XP & Gold: 14 ⇒ 18
  • It Pays to Learn III XP & Gold: 20 ⇒ 24
  • Medium Forge Gold: 12 ⇒ 10
  • Money!: Gold 9 ⇒ 12
  • Money Money! Gold: 16 ⇒ 20
  • Money Money Money! Gold: 22 ⇒ 30
  • Partial Ascension Damage Increase: 33% ⇒ 30%
  • Rolling For Days I Free Rerolls: 10 ⇒ 14
  • Rolling For Days II Free Rerolls: 18 ⇒ 21
  • Rolling For Days III Free Rerolls: 25 ⇒ 35
  • Small Forge Gold: 8 ⇒ 6
  • Tiny Power I AP/AD/AS: 5 ⇒ 8
  • Tiny Power II AD/AP/AS: 8 ⇒ 11
  • Tiny Power III AD/AP/AS: 11 ⇒ 18
  • Training Reward I Gold: 5 ⇒ 7
  • Training Reward II Gold: 13 ⇒ 15
  • Training Reward III Gold: 18 ⇒ 24
  • Well Earned Comforts II HP Per Item: 90 ⇒ 111
  • Well Earned Comforts III AS per Item: 10% ⇒ 8%

AUGMENTS


Endless Hordes is here! As one of our most experimental Augments, we weren’t able to ship it during our first patch—it was incredibly overpowered during our PBE testing. We’re now shipping it after much more simming (testing ideal comps against each other using the Augment) and a few additional balance levers, like reduced max Health, and additional gold.

As for the rest of our Augments, there’s a lot here, so fix yourself a cup of tea and dive in.
  • All Natural I HP: 75 ⇒ 120
  • Army Building Turns before 2nd Duplicator: 8 ⇒ 7
  • Bronze Ticket Rolls per free roll: 5 ⇒ 4
  • Built Different and Double Trouble are now mutually exclusive.
  • Component Buffet: Now also grants a random component.
  • Jeweled Lotus I Crit Chance: 25% ⇒ 50%
  • Latent Forge Rounds until Ornn Anvil: 7 ⇒ 8
  • On a Roll: Limited to 2 free rolls per round.
  • Red Buff Burn Duration: 8 sec ⇒ 5 sec
  • Spoils of War I Drop Chance: 20% ⇒ 25%
  • Unburdened I Attack Speed: 35% ⇒ 30%
  • Unified Resistance I Armor & MR: 25 ⇒ 20
  • A Cut Above Chance to Drop Gold: 50% ⇒ 40%
  • Adrenaline Rush Max Damage: 30% ⇒ 25%
  • Ancient Archives I Gold: 2 ⇒ 3
  • Built Different II AS: 35/45/55/65 ⇒ 30/35/40/50%
  • Caretaker’s Favor: Gain a component anvil when you reach level 5, 6, 7, and 8.
  • Combat Caster Shield Value: 100/130/160/190 ⇒ 90/115/145/170
  • Dueling Gunners (Gunner): Base AS: 15% ⇒ 10%
  • Dueling Gunners (Gunner) AS per stack: 3% ⇒ 2%
  • Early Education Starting AP: 10 ⇒ 15
  • Frequent Flier Rerolls: 14 ⇒ 10
  • Gifts from the Fallen Stats Given: 5 ⇒ 4
  • Glacial Breeze (Freljord) HP Shield: 20% ⇒ 15%
  • Idealism Bonus Damage: 18% ⇒ 13%
  • Infusion Mana per 5 sec: 15 ⇒ 20
  • Jeweled Lotus II Crit chance: 10% ⇒ 15%
  • Long Distance Pals Stat Share: 35% ⇒ 30%
  • Loving Invocation (Invoker) AP per cast: 3 ⇒ 2.5
  • Martyr HP Heal: 12% ⇒ 10%
  • Medium-End Shopping: Now grants 3 gold.
  • Morning Light (Bastion) Heal: 60% ⇒ 40%
  • Overcharged Mana (Sorcerer) Starting Bonus Mana: 20 ⇒ 10
  • Overcharged Mana (Sorcerer) Takedown Bonus Mana: 30 ⇒ 20
  • Pandora’s Items II: Grants 2 Item Components ⇒ Grants 1 completed item
  • Ravenous Hunter AP & AD per stack: 3 ⇒ 6
  • Ravenous Hunter Max Stacks: 25 ⇒ 50
  • Return on Investment Rerolls to activate: 25 ⇒ 22
  • Sentinel’s Spirit (Ionia) Attack Speed: 20% ⇒ 15%
  • Scrappy Inventions: Now converts a maximum of 4 components to temporary items.
  • Scoped Weapons Attack Speed: 12% ⇒ 15%
  • Shimmer Inventors AS per 10 gold: 5% ⇒ 8%
  • Shimmer Inventors Max AS: 50% ⇒ 40%
  • Stable Evolution (Void) Bonus HP per star level: 100 ⇒ 80
  • Stable Evolution (Void) Bonus AD/AP per star level: 10 ⇒ 8
  • Stars are Born: Additionally grants 3 gold.
  • Stellacorn’s Blessing Attack Speed: 30% ⇒ 45%
  • Spoils of War II Drop chance 33% ⇒ 35%
  • The Boss Attack Speed & AP Per Sit Up: 20 ⇒ 30
  • Tons of Stats HP & Stats: 66 & 6 ⇒ 55 & 5
  • Total Domination (Noxus) Base Execute: 6% ⇒ 8%
  • Total Domination (Noxus) Execute per stack: 2% ⇒ 1%
  • Two Healthy HP Per Unit: 125 ⇒ 111
  • Trade Sector: Grants 2 gold.
  • Unified Resistance II Armor & MR: 35 ⇒ 30
  • Ancient Archives II Gold: 3 ⇒ 5
  • Birthday Presents: Additionally grants 1 gold when you level up
  • Built Different III Attack Speed: 40/50/65/75% ⇒ 35/40/45/55%
  • (Reworked) Caretaker’s Chosen: As you level, gain more powerful items. At level 4 - gain a Component Anvil, at level 6 - gain a Completed Item Anvil, at level 8 - open a radiant item armory.
  • (NEW) Endless Hordes: Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 40%. Gain 2 gold.
  • Final Reserves Gold: 25 ⇒ 40
  • Hedge Fund Gold: 18 ⇒ 22
  • Hedge Fund+ Gold: 27 ⇒ 32
  • Hedge Fund++ Gold: 40 ⇒ 44
  • Living Forge: Gives Ornn Item Anvil instead of a random Ornn Artifact.
  • Lucky Gloves: Reduced some of the less desirable combinations from Lucky Gloves rolls.
  • March of Progress Starting XP: 10 ⇒ 3
  • Spoils of War III Drop Chance: 40% ⇒ 45%
  • Spoils of War III: Major loot drops occur slightly faster.
  • Starter Kit: No longer grants a component.
  • Wandering Trainer Gold: 1 ⇒ 4
  • What the Forge HP Per Artifact: 100 ⇒ 160

ITEMS


A new set means a balance pass on our core items as new champions are able to maximize certain ones more or less effectively than champions of sets past.

Of note here is the transition of Chalice of Power to a more effective defensive item, shifting some of its AP into MR and Mana. Maybe frontliners will finally get a taste of the magical ice cream cone?

We’re also tightening the power floor and ceiling of Guinsoo’s Rageblade to widen its use cases and make it slightly better on champions that may not survive the whole fight, but slightly worse on last-carry-standing users.

Attack Speed has proven to be a very powerful stat in Runeterra Reforged. We’re adjusting Zeke’s Herald so that it’s a bit greedier for equipped champion which should result in less one-Zeri-army situations even when that Zeri is a different three item stacked champion (note: Garen was quite powerful doing this as well).
  • Bramble Vest Damage Cooldown: 2.5 sec ⇒ 2 sec
  • Chalice of Power Starting Mana: 30 ⇒ 45
  • Chalice of Power MR: 20 ⇒ 45
  • Chalice of Power AP: 25 ⇒ 20
  • Guinsoo’s Rageblade Base AS: 10% ⇒ 18%
  • Guinsoo’s Rageblade AS Per Auto: 5% ⇒ 4%
  • Ionic Spark Mana Ratio Shock: 185% ⇒ 160%
  • Jeweled Gauntlet AP: 25 ⇒ 30
  • Locket of the Iron Solari Shield Value: 300/350/400/800 ⇒ 180/200/220/240
  • Locket of the Iron Solari Shield Duration: 15 sec ⇒ 4 sec
  • Last Whisper Armor Shred Duration: 5 sec ⇒ 3 sec
  • Protector’s Vow Armor & MR Granted: 35 ⇒ 25
  • Spear of Shojin Starting Mana: 15 ⇒ 30
  • Spear of Shojin AP: 15 ⇒ 25
  • Zeke’s Herald AD to wearer: 10% ⇒ 25%
  • Zeke’s Herald AS: 20% ⇒ 15%

ORNN (FORGE) AND RADIANT ITEMS


As above, so below. Changing core items usually results in changing the associated Radiant item, but now that Runeterra Reforged has been live for a patch, we’ve also gone through and done a more detailed pass on balance of both Radiant and Forge items.

Look out for the Radiant Locket of the Iron Solari plus Targon combo next patch—it may be rare, but strong.
  • Anima Visage HP: 250 ⇒ 500
  • Deathfire Grasp Debuff Duration: 6 sec ⇒ 8 sec
  • Eternal Winter Attack Slow: 30% ⇒ 20%
  • Eternal Winter Health: 150 ⇒ 500
  • Infinity Force HP: 25 ⇒ 250
  • Locket of Targon Prim(Radiant) Shield Value: 400/450/500/550 ⇒ 200/250/300/350
  • Sniper’s Focus Attack Speed: 40% ⇒ 15%
  • Sniper’s Focus Bugfix: No longer a unique item.
  • Bramble Vest (Radiant) Damage Cooldown: 1.5 sec ⇒ 2 sec
  • Chalice of Power (Radiant) Starting Mana: 15 ⇒ 45
  • Chalice of Power (Radiant) MR: 20 ⇒ 45
  • Edge of Night (Radiant) AS on Proc: 40% ⇒ 50%
  • Gargoyle Stoneplate (Radiant) Base Armor & MR: 20 ⇒ 30
  • Guardbreaker (Radiant) Bonus Damage: 70% ⇒ 50%
  • Guinsoo’s Rageblade (Radiant) Base AS: 25% ⇒ 30%
  • Guinsoo’s Rageblade (Radiant) AS per Auto: 10% ⇒ 8%
  • Jeweled Gauntlet (Radiant) AP: 50 ⇒ 55
  • Locket of the Iron Solari (Radiant) Shield Value: 350/400/450 ⇒ 400/450/500
  • Quicksilver (Radiant) AS: 70% ⇒ 50%
  • Runaan's Hurricane (Radiant) AD: 20% ⇒ 30%
  • Shroud of Stillness (Radiant) HP: 250 ⇒ 400
  • Shroud of Stillness (Radiant) Team Starting Mana: 15 ⇒ 25
  • Spear of Shojin (Radiant) Starting Mana: 15 ⇒ 30
  • Spear of Shojin (Radiant) AD: 10% ⇒ 25%
  • Titan’s Resolve (Radiant) AS: 30% ⇒ 20%
  • Zeke’s Herald (Radiant) Base HP: 150 ⇒ 350
  • Zeke’s Herald (Radiant) Base AD: 10% ⇒ 35%
  • Zeke’s Herald (Radiant) AS: 50% ⇒ 35%
  • Zephyr (Radiant) HP: 150 ⇒ 300

SMALL CHANGES

Small, like Azir is now!

TRAITS


The last Bastion of beauty, no doubt!
  • Bastion has a new start-of-combat VFX!

UNITS


Power is one way we size up our champions, but actual size is too.
  • Azir is now slightly smaller
  • Akshan shots from Comeuppance are now considered attacks for items like Statikk Shiv, Guinsoo’s Rageblade, Titan’s Resolve, etc.
  • Cho’Gath is now slightly larger
  • Cho’Gath size growth per stack of Feast (permanent Health) has been slightly increased
  • Jinx shots from her Fishbones! are now considered attacks for items like Statikk Shiv, Guinsoo’s Rageblade, Titan’s Resolve, etc.
  • Nasus is now slightly larger

AUGMENTS

  • All Natural text updated to specify it only works on champions (behavior unchanged).
  • Gifts from Above has been renamed to Spectral Supplies
  • Shoplifting: After the first shop refresh ⇒ start of each turn.
  • Winds of War (Galio Carry) text updated to specify that it deals damage based on his maximum health, not his target’s.
  • Lesser Jeweled Lotus now has a new indicator VFX.
  • Lesser Jeweled Lotus indicator now shows up during the planning phase.

TOOLTIPS

  • Aatrox tooltip now more clearly explains his conversion of bonus Attack Speed to bonus Attack Damage while transformed
  • Physical spells that have base damage now display that their damage scales off Ability Power as well in the upper tooltip. This impacts the following tooltips: Akshan, Bel’Veth, Darius, Jhin, Jinx, Urgot, Yasuo, Zed

BUG FIXES

  • Neural pruning: Early Education stacks no longer reset when you star up a unit
  • Atrophy: Endurance Training stacks no longer reset when you star up a unit
  • Think slower: Think Fast can no longer appear on an augment reroll.
  • Shimmerscale items now correctly track total gold generated when units are starred up.
  • Anima Visage no longer heals during Planning Phase during the first turn it’s equipped
  • Closing the box: Fixed a rare bug where you could be offered multiple Pandora’s Items augments.
  • Fixed a bug where Salvage Bin could delete completed items rerolled by Pandora’s Items.
  • Wounded tooltips: Cassiopeia, Katarina, and Teemo now display the correct amount of Healing Reduction in their tooltips.
  • Fixed a bug where Kled could execute target’s outside the original threshold if the initial target died before completion.
  • Baron’s bonus Health modifier in Stage 5 is now the intended 100% instead of 95%
  • Fixed Pumping up I/II so output matches the tooltip
  • Rooted in place: Fixed a bug with God Willow’s Grove that could cause units to become permanently unsellable and uncombinable
  • Fixed an error in Final Grab Bag II’s tooltip
  • Fixed a bug where Demacia couldn’t roll any item if a regular version was already equipped.
  • Double Up - Piltover no longer grants Charges if you win on your partner’s board
  • Broken royal lineage: Pandora’s Box will no longer reroll Crown of Demacia
  • Fixed text mistake on Poppy’s ability
  • Fixed a bug where a unit in the God Willow’s Grove when the player died would make that unit unmovable and uncombinable for anyone else.
  • Outrageous: Fixed a bug where Two Tarics casting at same time negates all damage
  • Scrapped: Selling a Zaun-modded unit no longer deletes items if your item bench is almost full.
  • Augment rerolls now work in Hyper Roll.
  • Shimmerscale items now work in Hyper Roll
  • Empire of friendship: Shurima's Sun Disc in Double Up will now travel with you to your partner's board during reinforcement. With the Shurima's Legacy augment, the Sun Disc will help attack your partner's enemy
  • Fixed a bug where 9-12 energy T-Hex would drop one less 3 cost than intended, and 13-17 energy would drop one more 3 cost than intended.
  • Idealism now works with Radiant Hand of Justice
  • Fixed a bug that caused your game to crash when inspecting Zeri with chem mod
  • Fixed bug where Legend Augment value did not match
  • Fixed bug with floating text from T-Hex and Taric spells
  • Fixed bug with Ornn Legend on menu showing incorrect information
  • Fixed a bug where Viego’s spell would lock out enemy units from moving or attacking.
  • Wise judgment: Shurima now correctly determines strongest Shurimans
  • It’s only a shadow: Fixed a bug where Shadow Isles Emblem was being deleted by Salvage Bin
  • Jurassic Laboratory: Fixed a bug where Wandering Trainer Augment could cause multiple T-Hexes to spawn.
  • Fixed a bug where Ionians were losing their stats when units were summoned during combat.
  • URF NOISES: Fixed bug to ensure the Urf Legend makes his correct SFX
  • Fixed a bug with the Samurai Duel arena where an interaction was covered/blocked by mobile UI elements.
  • Gotta go faster: Fixed a bug where Gotta Go Fast was not giving the correct amount of extra mana
  • Dinosaurs aren’t afraid of ghosts: T-Hex now properly casts his ability on ghost armies
  • Long Distance Pals calculation no longer depends on unit size (which could cause unexpected behavior).
  • Cutting Corners now displays the correct XP value at all times.
  • Vladimir Legend now works correctly in Double Up
  • 4-Star Yordles now gain the correct amount of bonus HP from items and augments.
  • Shadows Isles now always grants a shield during combat

Teamfight Tactics patch 13.12 notes

Welcome to Runeterra Reforged!

Runeterra Reforged brings all new units and traits, cosmetics, and mechanic updates as we return to a Runeterra ravaged by a Convergence storm the size of Cho’Gath’s feet—wait, bigger… much bigger. But if you didn’t click on the feet link, I don’t blame you—do be sure to check out our new set’s cinematic, My Honeyfruit!

As for these notes, we’re going to start with cosmetics at the top, then we’ll work our way through the changing and returning systems near the end. As with all new set releases, I’m not going to get into every new trait, champion ability, or Force = Mass (Acceleration) equation of Sion smashing through fences—watch the cinematic for that one. We’ve also got third party friends for all the ins and outs of Champion abilities, traits, Augments, Region Portals, and Legends. For now, I will discuss the changes sticking around from the past sets.

I don’t usually get all emotional in these intros—I keep 'em short and include jokes about feet. But on behalf of the entire TFT team, we’d like to thank you for playing and supporting us while we do our best to make each set as awesome as it can possibly be.
Rodger "Riot Prism" Caudill

RUNETERRA REFORGED CINEMATIC

Nobody messes with Choncc’s prize-winning Honeyfruit. Not even Sion. Check out the Runeterra Reforged cinematic!

RUNETERRA REFORGED COSMETICS

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

RUNETERRA REFORGED PASS


Runeterra may be fragmented and fused into new shapes and locations, but our Pass still remains a map to track your progress in the new set! And getting the Pass+ will grant access to the full map and all the things! Things like: arenas based on mashed-up Runeterra regions, Star Shards, the Reckoner Arena, and a whole boatload of additional Treasure Tokens! The Pass+ can be unlocked for 1295 RP, but as always, you don’t have to decide 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.
At the end of the Pass+ you’ll arrive at the Reckoner Arena, allowing you to celebrate your victories with the roar of Noxian fans—just be careful not to burn out! In addition to the Reckoner Arena, you'll get three different regional mashup arenas! Check out Fields of Justice, Sands of Shurima, and Touch of the Void below!
Now that we’ve seen where you can play, let’s see who you can play as with the Pass+. Simply embarking on your Pass journey through Runeterra Reforged rewards you with the Potion Sprite—the perfect Tactician to bring along in the laning phase! And now that you’ve got your boots on and your Potion Sprite handy, let’s meet our Pass+ Little Legend, Tower Defense Runespirit, who you’ll gradually star up like the ramping damage during a tower dive—yeah, I play League, what’s up?
Finally, you’ll earn our region-inspired Booms: Judgment of Durand, Noxian Handshake, Praise the Sun Disc, and Void Gate! A warning to all explorers, praising the Sun Disc can result in some serious burns, but maybe you’ll stumble upon a chunk of the Freljord and find some ice for them?

SHRINE OF THE FIRST LANDS


Loosely inspired by the battlefields of Ionia, the Shrine of the First Lands is our new Mythic Arena that will honor each of your victories with a new falling sword. The Shrine of the First Lands will be available as Star Content via Treasure Realms. To learn more about Treasure Realms, click here.

CHIBI TEEMO AND LITTLE DEVIL TEEMO

Who better to explore Runeterra Reforged than our swiftest Bandle Scout, Chibi Teemo? You can recruit Chibi Teemo directly from the shop for 1900 RP and he’ll come with his signature Boom, Noxious Trap. You can also equip that Boom to other Tacticians if they’re ready to lob a heroic amount of mushrooms into their foes’ faces.
If maniacal mischief is something you wish, then set your foes’ boards on fire with brimstone and madness! Chibi Little Devil Teemo is a Star Content drop from Treasure Realms, whose finisher confirms everything they say about Teemo…the fear is palpable.

PORO

As a cosmetic release, Poro is kinda like Baron from Monsters Attack!, in that they are neither a Little Legend nor a Chibi. Their base variant will be available for 2500 RP directly from the store.

One thing to note about Poro: they’ll have a special interaction with the Poros on the Howling Abyss if you take them with you for an ARAM game.

Poro’s other variants can be found scattered across Runeterra, or via Treasure Realms. Check out Red-Nosed Poro, Po’Ro, Forgefire Poro, and Valiant Poro below!

RAPTORS AND KHAT’SAI

Too cute to smite and too goofy to fight, every AOE Jungler’s favorite camp has made its way into TFT with 5 different variants. You can pick up the rare variants directly from the store for 750 RP and the Epic variants for 925 RP. Check out the following below: Raptors (base), Extra Spicy Raptors (Rare), Shuriman Raptors (Rare), Tucan Raptors (Epic), Koi Raptors (Epic), and Murder of Raptors (Legendary).
Khat’Sai is the perfect Void kitten to add to your collection—mostly because I don’t know of any other Void kittens (petting this one seems… slimy). You can pick up the rare variants directly from the store for 750 RP and the Epic variants for 925 RP. Check out the following below: Khat'Sai (base), Kraken Khat'Sai (Rare), Sugarcone Khat'Sai (Rare), Petricite Khat'Sai (Epic), and Cosmic Khat'Sai (Epic).

RANKED REWARDS AND MORE!

The Monsters are done Attacking, and I hear some even became defenders of Spatulopolis by the end of it all. So, let’s acknowledge your success in defending (or destroying) Spatulopolis with a whole lot of ranked rewards to distribute throughout patch 13.12, the release patch of Runeterra Reforged!

First off, if you placed Gold or higher in Glitched Out!! (the second half of the set) then you’ll get a celebratory emote to represent your rank!
Do I sense a flutter of excitement? If you placed Gold or higher at any stage of the set, then you’ll receive the Victorious Flutterbug Little Legend. And if you manage to get Gold or higher during both halves of the set, you’ll get Triumphant Flutterbug as well!
And for those of you starring up Threats as a team, if you obtained Double Up Gold or higher, then you’ll get the following emotes to celebrate with your partner(s)!
Finally, if you finish Green, Blue, Purple, or Hyper tier in Hyper Roll, then you’ll get another emote to flex with, too!
Lastly, we’ll have Birthday Surprise Fuwa to celebrate us turning Fuwa years old. They’ll be coming later with our release patch of Runeterra Reforged. Keep an eye out for them as they’ll be available via a rather easy mission.

NEW RANKED SEASON

  • When Runeterra Reforged goes live in your region, you'll be able to start climbing the ladder in this set's first ranked stage.
  • 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.

SYSTEMS

New set, new systems and a chance to update existing ones!

REGION PORTALS


Vote on where each match takes place with Region Portals at the game's start, changing the rules and mechanics for the whole lobby to adapt to.
  • Vote for one of three Region Portals that alter the game’s rules
  • There are 30 Region Portals in total, but some may appear more frequently than others
  • Voting for a Region Portal isn’t a winner-takes-all situation. Instead, all votes will be weighted equally, and a Portal will be selected from amongst them at random, with your votes influencing the probability for each Portal.
  • For more information on Region Portals you can visit any of our 3rd party friends (later), or check out our mechanics article.

LEGENDS


They never die. They become a part of you. Every time you select them in the pregame screen.
  • Pick from amongst 15 unique Legends, each representing a different playstyle, before the game starts (similar to how you would swap out your Tactician).
  • Legends will influence the leftmost of your three Augment offerings.
  • The first (Stage 2-1) Legend Augment will be of equal power to Augments of the same tier (Silver, Gold, Prismatic), the second and third (Stage 3-2 and 4-2) Augment offerings will be slightly weaker than Augments of their same tier.
  • Each Augment can be rerolled individually!

XP CHANGES


New econ Augments and Portals that infuse boards with additional gold have inflation hitting the Convergence. During the first half of PBE, we saw top four boards be dominated entirely by Legendary units, so we added this change proactively to let all playstyles thrive while keeping the power of Legendary units—dare I say—Legendary.
  • Level 6: 20 ⇒ 24 XP
  • Level 7: 36 ⇒ 40 XP
  • Level 8: 56 ⇒ 60 XP
  • Level 9: 80 ⇒ 84 XP

PLAYER DAMAGE


In addition to hitting XP, we’re making power leveling strategies a bit more risky by ramping up the base player damage during Stage 4.
  • Base Stage 4 Damage: 4 ⇒ 5

OVERTIME


It’s been a long time since we adjusted the URF Overtime buff which grants Attack Speed, AP, reduced CC duration, healing/shielding reduction, and increased affection towards marine mammals. With these changes, we’re giving Melee and AD carries the moment (up to 15 seconds of it) they deserve.
  • Units now gain movement speed in overtime.
  • Units gain 1.5x Attack Damage in overtime.

3-STAR FOUR COSTS


Similar to how we buffed 3-star 5 costs in Glitched Out!! by giving them an additional 4000 Health, we want to make sure hitting 3-star 4 costs is also worth how difficult they are to hit. They’ll be much harder to hit with some of our XP changes, but the additional econ from new Region Portals and Augments should help out.
  • 3-Star Four Costs now all gain 500 Health

UI CHANGES

You gotta see it to believe it!

INSPECT PANEL


Any time you inspect a champion, a new menu will appear on the right with the following information:
  • New Inspect Panel shows Ability, Recommended Positioning, Range, Current Items, Item Role Tags (what items make sense on similar champions), Stats, and a Quick Sell button

INSPECT ON CAROUSEL


This is especially useful at the start of a set, and works for inspecting Emblems as well!
  • You can now click an icon above units on the Carousel to open up the inspect panel. Huzzah!

TRAIT INSPECT


You don’t have to be a lore pro to be in-the-know with Runeterra Reforged
  • You can now inspect individual champions in a trait to see their traits.
  • You can also use this to inspect recipes for buildable trait Emblems

SIMPLIFIED TOOLTIPS


Making sure the tooltips give you the best tips.
  • Tooltips now show symbols to annotate scaling. These symbols are also color coded!
  • This applies to abilities, traits, and more
  • Champion abilities will have a simple description of the ability, and a line with all the detailed math

LARGE CHANGES

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

3RD PARTY FRIENDS


We rely on our 3rd party friends to provide more detailed information on the specific traits, champions, and Augments coming with Runeterra Reforged just like we do with every initial set release.

Additionally, we’re making policy updates to our developer API policy with this set release. Specifically, we’re rolling out two changes - with the release of Runeterra Reforged, 3rd party sites will not be allowed to share any data around Legend win rates. Next, by July 19, 2023, 3rd party sites will no longer be allowed to expose win rates for specific Augments at each stage.

We’ve seen an increasing number of sites showing data on win rates for Augments at each stage. We’re huge fans of community-developed comp guides, discussion, and debate, including Augment recommendations, but we feel that relying on win rates to make decisions at these crucial stages is unhealthy for TFT overall. It discourages player choice, but more importantly it causes players to inadvertently ignore potential paths to victory or an exciting new combination, and trade it off with what is statistically "the best" option. This also has a downstream effect of leading a number of players in the same lobby to target the exact same comps, resulting in a less organic, diverse gameplay experience across the board.

We expect this change is to encourage deeper experimentation and flex gameplay of TFT, which is a core pillar of our design philosophy. While we’ve significantly grown our live balance team over the past year, we know at the end of the day, a meta will always develop, but we want that to happen naturally over time as the community gets to explore that together every set and every patch.

We’ll continue to provide info through our API and allow sites to showcase the most popular comps, positioning guides, and item / Augment recommendations, which allows players to have a healthy base to build from as they learn and become comfortable with a new set or the game itself. However, as a design team we strongly believe the strength of TFT is about developing and creating your own strategies, or building them with the community, and this change is aimed at encouraging that while still giving players plenty of avenues (including our in-client Team Builder!) to prepare themselves ahead of time if they’re not fans of flex. We’ve spent a lot of time on Runeterra Reforged already, and we’re excited to see what new comps & strategies emerge once it hits live!

AUGMENTS STICKING AROUND


If you haven’t heard yet, we’re refreshing about 90% of our Augment Roster. So here’s what’s sticking around: 36 of our greatest hits! And then we went ahead and made 240 new Augments cause uhhhhhhhhhhhhhhhh.
  • Salvage Bin (and Salvage Bin+)
  • March of Progress
  • Portable Forge
  • Binary Airdrop
  • Recombobulator
  • Jeweled Lotus
  • Double Trouble II
  • Double Trouble III
  • Think Fast
  • Cruel Pact
  • Pandora’s Bench
  • Three’s Company
  • Living Forge
  • AFK
  • Last Stand
  • Rich Get Richer
  • Rich Get Richer +
  • Lucky Gloves
  • Scoped Weapons
  • Birthday Presents
  • Ancient Archives
  • Ancient Archives II
  • Built Different II
  • Built Different III
  • Golden Ticket
  • Metabolic Accelerator
  • Pandora’s Items
  • Level Up!
  • Consistency
  • Late Game Specialist
  • Hustler
  • Tiny Titans
  • Radiant Relics
  • Cursed Crown
  • The Golden Egg

AUGMENTS ADJUSTED


Region Portals and more econ Augments have infused Runeterra Reforged with more economic power overall. As a result we’re lowering the gold/XP Augment power as they tend to have high synergy with the accelerated econ of the set.

Built Different is a bit easier to pull off now that we don’t have Threat champions (who didn’t benefit from the Augment) diluting your pool of options. As a result we’re lowering its power across with Health and AS nerfs.
  • Ancient Archives I Gold 4 ⇒ 2
  • Built Different II Health: 190-355 ⇒ 175-340
  • Built Different II AS: 40-70 ⇒ 35-65
  • Jeweled Lotus Critical strike chance: 15% ⇒ 10%
  • Rich Get Richer initial Gold: 12 ⇒ 11
  • Rich get Richer + initial Gold: 20 ⇒ 18
  • Ancient Archives II Gold 8 ⇒ 3
  • Built Different III Health: 250-600 ⇒ 240-570
  • Built Different III AS: 45-80 ⇒ 40-75
  • Cruel Pact Health to buy XP 6 ⇒ 5
  • Cruel Pact Heal per round 3 ⇒ 2
  • Level Up! initial XP: 11 ⇒ 4
  • March of Progress Grants XP immediately: 4 ⇒ 8

ITEMS


Guardbreaker left Monsters Attack! as one of the most useful items due to the broad stats it provides and its synergy with Infinity Edge or Jeweled Gauntlet. As we enter a set with abundant shields we’re pulling back on some of the item’s ability to counter them. Let Targon comps thrive!

Spear of Shojin's every 3rd attack passive was unnecessarily confusing and led to some weird power breakpoints that made it great on some champions and not-so-great on others. With this QOL change we expect it to be less niche to the Syndra and MF’s of yesterset’s past.
  • Guardbreaker Damage amp: 30 ⇒ 25
  • Spear of Shojin: every 3rd attack restores 20 additional Mana ⇒ Attacks restore 5 additional Mana
  • Elder Dragon now grants an Item Anvil instead of a random item

ITEMS: RADIANT, FORGE (ORNN), AND SHIMMERSCALE


With the return of Shimmerscale items via the Gold Augment, All that Shimmers, we’ve done a balance pass to ensure these econ items are on par with the power of a Gold Augment—go get that gold!

Rocket Propelled Hook (Blitz hook) is gone from the pool of Ornn items. No more having to constantly reposition to avoid the hook. In its stead are 5 new fun and wild Ornn items!
  • Radiant Spear of Shojin: Every 3rd attack restores 40 additional Mana ⇒ Attacks restore 8 additional Mana
  • NEW: Ornn, Blacksmith’s Gloves: Each round, equip 2 random temporary Ornn Artifacts.
  • NEW: Ornn, Hullcrusher: Grants 30 Armor, 30 Magic Resist, 30% Attack Speed
  • NEW: Ornn, Hullcrusher at combat start: If there are no adjacent allies, gain an additional 600 Health.
  • NEW: Ornn, Deathfire Grasp: Grants 50 Ability Power, 30 Mana
  • NEW: Ornn, Deathfire Grasp at combat Start: Fire a blast of energy at the current target, marking them and dealing 20% of their maximum Health as magic damage. For the next 6 seconds, the holder deals 50% increased damage to the marked enemy and 25% increased damage to other enemies.
  • NEW: Ornn, Sniper’s Focus: Grants 15% Attack Damage, 15 Ability Power, 40% Attack Speed
  • NEW: Ornn, Sniper’s Focus: Attacks and Abilities deal 10% increased damage for each hex between the holder and their target.
  • NEW: Ornn, Trickster’s Glass: Grants 15 Armor, 15 Magic Resist, 15% Attack Speed, 15% Critical Strike Chance
  • NEW: Ornn, Trickster’s Glass: Summon a clone with 70% maximum Health and 20% increased maximum Mana. You cannot equip items to the clone.
  • Ornn, Eternal Winter now slows by 30% instead of 20%.
  • Ornn, Rocket-Propelled Fist has been removed.
  • Shimmerscale items now display how much gold they’ve generated
  • Shimmerscale, Determined Investor Gold Granted at Cashout: 15 ⇒ 10
  • Shimmerscale, Diamond Hands HP: 200 ⇒ 400
  • Shimmerscale, Diamond Hands AP: 20 ⇒ 30
  • Shimmerscale, Diamond Hands Gold Per Proc: 1 ⇒ 2
  • Shimmerscale, Diamond Hands Immunity Time: 1 ⇒ 1.5 sec
  • Shimmerscale, Diamond Hands HP Thresholds for immunity: 66/33% ⇒ 50%
  • Shimmerscale, Draven’s Axe Base AD: 5% ⇒ 10%
  • Shimmerscale, Draven’s Axe Base AS: 5% ⇒ 10%
  • Shimmerscale, Draven’s Axe Gold per cashout: 5g ⇒ 10g
  • Shimmerscale, Draven’s Axe Component cashout: 1 ⇒ 0
  • Shimmerscale, Draven’s Axe Gold Limit: 80 ⇒ 60
  • Shimmerscale, Gambler’s Blade Base AS: 10% ⇒ 20%
  • Shimmerscale, Gambler’s Blade Base AP: 10 ⇒ 20
  • Shimmerscale, Gambler’s Blade Gold Limit: 80 ⇒ 60
  • Shimmerscale, Goldmancer’s Staff Gold Limit: 80 ⇒ 60
  • Shimmerscale, Heart of Gold HP 750 ⇒ 500
  • Shimmerscale, Heart of Gold Gold Limit: 80 ⇒ 60
  • Shimmerscale, Mogul’s Mail HP 500 ⇒ 350
  • Shimmerscale items have had their Hyper Roll versions adjusted to match base stats. They still use their old 15 gold cap values from Dragonlands

Teamfight Tactics patch 13.11 notes

It’s the last patch before Runeterra Reforged.

With the last patch of Monsters Attack! we’re focused on buffs to send off the set with a bang! And since our competitive season is over for the set, we’re looking to make the meta as fun as possible! You may recall that Monsters Attack! began with the biggest Star Guardian superfan's misguided attempts to join the team. But with our final patch, dreams really do come true because this patch Urgot becomes a Star Guardian!

Finally, there is plenty of Runeterra Reforged content circulating. In case you missed it, we revealed the new set in a Showcase yesterday. Be sure to check that out here.
Rodger “Riot Prism" Caudill

Patch Highlights

NORMALS (WITH PORTALS!?) PATCH 13.11

Portals, Portals, EVERYWHERE! There are so many Portals! You will now see three Portals EVERY GAME! You can read more about the mechanic and the history of our For Fun patches with TFT’s most handsome and brilliant writer as he is joined by three other devs here.

STAGE 2-6 PORTALS


Always a Portal!
  • Stage 2-6 Portals have a 100% chance of appearing. Demacia, Piltover, and Targon each are equally weighted here.
  • Demacia: Gain 2 item components.
  • Void: Gain a Thief’s Gloves.
  • Zaun: Gain 10 gold.

STAGE 3-3 PORTALS


ALWAYS A PORTAL!
  • Stage 3-3 Portals have a 100% chance of appearing. All portals have an equal chance of appearing.
  • Ionia: Target Dummy + 15 gold.
  • Shadow Isles: Champion Duplicator + Two 4-cost Champions.
  • Noxus: 2 full Item Anvils.
  • Freljord: Ornn Anvil.

STAGE 4-3 PORTALS


THERE ARE SO MANY PORTALS!?!?!?!?!?!?
  • Stage 4-3 Portals have a 100% chance of appearing. Each Portal type has an equal chance of appearing.
  • Targon: Gain a Tactician’s Crown.
  • Piltover: Gain a Loaded Dice, a Lesser Champion Duplicator, a Remover, and a Reforger.
  • Shurima: Gain a Tome of Traits and 6 gold.

EGGS

With our introduction of Treasure Realms it’s finally time to remove Eggs from the store. Patch 13.11 will be the last patch to purchase eggs, but you’ll still be able to hold and open them past patch 13.12. You can read more about Treasure Realms here.

PRIDE

In addition to our new and returning content, here’s a reminder that you can give your Tactician a rainbow trail of choice by equipping any of the League of Legend Pride Icons, available from the store for 1 Blue Essence. There will be more information on all Pride cosmetics on June 1st coming from Riot’s best looking writer.

PRIDE COSMETICS


Dip into the Convergence with a brand new Pride emote! Alongside our new Emote, our Pride booms are making a comeback.
  • The following Pride booms are available again: Mint Boom, Rose Quartz Boom, Sapphire Boom, Catseye Boom, Obsidian Boom, Tanzanite Boom, Citrine Boom, Rainbow Boom
  • K’Sante Pride Emote is available by completing the Tacticians Stand United mission

LARGE CHANGES

Large, like the amount of PORTALS IN NORMALS!?

TRAITS


InfiniTeam has too much power early in the game. We’re happy with where InfiniTeam 7 is so we’re leaving it in the same place: infinity…or 85%.

Quickdraw has suffered as a vertical ever since we nerfed Lucian and Miss Fortune. We’re a bit slow on the draw here, but the trait should be more rewarding to commit to now.

Star Guardian is getting a new friend and with his arrival, it becomes easier to splash in the trait, so we’re shipping a nerf to everything but Star Guardian 8 to compensate. The friend is Urgot. Sorry, I’m just so excited.
  • InfiniTeam Health and Damage: 50/55/85% ⇒ 45/50/85%
  • Quickdraw Bonus Damage: 70/140/220% ⇒ 70/150/235%
  • Star Guardian Mana Generation: 35/70/120/175 ⇒ 30/60/100/175

UNITS: TIER 1


Gangplank gets an Attack Speed buff that’ll make him more powerful with Duelist and as a holder for AD items if you feel so inclined—but maybe use Kayle here because…

Kayle is getting some considerable buffs to make her less of a dead unit in Underground and Duelist vertical. Maybe win-streak Underground will make a rise? Not likely though.

We’re shipping a VERY big buff to 3-star Lux that goes past our 50% framework of power increases for 3-star units. So try her out, especially with her Hero Augment, Illuminating Singularity!
  • Gangplank AS: 0.7 ⇒ 0.75
  • Kayle Starfire Spellblade AD ratio: 155% ⇒ 175%
  • Kayle Starfire Spellblade Base Damage: 25/35/50 ⇒ 30/45/65
  • Lucian Chrono-Barrage Passive Magic On Attack: 20/30/45 ⇒ 25/35/50
  • Lux Lucent Singularity Damage: 230/345/520 ⇒ 240/360/600

UNITS: TIER 2


Fiora is getting tankier for the next few seconds after her cast. Pair her with Bloodthirster, Death’s Dance, and Infinity Edge not because those items are good on her, but because she really likes swords, so it’d be a nice thing to do.
  • Fiora En Garde! Damage Reduction: 20% ⇒ 25%

UNITS: TIER 3


Rammus is leaving the set with a bang. Mort has finally come to terms with Rammus and decided to give him an additional buff to the armor granted on his passive. This buff is equal to what Mort would rate his affections for Rammus on a scale of 1 to 10. Together, with you, Mort, and Rammus, we’ve made some huge steps this set and I’d like to thank you all for coming along this journey of Mort’s personal growth and discovery of his feelings towards Rammus. Rammus will not be returning next set.
  • Rammus max Mana buff: 60/120 ⇒ 50/110
  • Rammus Sand Slam Passive Armor: 60/90/150 ⇒ 61/91/151
  • Riven Bunny Blade empowered attacks Damage: 90/135/225 ⇒ 100/150/250

UNITS: TIER 4


Bel’Veth gets a buff that will allow her Endless Banquet to approach endlessness faster.

Neeko hasn’t had her chance to shine much in this set. Maybe it’s because she’s too busy trying to be other people and not herself. We love Neeko for who she is and are shipping a buff for that reason—and because she’s a bit underpowered.
  • Aatrox Soul Crush Damage (Both Casts): 220/330/1200 ⇒ 250/375/1200
  • Bel’Veth AS Per Endless Banquet Cast: 30% ⇒ 35%
  • Neeko Hop Blossoms Small Frog Damage: 75/110/300 ⇒ 80/120/360
  • Neeko Hop Blossoms Big (3rd) Frog Damage: 150/225/700 ⇒ 160/240/720
  • Warwick hack&SLASH AD ratio: 460/480/1200% ⇒ 500/500/1500%

UNITS: TIER 5


We’re giving our underperforming 5-costs some love to make sure they go out as heroes!

Monsters Attack! began with the biggest Star Guardian superfan's misguided attempts to join the team. And with our final patch, dreams (and memes) really do come true as Urgot is now a Star Guardian. His Undertow wave now also gives you a 1-star copy of any unit it does lethal (read: befriending) damage to. To compensate for this added power we’ve had to nerf his mana significantly. Bring on the friendship waves!
  • Fiddlesticks Dark Harvest Damage: 90/135/800 ⇒ 100/150/800
  • Leona max Mana buff: 0/75 ⇒ 0/50
  • Ultimate Ezreal AD: 60 ⇒ 64
  • Ultimate Ezreal Attack Speed: 0.9 ⇒ 0.95
  • Urgot is now a Star Guardian Threat
  • If Urgot’s Undertow wave deals lethal damage, a chest will spawn giving a 1-star copy of the friend he made along the way.
  • Urgot Mana nerf: 80/160 ⇒ 100/200

HERO AUGMENTS


We’re buffing ALL the Hero Augments that have even been slightly underperforming. Give them a try!
  • Lucian - Enchanted Ammunition base AP: 20 ⇒ 30
  • Poppy - Steadfast Presence HP Shield: 325 ⇒ 375
  • Renekton - Reign of Anger AS per 100 missing HP: 5% ⇒ 6%
  • Wukong - Re-Energize Mana Restore: 50% ⇒ 66%
  • Fiora - Grand Challenge Heal Percent: 9% ⇒ 12%
  • Malphite - Rock Solid - Armor to AP ratio: 111% ⇒ 130%
  • Shen - Time Knife Bonus Damage: 250% ⇒ 300%
  • Bel’Veth - Voidmother Voidling HP: 60% ⇒ 88%
  • Ekko - Destructive Resonance Damage Amp: 200% ⇒ 240%
  • Ekko - Chronobreak Stun Delay: 10 sec ⇒ 8 sec
  • Ekko - ChronobreakStun Duration: 2 ⇒ 2.5 sec
  • Miss Fortune - Make It Rain Gold in Stage 3: 8 ⇒ 10
  • Miss Fortune - Make It Rain Gold in Stage 4+: 20 ⇒ 25
  • Neeko - Starlight Resonance AP on cast: 15 ⇒ 18
  • Janna - Exaggerated Reporting Bonus Weather: 100% ⇒ 200%
  • Syndra - Not In Vain AS per ally death: 40% ⇒ 75%

BUG FIXES

  • Lost in space: Fixed an interaction animation with missing sound effects in the Mecha Prime Zero arena
  • MY EYES: Fixed an issue with all tiers of PROJECT: Burno where their eye textures appear corrupted on multiple animations

Teamfight Tactics patch 13.10 notes

3…2…1… we have lift-off with patch 13.10!

The Mecha Prime Zero Arena has arrived, sending your games much further than the moon. The arena comes alongside the debut of our new cosmetic content delivery system that you can and should read about here.

We’re also continuing to add Portals from across Runeterra to our Normals (With Portals!?) queue. You can read more about those Portals and a history of our For Fun patches here.

We’re happy with the balance of Glitched Out!! as a whole right now, so the rest of the patch is exceptionally light. Good luck to all the Tacticians climbing the ladder and competing in the Monsters Attack! Championship May 26th through 28th!
Rodger “Riot Prism" Caudill

Patch Highlights

TREASURE REALMS

TL;DR - Treasure Realms are a large-scale upgrade/replacement for our current Egg system. Prices per item aren’t changing (390 RP / TFT Coins per item), but some drop rates & item categories are being adjusted to accommodate some major quality of life updates we’re making to the system. Read about the system in detail here. Treasure Realms will roll out slower than the initial patch, so expect them to be live within 24 hours after patch 13.10 (this one) goes live.

We also have a player support article in case you have further questions.

TREASURE REALMS FACTS

  • Tokens are generic, meaning they can be used on any Treasure Realm Bounty. This means that after you hit your desired item, you can save tokens for the next Treasure Realm rotation and the content you really want.
  • Tokens can be purchased in quantities of 100 for 390 RP / TFT Coins.
  • Every Treasure Realm Bounty costs 100 Tokens for a single reward, or 1000 for 10 rewards.

MECHA PRIME ZERO BOUNTY

The Mecha Prime Zero Bounty is only available from patch 13.10 to 13.12. Check out its contents below.
Tier Description Examples Drop Rate
Star Content Rarest rewards, usually featured on the Treasure Realm Bounty banner Mecha Prime Zero Arena 1%
Highlighted Content Rare new content & legacy rewards, including previously-rotated Pass+ items New Overcharged Superlaser Boom, Astronaut Molediver, UFO Sprite, New Little Legend Variants 15%
Standard Content Wide range of previously-released Little Legends Sugar Crash Dango, Honeybuzz Choncc, and many more 84%



TREASURE REALMS STAR CONTENT DROPS AND PROMISE TOKENS

  • While the drop rate is a static 1%, you’re guaranteed to receive one of the Star Content rewards on a Bounty after a maximum of 61 attempts.
  • This guarantee carries over between Bounties.
  • If you’ve already received all of the Star Content in a given Bounty and continue to pull rewards from it, reaching the guaranteed drop will instead reward you with a Promise Token.
  • A Promise Token can be redeemed to immediately receive Star Content from active Treasure Realm Bounties.

EGGS AND PASSES

  • With the release of Treasure Realms, we’re also going to be replacing Eggs on TFT Passes. Where you’d usually receive an Egg-based reward (i.e. level 4 on the current Monsters Attack! Glitched Out!! Pass), you’ll instead receive 100 Tokens, so even if you’re F2P, you’ll still be able to jump into Treasure Realms by playing games & completing missions during a set!
  • You’ll still be able to hold on to & open any of your remaining Eggs at any time.

MONSTERS ATTACK CHAMPIONSHIP

Join us on the rooftops of Spatulopolis for a special Monster Cookoff to celebrate this set’s world championship. The Monsters Attack! Championship is live May 26-28, 4am PDT / 1pm GMT+2. Tuning in each day of the event will give you the opportunity to earn exclusive Monsters Attack! Championship drops

NORMALS (WITH PORTALS!?) PATCH 13.10

Expect more frequent Portals with our second For Fun patch as 2-6 is now guaranteed, and 3-3 and 4-3 Portals are now more common! You can read more about the mechanic and the history of our For Fun patches with TFT’s most handsome and brilliant writer as he is joined by three other devs here.

STAGE 2-6 PORTALS

Always a Portal!
  • Stage 2-6 Portals have a 100% chance of appearing. Demacia, Piltover, and Targon each are equally weighted here.
  • Demacia: Gain 2 item components
  • Void: Gain a Thief’s Gloves
  • Zaun: Gain 10 gold.

STAGE 3-3 PORTALS

Infrequent but eclectic.
  • Stage 3-3 Portals have a 30% chance of appearing. That 30% is composed of Portals from Ionia, Shadow Isles, Noxus, and Freljord, all of which have an equal chance of appearing.
  • Ionia: Target Dummy + 15 gold
  • Shadow Isles: Champion Duplicator + Two 4-cost Champions
  • Noxus: 2 full Item Anvils
  • Freljord: Ornn Anvil

STAGE 4-3 PORTALS

Common and powerful!
  • Stage 4-3 Portals have a 75% chance of appearing. That 75% is composed of Portals from Targon, Piltover, and Shurima, all of which have an equal chance of appearing.
  • Targon: Gain a Tactician’s Crown
  • Piltover: Gain a Loaded Dice, a Lesser Champion Duplicator, a Remover, and a Reforger
  • Shurima: Gain a Tome of Traits and 6 gold

LARGE CHANGES

Large, like the battle between Mecha Sion and Mecha Malphite.

TRAITS

With two 4-costs and a 5-cost, Ace 4 is tough to hit. Even when you get offered our newest Augment, Ace in the Hole, granting you access to Ace incredibly early, the trait underperforms. We’re giving the execute threshold an extra nudge to push the trait into the Ace rating territory.

Anima Squad openers are typically used to stack HP early, but those stacks are pretty hard to get if you can’t kill anything. An extra 5 AD and AP should give Anima Squad the kickstart they need here.

Gadgeteen can still pop off in the early, mid, and late game when a level 7 Nunu, Tome of Traits, or Augment grants early access to the 5-trait breakpoint. We’re lowering the bonus they get from each item to keep these prepubescents from outgrowing their trait’s 5-unit scope like a middle schooler outgrows respect for their parents.
  • Ace Execute Threshold: 15/30% 15/33%
  • Anima Squad AD & AP: 10/35/60 15/35/60
  • Gadgeteen Damage & Damage Reduction: 4/9% 4/8%

UNITS: TIER 1

It’s important to take Time Out of your day to exercise, see the sun, and shut down AP comps. But Pantheon has far too much time on his hands.
  • Pantheon Time Out! MR ratio: 300/450/675% 290/435/650%

UNITS: TIER 2

Draven is a little nostalgic for the spotlight. With his spell needing less Mana to cast, he can threaten those pesky backliners more often—so expect to see more of those insane 1v5 Mecha Prime Draven moments.
  • Draven max Mana buff: 70/140 70/130

UNITS: TIER 3

Jax has been on time-out ever since he dominated the early Monsters Attack! patches. We’re not returning to Jaximus Patchimus with this buff, but we do want our weaponless weirdo to find success when the stars align.
  • Jax Adaptive Strike base Damage: 85/130/210 90/135/220

AUGMENTS

Like this patch, this is a small section, so I’ve taken the liberty of combining it with the rogue Hero Augment that could use a bit more love.

Double Trouble comps are more difficult to play in Monsters Attack! due to the limitations on which champions you can activate the bonuses with. Not having access to the extra stats on powerhouses like Urgot or Bel’Veth is a bit of a bummer, but I assure you this Augment is still powerful on dual-scaling carries like Twisted Fate, Jax, and Yasuo.
  • Double Trouble II AD, AP, Armor, and MR: 30 33
  • Double Trouble III AD, AP, Armor, and MR: 40 44
  • Nilah - Jubilant Veil CC immunity for number of Allies: 5 6

BUG FIXES

  • There’s two A’s in Aatrox: Fixed an issue where Aatrox’s second spell wasn’t buffed like the first one was in the last patch.
  • Leduck and run: Fixed an issue where Ezreal would cast his spell twice if he killed a target within melee range.
  • Ghost stunner: Fixed an issue where Pyke could stun units who are immune to CC.
  • You gotta be critting me: Fixed an issue where reaching 100% crit on select units was reverting crit to near zero.

Teamfight Tactics patch 13.9 notes

Portals? Portals! Portals!?

The big star of the patch is not in fact a star, but instead a portal from afar. So grab your friends, or make new ones, and give our Normals (With Portals!?) queue a try! Read more about the new mechanics and a history of our For Fun patches here.

As for the rest of the patch, we’re looking at the high cost units this time around, and making sure when you hit that 3-star Five Cost you are even more likely to win!
Rodger “Riot Prism" Caudill

Patch Highlights

NORMALS (WITH PORTALS!?) PATCH 13.9

Our For Fun patch has come early, with portals from various regions of Runeterra appearing in our Normals queue only, bringing loot and power to your comps! Read about the mechanic and the history of our For Fun patches with TFT’s best looking writer and three other devs here. You may also notice that the rules for our Portals have changed since we shared the announcement in the Talking Tactics article. That’s because we took in a ton of PBE feedback from the weekend to incorporate below and make the For Fun patch even more Fun!

STAGE 2-6 PORTALS


Common and game accelerating.
  • Stage 2-6 Portals have a 75% chance of appearing. Demacia, Piltover, Targon, and No Portals each have an equal chance of appearing.
  • Demacia: Gain 2 item components
  • Void: Gain a Thief’s Gloves
  • Zaun: Gain 10 gold

STAGE 3-3 PORTALS


Rare and eclectic.
  • Stage 3-3 Portals have an 8% chance of appearing. That 8% is composed of Portals from Ionia, Shadow Isles, Noxus, and Freljord, all of which have an equal chance of appearing.
  • Ionia: Target Dummy + 15 gold
  • Shadow Isles: Champion Duplicator + Two 4-cost Champions
  • Noxus: 2 full Item Anvils
  • Freljord: Ornn Anvil

STAGE 4-3 PORTALS


Uncommon and powerful!
  • Stage 4-3 Portals have a 30% chance of appearing. That 30% is composed of Portals from Targon, Piltover, and Shurima, all of which have an equal chance of appearing.
  • Targon: Gain a Tactician’s Crown
  • Piltover: Gain a Loaded Dice, a Lesser Champion Duplicator, a Remover, and a Reforger
  • Shurima: Gain a Tome of Traits and 6 gold

SYSTEM CHANGES

THREE STAR LEGENDARY UNITS


Hitting a 3-star 5-cost is a rare endeavor, occurring in 2.6% of games (across all modes). So, when it happens we want to make sure it really HAPPENS for the player.
  • 3-star 5-cost champions now all have an additional 4000 health

LARGE CHANGES

Large, like the spoiler for our next set’s theme and mechanic hitting this patch. NOTE: While this spoiler alludes to our mechanic for the next set, it is NOT the mechanic for the next set.

TRAITS


Access to 5 Gadgeteen early with an Emblem has provided too much consistency, especially for a trait full of youngsters who shouldn’t be expected to perform like a late game comp for at least a couple more years.
  • Defender team Armor: 25/75/200 ⇒ 25/70/180
  • Gadgeteen Damage & Damage Reduction per item: 3/10% ⇒ 4/9%

UNITS: TIER 1


A higher base Attack Speed means Gangplank will benefit a bit more when you need to run him in your vertical Duelist comp.

Last patch we changed Kayle’s Cease-fire Spellblade to no longer lock her out of attacking for a brief period. This patch we’re adding the Star to Kayle’s Starfire Spellblade to ensure you can itemize her as a reroll carry, especially when you take Divine Ascent as your Hero Augment.
  • Gangplank Attack Speed: 0.65 ⇒ 0.7
  • Kayle Starfire Spellblade AD ratio: 155 ⇒ 175%

UNITS: TIER 2


Is she a carry, or a utility champion? Neither. Currently, Camille lacks the damage and scaling to play as a reroll champion, while also providing unreliable crowd control that frequently fails to disable anything past the frontline. We’re cutting down her weaknesses with two smaller buffs that are sure to place her on the cutting edge of the meta.
  • Camille Tactical Sweep AD ratio: 210% ⇒ 240%
  • Camille Tactical Sweep Disarm Duration: 1.5/1.6/1.75 ⇒ 1.75/1.8/2 sec

UNITS: TIER 3


Kai’Sa seems to be successful when everyone but me runs her, so I’m not gonna lie… pretty stoked about this one.
  • Kai’Sa Starcharged Damage: 135/205/335 ⇒ 125/185/310
  • Kai’Sa Starcharged Bonus AS: 75% ⇒ 60%

UNITS: TIER 4


Aatrox is the least threatening of the threats—which is pretty soul crushing if you ask me. A bit more base damage will help here.

Garen’s ability has a big, high-impact stun. While a sword slamming from the sky should be stunning, we’re making it both take longer to get that initial cast off AND take even longer to cast again.

Viego and the Renegade vertical have been weak for a while. As a melee carry for the trait, Viego unreliably takes advantage of the extra damage for being the last one standing, so by giving him a bit more Health, we’re hoping he can keep breaking hearts on the battlefield.
  • Aatrox Soul Crush Damage: 200/300/1200 ⇒ 220/330/1200
  • Aatrox The Darkin Blade Damage: 200/300/1200 ⇒ 220/330/1200
  • Garen Mana nerf: 90/180 ⇒ 100/200
  • Jhin AD: 65 ⇒ 70
  • Miss Fortune Bullet Time Damage: 32/50/150 ⇒ 30/45/150
  • Miss Fortune Bullet Time subsequent Damage: 18/27/100 ⇒ 15/24/100
  • Viego Health: 950 ⇒ 1000
  • Viego Heartbreaker Damage: 240/360/800 ⇒ 260/390/900

HERO AUGMENTS


Buffing the worst performers and nerfing the best performers.

Jinx’s carry Augment, Get Excited! greatly benefitted from the Jinx buffs we shipped last patch. The power ceiling of this Augment is also dependent on correct itemization, which is far different from the standard “Jinx hold my items” build you frequently see her wearing in the early game.

Speaking of power ceilings, Garen can throw a giant sword right through them. We are buffing Garen’s Full Power to Sword here due to our Garen nerf above to make sure the already risky Augment doesn’t become unplayable. The Augment has some insane highs with the right itemization and comp, which you are welcome to pursue at the cost of your LP (and mine).
  • Ashe - Laser Focus Attack Speed: 50% ⇒ 45%
  • Lux - Illuminating Singularity Bonus Damage: 120% ⇒ 150%
  • Nasus - Soul Eater Heal on takedown: 300 ⇒ 275
  • Jinx - Get Excited! Base AS: 35% ⇒ 30%
  • Lee Sin - Cleansing Safeguard Mana Reduction: 10 ⇒ 15
  • Pyke - Your Cut Casts per reroll: 3 ⇒ 2
  • Rell - Hold the Line Bonus AP: 80 ⇒ 60
  • Yasuo - Winds of the Wanderer Bonus Damage: 20% ⇒ 8%
  • Jax - Relentless Assault AS per 3 autos: 15% ⇒ 18%
  • Riven - Triumphant Return HP Shield: 40% ⇒ 45%
  • Garen - Full Power to Sword Mana Reduction: 30 ⇒ 50
  • Garen - My Sword is Your Shield HP Shield: 15% ⇒ 12%
  • Garen - My Sword is Your Shield, Shield Duration: 6 ⇒ 4 sec
  • Warwick - Big Data Damage per 100 HP: 0.75% ⇒ 0.65%
  • Warwick - Well Fed Starting HP: 40 ⇒ 60
  • Warwick - Well Fed+ Starting HP: 140 ⇒ 150

AUGMENTS


Certain trait-linked Augments provided too much access, too early, to powerful chase traits. We weren’t comfortable seeing these power thresholds broken so quickly and often, so we’ve changed the biggest offenders to only appear on Stage 4-2 (final Augment).
  • LaserCorps Heart, LaserCorps Soul, Gadgeteen Heart, Gadgeteen Crest, and Gadgeteen Crown all can now only appear on 4-2.

SMALL CHANGES

Small, like the list of ideas I had for this patch’s “small changes” one-liner.

UNITS: TIER 1


Bonky Kong may be a thing of the past, but Stone Skin Spin to Win still has its chance to thrive!
  • Wukong Stone Skin Damage: 140/210/315 ⇒ 150/225/335

UNITS: TIER 3


His weapon gets realer by the minute!
  • Jax Adaptive Strike Damage: 80/125/210 ⇒ 85/130/210

UNITS: TIER 5


Very confused as to how these changes didn’t make it into the Large section. They impact almost every game I play—I assume it’s the same for you!?
  • Ultimate Ezreal Alternate Ezrealities AD ratio: 133/133/277 ⇒ 133/133/533%
  • Syndra at 3-stars will now always cast her ability 9 times. Even when you don’t have units on the bench.

ORNN (FORGE) ITEMS


Clean-up on aisle Ornn.
  • Death’s Defiance AS: 20% ⇒ 30%
  • Death’s Defiance Armor: 20 ⇒ 30
  • Obsidian Cleaver HP: 150 ⇒ 250
  • Obsidian Cleaver AD: 20% ⇒ 25%
  • Zhonya’s Paradox AP: 40 ⇒ 30
  • Zhonya’s Paradox Armor & MR: 40 ⇒ 30

RADIANT ITEMS


Shining a light on the dimmer ones and putting a blanket over those shining too brightly.
  • Brink of Dawn (Edge of Night) AD: 10% ⇒ 30%
  • Brink of Dawn (Edge of Night) Armor: 20 ⇒ 30
  • Locket of Targon Prime (Locket of the Iron Solari) Shield Value: 400/500/600 ⇒ 350/400/450
  • Bulwark’s Oath (Protector’s Vow) Starting Mana: 45 ⇒ 60
  • Quickestsilver (Quicksilver) MR: 20 ⇒ 40
  • Quickestsilver (Quicksilver) Crit Chance: 20% ⇒ 40%
  • Rapid Lightcannon (Rapid Firecannon) Attack Speed: 99% ⇒ 125%
  • Statikk Favor (Statikk Shiv) Damage: 75 ⇒ 65

BUG FIXES

  • Burno has been purged of corruption! Mecha, Feudal Future, & Galactic Victory Burno are no longer plagued by the grey of oblivion during some animations.
  • Fixed bug where Hand of Justice was rolling an extra time on invasion
  • Un-Optimal Prime: Fixed bug where Exo Prime Selector was being created when trait wasn’t active
  • Fixed a bug where Crowns and Crests could fail to grant items if you had a full item bench.
  • Bad prank: Gadgeteens no longer lose their Damage done and Damage taken boosts when Prankster procs
  • Ironic Spark: Ionic Spark deals damage correctly now.

Teamfight Tactics patch 13.8 notes

Get in the robot, Tactician!

In patch 13.8, a bunch of Little Legends and Chibi Malphite are making their Mech Pilot debut! So don’t be a sniveling schoolchild and pilot the Mech already! Prefer rocks to rocket punches? Well Chibi Malphite will also hit the shop this patch.

In addition to the new cos-mech-tic content, we’ve got a rework for Ox Force and some significant nerfs to Hacker and Lucian reroll comps that have been a bit too popular as of late.

Alright pilots—grab your helmets and buckle up!
Rodger “Riot Prism" Caudill

Patch Highlights

MECHA COS-MECH-TICS

MAXIMUM MECHA CHESTS & MECHA MALPHITE


Planetary Drill Finisher is online. Mecha Malphite is powered up and ready to rock.

MAXIMUM MECHA CHESTS: 390 RP

  • Chibi Mecha Malphite (2%, guaranteed on 61st egg/box opened)
  • All other Maximum Mecha Chests will contain a previously released Little Legend including our newest Mecha themed releases for Shisa, Burno, and Squink.
  • Maximum Mecha Chests are available for purchase individually or in bundles until the release of our next set
If you’re caught between a rock and a hard place on whether to pursue Chibi Malphite’s Mythic variant, there’s always his base variant. Pick up Chibi Malphite for 1900 RP via direct purchase alongside his boom, Seismic Shard.

NEW MECHA LITTLE LEGENDS


Hairspray, mech suits, and cooking oil—these new Shisas are highly flammable, so keep a fire extinguisher handy while winstreaking. Shisa’s Epic variants are available for direct purchase for 925 RP. Their Legendary variant, Supreme Emperor Shisa, is only available as a drop from Chests.

Check out their variants below: Mech Pilot Shisa (Epic), Space Groove Shisa (Epic), Galactic Destiny Shisa (Epic), Cooking Master Shisa (Epic), Supreme Emperor Shisa (Legendary)
Burno proves that you can teach an old dragon new tricks… like operating a 200-ton Mech suit, or just cooking instant ramen. Burno’s Epic variants are available for direct purchase for 925 RP. Their Legendary variant, Feudal Future Burno, is only available as a drop from Chests.

Check out their variants below: Mech Pilot Burno (Epic), Space Groove Burno (Epic), Cooking Master Burno (Epic), Galactic Victory Burno (Epic), Feudal Future Burno (Legendary)
Whichever Squink controls the galaxy gets to dole out justice—or in Space Groove Squink’s case, pick the playlist. Squink’s Epic variants are available for direct purchase for 925 RP. Their Legendary variant, Takoyaki Squink, is only available as a drop from Chests.

Check out their variants below: Galactic Justice Squink (Epic), Space Groove Squink (Epic), Edge Lord Squink (Epic), Mech Pilot Squink (Epic), Takoyaki Squink (Legendary)
Note on Mecha content: Our new Mythic Arena, Mecha Prime Zero will be released in patch 13.10.

LARGE CHANGES

Large, like a Mech that transforms into a planetary drill.

TRAITS


Hacker allows players to throw any unit into the enemy line, which—when used effectively—can single-handedly win the fight. The extra Omnivamp the rider and Hacker champions receive is an added bonus, but with the current power of just the backline access, there’s no reason to grant Omnivamp, too. We’re reducing the Omnivamp significantly at the 3 Hacker breakpoint (the most-used variation of the trait) to provide the backline access, while giving a smaller nerf to the Omnivamp at further trait breakpoints.

Oh, Ox Force. This contentious trait has created frustrating situations where the invulnerability aspect completely counters champions who are reset (LeBlanc, Viego) or damage-over-time (Miss Fortune) dependent. That being said, we wanted to keep the core identity of the trait intact with our rework, so now instead of becoming invulnerable, Ox Force units briefly gain a shield. This should allow them to continue fighting on the edge, while preventing the frustrating WHY WON'T YOU JUST DIE?!!! experience. Because these shields provide more (but temporary) health for Ox Force units, we’ve reduced the Armor and MR they receive, since they also amplify the strength of this shield.

Tome of Traits is just too hard to play around after taking a big cashout with Underground by adding even more decision making to one of TFT’s most complex transitions.
  • Hacker Omnivamp: 30/40/50% 10/20/40%
  • Hacker rider Omnivamp: 10/20/30% 0/15/30%
  • Hackers now target the closest enemy, rather than preferring the back row.
  • Heart AP per cast: 4/7/10 4/7/11
  • InfiniTeam Damage & HP per alternate version: 50/60/95% 50/55/85%
  • REWORKED Ox Force: units gain bonus defenses. Once per combat, when they would drop below one HP, they instead shield themselves for 50% of their maximum health for 1.5 seconds.
  • Ox Force Armor & MR: 10/40/90 5/35/75
  • Underground Tome of Traits will no longer drop from Heist 4 or higher.

UNITS: TIER 1


Lucian reroll has been overperforming, thanks to its efficient use of strong 1-costs. By taking away some damage and making the comp’s favorite frontliner (Blitzcrank) a bit squishier, we’re slowing the comp’s roll without completely compromising either champion individually.

Oh hey Lux, didn’t see you there. Lux has failed to shine for the bulk of the set. As a linchpin unit in Star Guardian verticals, we expect the base damage buff here to help the entire comp out.

Nasus buff means Stacks on Stacks buff…
  • Blitzcrank Static Defenses Damage Reduction: 55/60/65% 50/52/55%
  • Gangplank Armor & MR: 30 35
  • Gangplank Trial By Fire Damage: 230/345/515 240/360/540
  • Lucian Chrono-Barrage Damage: 45/70/105 40/60/90
  • Lux Lucent Singularity Damage: 220/330/500 230/345/520
  • Nasus HP: 650 700
  • Nasus Armor & MR: 40 45
  • Nasus Bonk! AD ratio: 200% 225%

UNITS: TIER 2


Jinx is a weird unit. Her scaling and Augments allow her itemization to be incredibly situational, and she’s an excellent early-game item holder because of it. But despite her flexibility, her success has been a bit jinxed this set. Hopefully these buffs are enough for the Jinx reroll fans to get excited about.
  • Jinx AD: 50 55
  • Jinx max Mana buff: 20/80 0/65

UNITS: TIER 3


Last patch we gave Gnar some significant buffs to ensure he can get his first cast off without getting bursted. But with his newfound reliability, the prehistoric youngster is pumping out a bit too much damage.

Last patch we also shuffled Kai'Sa's stats to make her more of an AP carry with meaningful plasma procs at the price of some survivability and base AD. But we went a bit too far, and she’s found success in reroll comps and in comps alongside Lucian.
  • Gnar AD: 65 60
  • Kai’Sa Starcharged Damage: 150/225/375 135/205/335
  • Rammus Sand Slam Stun Duration: 1.25 1.5 sec
  • Shen Stand United duration: 3.5/4/5 sec 4/4/4 sec
  • Shen Stand United Damage Reduction: 45/50/55% 40/45/50%

UNITS: TIER 4


We’ve been buffing Bel’Veth for a while. She’s a tough carry to play due to her range and reliance on longer fights, but if you can manage to keep her Endless Banquet endless, you will be greatly rewarded!
  • Bel’Veth Endless Banquet bonus Attack Speed per cast: 25% 30%

HERO AUGMENTS


We’re still doing some balance nudges for our mid-set Augment changes, but this time we’re also trying to give our most underperforming Augments a chance at being rolled for.

Both of Pantheon’s Hero Augments are just too good ¯\_(ツ)_/¯.

Ekko’s Destructive Resonance is tough to use, as it requires you to itemize a melee-AP carry, who no longer has an Attack Speed slow for self-peel (protection). We’re making Ekko’s spell cast even larger when selecting this Augment. It’ll lower a bit of the damage to make the Augment more reliable, without raising the power ceiling too high.
  • Lucian - Enchanted Ammunition AP per auto: 2 1
  • Pantheon - The Best Offense AP: 50 40
  • Pantheon - Chronic Hallucinations Damage Reduction: 70% 60%
  • Renekton - Reign of Anger AS per missing 100 HP: 4% 5%
  • Wukong - Cyclone AP: 10 18
  • Ezreal Rising Spell Force (BUGFIX): Now correctly grants stacks when Parallel is active.
  • Lee Sin - Cleansing Safeguard Missing HP Heal: 10% 15%
  • LeBlanc - Mirror Image Clone HP: 75% 99%
  • Rammus - Amored-dillo Armor: 35 40
  • Shen - Recursion Matrix Base Damage Reduction: 8% 7%
  • Vayne - Spread Shot nearby enemy Damage: 50% 44%
  • Vex - Joy Siphon Ally Healing: 22% 30%
  • Ekko - Destructive Resonance Range: 2 3 Hexes
  • Ekko - Destructive Resonance Damage Amp: 250% 200%
  • Leona - Perfected Solar Flare Mana Reduction & AP: 30 40
  • Urgot - Rising Tide Bonus AS: 40% 50%

AUGMENTS


It’s another Bel’Veth buff.
  • Scoped Weapons Attack Speed: 10% 12%

SMALL CHANGES

Small, like a Chibi sized planetary drill.

TRAITS


With our rework to Ox Force, Ace was changed both to not completely counter the new Ox Force shield (Aces would’ve ignored it completely), and to give it the same behavior as Collector (Ornn Item).
  • Ace now requires dealing damage to execute.

UNITS: TIER 1


This is a Starfire, not a cease-fire.
  • Kayle Starfire Spellblade cast no longer locks her out of attacking for a brief period.

BUG FIXES

In a set called Glitched Out!! aren’t bugs considered features? Not these ones:
  • Fixed a bug where Hero Augments were tailored based on your currently active board rather than the previous combat’s board.
  • Gnarly dude: Gnar’s spell will now properly show the crit damage indicator when it critically damages its primary target.
  • Even Gnarlier dude: Gnar’s spell can no longer double crit the primary target if he has a spell crit item.
  • Annie’s ability icon now matches her spell.
  • Time Knife (Shen Hero Augment) damage no longer scales with damage amp.
  • Mistimed: Hyperbolic Time Chamber (Lucian Hero Augment) now awards XP on the correct casts.
  • Too old for middle-school: Reflection (Nilah Hero Augment) can no longer grant Gadgeteen items
  • Fixed bug where Anima Squad Emblem wasn’t giving listed AP
  • Tooltip fixes for Radiant Quicksilver and Zephyr
  • Corrected typo on Riftwalker Crest Augment
  • Tooltip fix to add “magic damage” text to Neeko’s ability
  • Ace Crest can no longer be offered on 2-1 or 3-2.
  • Tankful for this one: Lee Sin now gets tank items from InfiniTeam and Lucky Gloves
  • Rising Spell Force (Ezreal Hero Augment) now correctly grants stacks when Parallel is active.
  • Solo-Queue Yasuo: Fixed an issue with Yasuo’s Steel Tempest targeting
  • Magnets, how do they work: Gadgeteen item, Magnetized Ionic Spark now deals damage correctly

Teamfight Tactics Patch 13.7 Notes

We may be adjusting over 20 Hero Augments, but you’re the one hero we’d never change.

13.7 is packed with over 20 Hero Augment adjustments meant to ensure each option is both viable and interesting! But don’t overlook the numerous balance adjustments to champions and traits that are sure to lift many comps into competitive viability! One more thing, last week, we shipped a mid-patch update to address the most pressing power imbalances as fast as possible. Due to the limitations of our mid-patch update capabilities, these changes were not ideal as they solved complicated issues with more generalized large nerfs. While much of 13.7 is about refining our Hero Augments, a secondary goal is making sure those necessary nerfs shipped last week are in a healthier place for this patch.
Rodger “Riot Prism" Caudill

Patch Highlights

SYSTEM CHANGES

ITEM DISTRIBUTION

And the low-rollers rejoiced!
  • You are now guaranteed a minimum of 6 full items by 5-1.

LARGE CHANGES

Large like the team’s love of Ultimate Ezreal. No, not you, Underground Ezreal.

TRAITS

With all the Hackers in the first week of Glitched Out!! it was no wonder the Carousels were acting strange. While we shipped a nerf moving the trait breakpoints last week, we’re somewhat reverting it, but removing the too easy to splash Hacker 2 so that hopping into the backline will take more commitment.

LaserCorps are super strong early if you are able to get a +1 to the trait breakpoint. So strong that we were forced to temporarily disable the trait’s associated Heart and Soul Augments. By moving "everyone gets a drone" to 4 LaserCorps, we can make the 4 LaserCorps power spike less spiky, but also have it scale into the late game better.

Currently, running Quickdraw with carries like Miss Fortune is generally worse than avoiding the trait altogether. As the fastest carry in the trait—confirmed by the bunny ears—this cannot stand, so we’re giving the trait a large buff that’s sure to make more than just Miss Fortune hoppy.

Sureshot, more like No-shot. Sure, we only buffed it by 1%, but remember that’s 1% every 4 seconds. If my math is correct, that can be a lot of extra AD by the end of a round.
  • Gadgeteen Bonus Damage & Damage Reduction per equipped item: 3/9% 3/10%
  • Hacker breakpoints, and removed the 2 piece. Hacker 3/4/5 are now at 13.6 launch values.
  • Hacker BUGFIX bonus Omnivamp for the rider now properly only heals from attacks and abilities.
  • InfiniTeam Alternates HP: 40/55/90% 50/60/95%
  • LaserCorps NEW All units get a drone at 4 LaserCorps.
  • LaserCorps Drone damage 30/50/65/90 27/35/55/80
  • LaserCorps: Non-champions no longer get drones. This includes H4ckerr!m, Zac, and Training Dummies.
  • Parallel Ultimate Ezreal bonus duplicates 1 2
  • Quickdraw bonus projectile damage: 55/120/185% 70/140/220%
  • Renegade Base Damage Increase: 25/40/65% 25/40/70%
  • Renegade additional bonus for last one standing: 20/25/35% 20/30/40%
  • Spellslinger AP: 25/50/80/120 25/45/70/110
  • Sureshot bonus AD every four seconds: 6/11/16/24% 7/12/18/25%

UNITS: TIER 1

In patch 13.4, six years ago, we removed Gangplank’s cleansing effect. But like most of my personal demons, it somehow came back to haunt us. We’re removing it again, but since Gangplank is in a balanced state right now, we’re giving him some extra compensation damage.

We’re solving for Lux’s unreliable casts by speeding up the spell’s projectile and giving it a bit of damage to boot. Lux reroll should be a thing this patch.
  • Gangplank Trial By Fire Damage: 210/315/475 230/345/515
  • Gangplank Trial By Fire no longer cleanses crowd control effects when casting.
  • Lucian Chrono-Barrage Damage: 50/75/115 45/70/105
  • Lux Lucent Singularity Damage: 200/300/450 220/330/500
  • Lux Lucent Singularity Missile Speed increased 25%

UNITS: TIER 3

Kai'Sa's stats have been shifted to make her more of an AP carry with meaningful plasma procs at the price of some survivability and base AD.

As a melee AD threat, Gnar’s weakness is getting bursted down before he can make an impact. With an earlier first cast and a bit more defense, he should be able to rage out at least once before finishing puberty… I mean dying.

As with Hacker, the Vex nerf we shipped in the 13.6 mid-week update was a temporary solve. Now, we’re adjusting her to still be a powerful reroll carry, but with significantly less backline access.
  • Kai’Sa HP: 650 600
  • Kai’Sa AD: 35 25
  • Kai’Sa Starcharged Damage: 110/150/240 150/225/375
  • Gnar starting Mana buff: 0/80 20/80
  • Gnar Armor & MR: 45 50
  • Morgana HP: 850 900
  • Morgana Dark Binding Damage: 200/300/495 215/325/535
  • Vex Shadow Surge Damage: 210/315/510 230/345/570
  • Vex Shadow Surge 3rd cast gloom now deals reduced damage to enemies after the first enemy hit
  • Vex Shadow Surge 3rd cast gloom secondary target damage: 210/315/510 150/225/370

UNITS: TIER 4

Samira was really bad in 13.6. So bad that we gave her a small buff in the mid-patch update, but even that was not enough. The late game board that Samira typically dominates in just wasn’t worth the gold, so in addition to the quality of life Samira changes we have below, we buffed her traits and her best friend forever’s traits. Find out who her bff is in a later section (suspense goes here).

Twisted Fate is just slightly overperforming, but with less backline access this patch, we predict that the deck is stacked in his favor. So, we’re shipping a larger nerf in response.

Since Warwick’s ability counts as six auto-attacks, this made him really good with Runaan’s Hurricane and Titan’s Resolve. By putting this interaction in check, Warwick’s power ceiling should be a bit lower.
  • Bel’Veth HP: 1000 1050
  • Bel’Veth AD: 75 80
  • Garen HP: 1000 1050
  • Garen Mana buff: 100/200 90/180
  • Garen Mecha Justice AD Ratio: 160/160/350% 140/140/325%
  • Garen Mecha Justice Stun duration: 1.75/2/6 2/2.25/6 sec
  • Miss Fortune Bullet Time first bullet Damage: 35/55/150 32/50/150
  • Miss Fortune Bullet Time subsequent bullet Damage: 20/30/100 18/27/100
  • Samira Flair is now uninterruptible.
  • Samira Flair should fizzle less often.
  • Twisted Fate It’s Time to Duel! Blue Card Damage: 60/95/350 55/85/250
  • Twisted Fate It’s Time to Duel! Red Card Damage: 200/300/900 190/285/800
  • Warwick hack&SLASH cast now triggers on attack effects every 2 attacks instead of every attack.

UNITS: TIER 5

Bringing up the power floor of our 5-costs to make sure they are worthy of the title.

We had a few Ultimate Ezreal buffs here, but after a weekend of testing we felt that they went too far. That being said, Ultimate Ezreal will certainly be in a stronger state with our buffs to Sureshot, Parallel buffs, and his lategame bff, Samira.
  • Fiddlesticks Dark Harvest Damage: 85/130/800 90/135/800
  • Ultimate Ezreal AD: 60 65
  • Ultimate Ezreal AS: 0.9 0.95
  • Ultimate Ezreal fixed a bug where his spell was wider than intended.
  • Urgot Mana buff: 75/175 80/160

HERO AUGMENTS

With our mid-set we changed quite a few Hero Augments and added new ones for every new champion. With more than 20 changes below, we’re doing some necessary refinement of our refreshed roster.

Shen’s carry Hero Augment was very hit or miss (but mostly miss) due to not being able to consistently control whose damage he was amplifying. With his new Time Knife Augment, we're letting Shen put out some huge bonks when itemized with armor and paired with 6 Defender.

Vex’s Joy Siphon was way too powerful on release, but to balance team-wide healing, the number would have to be so low it would be barely noticeable. Limiting the healing to two targets means it can actually be a number that isn't sad—despite the name of the Augment.

Garen’s carry Augment is simply our worst performing Augment in the data, so we’re giving a ton more power to Full Power to Sword.
  • Kayle Righteous Range - Bonus AS: 25% 33%
  • Lucian Hyperbolic Time Chamber - 1 XP per 2 casts 2 XP per 3 casts
  • Sylas Kingslayer - Bonus Damage: 35% 30%
  • Annie Pyromania - Tooltip clarity improved
  • Annie Pyromania - Stun duration 1.5 2
  • Jinx Get Excited! - AS Buff Duration: 7 6 sec
  • Lee Sin Cleansing Safeguard - Mana reduction 30 10
  • Lee Sin Cleansing Safeguard - Missing HP heal: 18% 10%
  • Malphite Rock Solid - Armor Bonus: 130% 111%
  • Pyke Your Cut - 1 shop refresh per 2 casts 1 guaranteed shop refresh, plus 1 per 3 casts
  • Sivir Mana Tempering - Starting AD: 15% 20%
  • Yasuo Winds of the Wanderer - Yasuo’s tornado now strikes in a line across the entire board
  • Yasuo Winds of the Wanderer - Yasuo now considers his increased range when determining what position to dash to
  • Gnar Synchronous Plating - Starting Armor & MR: 25 45
  • Jax Relentless Assault - AS Per Stack: 12% 15%
  • Jax Grandmaster’s Training - Base AS: 15% 12%
  • Kai’Sa Multi-Shot - Every 2 attacks every 2 projectiles
  • Kai’Sa Multi-Shot - Now grants 10 AP.
  • Shen Anomolous Amplification has been REWORKED into Time Knife: Gain a Shen. His spell costs 10 less Mana, and after casting his spell, his next 3 attack(s) deal bonus true damage equal to 250% of his Armor
  • Vex Joy Siphon - Heals all allies Heals the 2 lowest health units on your team
  • Vex Joy Siphon - Healing Percent: 11% 22%
  • Aatrox Deathbringer - Bonus Damage: 12% 15%
  • Aatrox Darkin Assimilation - Damage Ignore: 50% 40%
  • Ekko Destructive Resonance - Damage Amp: 220% 250%
  • Garen Full Power to Sword - Mana Reduction: 40 30
  • Garen Full Power to Sword - AD Scaling: 80% 180%
  • Warwick Well Fed - Autos per HP: 2 3
  • Warwick Well Fed - Starting HP: 50 40
  • Fiddlesticks Scarier-crow - NEW: Fiddlesticks’ spell can critically strike
  • Syndra Not in Vain starting Mana: 30 40
  • Syndra Not in Vain AS on Death: 40% 50%
  • Urgot Rising Tide AS: 30% 40%

AUGMENTS

The Ace Augments haven't been good for a while, especially early, when they’re incredibly difficult to activate. Now, both of these Augments will only show on 4-2, when they’re easier to run. We’ve also reworked the Prismatic version to be much easier to play… It literally gives you 4 Ace.

With the adjustments made to LaserCorps earlier in these notes, we can bring back the trait-linked Augments without them being too game warping early on.
  • Ace Crest now only given at 4-2
  • Ace Crest grants 2 gold Grants a Draven
  • Ace Crown has been replaced with Ace in the Hole
  • NEW Ace in the Hole: Only given on 4-2. Gain an Ace Emblem, a Draven, a Miss Fortune, and a Samira.
  • Built Different III HP: 270/380/490/600 250/365/480/600
  • Built Different III AS: 50/60/70/80 45/55/70/80
  • Hacker Heart Grants 2 Gold Grants a Pyke
  • LaserCorps Crest and Soul Augments have been re-enabled
  • Late Game Specialist Gold: 40 > 44
  • March of Progress Initial XP 4 2
  • Riftwalker Crest Grants a Pyke Grants 2 gold
  • Riftwalker Crown Zz’Rot Portal Sparring Gloves
  • Star Guardian Crown Chalice of Power Tear Of The Goddess

SMALL CHANGES

Small like our love for Underground Ezreal.

TRAITS

I just imagine the Underground crew using a big magnet to rob banks now.
  • Prankster Healing: 150/150/250 150/150/350
  • Riftwalker: The maximum number of star levels that contribute to Zac is now 9
  • Underground Gold from cashouts now auto-collects

UNITS: TIER 4

Ribbit a tid bit more.
  • Neeko Hop Blossom Frog Damage: 75/110/200 75/110/300
  • Neeko Hop Blossom Big Frog Damage: 145/220/600 150/225/700

UNITS: TIER 5

This forecaster just got more accurate.
  • Janna should better use Lucky Gloves and InfiniTeam emblem; she’ll be equipped with better items now

BUG FIXES

It’s time to get these Glitches Out!!
  • Hacker bonus Omnivamp for the rider now properly only heals from attacks and abilities.
  • Still empowering: Syndra Hero Augment “Empowered Reserves” text updated to include non-champion items that occupy bench slots. Functionality unchanged.
  • Knock-Knock: Syndra’s Force of Will no longer knocks-up units with CC immunity.
  • Imma still typo this: Fixed typos on InfiniTeam related Augments.
  • Sivir Hero Augment “Time and a Half” now grants gold after player combat rounds, and checks her Attack Damage at the very start of the next round.
  • A.D.M.I.N. gold drop percentage for every 5 seconds is now properly 25%.
  • Gadgeteen versions of exclusive items should now properly be exclusive with their normal and Radiant versions.
  • Sunfire Board now lists the correct burn amount in its tooltip (behavior unchanged).
  • Are training dummies really a grand challenge?: Fiora Hero Augment “Grand Challenge” now specifies it works on all units, not just champions (behavior unchanged).
  • The roll toll: Nunu ability tooltip updated to say “briefly stuns” to reflect ability behavior.
  • Syndra ability tooltip updated to say “briefly knocks up” to reflect ability behavior.
  • Lulu will no longer walk up before casting her spell.
  • Fixed a bug where Pantheon wouldn’t shield himself if the target was dead.
  • You 2-starred what???: Fixed a bug where Anvils/Tomes from Carousel were combining.
  • Unlooty: Fixed a rare bug where players could get too little loot from stage 1.
  • Slowdraw: Fixed an issue where Quickdraw would delay Lucian’s auto attacks.
  • Double Up: Fixed a bug where using your Lesser Rune of Allegiance could result in waiting 7 rounds for it to regenerate instead of the intended 5.
  • Double Up: Fixed a bug where your Runes of Allegiance could take 1 extra round to regenerate.

Teamfight Tactics patch 13.6 notes

Welcome to Glitched Out!!

Interdimensional rifts have brought new champions and traits into the city, created Glitched Out Carousels, and welcomed in a whole host of new Tacticians that thrive amidst the chaos. For these notes, I’ll cover the changes to existing systems within Monsters Attack! but for a detailed breakdown on the new champions, traits, mechanics, or cosmetics, check out any of the above links.

Alright, let’s portal to the notes. ***PORTAL NOISES***
Rodger “Riot Prism" Caudill

DEV DIARY: FUTURE OF MID-SETS

Riot Mort and Peter Whalen go over TFT’s swap to three sets a year after our final mid-set during our ninth set in our latest Dev Diary!

GLITCHED OUT!! COSMETIC CONTENT

The best place to read about the new personalization content coming in Glitched Out!! is right here, but the second best place is just below this context line. As a reminder, all our cosmetic content goes live March 22nd at 11 AM (PT), which is a bit after the rest of the mid-set goes live, so be sure to refresh the store then!

GLITCHED OUT!! PASS AND PASS+


Just like all our Passes, the Glitched Out!! Pass gives you a bunch of free content as you play and collect XP, but if you upgrade to the Pass+ for 1295 RP/TC, you'll have access to ALL the level rewards throughout the pass. That includes additional Little Legends, Star Shards, Ultra Threat Whisker secret lair arenas, and eventually Whisker’s Mewtant Lab Tier 3 Arena (below)! As a reminder, you can always upgrade to the Pass+ later, and retroactively receive everything you would have unlocked with the Pass+ active.
The Pass+ will also grant you access to Pass+ exclusive Little Legends: Nemesis Nimblefoot and the super evil, Super Evil Sprite (they’re super evil).
During your hectic navigation of the portal-riddled streets of Spatulopolis, you may discover even more of Whisker’s favorite evil places to sit (if they fit).

ULTRA NEFARIOUS CAPSULE


The only place to sink your claws into the new Monsters Attack! Mythic arena with the vicious villain themselves, Ultra Threat Whisker!

ULTRA NEFARIOUS CAPSULE: 390 RP

  • Monsters Attack! Tier 4 (Mythic) Arena (2%, guaranteed on 61st egg/box opened)
  • Ultra Threat Whisker (5%)
  • All other Capsules will contain a previously released Little Legend including our newest releases: Shork, Scuttle, Noctero, and the Dango Rango variants.
  • ULTRA NEFARIOUS CAPSULE is Available for purchase individually or in bundles until the release of our next set
First on their list of things to destroy: your favorite sweater. Next: the world. You can creep on their creepy new animations in our Pass and More article...is that a Dango in their stomach?

Monsters Attack! is more than just a set name now. It’s also the name of our brand new Mythic arena, where your Tactician can pull up to the afterparty on a Star Nemesis inspired monster! As a Mythic arena, it comes with dynamic board elements, ceremonies, and the imminent destruction of Spatulopolis—I hope everyone found a portal to escape in time.

ZED’S DATA CACHE AND CHIBI ZED


Cache moves everything around him, the Zed with the data, big data rules over you, yo.

ZED’S DATA CACHE: 390 RP

  • Chibi PROJECT: Zed (2%, guaranteed on 61st egg/box opened)
  • All other Capsules will contain a previously released Little Legend including our newest releases: Shork, Scuttle, Noctero, and the Dango Rango variants.
  • ZED’S DATA CACHE is available for purchase individually or in bundles until the release of our next set
You don’t have to come from the PROJECT universe to be on the cutting edge. Chibi Zed is available for direct purchase alongside his boom, Razor Shuriken for 1900 RP. Both Chibi PROJECT: Zed and Chibi Zed have some rather dashing animations to distract your foes as you clean their boards. Check them out below:

NEW LITTLE LEGENDS


It’s time to meet the heroic, the villainous, and the Rango squad.

Everything is bite sized for Shork. Shork and their variants are available for direct purchase for 750 RP (rare) and 925 RP for their epic variants. Check out their variants below: Shork (Base), Super Shork, Bite Sized Shork, Star Guardian Shork (Epic), Star Nemesis Shork (Epic), Kingpin Shork (Legendary).
Commonly found in rivers, but recently found adrift in the Convergence, Scuttle learned to walk on two legs so as to be more easily seen by the commuters of Spatulopolis.

You can find the newly bipedal Scuttle and their variants for direct purchase for 750 RP (rare) and 925 RP for their epic variants. Check out Scuttle’s variants below: Scuttle (Base), Swole Scuttle, Star Guardian Scuttle, Dapper Scuttle (Epic), Super Scuttle (Epic), Star Nemesis Scuttle (Legendary).
For Noctero, justice never sleeps! At least…not at night. Let’s see WHO you can pick up for 750 RP (rare) and 925 RP for their epic variants. Check out Noctero’s variants below: Noctero (Base), Pulsefire Noctero, Star Guardian Noctero, Star Nemesis Noctero (Epic), Super Noctero (Epic), Gentle Hoot Noctero (Legendary).
By their powers combined… they’re still not very powerful. The Rango Squad rolls in to prevent crime and stop villains, and they never roll out. You can roll down with any of the Convergence’s best rollers directly from the shop for 925 RP. Check out the Rango Squad variants below: Red Hot Rango (Epic), Swift Blue Rango (Epic), Lightning Quick Rango (Epic), Fierce Rose Rango (Epic), Resplendent Rango (Epic).

GLITCHED OUT!! BUNDLES


Bundle Contents Price
Beyond Human Bundle Glitched Out!! Pass+
Chibi Zed
27 Zed’s Data Cache
4 Bonus Zed’s Data Cache
13150 RP/TC
Full Scale Bundle Glitched Out!! Pass+
27 Ultra Nefarious Capsule
4 Bonus Ultra Nefarious Capsule
11630 RP/TC
Righteous Attitude Bundle Smug Emote
1 Ultra Nefarious Capsule
1 Zed’s Data Cache
Pulsefire Noctero
550 RP/TC

RANKED REWARDS AND MORE!

All rewards will be distributed throughout this patch! They may not arrive day of, but expect to see them slowly roll out throughout this patch’s live duration.

STANDARD REWARDS


You’ve defended the city for half a set, and if you made it to Gold or higher during this time, then there’ll be a special Chibi Star Guardian Lux emote for you to flex with!

DOUBLE UP REWARDS


And for those trading Heroes and items as a team, if you obtained Double Up Gold or higher, then you’ll get the following emotes to celebrate with your partner(s)!

HYPER ROLL REWARDS


If you played Hyper Roll and finished Green, Blue, Purple, or Hyper tier then you’ll get a heroic Sprite emote to flaunt!

GLITCHED OUT!! 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 4.
  • 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 Monsters Attack! will be distributed with this patch, but it may take a couple days to complete the rollout.

GAMEPLAY CHANGES

3RD PARTY FRIENDS


While these notes are scratching the surface of the changes to the existing systems in Monsters Attack!, you can explore new units, traits and more in a lot more detail thanks to our 3rd party friends. Check out a couple of their sites here:

HERO AUGMENTS


Threat Hero Augments were showing up too often with our updated Hero Augment distribution system. Unlike Spatulopolis, we’re protecting you from seeing too many Threats by implementing a few rules.
  • The maximum number of times a Threat Hero Augment can show up as a tailored Augment per slot is equal to your active Threat trait level plus 1, unless there are no more non-Threat tailored Augments available
  • 2-1 is still full random, so this does not apply there
  • Threats rolled while as an option that is considered random (not tailored) do not count against this limit.

GLITCHED OUT CAROUSELS


Interdimensional-rift-sized changes are coming with our mid-set mechanic, Glitched Out Carousels, that you can read more about here. It’s worth mentioning that you can read up on some of our newest Hero Augments using the above link, too!

Glitched Out Carousels make each game feel distinct as early as Stage 2 by imbuing comps with items and tools from beyond that add variance to your comp despite your limited early game access to units, economy, and traits.
  • Glitched Out Carousels always appear on Stage 2, but also have a chance to appear again between Stage 3 and 6. Most games will have two or less Glitched Out Carousels, but some games will have three.
  • The later in the game a Glitched Out Carousel appears, the more impactful its glitches will be. Contents can include but are not limited to: Loaded Dice, Eggs, Anvils, Components, Duplicators, Tome of Traits.
  • Regardless of whether or not they are Glitched Out, all Carousels will have items bounce off of the champion you select upon returning to your board. This is a feature that we planned to release with our Carousel updates this mid-set, but will be sticking around past this mid-set.
  • Expect Glitched Out Carousels to pop up in Hyper Roll as well—they’ll be replacing Armories when they occur.

HERO AUGMENT REWORKS


With the mid-set goal of doubling-down on the best aspects of a set while doing away with the not-so-great parts of the set, we’ve retired a few Hero Augments that were either not working well in Monsters Attack! or that we just had more fun ideas for.
  • Annie - Reflector Shield ⇒ Pyromania: Gain an Annie. Her spell is larger, and every cast, she stuns all targets hit for 1.5 seconds.
  • Fiora - Frontline Fencing ⇒ Grand Challenge: Gain a Fiora. Every 4 attacks on the same champion, she deals 20% of her maximum health as magic damage, and heals for 9% of her maximum health.
  • Fiora - Vitality of the Ox ⇒ Vitality of the Ox (no name change): Gain a Fiora. When you field her, your team heals 25% of their maximum Health every 10 attacks.
  • Yasuo - Siphoning Winds ⇒ Winds of the Wanderer: Gain a Yasuo. His spell is larger and deals 20% damage.
  • Alistar - Smash! ⇒ Stubborn: Gain an Alistar. Combat start: He 50% Shreds (MR reduction) all enemy units.
  • Alistar - Behemoth ⇒ Behemoth (no name change): Gain an Alistar. He gains 350 maximum health. His ability hits all adjacent enemies, and deals bonus damage to his primary target equal to 25% of his maximum health.
  • Jax - Evasion ⇒ Grandmaster’s Training: Gain a Jax. When you field him, your team gains 20 Armor and 15% Attack Speed. These bonuses are doubled when your strongest Jax dies.
  • Kai’Sa - Star-Crossed ⇒ Reconnaissance Team: Gain a Kai’Sa. At the start of combat, Kai’Sa and her two closest allied champions gain 40% Critical Strike Chance and their spells can crit.
  • Fiddlesticks - Traumatic Memories ⇒ Scarier-crow: Gain a Fiddlesticks. Fiddlesticks continues absorbing Corrupted Souls even while no longer dormant. If he is still dormant after 8 seconds, he immediately casts.
  • Ekko - Resonance ⇒ Destructive Resonance: Gain an Ekko. Ekko’s spell hits all enemies within 2 hexes, and deals 220% bonus damage, but no longer slows enemies’ Attack Speed.
  • Syndra - Power Overwhelming ⇒ Not In Vain: Gain a Syndra. Your strongest Syndra gains 30 starting Mana, and 30% Attack Speed every time an ally dies.

TRAITS


Recon had power and functionality issues throughout Monsters Attack! Even when the trait was strong, there would be the occasional Vaynespotting, a phenomenon from League of Legends where carries would attempt to make a highlight play only to lose the affection of their teammates due to over-aggressive positioning. While this may be fun for those who play against Recon, even after several AI corrections, the frustrating experience of having your Recon carry roll into the opposing Duelist frontline was not worth keeping around.

With Galio leaving and Sivir revealing her secret identity as an InfiniTeam agent, only Janna was left with the Civilian trait, which we opted to remove entirely and give Janna some compensation carry power. Expect more Janna context on the forecast, later in these patch notes.

A.D.M.I.N. has been adjusted to accommodate Soraka’s departure and Warwick’s return. For example, on cast was largely carried by Soraka’s spam casts, so without her we’ve had to ship some considerable buffs for the option.

With Twisted Fate subbing in for Zed, vertical Duelist is now in need of frontline for their late game carry to ramp. By adding damage reduction to the vertical version, we give the mostly-melee comp some much needed survivability. That’ll help their new carry (TF) pump out the damage in explosive end game fights. With this new Damage Reduction we’ve had to pull some power out of the ramping Attack Speed from the trait.

Hacker is being updated to a 5-piece trait, as you are now able to reach 4 Hackers without an emblem, thanks to the Riftwalker trait’s best friend, Zac. We wanted to keep Hacker Emblem in the game (the set IS called Glitched Out!! after all) so we added additional tiers to Hacker while keeping it splashable with easy-to-hit breakpoints.

Ox Force has always been in a weird spot for us. Is it a frontline trait, a self-peel trait for Aphelios, or an Attack Speed steroid trait? Since it was all of these, it never really shined as any one of these. We’re changing it to a purely defensive trait that gives both Armor and MR, so you can splash it for a strong frontline, or hit 4 Ox Force to run a more durable Viego (recommended with Bloodthirster or Gunblade) as your carry. The trait still has the brief invulnerability, since this feature is the most visible and interesting aspect of the trait—I’m a big fan of it, but someone on the team *cough* Mort *cough* thinks less of it. Good thing they don’t have power over what I write here, right DortMog? That’s right—this is the Prism show and Ox Force is the best Force.

Being able to hit 6 Renegade without Augments meant we should probably put a chase breakpoint in there. But since going 3/6/7 wouldn't really work, we restructured the trait to 3/5/7 to ensure there was still a vertical Emblem chase for the trait.

When players shot for the stars by building vertical Star Guardian they often landed on the moon, lost along with their LP due to how difficult playing early game versions of the comp was. Despite having Guardian in their name, the comp often needed their own frontline guardians. With the trait being a fan favorite (even Urgot loves them), we’re restructuring it to be easier to splash and for a less punishing vertical persuit.

The 2/4 Sureshot breakpoint felt a little clunky. Players should be sure about giving the trait a shot without the necessity of hitting an elusive 5-cost, Emblem, or Augment.
  • Civilian and Recon have been removed
  • A.D.M.I.N. Now gives 4 choices each activation
  • A.D.M.I.N. 4 Piece Multiplier: 30% ⇒ 25%
  • A.D.M.I.N. On Cast AP: 10 ⇒ 25
  • A.D.M.I.N. On Cast AD: Enabled and set to 25%
  • A.D.M.I.N. On Cast Chance to Drop Gold: 20% ⇒ 33%
  • A.D.M.I.N. On Cast Flat Heal: 200 ⇒ 250
  • A.D.M.I.N. On Cast Permanent HP: 10 ⇒ 18
  • A.D.M.I.N. On Kill, Unit who killed gains Mana: Disabled
  • A.D.M.I.N. On Kill, Unit who killed Heals: 350 ⇒ 400
  • A.D.M.I.N. On Kill, Unit who killed gains Permanent HP: 20 ⇒ 18
  • A.D.M.I.N. on dropping below 66% HP, A.D.M.I.N. gains AP: 75 ⇒ 60
  • A.D.M.I.N. on dropping below 66% HP, A.D.M.I.N. gains AD: 75 ⇒ 60
  • A.D.M.I.N. on dropping below 66% HP, A.D.M.I.N. gains AS: 75 ⇒ 60
  • A.D.M.I.N. on dropping below 66% HP, A.D.M.I.N. gains Shield: 10 ⇒ 15 sec
  • A.D.M.I.N. on dropping below 66% HP, A.D.M.I.N. gains Permanent HP: 60 ⇒ 50
  • A.D.M.I.N. on Ally Death AP: 20 ⇒ 18
  • A.D.M.I.N. on Ally Death AD: 20 ⇒ 18
  • A.D.M.I.N. on Ally Death AS: 20 ⇒ 18
  • A.D.M.I.N. on Ally Death Gain Mana: Disabled
  • A.D.M.I.N. on Ally Death flat Heal: 350 ⇒ 250
  • A.D.M.I.N. on Ally Death Gold Chance: 25% ⇒ 20%
  • A.D.M.I.N. on Ally Death Permanent HP: 15 ⇒ 12
  • A.D.M.I.N. Combat Start, A.D.M.I.N. gains Mana: Disabled
  • A.D.M.I.N. Combat Start chance to drop Gold: 40% ⇒ 50%
  • A.D.M.I.N. Combat Start permanent HP: 50 ⇒ 40
  • A.D.M.I.N. Every 5 sec, A.D.M.I.N. gains AP: 18 ⇒ 20
  • A.D.M.I.N. Every 5 sec, A.D.M.I.N. gains Mana: 30 ⇒ 40
  • A.D.M.I.N. Every 5 sec, A.D.M.I.N. chance to drop Gold: 20% ⇒ 25%
  • A.D.M.I.N. Every 5 sec, permanent HP: 15 ⇒ 12
  • A.D.M.I.N. Combat Start, Team gains Mana: Disabled
  • A.D.M.I.N. Combat Start, Team gains permanent HP: 15 ⇒ 20
  • A.D.M.I.N. Combat Start, Team gains chance to drop Gold: 20% ⇒ 25%
  • A.D.M.I.N. Combat Start, Team gains max HP Shield: 20% ⇒ 25%
  • A.D.M.I.N. every 5 sec, Team gains Mana: 12 ⇒ 20
  • A.D.M.I.N. every 5 sec, Team chance to drop Gold: 10% ⇒ 15%
  • A.D.M.I.N. every 5 sec, Team gains permanent HP: 5 ⇒ 7
  • A.D.M.I.N. every 5 sec, Team heals: 150 ⇒ 200
  • Brawler HP: 20/45/75/110% ⇒ 20/45/70/100%
  • Defender no longer has a built in Taunt
  • Defender Armor: 30/80/200 ⇒ 25/75/200
  • Duelist Attack Speed per stack: 5/9/15/24 ⇒ 5/8/10/16%
  • Duelist now gives 0/0/10/20% Damage Reduction.
  • Gadgeteen Damage & Damage Reduction: 3/10% ⇒ 3/9%
  • Hacker added a 5 piece
  • Hacker Omnivamp: 15/40/70% ⇒ 20/30/40/50%%
  • Hacker now gives the rider of H4ck3r!m bonus Omnivamp (0/10/20/30%)
  • LaserCorps is now a 3/4/5/6 trait
  • LaserCorps 5 and 6 now grant drones to your whole team
  • LaserCorps Drone Damage is now 30/50/65/99
  • Mascot has had Mascot 8 removed
  • Mascot bonus per cheering Mascot: 1% ⇒ 1.5%
  • Mecha PRIME HP Share: 100% ⇒ 90%
  • Mecha PRIME fixed a bug where 5 Mech was lower HP share than 3 Mech
  • Ox Force now gives (10/40/90) Armor & MR instead of Attack Speed
  • Prankster added a 4 piece that spawns a 250 Health dummy and 2 second stun
  • Renegade is now a 3/5/7 trait
  • Renegade gives (25/40/65%) extra damage, and an additional (20/25/35%) to the last Renegade standing.
  • Star Guardian is now a 2/4/6/8 Trait
  • Star Guardian additional Mana Gain: 40/70/120/200% ⇒ 35/70/120/175%
  • Spellslinger Ability Power: 25/60/95/140 & 150% ⇒ 25/50/80/120 & 100%
  • Sureshot is now a 2/3/4/5 trait
  • Sureshot grants 6/11/16/24% bonus AD at start of combat and each 4 sec
  • Underground: added a Reforger to the Heist 1 cash out of 1x Item Component
  • Underground: added a Reforger to the Heist 2 cash out of 1x Ornn Item
  • Underground: increased Heist 2 value by 1g on the 18g options

UNITS: TIER 1


Reconnecting with her marksman roots, Ashe has joined a more accurate and AD focused trait that’s sure to prevent her from rolling into the clutches of the nearest Warwick.

We’re changing Lux’s targeting to make her more reliable and less luck based. By making her cast on her current target, we also don’t increase her power substantially. Now you have some autonomy over who your Lux targets, and hopefully can line them up against an AD enemy. With her newfound consistency in 2 Star Guardians and targeting, we also preemptively nerfed her mana making her take 6 autos to cast instead of 5.
  • The following Tier 1 units have been removed: Galio and Talon
  • Ashe is now a LaserCorp/Sureshot
  • Ashe Ranger’s Focus AD ratio for additional AD gain: 40% ⇒ 60%
  • Ashe Ranger’s Focus base AD gain: 12/18/25% ⇒ 15/22/33%
  • Kayle AD: 50 ⇒ 55
  • Lux Lucent Singularity targeting: Random ⇒ Current Target
  • Lux Mana nerf: 0/60 >>> 0/70

UNITS: TIER 2


Ezreal seems to be everyone’s friend nowadays, but most importantly, he’s a friend of himself. His newfound self-love and Quickdraw traits have added power to the Underground’s prettiest unit, resulting in our preemptive nerf of his base spell.
  • The following Tier 2 units have been removed: Sivir* and Yuumi
  • Draven AD: 65 ⇒ 70
  • Ezreal is now Underground/Quickdraw/Parallel
  • Ezreal Sabotage Damage: 230/345/535 ⇒ 200/300/460
  • Ezreal Sabotage now has a new spell when Parallel is active that does 110/165/255 damage to all enemies in a line
  • Sivir* has been revealed to be an InfiniTeam/Sureshot instead of a Civilian/Sureshot
  • Yasuo max Mana buff: 0/80 ⇒ 0/70

UNITS: TIER 3


With her small Mana pool, Kai’Sa did not work well with Star Guardian, so we’re charging up her spell to make it worthy of carrying a reroll Star Guardian comp.

Vayne may have lost Recon, but we’ve been able to reconnect her with some buffs that will leave her rather strong in her remaining traits.
  • The following Tier 3 units have been removed: Cho’Gath, Senna, Vel’Koz, and Zoe
  • Kai’Sa is now Star Guardian and Quickdraw
  • Kai’Sa Mana: 0/60 ⇒ 20/105
  • Kai’Sa Starcharged Attack Speed: 45% ⇒ 75%
  • Kai’Sa Starcharged Damage: 150/225/370 ⇒ 110/150/240
  • Sona Crescendo Sequence 1st phase (Q / Blue) Damage: 175/265/430 ⇒ 190/285/470
  • Vayne is now Anima and Duelist (lost Recon)
  • Vayne AS: 0.75 ⇒ 0.8
  • Vayne Silver Bolt AD ratio: 130/130/140% ⇒ 150/150/160%

UNITS: TIER 4


We’ve added quite a few new 4-costs that you can read about in gameplay overview. As for here, we will continue to discuss the units that are sticking around, but changing just a bit.

Bel’Veth’s ability to ramp is matched only by her ability to make new friends…with Void Remoras.

With the additional damage Miss Fortune can receive from splashing Quickdraw, we’ve had to remove some of the bullet from Bullet Time—I guess you can say she bit the bullet this time? Nope, going to have my editor delete that one. Editor’s note: Not a chance. You sit there and think about what you’ve done.

Is this how Isolde became smitten with Viego? With Heart as a new trait, and Ox Force no longer granting AS, these balance adjustments should keep Viego breaking hearts and wiping boards clean like his washboard abs. With a reduced max Mana, be sure to pair him with Heart to quickly regain the lost damage and then some—each recast will grant Heart stacks.
  • The following Tier 4 units have been removed: Sejuani, Sett, Soraka, Taliyah, Zac*, and Zed
  • Bel’Veth Mana: 0/30 ⇒ 0/40
  • Miss Fortune is now Anima Squad/Ace/Quickdraw
  • Miss Fortune Bullet Time Damage: 40/60/180 ⇒ 35/55/150
  • Samira Flair AD ratio: 480/490/1250% ⇒ 460/460/1200%
  • Samira Flair Base Damage: 80/100/666 ⇒ 66/99/366
  • Viego is now OxForce/Renegade/Heart
  • Viego max Mana buff: 0/50 ⇒ 0/45
  • Viego Attack Speed: 0.75 ⇒ 0.8
  • Viego Heartbreaker primary target Damage: 260/390/850 ⇒ 240/360/800
  • Viego Heartbreaker secondary targets AOE Damage: 130/195/425 ⇒ 120/180/400

UNITS: TIER 5


As forecasted in our Traits section context, Janna is getting some significant changes to allow her to be slotted in as a late game carry for Spellslingers, or any team comp that has a few AP items lying around.
  • The following Tier 5 unit has been removed: Aphelios
  • Fiddlesticks HP: 1300 ⇒ 1200
  • Fiddlesticks Armor & MR: 70 ⇒ 66
  • Fiddlesticks Dark Harvest Damage: 100/150/900 ⇒ 85/130/800
  • Janna AS: 0.75 ⇒ 0.8
  • Janna Armor & MR: 35 ⇒ 45
  • Janna Mana: 70/140 ⇒ 40/120
  • Janna Twister! Damage: 195/300/3000 ⇒ 450/675/6000
  • Nunu Biggest Roboball Ever! Damage: 125/190/2000 ⇒ 120/180/2000
  • Syndra Allies thrown in by Syndra now trigger “On Ally Death” events.

USER INTERFACE CHANGES


In addition to our item bounce off Carousel changes described earlier, we’re shipping a few more subtle, quality-of-life UI changes.
  • Champion Duplicator is now orange to prevent confusion with the blue Lesser Duplicator (Tier 3 and below)
  • Item Remover’s color is more red so it doesn’t look like the new orange Champion Duplicator
  • As a reminder, items held by units on the Carousel will pop off the unit upon returning to your home board.

ITEMS

  • Zz’Rot Portal: Added a line to the tooltip to say that summoned units will not have as much effectiveness when using Zz’Rot
  • Spatula + Sword: LaserCorps Emblem ⇒ InfiniTeam Emblem

HERO AUGMENTS


We’ve significantly nerfed the Janna carry Hero Augment now that she’s a more exciting Spellslinger capstone carry on her own.
  • Gangplank - Flaming Ricochet bonus Damage: 90% ⇒ 80%
  • Kayle - Divine Ascent bonus AS: 50% ⇒ 40%
  • Lulu - Growth Spurt bonus AP per cast: 20 ⇒ 18
  • Lux - Illuminating Singularity Bonus Damage: 135% ⇒ 120%
  • Ezreal - Rising Spell Force AP & AS per cast: 20 ⇒ 16
  • Jinx - Get Excited! Bonus AS: 40% ⇒ 35%
  • Malphite - Rock Solid Armor Percent: 180% ⇒ 130%
  • Vayne - Spread Shot bonus Damage: 65% ⇒ 50%
  • Janna - Category Five bonus AP: 80 ⇒ 10

AUGMENTS


We’ve done some considerable balance explorations with one of our most exciting Augments, Cruel Pact, but we finally think we’ve found the goldilocks balance for it: putting the Augment in line with some of our other econ Augments that only proc during player combat rounds.

Currently, High Roller can only be played competitively to unlock very specific play patterns—the big one being its interaction with THREAT, which became a 100% force Threats situation if given the option for High Roller.
  • Cruel Pact grants 2 HP per round ⇒ Grants 3 HP per player combat
  • Duelist Crown Item given: Edge of Night ⇒ Hand of Justice
  • High Roller has been removed from the game
  • LaserCorps Crown has been replaced with LaserCorps Soul, which gives 1 additional LaserCorps. Gain a Yasuo and Hand of Justice.
  • March of Progress now grants 4 XP immediately.
  • March of Progress XP per player combat: 5 ⇒ Equal to your current player level
  • Salvage Bin now only offered on 2-1. Also grants an additional item component after 7 player combats
  • Added Salvage Bin+ which is offered on 3-2 and 4-2, and grants an additional item component after 4 player combats.

MODES

DOUBLE UP


Double Up is the perfect mode to play with friends and have fun crafting stronger comps than you can in standard. Unfortunately, by the end of Monsters Attack!, Double Up was feeling solved. The most optimal duo was having one player play a tankier stall comp, and giving all their items over to their partner who played a high DPS comp.

With the changes below, we put more emphasis on cooperating with your partner to strengthen each other’s boards with more consistent Lesser Rune use, while also preventing one player from hoarding all the items (a behavior that stifled comp diversity). Happy trading, Tacticians!
  • Rune of Allegiances Items now pop off of units before the unit is sent to your partner.
  • Rune of Allegiances is no longer granted at stages 4-3 and 6-1.
  • The Lesser Rune of Allegiance now regenerates itself 5 rounds after you use it.
  • After 4-1, your Lesser Rune of Allegiance upgrades to a Rune of Allegiance, and now regenerates itself 7 rounds after you use it.
  • Gift Armories now offer an additional gift of the highest tier that the gift armory offers.
  • Gift Armories chance at seeing the highest tier of gifts in the second gift armory reduced from 20% to 14%.

HYPER ROLL


To support the Glitched Out Carousel mid-set mechanic, Hyper Roll games will have occasional carousels added (in addition to the starting carousel).
  • Hyper Roll carousels take half as long, and release the bottom half of the lobby followed by the top half.

BUGS

  • Sharing is caring: Mecha PRIME fixed a bug where 5 Mech was lower HP share than 3 Mech
  • Special thanks (as always) to my editor

Teamfight Tactics patch 13.5 notes

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

It’s the patch before the mid-set and we’re focused on large quality of life system changes with upgrades to our item distribution and our Hero Augment distribution. Aside from those highly impactful changes, we’re really just making the way for the Glitched Out!! to go live, so expect a lighter than usual balance pass. Finally, we’re bringing team planner, a popular Mobile feature, to PC and have a note regarding 32 bit Client depreciation.

With all the system changes here, you may be excited to learn about even more system and mechanic changes coming in Glitched Out!!, well we’ve got you covered there as well… I mean here as well, wait no there, there works.
Jonathon “More Synergy” Stebel
Rodger “Riot Prism" Caudill
Riot “Riot Mortdog" Mortdog

Patch Highlights

SYSTEM CHANGES

ITEM DISTRIBUTION OVERHAUL


TL;DR: The way items are distributed to players has been adjusted with the goal of making it more even between players in a game, while still having unique variants per game.

WHY REWORK: Our loot distribution system was last updated with patch 9.18, during our launch set, alongside the introduction of Champion Duplicator (then called Neeko’s Help). This system has remained in place for a long time (8-ish sets), with only minor numerical adjustments. But with an increased understanding of systems, and a growing skill curve of the elite (and average) player, it’s become clear that the system is in need of an update to keep TFT as competitive as possible. So while many of these changes are made with the professional scene in mind, these are huge quality of life changes that will be felt across all ranks.

HOW: As in the old distribution system, items will still be randomly selected for the entire lobby, and players will all receive slightly different loot. However, the value of loot between players will now be more equitable to increase fairness, while maintaining a certain level of variance that keeps TFT adaptive. For example, if you have seven item components after Wolves, your opponents will have a similar number instead of finding themselves four components down. We’re also calculating the value of bonus orbs (orbs that contain gold and champs and stuff) by utility rather than number. Everyone in the lobby now gets approximately the same value of bonus orbs. If you get fewer items (which again, can only be by one or two max) you will be compensated with bonus orbs much more fairly than before.

Finally, we added one last quality of life change. You will always get a bonus orb on stage 1-2, so you should have enough gold to purchase your 1-3 shop and make more informed decisions in the early game. This should feel a lot better than getting your 6 gold right before the end of the PvE in stage 1-4.
  • You’ll always get one of your bonus orbs on 1-2.
  • You’ll never be down more than 2 components at any point, and never for more than one stage. You’ll also have bonus orbs to compensate.
  • Bonus orbs now take value into account when given out instead of just quantity.
  • There are some new unique variants of loot that can happen.

HERO AUGMENT DISTRIBUTION


TL;DR: We’re increasing the clarity, simplicity and accuracy of Hero Augment distribution to ensure you get the most out of your 4 Hero Augment rerolls.

WHY: When we launched the Hero Augment system, it was vague enough that its weaknesses weren’t super visible. But as we introduced the option of four rerolls, the cracks in the system became very apparent, causing a lot of player pain when things didn’t meet expectations. For example, why could you have Underground and never find a Samira Augment? So we’ve been digging into the system to improve it, and are going to be very clear on how the new version works.

HOW: We’ve already fixed some issues for how certain Augments were offered in 13.4. This included Samira’s support Augment and both of Sona's and Janna’s Augments. Now all Hero Augments are properly tagged with their traits so as to be offered as expected.

TAILORED AUGMENTS: Now for the new system. Stage 2-1 will still offer all random Hero Augments, but 3-2 and 4-2 are now tailored in a way that should make a lot more sense. First, the third slot will no longer offer only support Augments, which was causing carry Augments to be hard or even impossible to find. Next, Hero Augments will kind of work like Tome of Traits, where the more active traits you have, the less random Augments you’ll get (see the list below for more details). For this definition of active trait, everything counts. Threat, Ace, Arsenal, you name it. For example, having a Fiddlesticks and Aphelios on your board will count as three active traits.
  • The number of tailored Augments each reroll is determined by your number of active traits (which includes Threat and Ace). Which slot is random changes with each roll.
  • 0 Active Traits 0 tailored slots
  • 1 Active Traits 1 tailored slot
  • 2 Active Traits 2 tailored slot
  • 3+ Active Traits 3 tailored slots
  • The third slot is no longer locked into being a support Augment.
  • Threat Augments are more likely to show up if you are running a threat.
  • Hero Augments on 3-2 and 4-2 can no longer show all units of the same tier. (No 2/2/2, 3/3/3, 4/4/4, or 5/5/5)
  • Lowered the chance of seeing 3-cost Hero Augments on 4-2
  • Stage 4-2 hero Augment odds: 65/30/5 40/55/5
  • Chance of 2-cost Augments upgrading to 3-cost on 2-1: 15% 5%

LARGE CHANGES

As the last patch before our mid-set update, we’re shipping just a handful of changes overall, but they should all be impactful in shaking things up before Glitched Out!!

TRAITS


Brawler is getting some additional gains in the form of increased bonus HP at higher breakpoints.
Meanwhile, Underground heists are being adjusted across the board. They’ll be running off with less loot on average at earlier heist levels, and more at later levels. If you can pull off a level 7 heist, it’ll be well worth the effort.
  • Brawler Bonus HP: 20/45/70/99% 20/45/75/110%
  • Gadgeteen Damage & Damage Reduction Per Item: 3/12% 3/10%
  • Underground Average Payout reduced at heist levels 1/2/3
  • Underground Average Payout increased at heist levels 4/5/6/7

UNITS: TIER 1


Ashe’s focus has improved over the course of Monsters Attack! Her Ranger’s Focus lasts a whole second longer now!
  • Ashe Ranger’s Focus Duration: 4 seconds 5 seconds
  • Blitzcrank AD: 50 65
  • Blitzcrank Mana: 45/90 40/80

UNITS: TIER 2


En garde! Fiora is hitting harder at all star levels.
  • Fiora AD: 50 55
  • Fiora En Garde! AD%: 225/225/235 250/250/260%
  • Vi Blast Shield: 275/350/450 270/330/400
  • Yasuo Mana: 0/90 0/80

UNITS: TIER 3


Nilah is seeing a reduction in heal power, especially at 2 & 3-star levels.
  • Nilah Apotheosis Heal: 250/300/400 235/270/330

UNITS: TIER 4


More like Aurelion Slow. He attacks a little faster now.
  • Aurelion Sol Attack Speed: 0.7 0.75

UNITS: TIER 5


Janna’s Twister! gets power transferred from CC to damage, and Windy weather conditions slow down a bit.
  • Janna Twister! Damage: 50/75/1000 65/95/1000
  • Janna Twister! Stun Duration: 1.25/2/10 seconds 1.25/1.5/8 seconds
  • Janna Forecaster (Trait) Windy AD & AP per 5 seconds: 10/20/99 8/15/99
  • Syndra Force of Will Damage: 100/300/2000 250/375/2500
  • Syndra Stun Duration: 1/1/8 1/1.5/8 sec
  • Urgot AD: 70 65
  • Urgot Mana: 100/175 75/175

ITEMS


Infinity Force is getting slightly less infinite through the removal of crit chance, and a bunch of Radiant Items are getting varying levels of polish to keep them radiant without being overwhelming.
  • Archangel’s Staff Starting Mana: 15 30
  • Quicksilver CC Immunity Duration: 15 seconds 18 seconds
  • Rapid Firecannon Attack Speed: 50% 55%
  • Infinity Force Crit Chance: 25% 0%
  • Chainsword Bloodthirster AD: 10% 30%
  • Chainsword Bloodthirster Omnivamp: 20% 25%
  • Radiant Archangel’s Staff Starting Mana: 15 30
  • Radiant Archangel’s Staff Starting AP: 40 50
  • Radiant Bloodthirster AD: 30 40
  • Radiant Bloodthirster Omnivamp: 35% 40%
  • Radiant Bloodthirster HP Shield: 35% 40%
  • Radiant Bramble Vest Armor: 160 120
  • Radiant Guardbreaker AD & AP: 30 40
  • Radiant Hand of Justice AD & AP: 40 50
  • Radiant Infinity Edge AD: 50 55
  • Radiant Locket of the Iron Solari Bonus HP: 200 125
  • Radiant Rapid Firecannon Attack Speed: 75% 99%
  • Radiant Titan’s Resolve Base Armor: 20 30
  • Radiant Titan’s Resolve Base Attack Speed: 10% 30%
  • Radiant Zz'Rot Portal HP Multiplier: 200% 180%

HERO AUGMENTS


On top of our changes to Hero Augment distribution covered earlier, we’re continuing to make some light adjustments to specific Hero Augments to bring them in line with competitive options.
  • Camille - Adaptive Defenses AD Shield: 600% 500%
  • Draven - League of Draven Bonus AD%: 35% 25%
  • Soraka - Infuse Mana Per 5 seconds: 15 20
  • Zac - Elastic Slingshot Stun Duration: 3 seconds 4 seconds
  • Nunu - They See Me Rolling Starting AP: 20 15

AUGMENTS


Of course, heroes aren’t the only ones with Augments. Prismatic Emblem Augments have been a little too dominant since the last patch, so we’re reducing the items offered with those Emblems from full items to components to make them a less default option compared to other Prismatic Augments.
  • AFK Gold Granted: 20 18
  • Built Different II HP: 175/225/275/325 190/245/300/355
  • Built Different III HP: 250/350/450/550 270/380/490/600
  • Cybernetic Shell I/II/III Armor: 20/30/50 30/40/60
  • Electrocharge III Damage: 100/135/170/205 115/155/195/235
  • High Roller Gold: 3 5
  • Luden’s Echo III Damage: 80/115/150/185 90/130/170/210
  • The Golden Egg Turns to Hatch: 10 11
  • Anima Squad Crown Item: Protector’s Vow Tear of the Goddess
  • Prankster Crown Item: Morellonomicon Giant’s Belt
  • Gadgeteen Crown Item: Ionic Spark Negatron Cloak
  • Recon Crown Item: Item: Hand of Justice Recurve Bow
  • Spellslinger Crown Item: Hand of Justice Tear of the Goddess

USER INTERFACE

TEAM PLANNER


A staple for mobile players, Team Planner is finally coming to PC players around the world! As a reminder, filling your Team Planner with 5-costs will not increase your shop odds, but you can always hope.
  • Use Team Planner before a game by clicking the Helmet Guy icon to the right of the ‘Find Match’ button in your lobby or in the TFT home tab.
  • Arrange, save, craft your dream team (or meme team) using the planner.
  • You can then click the same icon during the game to review your plans!

32 Bit Client Depreciation

Support for 32-bit Windows OS will be deprecated on April 4, 2023. After this date a 64-bit version of Windows will be required to play League of Legends and Teamfight Tactics. For more details, please see our minimum spec requirements.

“What does this mean?”, “Do I need to do anything?!”

Well for those who are already on 64-bit operating systems and hardware (which is 99.9% of players) you won’t notice a difference when we stop supporting 32-bit and you won’t need to do anything. However, for those that are playing on a 32-bit operating system, starting in 13.7 you’ll start to get a message in the client telling you that the client may stop working in the future for you. We’re giving some time to message this heads up before we fully stop supporting 32-bit operating systems both in the patch notes and in the launcher, but in the future you’ll need to be playing on 64-bit capable hardware, and 64-bit operating systems in order to keep playing League.

Why is the team doing this?

As with other decisions we’ve made in the past like deprecating XP and Vista, continuing to release new content while maintaining older hardware requires significant investment both from a development and a testing standpoint. By removing some of these barriers, we can continue to push the boundaries of new features while delivering engaging player experiences. While we don’t have any direct targeted improvements to communicate to you just yet regarding this migration, it will be something that leads into our continued investments in the future of League & TFT.

BUG FIXES

  • Don’t beat a dead horse: H4ckerr!m is now untargetable on away boards
  • Hackers should no longer target untargetable units
  • Jax with Spellslinger now properly gets his empowered attacks
  • No more participation awards: Items can no longer be equipped on cheering mascots
  • Gadgeteen Crest and Crown will no longer be offered outside of 2-1 if you aren’t playing Gadgeteen
  • They See Me Rolling (Nunu Carry Augment) now grants the correct amount of AP.
  • Melee Pranksters will now not move towards corner hexes when Prankster is triggered and they are surrounded by other units
  • 3-star Urgot’s Undertow Magic Damage % is now set correctly at 75%
  • Fixed a bug where some ADMIN gold drop percentages were too high
  • Fixed a bug where Rascal’s Gloves could be equipped on a unit already holding items
  • Fixed a bug where Vi’s Armor shred amount was not reflecting her tooltip numbers
  • Added text specifying the damage type on the tooltip for Ekko, Lux, and Lulu’s abilities
  • 2-star Leona now deals the proper amount of damage to secondary targets
  • Nunu is now untargetable when affected by Zephyr
  • Jinx should no longer fail to stun adjacent targets if her primary target is too large
  • Fixed visual bug where Miss Fortune’s Bunny Mercenary Augment shield visual was not removed at the end of the effect
  • Fixed a bug where Urgot was not benefiting from Fiora’s Vitality of the Ox Augment
  • Fixed a bug where Aurelion Sol’s meteors with Extinction Event did not visually appear larger
  • Fixed various minor text bugs.
  • Shroud of Even-Stillerness (Gadgeteen Shroud of Stillness) now correctly grants 250 Health