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

Teamfight Tactics

Teamfight Tactics patch 13.4 notes

What’s cooking, Tacticians?

Last patch we added the widely desired bonus Hero Augment rerolls and alongside this, we committed to more finely tuned Hero Augment balance. Well, this is the patch folks, so buckle up because we’re tuning dials to adjust over 30 Hero Augments, mostly focusing on making each one viable and fun, but also nudging even the most slightly overpowered Augments into the realm of balance.

We also have new cosmetics! Chibi Ahri makes her debut alongside her high-schooler-with-a-full-time-job counterpart, Chibi Star Guardian Ahri. Be sure to check the two out, but don’t overlook the new Star Guardian themed Furyhorn and Hushtail variants while you’re at it.

Okay, let’s dive into the Cosmetics then see what Mort’s cooking in the balance department.
what is Rodger “Riot Prism" Caudill cooking?

Patch Highlights

COSMETICS

AHRI’S OPULENT JEWELS

If Star Guardian Ahri ever met her Chibi, would they be stuck in an infinite loop of irresistible charm? Chibi Star Guardian Ahri comes with her own Star Guardian finisher—it’s more of a colorful transcendence than a finisher—but it’s certain to be the last color your opponents see. The only way to get Chibi Star Guardian Ahri is as a rare drop from her Opulent Jewels.
  • Chance (2%) to contain Chibi Star Guardian Ahri with a guarantee of opening her at the 61st Jewel.
  • All other Jewels contain previously released Little Legends, including a chance to have our newest Hushtail and Furyhorn variants!
  • Available until patch 13.6 goes live!

CHIBI AHRI

Her tails are her good luck charm, and her charm is her foe’s bad luck. Unlike her Chibi Star Guardian counterpart, Chibi Ahri will remain available past patch 13.6.
  • Available for direct purchase for 1900 RP, Chibi Ahri comes with her signature boom, Ahri’s Orb of Deception.

NEW LITTLE LEGEND VARIANTS

You may still like them when they're angry. Starchaser Furyhorn (Epic), Blazing Star Furyhorn (Epic), Starcrossed Furyhorn (Epic), Dawnstar Furyhorn (Epic), and Star Nemesis Furyhorn (Epic) will be available for direct purchase for 925 RP starting this patch!
Ever since Foxfire Hushtail met Chibi Ahri, accusations of who-stole-whose style have been tearing the Convergence apart. For 925 RP, you can pick up Foxfire Hushtail (Epic) or any of their other variants: Stardust Hushtail (Epic), Cloud Catcher Hushtail (Epic), Lovely Guardian Hushtail (Epic), Star Nemesis Hushtail (Epic)!

STARRY EYED BUNDLES

  • The Brightest Star Megabundle is for players who’ve been truly charmed by Ahri. For 12145 RP it includes the following: 27 Ahri's Opulent Jewels, Chibi Ahri, and 4 Bonus Ahri's Opulent Jewels.
  • The Celestial Guardian Bundle comes with its own exclusive emote and a Little Legend that just might be Chibi Ahri’s number one fan (or is it vice versa?). For 570 RP it includes: Starlight Spotlight Ahri Emote, Foxfire Hushtail, and a Bonus Ahri's Opulent Jewels.

SYSTEM CHANGES

PLAYER DAMAGE

While we like the additional guaranteed player damage added in Stages 3+ at the start of Monsters Attack!, if you’re losing fights badly—and I mean really badly—we want to give a bit more cushion to help you survive.
  • Losing a fight by 5 or more units now deals 1 less player damage

COMPONENT ANVILS

We’re giving Component Anvils more choices to avoid the possibility you’re offered 3 components that just don’t make sense with your comp. Adding one more component option is a WAY bigger change than you might think. It is no longer possible to have all offerings be completely defensive, nor is it possible to get offered all Magic Damage components or Physical Damage components. In other words, you should almost always have a viable path forward with Component Anvils.
  • Component Anvil number of choices 3 ⇒ 4

EARLY GAME GOLD DISTRIBUTION

Having minions drop gold at the very end of the round has led to situations where you didn’t have the time to buy out your shop, or even pre-level. There’s no reason to have a weird APM (actions per minute) reflex test gating your ability to implement early game tactics.
  • The final minion of a creep round will no longer drop the only gold you get that round. This will allow for a small amount of extra time to interact with the shop without increasing game lengths. This is a buff.

LARGE CHANGES

Large, like Chibi Star Guardian Ahri’s fan base.

TRAITS

A.D.M.I.N. four has suffered across the board, with the exception of the Gold drop effects. By adding a new boost at A.D.M.I.N. four, we’re buffing the trait greatly. To keep the new power ceiling in check, we’ve had to preemptively lower many of the effects. At worst, these changes are neutral, and at best they are a significant buff.

The Gadgeteens recently ran out of springs to use for their Spring Loaded Rapid Firecannon, but it’s for the best as Attack Speed isn’t a super desirable stat for the trait when played vertically. Instead, the crew has concocted a more useful trinket, Gadgeteen Titan’s Resolve, that’s sure to make its way into pockets across the playground.

While we’ve seen many viable comps arise during 13.3, much of the meta has been led by the strength of AD carries in the late game. Our nerfs to Sureshot here are sure to give late game AP comps their shot as well.
  • NEW: A.D.M.I.N. 4 now boosts all effects by 30%
  • Corrected the tooltip percentage for 6 A.D.M.I.N (no in-game change)
  • A.D.M.I.N. drop below 66% Health Attack Damage: 80% ⇒ 75%
  • A.D.M.I.N. drop below 66% Health Ability Power: 80 ⇒ 75
  • A.D.M.I.N. drop below 66% Health Attack Seed: 80% ⇒ 75%
  • A.D.M.I.N. drop below 66% Health chance to drop Gold: 100% >> 60%
  • A.D.M.I.N every 5 sec chance to drop Gold: 25% ⇒ 20%
  • A.D.M.I.N On Cast chance to drop Gold: 25% ⇒ 20%
  • A.D.M.I.N Start of Combat Attack Damage: 50% ⇒ 45%
  • A.D.M.I.N Start of Combat Ability Power: 50 ⇒ 45
  • A.D.M.I.N Start of Combat Mana: 50 ⇒ 45
  • A.D.M.I.N Start of Combat chance to drop Gold: 50% ⇒ 40%
  • A.D.M.I.N On Ally Death, A.D.M.I.N. Mana: 20 ⇒ 15
  • A.D.M.I.N On Ally Death, A.D.M.I.N. chance to drop Gold: 33% ⇒ 25%
  • A.D.M.I.N On Kill, Unit who killed chance to drop Gold: 50% ⇒ 40%
  • A.D.M.I.N Team Every 5 sec chance to drop Gold: 12% ⇒ 10%
  • A.D.M.I.N Team Start of Combat chance to drop Gold: 25% ⇒ 20%
  • Gadgeteen, Spring Loaded Rapid Firecannon has been removed and replaced with Gadgeteen Titan’s Resolve.
  • Gadgeteen, Gadgeteens Titan’s Resolve: Grants 2% Attack Damage, 2% Ability Power, and 2% Attack Speed when attacking or taking damage, stacking up to 30 times. At full stacks, grant 30 Armor and 30 Magic Resist.
  • Hacker: The hacked unit will now target the closest enemy on the backline, rather than the lowest health enemy on the backline.
  • Hacker BUGFIX: Units will no longer attempt to target the H4cker!im. This should prevent units pathing strangely around the H4ckerr!m at combat start.
  • Mecha PRIME Attack Damage & Ability Power: 60/45 ⇒ 60/55
  • Sureshot bonus Attack Damage: 8/20% every four seconds ⇒ 6/16% every four seconds

UNITS: TIER 1

With Gangplank being in a fairly strong place, we’re able to remove a part of his ability that rarely does anything aside from complicating his tooltip.
  • Lulu Glitterlance Damage: 260/390/580 ⇒ 270/405/605
  • Galio Outta My Way! Shield: 200/240/280 ⇒ 225/250/275
  • Gangplank Trial by Fire no longer cleanses Crowd Control upon cast

UNITS: TIER 2

Malphite and Fiora are both underperforming to the point where they cannot be bailed out by their Hero Augments. We’re helping them out here with general buffs, but expect us to also rework their Hero Augments if their performance remains low.
  • Lee Sin BUGFIX: Two Lee Sins can no longer remove each others’ mana locks
  • Malphite Health: 700 ⇒ 800
  • Malphite Ground Slam Damage: 140/210/325 ⇒ 150/225/350
  • Fiora En Garde! Damage reduction: 15% ⇒ 20%

UNITS: TIER 3

We’re fixing a bug with Jax that impacts the way his spell scales with Ability Power over the course of a fight, and in doing so, giving him a large buff. So as to not return us to the patch before Jaxmas, we’re shipping a sizable preemptive nerf.

Kai’Sa has seen success in replicable reroll comps that use the huge jump in her three-star power to carry themselves through late game. By leveling off the Attack Speed scaling, we lessen the threat (or Threat killing) potential she has in the late game, while giving her a bit more in the early game with a one-star buff.

Our changes to LeBlanc increase her itemless base damage by a small amount, but also increase her damage significantly with additional Ability Power, as each fired Sigil scales with the stat. Maybe you can toss her a rod or two so she’ll stop throwing LeBlanks.
  • Jax BUGFIX: All spell damage now properly updates with AP changes during the fight.
  • Jax Empowered Strikes base Damage 110/165/285 ⇒ 80/125/210
  • Kai’Sa Starcharged Attack Speed Bonus: 40/45/55% ⇒ 45/45/45%
  • LeBlanc Sigil of Malice Damage: 85/105/130 ⇒ 75/110/135
  • LeBlanc Sigil of Malice number of sigils: 5/6/8 ⇒ 6/6/8
  • LeBlanc Sigil of Malice total Damage: 425/630/1040 ⇒ 450/660/1080

UNITS: TIER 4

It’s time to scrub the board with a Meteor Shower.

With the exception of Bel’Veth, we’re bringing up the power floor of our four costs with a series of Mayor Pengu approved super buffs.

Both LaserCorps and Duelist are tempo comps, but they struggle to seal the deal in the end game. By buffing Zed, we're hoping he can act as the anchor to the end game of the comps.
  • Aurelion Sol Meteor Shower Damage: 145/215/435 ⇒ 155/230/450
  • Bel’Veth Attack Damage: 80 ⇒ 75
  • Bel’Veth dash selection improved. Bel’Veth is less likely to run it down.
  • Soraka Starcall Damage: 225/340/750 ⇒ 235/350/750
  • Taliyah Weaver’s Wall Damage:70/100/250 ⇒ 75/115/275
  • Taliyah Weaver’s Wall explosion Damage: 210/315/945 ⇒ 225/335/999
  • Zed Health: 950 ⇒ 1000
  • Zed Kill Mode Spin Attack Damage ratio: 125% ⇒ 135%
  • Zed Kill Mode Armor Sunder (Armor reduction) duration 6/6/6 ⇒ 7/7/7 (to match KILL MODE duration)

UNITS: TIER 5

Even though he is our designated sad boy, Aphelios shouldn’t have to be blue all the time. We’re shipping a nerf to Infernum alongside buffs to his two other guns to hopefully get Aphelios to a state where each gun selection can be weighted equally.

UwU Crabgot is too cute to be this strong. The value he adds to a comp with huge AoE crowd control gives his allies too much time to sidestep enemy damage. And when you add max Health percentage damage on top of it, you might as well call Urgot a shell corporation with how much value he’s getting away with. By softening his shell, we’re making positioning Urgot in front of huge mobs of enemies a bit more risky.
  • Aphelios Gravitum (Purple) Attack Damage ratio: 130/130/800% ⇒ 140/140/800%
  • Aphelios Infernum (Blue) Attack Damage ratio: 275/275/1500% ⇒ 260/260/1500%
  • Aphelios Severum (Red) Attack Damage ratio: 300/300/2000% ⇒ 320/320/1500%
  • Aphelios Severum (Red) number of targets 2/2/2 ⇒ 2/2/10
  • Urgot Health: 1100 ⇒ 1000
  • Urgot Armor & Magic Resist: 50 ⇒ 40
  • Urgot Undertow max Health percentage Damage: 10/15/99% ⇒ 5/8/75%

ITEMS

Hextech Gunblade has been a go-to slam on just about any carry. The Omnivamp value is just too high due to the item healing both the user and the lowest percent Health ally—which effectively doubles the Omnivamp number.

The power of Quicksilver is something that changes greatly with the proliferation of crowd control in a set. Even with the Sejuanis, Rammusias(?), and Urgots of the set, CC is a bit low compared to other sets. How do you plural a Rammus?
  • Bloodthirster Attack Damage: 10% ⇒ 20%
  • Chalice of Power starting Mana: 15 ⇒ 30
  • Deathblade Attack Damage: 60% ⇒ 66%
  • Gargoyle’s Stoneplate starting Armor & Magic Resistance: 20 ⇒ 30
  • Hand of Justice base Omnivamp: 10% ⇒ 15%
  • Hextech Gunblade Omnivamp: 25% ⇒ 22%
  • Morellonomicon Ability Power: 20 ⇒ 25
  • Protector’s Vow starting Mana: 30 ⇒ 45
  • Quicksilver Magic Resist: 20 ⇒ 30
  • Sunfire Cape Health: 300 ⇒ 250
  • Zeke’s Herald Health: 150 ⇒ 250

HERO AUGMENTS

Last patch we added four Hero Augments rerolls. We did this for a number of reasons that we thought would make TFT more enjoyable for casual and elite players alike. And without letting this change go too much to Mort’s head—it kinda hit. That being said, in our last patch we also acknowledged that with more autonomy over which Hero Augment you select, Hero Augment balance will become even more important. So with this patch, we’re making large changes to over 30 different Hero Augments with a focus on buffs to ensure each Hero Augment is strong enough, and fun enough to play.
  • Ashe - Laser Focus Attack Speed: 45% ⇒ 50%
  • Blitzcrank - Rocket Grab starting Health: 300 ⇒ 400
  • Gangplank - Carry Bounce Damage: 100% ⇒ 90%
  • Lulu - Growth Spurt Health Per Cast: 125 ⇒ 100
  • Lux - Illuminating Singularity Damage Increase: 150% ⇒ 135%
  • Nasus - Stacks on Stacks starting Attack Damage: 10% ⇒ 15%
  • Poppy - Bigger, Better, Buckler bonus Armor: 200 ⇒ 180
  • Renekton - Reign of Anger base Attack Speed: 75% ⇒ 65%
  • Sylas - Kingslayer bonus Damage: 40% ⇒ 35%
  • Camille - Hextech Retribution starting bonus Damage: 10% ⇒ 8%
  • Malphite - Rock Solid Armor to Ability Power: 150% ⇒ 180%
  • Yasuo - Spirit of the Exile Bonus Attack Speed: 25% ⇒ 22%
  • Yuumi - Zoomies! bonus Attack Speed: 20% ⇒ 22%
  • LeBlanc - Mirror Image Clone max Health Percent: 70% ⇒ 75%
  • Nilah - Gifted Bonus Ability Power: 40 ⇒ 45
  • Nilah - Jubilant Veil Allies Crowd Control Immunity: 4 ⇒ 5
  • Nilah - Jubilant Veil Allies Crowd Control Immunity duration: 20 ⇒ 30 sec
  • Riven - Reverberation Bonus Ability Power 20 ⇒ 15
  • Sona - Undercurrent Allies Given Mana: 2 ⇒ 3
  • Vayne - Spread Shot spread Damage: 75% ⇒ 65%
  • Vel'Koz - Frostburn burn Damage: 300% ⇒ 400%
  • Vel’Koz - Frozen Tundra Attack Speed Slow Duration: 8 ⇒ 10 sec
  • Zoe - Double Bubble Damage Multiplier: 60% ⇒ 70%
  • Zoe - Sleepy Time Number of Sleepy Targets: 3 ⇒ 4
  • Aurelion Sol - Extinction Event bonus Ability Power: 10 ⇒ 15
  • Ekko - Resonance Magic Resistance Bonus Damage: 300% ⇒ 400%
  • Miss Fortune - Make It Rain Stage 3 Gold: 10 ⇒ 8
  • Sejuani - Shatter Bonus Damage: 20% ⇒ 33%
  • Zed - Shadow Jutsu Starting Attack Damage: 15% ⇒ 20%
  • Zed - Contempt for the Weak Attack Damage Steal: 15% ⇒ 20%
  • Aphelios - Locked and Loaded base Attack Damage %: 10 ⇒ 5
  • Janna - Category Five Ability Power: 50 ⇒ 80
  • Nunu - They See Me Rolling bonus Ability Power: 20 ⇒ 25
  • Nunu - Contagious Laughter starting Ability Power: 10 ⇒ 20
  • Syndra - Power Overwhelming bonus Stats (AP, AD, Armor, and MR): 80 ⇒ 100

AUGMENTS

With our 13.3 changes to Gadgeteen, the trait is able to be played as a teen-sized vertical. With that in mind, we’re giving the trait room to grow by adjusting its trait-linked Augments.

We’ve made some Augment movements to our most threshold-y trait, LaserCorps, which jumps significantly in power every time you hit the next trait breakpoint. The power level of the LaserCorps trait-linked Augments should reflect the effect of hitting these breakpoints, so we’ve made the LaserCorps Heart Gold, while removing the Crest entirely.
  • Ancient Archives I Gold: 2 ⇒ 4
  • Anima Squad Crown now grants an Ionic Spark ⇒ Grants a Protector’s Vow.
  • Big Friend II Damage Reduction: 12% ⇒ 10%
  • Built Different III Health: 225/300/375/450 ⇒ 250/350/450/550
  • Cybernetic Shell III Armor: 40 ⇒ 50
  • Cybernetic Uplink III Mana per second: 3 ⇒ 3.5
  • Electrocharge III Damage: 95/125/155/185 ⇒ 100/135/170/205
  • Gadgeteen Heart Tier Gold ⇒ Silver.
  • Gadgeteen Heart now grants an Annie ⇒ Grants a Poppy.
  • NEW Gadgeteen Crest added at Gold.
  • Gadgeteen Crest grants a Gadgeteen Emblem and an Annie.
  • Gadgeteen Soul ⇒ Gadgeteen Crown
  • Gadgeteen Crown now grants a Gadgeteen Emblem rather than giving +1 Gadgeteen.
  • High End Shopping Gold: 10 ⇒ 3
  • Knife’s Edge III Attack Damage: 45% ⇒ 55%
  • LaserCorps Heart Silver Tier ⇒ Gold Tier
  • LaserCorps Crest Removed
  • Threat Level Maximum Health per Threat: 75 ⇒ 60

SMALL CHANGES

Small, like the little voice of anxiety telling me that I need Chibi Star Guardian Ahri to be cool at the office.

UNITS: TIER 2

You may find this section disarming…
  • Camille Tactical Sweep Attack Damage ratio: 190/200/215% ⇒ 210/210/210%

HERO AUGMENTS

Hero Augments, not Heroes Augments.
  • Sylas - Petricite Chains: now only your strongest Sylas mana-reaves.
  • Sylas - Petricite Chains BUGFIX: Mana is only granted once, regardless of how many Sylases (Sylai? Sylopodes?) you field.
  • Senna - Corps Formation: now only your strongest Senna grants Attack Damage.

MOBILE

MOBILE IOS 12 EXPERIENCE

We've discontinued support for iOS 12 with this patch. Earlier mobile OS versions become increasingly more difficult to support over time, so we’ll occasionally need to increase the minimum OS version requirements to continue playing TFT Mobile.
  • iOS12 is no longer supported with the release of this update, patch 13.4. Players on iOS12 will need to upgrade to a more recent iOS version to play TFT Mobile.

BUG FIXES

  • Chibi Annie’s boom name has been updated to reflect Annie’s ultimate ability in the TFT spin-off Game Mode, League of Legends. It now reads, Summon: Tibbers
  • Chibi Panda Annie finisher now appears in medium resolution on medium graphics settings
  • Jax BUGFIX: All spell damage now properly updates with AP changes during the fight.
  • Lee Sin BUGFIX: Two Lee Sins can no longer remove each others’ mana locks with Cleansing Safeguard (Hero Augment)
  • Renekton, Sylas, Alistar tooltips now show damage/healing expected
  • Fixed tooltips on Ashe, Camille, Ezreal, Rell, Vi, Kai’Sa, Senna, Zed, Aphelios
  • Aurelion Sol with Extinction Event will now properly avoid hitting the same target multiple times when possible.
  • Full credit: Viego will now properly recast when he kills a secondary target.
  • No credit: Viego will no longer recast if his target dies from other sources shortly after he lands.
  • On credit: Viego will no longer reset if he triggers a unit’s Ox Force invulnerability.
  • Leona tooltip now displays the proper amount of secondary target damage.
  • Sona heal should now properly target the lowest health allies.
  • Vigilantes: Civilian works properly on away boards (previously it only started working after an ally died).
  • Zombie: Civilian no longer grants mana after all Civilians are dead.
  • Vel'Koz support augment now properly hits the entire board (Fixed in 13.3)
  • Exiles now always takes start of combat max health gain into account (Fixed in 13.3)

Teamfight Tactics patch 13.3 notes

Hey Gala attendees—you’re looking oh-so-dashing this patch!

Everybody is talking about it; four Hero Augment rerolls. Be sure to check that section out to read all the how and why behind it.

The Lunar Gala ends the morning of February 13th, Pacific time, so be sure to earn all the free loot, grab your last games of Fortune’s Favor, and finally crack that Chibi Panda Annie before the Lunar Gala themed content goes back to the vault (running Underground will not allow you access to this content past this patch). To brush up on the Fortune’s Favor and Lunar Gala details, click it here.

As for the rest of the patch, we’ve got a rework for Gadgeteen, and some heavy trait adjustments to Underground, LaserCorps, and OxForce that are sure to cause excitement. Past that, we continue to tighten the balance around champions, Augments, and of course, Hero Augments.

Befriender of Aurelion Sol, the one and only,
Rodger “Riot Prism" Caudill

Patch Highlights

SYSTEM CHANGES

FOUR HERO AUGMENT REFRESHES


TL;DR: We are cutting down on variance to create more fun moments and autonomy around Hero Augment selection.

Monsters Attack! has a lot of variance, factors requiring you to play differently each game. Big brained Tacticians (that’s you btw) have to play around uncontrolled item drops, shop offerings, regular Augment offerings, and the boards of seven other players. That’s a lot to take into account when strategically assembling your team, and when we added Hero Augments into the fold, most of our players thought that this level of variability was too much to play around.

Why four? We went with four because it all but guarantees you an Augment that you CAN play into your comp successfully (and also WANT to play with your comp). The goals of this change are to avoid feelsbad moments of getting Hero Augments that don't make sense in your comp, AND unfun moments for players with limited time who really want to play Augments they enjoy. Of course, we will be keeping a close eye on feedback and data from this change, and can change it again if it’s the right call.

What about forcing Augments?With 13.1 C being our most balanced patch of Monsters Attack!, it gave us a moment to deliver this high impact and much sought after change. With four Hero Augment rerolls, players can force desired Hero Augments more easily—you’ll see a total of 15 unique Hero Augments if you use each reroll. This is where balancing Hero Augments is even more important. We know this, and have taken great care in balancing these Augments with 13.1, but also in this patch.

Lastly, we hope you have fun choosing your favorite Hero to lead your squad to victory, as it not only fulfills the Tactician fantasy of assembling your super team, but it also will allow you to experience the highs of your favorite Augments more often.
  • You now have 4 Hero Augment Rerolls if a Hero Augment appears. These are separate from your 1 Normal Augment Reroll.
  • Hero Augment Rerolls will always generate a new selection of unique Hero Augments. In other words, there’ll be no repeats.

ITEM TOOLTIPS


Riot Mort, our Lead Game Designer, went through all the item tooltips and reformatted them to make them all pretty-like. When I asked him why a game design lead would do this, he told me not to make others do what you would not do. #values.
  • Item tooltips have been reformatted to be simpler and easier to read, with all stats in the top bar, and core effects in the main body.
  • Tooltips have even been organized to the umpteenth degree, and I’m pretty sure you won’t even be able to tell the difference, but they’re organized very well just in case you can. Thanks Mort.

LARGE CHANGES

Large, like Poggle’s head.

TRAITS


Gadgeteen 3 is okay early game, but just like being a teenager, long term planning is not the strong suit of Gadgeteen, and the trait suffers in the mid and late game. Whether you blame that on teen angst, or the trait’s inability to keep up with other mid/late game traits, something’s gotta give. In this case, it’s additional damage and damage reduction scaling that becomes more powerful as you equip items. With this change, our youthful Gadgeteens still don’t have to plan much, they’ll just scale up as the game goes on—which is a good thing, too, because the frontal lobe (the planning center of the brain) doesn’t fully develop till the mid to late 20s.

The random aspect of LaserCorps drone procs wasn’t something we wanted players to have to think about (nor think about ourselves, to be honest). It made math weird, and it didn’t align with the fantasy of dystopian drone overlords that the LaserCorps are all about (they’re fully vested in surveillance capitalism). With these changes, LaserCorps will have a smoother power curve, but also way more PEW PEW lasers, which last I checked were core to the trait.

Funny enough, this Ox Force buff may be a buff to Anima Squad. With Ox Forced units self-destructing after their final foray, Anima Squad units wouldn’t generate Fame for causing their death. Now that Ox Force units return to 1 Health after their brief invulnerability, they’re able to give Anima Squaddies the fame they deserve—that is of course if they can’t omnivamp their way out of certain death…

By updating the breakpoints of Underground, the trait should feel easier to go deep with. By adding a 6 trait breakpoint, going even deeper can be even more rewarding—or just result in an even faster 8th.
  • ADMIN Health threshold variation change: 40% ⇒ 66%
  • Gadgeteen REWORK: Gadgeteens now gain bonus damage and damage reduction for each item equipped to them.
  • NEW Gadgeteen 3: Gadgeteens gain 3% bonus damage and damage reduction per item
  • NEW Gadgeteen 5: Gadgeteens gain 12% bonus damage and damage reduction per item
  • ADJUSTED LaserCorps changed from a 3/6/9 trait to a 3/5/7/9 trait
  • ALWAYS WATCHING: LaserCorps percent chance for Drone to deal magic damage removed. It now always procs.
  • PEW PEW FASTER: LaserCorps internal cooldown on Drones: 0.5 sec ⇒ 0.4 sec
  • LaserCorps Damage: 65/165/200 ⇒ 25/45/80/99
  • LaserCorps number of Drones: 1/1/2 ⇒ 1/1/1/2
  • OxForce units now stay at one health after their OxForce immunity ends
  • Underground changed from a 3/5 trait to a 3/4/5/6
  • Underground Locks cracked per win: 2/3 ⇒ 2/2/3/4
  • Underground Locks cracked per loss: 3/5 ⇒ 3/4/5/7

UNITS: TIER 1

  • Lux Maximum Mana: 0/70 ⇒ 0/60

UNITS: TIER 2


Before you exclaim, “Look what they did to my boy Draven,” please note that the damage nerf is about 3 to 4 percent, and the Armor/Magic Resist nerf will result in about 3 to 4 percent less effective Health (a calculation of Health x Armor or Magic Resist x any Damage Reduction).

I don’t really like Fiora. This isn’t a joke, or context, or anything like that. I just don’t really like Fiora, and I needed to tell you because unlike Fiora, I do like you. Will you marry me?

Jinx is a weird champion. We envision her as an item holder for just about anything, so we want to make sure she is good with almost all items equally. By buffing her Mana we allow her to get more out of her AP builds that should help Tacticians stabilize as they hold out for Miss Fortune or a similar carry.
  • Draven Whirling Death Attack Damage ratio: 135% ⇒ 130%
  • Draven Whirling Death base Damage: 65/100/150 ⇒ 60/95/145
  • Draven Armor & Magic Resist: 20 ⇒ 15
  • Fiora Armor & Magic Resist: 45 ⇒ 50
  • Jinx max Mana buff: 30/90 ⇒ 20/80

UNITS: TIER 3


Jax needed a weapon, or a buff. It also didn’t make sense that his Adaptive Strikes didn’t scale at all with Ability Power—especially as a spell that does magic damage. So, we’re making AP items a viable weapon for the guy that might just need to get over himself and slam a Rageblade every now and then.
  • Jax Base Adaptive Strike damage now scales with Ability Power

UNITS: TIER 4


We’re cleaning up Viego’s Heartbreaker logic to be more intuitive and reliable (and just in time for Valentine’s Day!). With this clean up, we predict Viego will be cleaning up boards much more successfully, so we’ve also shipped a preemptive nerf to keep this Heartbreaker from being the Convergence’s best janitor.
  • Taliyah Weaver’s Wall explosion damage: 200/300/900 ⇒ 210/315/945
  • Viego Heartbreaker damage is now centered around the primary target, rather than Viego
  • Viego BUGFIX Heartbreaker should no longer fail to deal damage in certain situations. It can still miss if enemies leave the AoE of the spell.
  • Viego Heartbreaker AoE damage to secondary targets: 130/195/425 ⇒ 125/185/400

UNITS: TIER 5


Even with a bug reducing Janna’s damage by 80%, she’s performing exceptionally well. Much of this is due to her strong utility (and sunny disposition), which we’re raining in on in favor of her increased damage.
  • Janna BUGFIX Twister! fixed a bug where Twister! was doing about 20% of the intended damage as described on the tooltip
  • Janna Twister! Damage (On Tooltip): 100/150/3000 ⇒ 50/75/1000
  • Janna Twister! actual Damage Done: 20/30/600 ⇒ 50/75/1000
  • Janna Twister! Stun duration: 1.5/2/3 ⇒ 1.25/2/10 sec
  • Janna Forecaster (trait) Windy Ability Power/Attack Damage buff: 12/25/150% ⇒ 10/20/99%
  • Janna Forecaster (trait) Sunny Health shield: 400/600/4000 ⇒ 400/600/2000

ITEMS


Infinity Force previously did not have Mana nor Critical Strike Chance stats.
  • Infinity Force now also grants +25 Mana and +25 Critical Strike Chance

HERO AUGMENTS


The current iteration of Jinx’s Get Excited! has been underperforming even after our last buff. We’re at the point where adding more Attack Speed to Jinx’s excited state will not benefit the Hero Augment in a healthy way, so instead we’re keeping the same theme, but moving some of the Augment’s power into her unexcited state, to allow her to access that her powered up state more easily.

Janna’s Rapid Reporting is getting reworked to Category Five which gives the already complex utility and damage champion some simple, yet tangible additional damage in the form of True damage.
  • Galio - Justice Punch Damage amplification: 75% ⇒ 150%
  • Gangplank - Flaming Ricochet bounce Damage: 90% ⇒ 100%
  • Lux - Lucent Barrier Shield amount: 350 ⇒ 500
  • Renekton - Reign of Anger base Attack Speed: 60% ⇒ 75%
  • Sylas - Kingslayer bonus max Health: 30% ⇒ 25%
  • Talon - Ox-ian Rage base Attack Damage & Ability Power: 12 ⇒ 10
  • Annie - Reflector Shield Damage: 185 ⇒ 200
  • Annie - Reflector Shield Internal Cooldown: 0.2 ⇒ 0.1 sec
  • Fiora Carry Armor & Magic Resist: 175 ⇒ 250
  • Jinx - Get Excited! REWORKED: Now Grants a Jinx. Jinx gains 40% Attack speed and Move speed. This amount is tripled for 7 seconds after she scores a takedown.
  • Lee Sin - Invigorate Attack Speed buff duration: 3 ⇒ 4 sec
  • Malphite - Rock Solid Armor to Ability Power conversion: 100% ⇒ 150%
  • Rell - Hold the Line bonus Ability Power: 70 ⇒ 80
  • Rell - Hold the Line damage reduction: 30% ⇒ 35%
  • Miss Fortune - Make It Rain now grants 10-20 gold based on stage number. It grants 10 on Stage 3, and 20 on any stage 4 or after.
  • Sett - Regenerative Shields now grants a Protector’s Vow instead of Locket of the Iron Solari
  • Janna - Rapid Reporting reworked to Category Five
  • Janna - Category Five: Gain a Janna. Janna gains 50 Ability Power and her ability deals True Damage.
  • Nunu - They See Me Rolling bonus Ability Power: 10 ⇒ 20

AUGMENTS


We’re changing when many Augments grant their drip rewards (XP, gold) as a way to slightly lower power levels and standardize expectations around them. We’re also adjusting the items granted via Crowns and Souls to be more intuitive in the comp you want to run when selecting these Augments. One specific call out here, is that Edge of Night was performing very well with Prankster’s Crown despite it not synergizing with the trait’s best units. We’re swapping it with a Morellonomicon which should make more sense to slam on your Ekko or Zoe, but won’t have as much power as Edge of Night.

Cluttered Mind and Clear Mind are simultaneously incredibly similar yet wildly different in power. Cluttered Mind is underperforming when compared to its experience-generating counterpart. On the surface, that may not make sense, since the Augment allows you to star up units by utilizing your bench space, but in reality the Augment also requires you to inefficiently manage your econ—which is pivotal when climbing at higher ranks. By adding additional units, we save our dizziest Augment users some econ by giving them some bench space fodder for free.
  • Ancient Archives now also gives 2 gold
  • Ancient Archives II now also gives 8 gold
  • Birthday Presents no longer grants gold on level up
  • Brawler Crown now grants a Redemption ⇒ Protector’s Vow
  • Clear Mind now only grants experience at the end of player combat rounds
  • Cluttered Mind now only grants experience at the end of player combat rounds
  • Cluttered Mind now gives 4 random Tier 1 champions
  • Heart Crown now grants a Zz'Rot Portal⇒ Guardbreaker
  • Hustler now only grants gold at the beginning of player combat rounds
  • March of Progress now only grants experience at the beginning of player combat rounds
  • Mecha Prime Crown now grants Titan’s Vow ⇒ Bloodthirster
  • Pandora's Items added back into the Augment pool
  • Prankster Crown now grants Edge of Night ⇒ Morellonomicon
  • Recon Crown now grants Zeke’s Herald ⇒ Hand of Justice
  • Spellslinger Crown now grants Jeweled Gauntlet ⇒ Hand of Justice
  • Underground Soul now grants a Zz’Rot portal instead of Hextech Gunblade

SMALL CHANGES

Small, like Poggle’s brain. It’s just Little Legend anatomy folks, don’t politicize it.

TRAITS


Making squad goals more worthwhile for Anima Squad.
  • Anima Squad Attack Damage and Ability Power bonus 10/30/55 ⇒ 10/35/60
  • Brawler Health: 20/40/65/99% ⇒ 20/45/70/99%
  • Mascot max Health healing: 1.5/2.75/5.5/10% ⇒ 1.5/3/6/10%

UNITS: TIER 1


Lifting the angel out of the Underground for the potential to be a reroll carry.
  • Kayle Starfire Spellblade Attack Damage ratio: 150% ⇒ 155%
  • Kayle Starfire Spellblade base damage: 20/30/45 ⇒ 25/35/50

UNITS: TIER 3

  • Vel'Koz: Updated the tooltip to include that an enemy cannot be stunned again for 4 seconds after being stunned. This has always been the case, we’re just now adding it to the tooltip for clarity.

ITEMS


Better thieves.
  • Thieves’ Gloves item distribution is now slightly more favorable at high levels.

MODES

HYPER ROLL

  • Hero Augment, Miss Fortune - Make It Rain now grants 20-40 gold based on stage number.

MOBILE

MOBILE IOS 12 EXPERIENCE


We’re discontinuing support of iOS 12 in our next patch. Earlier mobile OS versions become increasingly more difficult to support over time, so we’ll occasionally need to increase the minimum OS version requirements to continue playing TFT Mobile.
  • iOS12 will no longer be supported with the release of our next update, patch 13.4. Players on iOS12 will need to upgrade to a more recent iOS version to play TFT Mobile.

BUG FIXES

  • Janna BUGFIX Twister! fixed a bug where her spell was doing ~20% of the intended damage as described on the tooltip. This is mentioned earlier in the Large section, but is also here for redundancy purposes.
  • Samira BUGFIX Flair fixed a bug where Samiras spell would sometimes choose illegal targets or not switch targets correctly
  • Monsters Attack! Pass TEXTFIX: currently the Monsters Attack! Pass says it ends March 14, but actually it’s meant to end March 21
  • Slow motion: Ekko Attack Speed slow no longer affects units protected from CC with Quicksilver
  • Fixed a typo in the League of Draven Augment.
  • Fixed a typo in ADMIN Start of Combat variants
  • Fixed a typo in Lux’s spell tooltip.
  • Ezreal Support Augment text no longer says “Grants 0 gold” and was just removed.
  • Shoulda picked a real weapon: Fixed an issue where Jax receiving an AP bonus from the Fiddlesticks augment Absolute Corruption or a Spellweaver emblem caused Jax to stop attacking for the rest of combat.
  • Omnivamp now applies consistently regardless of the source: Affected sources are Hacker, Siphoning Winds (Yasuo Carry), Partners in Crime (Viego Support), and Celestial Blessing.
  • OMG GOLDEN EGGS BUFFS: Fixed a bug where two of the Golden Egg drops were missing an intended Tactician’s Crown.
  • Improved the clarity of various tooltips including: Star Guardian, ADMIN, Anima Squad, Prankster, Spellslinger, Sureshot
  • Fixed a bug where Nunu and Willump’s Hero Augments were labeled incorrectly. Carry is now properly purple, and Support is green.

Teamfight Tactics patch 13.1 notes

New Year, new comps!

It’s our first patch of TFT: Monsters Attack! and we’re adjusting Augment distribution, Champions, Hero Augments, Items, and more! But in addition to all the buffs, nerfs and swapperoos, we’ve got our Lunar Gala Event coming out just a day after this patch goes live! The event will bring new cosmetic content and our first temporary game mode, Fortune's Favor, where you can seek wealth (and unreasonably strong comps) beyond your wildest dreams!
Rodger “Riot Prism" Caudill

Patch Highlights

FORTUNE’S FAVOR AND LUNAR GALA

A new game mode, event, and cosmetics all become available on January 12th at 11 AM (PT) just a day after this patch goes live to welcome in the new year, Lunar Gala style. You’ll have until February 9th, the start of patch 13.3, to help Chibi Panda Annie launch her Lunar Gala, build the most overpowered team comp ever in Fortune’s Favor, and claim (or gift) our event-exclusive Tacticians and Arena. For all the details you can check out this overview.

FORTUNE’S FAVOR

With the Lunar Gala Event comes TFT’s first temporary game mode. Fortune’s Favor is like playing TFT, except every board is a Youtube clickbait comp—you’ll never believe the power of the boards you can create until you actually create them. And here’s how you’ll create them.
  • The first shared carousel (draft) will offer either all 5-cost champions, or all 4-cost champions
  • Golden Bun Bun will visit your arena, dropping loot orbs every stage (starting with 3 orbs at stage 1, and building up to 7 orbs by the time you hit stage 5)
  • Golden Bun Bun loot orbs can drop things like Ornn (Forge) Items, Tactician’s Crown, Item Removers, Gold, Training Dummies, Tome of Traits, Champions, and more
  • Loot orbs will vary in power from game to game and stage to stage, all players will be given the same power level of loot orbs each offering
  • After first dropping below 50 Tactician Health, the Golden Bun Bun will hop on your board to gift you a Golden Orb which will contain some serious loot to boot, and not a hare too late!
  • Available to play until patch 13.3 goes live!

LUNAR GALA EVENT

New year, new game mode, new cosmetics, and a new interactive HUB driven event, the Lunar Gala! As a reminder, you can check out all the cosmetic content coming with the Lunar Gala in this overview. Let’s hop to it!

The Lunar Gala is an interactive hub where you’ll help Chibi Panda Annie prepare for a party at the House of the Golden Rabbit—but the notorious party-pooper, Aurelion Sol, won’t make it easy for you. Win Aurelion Sol over through the power of friendship, or give him the cold shoulder in hopes that he rage quits the party by completing 15 missions that’ll reward you with a grand total of 1 Emote, 1600 Pass XP, 100 Star Shards, and 1 Egg that contains any of our Lunar Revel themed Little Legends.

LUNAR GALA COSMETICS

In Spatulopolis, you can’t call your digs an urban penthouse suite unless it boasts tranquil ponds, two lounges, and a battle arena at the center. The House of the Golden Rabbit is available in Penthouse Party Boxes via bundles or individually for 390 RP. The exclusive arena has a drop rate of 2% with a guarantee of opening it at the 61st box. Boxes without the House of the Golden Rabbit Arena have a chance at another Mythic Little Legend, Lion Dancer Poggles (5% drop rate), or Bun Bun variants, Lunar Gala variants of Bun Bun, Melisma, or Gloop, or previously released Lunar Revel Little Legends.

Available as a rare (2%) drop from the Riches of the Rabbit, Chibi Panda Annie has victory (and the entirety of Spatulopolis) in sight from the the top of her penthouse suite. All Riches of the Rabbit without Chibi Panda Annie will contain Bun Bun variants, Lunar Gala variants of Bun Bun, Melisma, and Gloop, or previously released Lunar Revel Little Legends.

Alongside her best stuffed friend, Panda Choncc, Chibi Panda Annie delivers an unforgettable present to her foe upon elimination.

If dropping Panda Choncc on your foe's face is just too much to handle, you can throw Tibbers instead with Chibi Annie’s custom boom, Summon Tibbers! Chibi Annie is available for direct purchase for 1900 RP.

We also have a new Mythic Little Legend, who is both a star in the Lunar Gala Event and in our hearts. You can give Lion Dancer Poggles a home in your heart and your arena by purchasing Penthouse Party Boxes (390 RP) with a 5% drop rate.

New year, new Little Legend species! Enter Bun Bun, not the fastest in the warren, but definitely the (self-proclaimed) cutest. You can pick up any of their variants for 925 RP (Epics) or 750 RP (Rare). Check out the variants below: Bun Bun, Chubby Choco Bun Bun, Bunana Bun Bun, Battle Bunny Bun Bun (Epic), Space Groove Bun Bun (Epic), Red Riding Bun Bun (Legendary).
You can also join Bun Bun at the Lunar Gala for 925 RP. Check out their Epic rarity Lunar Gala variants below: Lunar Revel Bun Bun, Porcelain Bun Bun, Red Hare Bun Bun, Lotus Bun Bun, Delicious Bun Bun.
Bun Bun’s not the only Little Legend at Annie’s penthouse party! You can pick up any of Melisma’s Lunar Gala variants for 925 RP. Check out the variants below: Lotus Dancer Melisma, Porcelain Melisma, Festive Fire Melisma, Heavenly Jade Melisma, Lucky Rabbit Melisma.
New Gloop variants have also made it to the party. You can serve your foes defeat and your board something to eat with the following 925 RP Lunar Gala variants below: Peachy Gloop, Shrimpy Gloop, Hearty Soup Gloop, Porcelain Gloop, Golden Custard Gloop.
As a reminder, Gloop is not food. Also as a reminder, all the Lunar Gala Little Legends (Bun Bun, Gloop, and Melisma) have a chance at being unlocked in both the Penthouse Party Boxes (390 RP) and the Riches of the Rabbit (390 RP).

SYSTEM CHANGES

AUGMENT DISTRIBUTION

After our long patch, we’ve learned a lot about what Augment distributions are more preferable, so we’re making adjustments based on community feedback, while also ensuring enough variety to keep each game feeling different.
  • Hero Augment armories that appear on round 4-2 now have a 5% chance to be all 5-cost units.
  • Silver Augment in a game: 52% ⇒ 37%
  • Gold Augment in a game: 71% ⇒ 92%
  • Prismatic Augment in a game: 35% ⇒ 20%
  • Hero Augment in a game: 95% ⇒ 92%
  • Hero/Prismatic/Silver ⇒ Hero/Prismatic/Gold
  • Prismatic/Hero/Prismatic ⇒ Prismatic/Hero/Gold
  • Prismatic/Prismatic/Hero ⇒ Gold/Prismatic/Hero

KRUGS

Granite, sandstone, Krugs, bouldering, Malphite, trad climbing—Rocks rock, but they rock less when they don’t drop item components.
  • Krugs are now guaranteed to drop at least 2 item components.

CAROUSEL ADJUSTMENTS

Random carousel items often made cases of 5 or 6 tears/gloves. We’ve seen that when everyone gets the same starting item, it can set them down the same path—a path of mutually assured bottom fours. Making sure we have 3 of each means more paths and comps are likely to be explored.
  • The 3x Tear of the Goddess /3x Sparring Gloves /3x Random Components carousel has been changed to 3x Tears /3x Gloves /3x Giant’s Belts

CHAMPION STAR LEVEL SPELL SCALING

We’re reducing the spell scaling for every 3-star two and three cost unit, as they are overperforming across the board relative to how difficult they are to get.

With increased player damage, we are seeing a faster meta that’s more reliant on starring up lower cost units. Nerfing this win condition means taking the risk of rolling down later will be a more consistent payoff, as players who spiked with their 3-star two/three cost will be a bit weaker.

Below we have our power framework adjustments followed by a full list of champion changes for champions not adjusted elsewhere in the patch.
  • 3-star two cost champions spell scaling: 60% ⇒ 55%
  • 3-star three cost champions spell scaling: 75% ⇒ 65%
  • Annie 3 Burst Shield Damage: 335 ⇒ 325
  • Draven 3 Whirling Death Damage: 175 ⇒ 150
  • Fiora 3 En Garde! Attack Damage ratio: 250% ⇒ 235%
  • Malphite 3 Ground Slam Damage: 335 ⇒ 325
  • Rell 3 Iron Bond Damage: 335 ⇒ 325
  • Sivir 3 Pizza Delivery Attack Damage ratio: 425% ⇒ 410%
  • Yasuo 3 Steel Tempest Damage: 500 ⇒ 485
  • Alistar 3 Pulverize Damage: 375 ⇒ 350
  • Kai’Sa 3 Starcharged Damage: 385 ⇒ 370
  • Nilah 3 Apotheosis start & end Damage: 235 ⇒ 225
  • Riven 3 Bunny Blade Damage: 235 ⇒ 225
  • Sona 3 Crescendo Sequence (1st cast, damage only) Damage: 450 ⇒ 430
  • Sona 3 Crescendo Sequence (3rd cast, stun) Damage: 315 ⇒ 300
  • Zoe 3 Trouble Bubble Damage: 1000 ⇒ 925

LARGE CHANGES

Large, like the Penthouse Party Annie is throwing at the House of the Golden Rabbit!

TRAITS

Many of the A.D.M.I.N. effects that exclusively affect A.D.M.I.N. champions have been underperforming, while a few teamwide cause and effects have found much success, especially when combined with other traits that can compound their effects (e.g. Brawler and permanent max Health). We’re going through and leveling the variability in A.D.M.I.N. power, but expect most of these changes to result in a measurable buff for the trait.

A.D.M.I.N. units are also getting more bloodthirsty this patch as the kill switch (or in their case, the “on kill” switch) makes its debut to Live servers.

Brawler strong. Brawler less strong now, especially Brawler 8. Me sad.

With the strongest LaserCorps units being put in line with Mordekaiser’s our mid-week update in 12.23, we’re able to put some of their power back into the trait, especially at that hard to reach LaserCorps 9 breakpoint.

Mascot has been the harder to perceive backbone of successful reroll comps due to its strong percent max Health scaling that becomes incredibly potent when running comps with giant Health pools—giant Health pools that starred up Supers have in abundance.

While Jax has proven to be one of the victors of patch 12.23, it was not with the help of the Mecha Prime trait. We’ll be nerfing Jax heavily later on, but we’re empowering Mecha Prime here to encourage further exploration of the infamous no-pivot trait.

Instead of renaming Supers to Super-Dupers we decided to give them the nerf they needed. Hopefully the nerf isn’t too hard, otherwise we’ll have to name them something else that rhymes with Super-Duper… It’s pooper, the joke is Super-pooper.
  • Ace Execution Threshold: 12/30% ⇒ 15/30%
  • ADMIN 6 piece bonus: +80% ⇒ +100%
  • ADMIN “On Kill” cause has been re-enabled
  • On Kill, champion (can be any on team) gains permanent Health: 20
  • On Kill, champion gains Attack Damage: 25%
  • On Kill, champion gains Ability Power: 25
  • On Kill, champion gains Attack Speed: 25%
  • On Kill, champion gains Mana: 20
  • On Kill, champion heals: 350
  • On Kill, champion has a chance to drop gold: 50%
  • When ADMIN drops below 40% Health gain permanent Health: 50 ⇒ 60
  • When ADMIN drops below 40% Health gain Attack Damage: 75 ⇒ 80
  • When ADMIN drops below 40% Health gain Ability Power: 75 ⇒ 80
  • When ADMIN drops below 40% Health gain gain Attack Speed: 75 ⇒ 80
  • On Ally Death, ADMIN champions gain Ability Power: 18 ⇒ 20
  • On Ally Death, ADMIN champions gain Mana: 30 ⇒ 40
  • On Ally Death, ADMIN champions heal: 250 ⇒ 350
  • On Ally Death, ADMIN champions chance to Drop Gold: 33% ⇒ 40%
  • On Spell Cast, ADMIN champions heal: 150 ⇒ 200
  • On Combat Start, ADMIN champions gain Attack Damage: 60 ⇒ 50
  • On Combat Start, your TEAM gains permanent Health: 20 ⇒ 15
  • On Combat Start, your TEAM gains Ability Power: 30 ⇒ 25
  • On Combat Start, your TEAM gains AD: 30 ⇒ 25
  • On Combat Start, your TEAM champion’s chance to Drop Gold: 20% ⇒ 25%
  • Every 5 seconds, ADMIN champion chance to Drop Gold: 20% ⇒ 25%
  • Every 5 seconds, your TEAM gains permanent Health: 7 ⇒ 5
  • Every 5 seconds, your TEAM gains Attack Speed: 10% ⇒ 12%
  • Every 5 seconds, your TEAM champion’s chance to Drop Gold: 10% ⇒ 12%
  • Brawler max Health Bonus: 20/40/70/111% ⇒ 20/40/65/90%
  • Duelist Attack Speed Per Auto: 6/12/20/30% ⇒ 5/10/16/24%
  • Duelist Max Stacks: 10 ⇒ 12
  • LaserCorpsDamage: 60/150/150 ⇒ 65/165/200
  • Mascot max Health Regen per 2 seconds: 1.5/3.25/6.5/12% ⇒ 1.5/2.5/4.5/10%
  • Mecha Prime Attack Damage & Ability Power: 60/45% ⇒ 70/50%
  • Recon dash AI updated to better avoid crowds
  • Supers base Damage Increase: 20% ⇒ 18%
  • Supers bonus Damage per 3-star: 5% ⇒ 3%
  • Spellslinger Ability Power: 25/60/100/150 ⇒ 25/55/85/125
  • Spellslinger Meteor Ability Power ratio: 50/50/50/200% ⇒ 50/50/50/150%
  • Units no longer launch meteors as their first attack in combat

  • Spellslingers no longer launch meteors as their first attack in combat

UNITS: TIER 1

Galio sits at the top of the pecking order both in food poultry distribution and early game frontline.
  • Galio Mana nerf: 60/120 ⇒ 70/140
  • Galio Outta My Way! Shield: 250/300/375 ⇒ 200/240/280
  • Sylas Health: 650 ⇒ 700
  • Sylas Battle Blast Heal Amount: 130/150/170 ⇒ 150/170/190
  • Talon Attack Speed: 0.65 ⇒ 0.7
  • Talon OX-ian Diplomacy Damage: 160/240/360 ⇒ 170/250/370

UNITS: TIER 2

Chibi Annie may be all the rage, but Annie’s endless shielding is not.

Despite being in love with himself, Draven lacks the carry potential to truly love. Let’s see if this change alongside the Mecha Prime buff is enough to put Draven back in the spotlight and win back Rayditz’s affection.

Jinx is a tricky champion to play. We want to ensure that she is a viable item holder both for AD and AP items, so we’re buffing her on both fronts. These buffs will also allow her to better utilize both of her Hero Augments which provide Attack Speed that magnifies that base AD buff below.

By nerfing Yuumi’s range we not only force higher risk positioning, but we also limit her potential to snipe backliners since her spell targets the furthest enemy in her attack range. While this may be a slight overnerf we are playing it safe as Yuumi will still be able to provide teamwide utility with her triple threat traits.
  • Annie max Mana nerf: 20/80 ⇒ 30/90
  • Annie Burst Shield shield: 325/400/500 ⇒ 300/350/425
  • Camille Tactical Sweep Attack Damage ratio: 180/200/225% ⇒ 190/200/215%
  • Draven Attack Speed: 0.7 ⇒ 0.75
  • Ezreal Sabotage Damage: 215/320/510 ⇒ 230/345/535
  • Jinx Attack Damage: 45 ⇒ 50
  • Jinx Fishbones Damage: 200/300/480 ⇒ 225/335/525
  • Vi Blast Shield Sunder (Armor Shred): 40/50/70% ⇒ 50/50/50%
  • Yuumi Range: 5 ⇒ 4
  • Yuumi Prowling Projectile Damage: 255/385/600 ⇒ 220/330/510

UNITS: TIER 3

We are lowering Jax’s Attack Damage to keep his power in his spell (counterable by Magic Resist), while greatly reducing both the base and the stacking damage of his Adaptive Strikes. While this may not look like a ton given how powerful Jax has been in 12.23, it’s important to remember that his success was dependent on vertical Brawler comps (also nerfed) to buy him the time to ramp with his ability and items like Rageblade.

Vayne’s carry potential has been tied to the success of Duelist comps (nerfed earlier). We are increasing her Attack Damage scaling to allow her to find more success in Anima Squad comps that provide those raw stats as well as Recon comps, where critical strikes amplify the AD items that you will now want to build on her.

If not for the cat Vel’Koz would be the most divisive champion of the new set. With these nerfs Vel’Koz should negate your carry slightly less often, and with significantly less pain, but remember, only YOU can truly prevent rampant Vel’Koz stacking via a Negatron Cloak and a Sparring Glove.
  • Jax Attack Damage: 50 ⇒ 45
  • Jax Adaptive Strike Damage: 110/165/285 ⇒ 100/150/250
  • Jax Adaptive Strike Damage Per Stack: 30/45/75 ⇒ 20/30/50
  • Jax Adaptive Strike Max (at full stacks) Damage: 320/480/810 ⇒ 240/360/600
  • Kai’Sa Starcharged Attack Speed: 40/50/65% ⇒ 40/45/55%
  • Vayne Silver Bolts Attack Damage ratio: 120/120/130% ⇒ 130/130/140%
  • Vayne Silver Bolts base Damage: 18/25/40 ⇒ 18/25/45
  • Vel’koz Mana: 0/60 ⇒ 0/70
  • Vel’koz Frozen Tomb damage: 300/450/775 ⇒ 275/415/680

UNITS: TIER 4

Bel’Veth has been underperforming throughout the entire set, but much of that has been due to a major bug that prevented her from scaling with AD items properly. In fixing that bug, we are preemptively nerfing her to prevent our favorite void mommy from being unavoidable.

Ready, Sett, Mecha Prime! We’re serving Sett up with a significant buff that will make him more reliably cast his spell, and allow it to hit a whole lot harder. Definitely give him a try as our Mecha Prime, especially now that the trait has also been buffed.

3-star Zed has been lacking the heat he should be packing—so in addition to amping up the base damage of his Kill Mode, we’re also limiting the time he spends in it. While that may read as a nerf, this change allows him to drop aggro more consistently as he recasts Kill Mode—which is important as you never want the 3-star 4 cost carry that you’ve poured most of your resources into to get deleted after their first cast.
  • Bel’Veth: fixed a major bug that caused her to not scale with Attack Damage granted by items properly. This is a massive buff, so we’re also making some adjustments.
  • Bel’Veth Attack Damage: 85 ⇒ 80
  • Bel’Veth Attack Speed Per Cast: 30% ⇒ 25%
  • Bel’Veth Endless Banquet Damage: 25/40/160 ⇒ 20/30/150
  • Miss Fortune now casts toward the largest clump of enemies
  • Miss Fortune now turns slightly faster when there are no more enemies in her cone
  • Miss Fortune Bullet Time first bullet Damage: 50/70/250 ⇒ 45/65/210
  • Sett Health: 900 ⇒ 1000
  • Sett Mecha SLAM! Channel Time: 2.5 ⇒ 2 sec
  • Sett Mecha SLAM! Max Attack Damage ratio: 280/300/600% ⇒ 300/320/800%
  • Zac Symbiotic Split current Health damage ratio: 18% ⇒ 25%
  • Zac Symbiotic Split missing Health percent heal: 20% ⇒ 30%
  • Zac Symbiotic Split passive Zac blobs spawn 100% faster when his passive is triggered
  • Zed Empowered Kill Mode duration: 6/6/15 ⇒ 7/7/7 sec
  • Zed Empowered Kill Mode 3rd attack base bonus Damage: 30/45/200 ⇒ 40/60/300

UNITS: TIER 5

In an aggressive meta, saving econ to level and hit Legendary units can cost too much Tactician Health to be worth. We’re buffing the bulk of our 5-costs to make sure the risk of fast 8 strategies is worth the reward of access to powerful units.

Aphelios has found the bulk of his success using just one weapon in his arsenal, Binding Eclipse (purple). We’re bringing the damage of his stun-gun down so it can remain a viable choice when your comp lacks crowd control, but is no longer the go to for every situation. To further incentivize his gun maestro clout, we’re improving the AD scaling on both his Duskwave (blue) and Onslaught (red) guns, so when you are able to itemize Aphelios with lots of Swords you should opt for the higher damage weapons in his arsenal.

Urgot has been one of the best itemless one-unit-fits-all-comps champions. We’re buffing his scaling to encourage itemizing our favorite crab fanboy, while adjusting the active component of his Undertow spell to stun for a shorter duration, wash up less item components, and dredge more gold from the depths of the board at a higher consistency.
  • Aphelios Gravitum (Purple) Attack Damage ratio: 160/160/800 ⇒ 150/150/1500%
  • Aphelios Infernum (Blue) Attack Damage ratio: 200/200/800 ⇒ 225/225/1500%
  • Aphelios Severum (Red) Attack Damage ratio: 270/270/800 ⇒ 300/300/2000%
  • Fiddlesticks max Mana buff: 90/90 ⇒ 66/66
  • Fiddlesticks Armor & Magic Resist: 60 ⇒ 70
  • Fiddlesticks Dark Harvest Damage: 100/150/900 ⇒ 111/166/1000
  • Fiddlesticks Corrupted awakening max Health threshold: 60% ⇒ 70%
  • Mordekaiser starting Mana buff: 50/150 ⇒ 60/150
  • Mordekaiser Skylines Damage: 400/600/3000 ⇒ 420/630/5555
  • Syndra Mana buff: 90/140 ⇒ 70/125
  • Urgot Undertow passive autos Attack Damage ratio: 30% ⇒ 40%
  • Urgot Undertow passive autos Attack Speed ratio: 10% ⇒ 20%
  • Urgot Undertow stun duration: 1.25/1.5/5 sec ⇒ 1/1.5/5 sec
  • Urgot Undertow Treasure Chest dredge chance: 12/15/100% ⇒ 15/25/100%
  • Urgot Undertow Treasure Chest chance for item component: 20/30/90% ⇒ 15/25/75%

ITEMS

Giant Slayer is both the most built and widely considered the best item of the game. We’re shaving off the bonus damage it grants against giants but are confident it will still have its place in slaying them.
  • Blue Buff bonus Ability Power: 15 ⇒ 10
  • Dragon’s Claw bonus Magic Resist: 20 ⇒ 30 (Total 70 MR)
  • Giant Slayer bonus Damage to giants: 30% ⇒ 25%
  • Hextech Gunblade Omnivamp: 20% ⇒ 25%
  • Infinity Edge Bonus Attack Damage: 15% ⇒ 20% (Total 30%)
  • Demon Slayer (Radiant) bonus Attack Damage & Ability Power: 30 ⇒ 40
  • Bulwark’s Oath (Radiant) shield duration: 5 ⇒ 10 sec

HERO AUGMENTS

The general trend for Hero Augment balancing is raising the power floor of our weakest Augments while lowering the power ceiling of our strongest ones, but in addition to the normal balancing of these Augments, we have a rework for Lee Sin’s carry Augment, Flurry , which was neither very strong, nor sensible when itemizing Lee Sin.

Yuumi’s carry Augment, Predatory PrecisionFlurry, has proven to be one of the strongest Augments in the game. We’re cutting the Ability Power it offers substantially (83% less AP) but retaining the critical strike component.
  • Lee - Flurry reworked to Cleansing Safeguard
  • Lee - Cleansing Safeguard: Gain a Lee Sin. His Ability costs 30 less Mana to cast. When he casts, he sheds all negative effects and heals 18% of his missing Health.
  • Ashe - Laser Focus bonus Attack Speed: 40% ⇒ 45%
  • Gangplank - Flaming Ricochet bonus Damage: 75% ⇒ 90%
  • Lulu - Growth Spurt bonus Ability Power per cast: 25 ⇒ 20
  • Lulu - Foster Growth bonus Ability Power for allies holding items: 35 ⇒ 40
  • Lux - Illuminating Singularity second cast Damage increase: 180% ⇒ 150%
  • Lux - Lucent Barrier Health shield: 400 ⇒ 350
  • Lux - Lucent Barrier Ability Power: 40 ⇒ 35
  • Renekton - Reign of Anger bonus Attack Speed: 40% ⇒ 60%
  • Sylas - Kingslayer bonus max Health: 20% ⇒ 30%
  • Wukong - Re-Energize team Mana restore: 75% ⇒ 60%
  • Annie - Reflector Shield damage proc internal cooldown: 0.5 sec ⇒ 0.2 sec
  • Ezreal - Rising Spell Force bonus Attack Speed & Ability Power: 25% ⇒ 20%
  • Ezreal - Raider’s Spoils Gold: 1 ⇒ 0 (Note: The tooltip will say 0g until 13.2 due to our translation lock times)
  • Vi - Boxing Lessons Health: 200 ⇒ 180
  • Yasuo - Siphoning Winds Omnivamp: 66% ⇒ 50%
  • Yuumi - Predatory Precision bonus Ability Power: 30 ⇒ 5
  • Alistar - Behemoth Bonus Health: 300 ⇒ 450
  • Alistar - Smash! Mana regen: 10 ⇒ 15
  • Cho’gath - Cosmic Barrier Magic Resist: 40 ⇒ 35
  • Rammus - Spiked Shell Armor damage ratio: 180% ⇒ 150%
  • Rammus - Armored-dillo Armor: 40 ⇒ 35
  • Sona - Power Grid Bonus Ability Power: 30 ⇒ 10
  • Vayne - Spread Shot extra shot Damage: 50% ⇒ 75%
  • Vel'koz - Frozen Tundra Chill duration: 6 ⇒ 8 sec
  • Aurelion Sol - Impact Velocity Stun duration: 2 ⇒ 1.75 sec
  • Bel’Veth - Voidmother Voidling Health Percent: 75% ⇒ 60%
  • Samira - Daredevil Attack Speed per 10 missing Tactician Health: 4.5% ⇒ 3.5%
  • Taliyah - Stoneweaver bonus Ability Power: 25 ⇒ 20
  • Taliyah - Stoneweaver bonus Damage to enemies above 1600 max Health: 30% ⇒ 20%
  • Taliyah - Be the Stone max Health: 60% ⇒ 50%
  • Zed - Contempt for the Weak team Attack Speed: 9% ⇒ 7%
  • Aphelios - Locked and Loaded bonus Attack Damage: 15% ⇒ 10%
  • Aphelios - Locked and Loaded Attack Damage per 5 sec: 10% ⇒ 5%
  • Aphelios - Armor Piercing Rounds Armor Sunder: 10% ⇒ 20%
  • Fiddlesticks - Traumatic Memories Health gained per ally death: 200 ⇒ 350
  • Nunu - They See Me Rolling bonus Ability Power: 30 ⇒ 10
  • Syndra - Empowered Reserves bonus Ability Power per champion on the bench: 6 ⇒ 5

AUGMENTS

Blue Battery has been disabled as it unlocked too high of a power ceiling when paired with items like Blue Buff and other sources of Mana generation (Star Guardian, Civilian, etc). It will likely not make a return for the duration of the set.

Built Different I and Double Trouble I have also been disabled, but for the opposite reason as Blue Buff. The power they provided as Silver Augments did not warrant the adjustments in team building that they required. IT’s a TrAp! Meanwhile, the stronger Gold and Prismatic versions of these Augments have been too worthwhile in adjusting your team building to benefit from the stats they offer.

Additionally, Pandora’s Items continues to be disabled as we work on fixing a bug with the Augment. We plan on re-enabling Pandora’ Items next patch.
  • Blue Battery has been disabled
  • Built Different I has been disabled
  • Double Trouble I has been disabled
  • Pandora’s Items has been disabled
  • Built Different II Health: 250/275/300/350 ⇒ 175/225/275/325
  • Built Different III Health: 300/350/400/450 ⇒ 225/300/375/450
  • Double Trouble II AD, AP, Armor, and MR: 35 ⇒ 30
  • Double Trouble III AD, AP, Armor, and MR: 45 ⇒ 40
  • Electrocharge I Damage: 35/55/70/90 ⇒ 30/50/70/90
  • Electrocharge II Damage: 60/80/100/120 ⇒ 50/70/90/110
  • Electrocharge III Damage: 105/140/175/210 ⇒ 95/125/155/185
  • High Roller Gold: 6 ⇒ 3
  • Jeweled Lotus bonus Crit Chance: 25% ⇒ 20%
  • Luden’s Echo I Damage: 35/55/70/90 ⇒ 35/50/65/80
  • Luden’s Echo II Damage: 50/80/110/140 ⇒ 50/70/90/110
  • Luden’s Echo III Damage: 80/125/170/215 ⇒ 80/115/150/185
  • Think Fast Gold: 8 ⇒ 3
  • Thrill of the Hunt I Heal: 300 ⇒ 350
  • Trade Sector+ Gold: 12 ⇒ 10

SMALL CHANGES

Small, like the invite list for Annie’s exclusive party…sorry Mayor Pengu, you just weren’t important enough to make the list.

TRAITS

Between all the individual champion buffs, and a small trait buff here, do not sleep on Anima Squad—they aren’t beds lol.
  • Anima Squad Attack Damage & Ability Power: 10/30/50 ⇒ 10/30/55
  • Ox Force max Attack Speed: 30/70/140/250 ⇒ 30/80/150/300%
  • Renegade bonus Damage: 40/80% ⇒ 40/70%

UNITS: TIER 1

After her nerfs in our 12.23 mid-patch update, Ashe has struggled to earn her rank in the LaserCorps. We’re helping her out with a Mana buff that’ll allow her to be a better item holder and maybe even a better reroll carry.

While Lux’s Hero Augments were performing up to par, her damage without them was transparent at best. We’re adding a bit more glow to her throw, so she can shine on her own. In doing so, we nerfed her Hero Augments in the earlier section to keep her bright light from becoming blinding.
  • Ashe Mana buff: 0/60 ⇒ 0/50
  • Blitzcrank Static Defense damage reduction: 45/55/65% ⇒ 55/60/65%
  • Lux Lucent Singularity Damage: 190/285/425 ⇒ 200/300/450
  • Poppy Buckler Toss shield: 250/300/375 ⇒ 300/350/425

UNITS: TIER 3

This small LeBlanc buff will keep her from shooting LeBlanks.

Nilah’s flat heal is especially powerful early due to its flat Health nature. We’re reducing its power here while also giving me more time to practice spelling Apotheosis.

Just because he snuck into the set, doesn’t mean Rammus can dodge Mort’s nerf hammer.
  • Cho’gath Cosmic Bellow Magic Resist ratio: 150/200/250 ⇒ 150/190/240%
  • LeBlanc Sigil of Malice Damage: 80/100/130 ⇒ 85/105/130
  • Nilah Apotheosis Heal: 275/325/400 ⇒ 250/300/350
  • Rammus Sand Slam Armor ratio: 130/175/225% ⇒ 150/175/205%
  • Senna Piercing Darkness Attack Damage ratio: 170/180/190% ⇒ 175/185/190%
  • Senna Piercing Darkness base Damage: 45/65/120 ⇒ 45/65/125

UNITS: TIER 4

Our nerf to Soraka is specifically aimed at her success in Bruiser comps, where her ability to keep topped off AND have a bunch of beefcakes in front of her did not allow for much counterplay.

When buffing a unit like Viego, we have to be very light. That’s not because the guy already has like 1900 abs, but instead because of the nature of his spell’s resets: once buffed, the continued resets give Viego insane amounts of damage.
  • Aurelion Sol Meteor Shower Damage: 135/200/450 ⇒ 135/200/400
  • Samira Flair Attack Damage ratio: 500/525/1000 ⇒ 500/525/1500%
  • Soraka Starcall empowered 3rd cast stars: 3/3/5 ⇒ 3/3/4
  • Soraka Starcall self max Heal: 10% ⇒ 8%
  • Viego Health: 900 ⇒ 950
  • Viego Heartbreaker: 250/375/850 ⇒ 260/390/850

UNITS: TIER 5

They may be the only ones in this section, but at least they have each other.
  • Nunu & Willump Biggest Roboball Ever! Damage: 135/205/2000 ⇒ 125/190/2000

AUGMENTS

“A certain red hatted plumber wishes he had TFT’s coin vacuum.” — Kent Wu, 2023
  • Coins from the following augments will now vacuum to the player after spawning: AFK, Birthday Present, Calculated Loss, High End Shopping, High Roller, Lategame Specialist, Pandora’s Bench, Rich Get Richer, Think Fast, Trade Sector+, Windfall, Trait Augments (Hearts, Crests, etc.)

MODES

FORTUNE’S FAVOR

In case you missed it earlier, here are the details of our first temporary game mode. You can read more about it in the event overview article.
  • The first shared carousel (draft) will offer either all 5-cost champions, or all 4-cost champions
  • Golden Bun Bun will visit your arena, dropping loot orbs every stage (starting with 3 orbs at stage 1, and building up to 7 orbs by the time you hit stage 5)
  • Golden Bun Bun loot orbs can drop things like Ornn (Forge) Items, Tactician’s Crown, Item Removers, Gold, Training Dummies, Tome of Traits, Champions, and more
  • Loot orbs will vary in power from game to game and stage to stage, all players will be given the same power level of loot orbs each offering
  • After first dropping below 50 Tactician Health, the Golden Bun Bun will hop on your board to gift you a Golden Orb which will contain some serious loot to boot, and not a hare too late!
  • Available to play until patch 13.3 goes live!

HYPER ROLL

  • Samira Hero Augment - Daredevil bonus Attack Speed 5% ⇒ 4.5%
  • Gangplank Hero Augment -Get Paid gold chance increased from 33% ⇒ 66%
  • Bugfix: Trait Emblem items will now appear correctly in the late game armories.
  • Bugfix: Fixed an issue with some armories only showing 2 or 3 completed items instead of the intended 4.
  • Bugfix: Sivir’s Delivery Tip Augment now works properly on Hyper Roll.

BUG FIXES

  • More invigorating than you thought: Lee Sin Invigorate Hero Augment tooltip updated to correctly state that your units gain Attack Speed when receiving any shield, not specifically Lee Sin’s. Behavior is unchanged.
  • Blue Buff will no longer refund mana multiple times in specific situations
  • Taliyah Be the Stone Augment now works on ghost armies
  • Viego Partners in Crime Augment now works on ghost armies
  • Defenders will no longer taunt enemies already attacking Defenders at the start of combat
  • Poser: Lee Sin will no longer t-pose if he dies while casting his spell
  • Clear mind no longer treats Anvils as champions
  • Hacker, Hecarim riders, should no longer switch combat targets while their target is alive
  • ADMIN Tooltip Correction: “On kill” tooltips have been changed to properly reflect that the bonus is being given to the killer
  • Two Vel’Koz casting on the same unit should no longer fizzle the first to cast
  • Urgot tooltip fixed to clarify Attack Speed modifier.
  • Lucky Gloves now grants Nilah tank items
  • Lucky Gloves will not grant Fiddlesticks Mana items
  • Lucky Gloves no longer grants Kai’Sa AD items
  • Bloodthirster shield now correctly procs once when multiple Bloodthirsters are equipped (triggered shields still stack)
  • Sivir no longer pauses while waiting for her pizzas to be delivered to her allies
  • LaserCorps drones no longer benefit from damage increasing items, such as Giant Slayer.
  • Fixed a bug with Underground that allowed for an exploitative advantage
  • Fixed a bug where one of the Underground 4 Heist payouts offered less value than intended.
  • Fixed a bug where Bel’Veth would visually register attacks as critical strikes when they were not.

Teamfight Tactics patch 12.23 notes

Welcome to Monsters Attack!

Monsters Attack! brings all new units and traits, cosmetics, and mechanic updates with our arrival in Spatulopolis, a city that seems to be constantly under attack. Luckily for city residents, there are heroes of all shapes and sizes ready to be assembled into the hodge-podge hero squad of your liking.

As for these notes, we’re going to start with cosmetics and new stuff at the top, then we’ll work our way through the changing and returning systems near the end.

A quick note! We’re shipping an entire set on the last patch of the year, before many of us go on a Riot-wide Winter break. This means that we will be hands-off for a while after our first week of release. With the size of the Monsters Attack! release, that’s a bit nerve-racking for us. But we’re lucky for having an incredibly active three week PBE period—thanks PBE testers! We’ll also be watching the first week of our release with a closer eye than Vel'Koz on your backline carry.

Okay, we’ve got a ton to get into, so let’s get going!
Rodger “Riot Prism" Caudill

MONSTERS ATTACK! CINEMATIC

Before we meet the residents of Spatulopolis make sure to take in the sights with our Monsters Attack! cinematic where Mayor Pengu rewards our heroes for their good* deeds!

MONSTERS ATTACK! COSMETICS

MONSTERS ATTACK! PASS

If you want to immerse yourself in the lifestyle of a Spatulopolite, then try out the Pass+ to unlock the Threat themed arenas, Little Legends, Star Shards, and the Poro-Ranger Headquarters Tier 3 Arena! The Pass+ can be unlocked for 1295 RP, but you don’t have to decide right away, as you can always 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.
In addition to Poro-Ranger HQ, you'll get three different Threat-inspired arenas, also unlocked on your Pass+ tour of the city! Check out Threat Level: Nom, OK, and Tentacle below!
Now that we’ve seen where you can play, let’s see who you can play as with the Pass+. Meet our most super Sprite yet: Super Squad Sprite! And acquaint yourself with Star Guardian Tocker, whose latest project is figuring out how to save the universe AND have time to help the Star Guardians on homework.

EVERYTHING GOES ON… THE ARENA

You can get the Everything Goes On arena in the Everything Goes In Here Bag as a rare (2%) drop. Bags without the arena will pop out previously released Little Legends, or Whisker and Grizzle variants. One Everything Goes In Here Bag goes for 390 RP, but they’re also available in bundles (later). The arena also has a pity mechanic, meaning you are guaranteed to open the Mythic Arena on or before the 61st box!
Everything Goes On comes with Big Feels, dynamic board elements, ceremonies, and a complete transition to another dimension as you play. It’s also packed with Star Guardian secrets from past Star Guardian lineups! And yes, an instrumental version of Porter Robinson’s song has a cool feature where the board goes blurry—wait, those were just my tears. Nevermind.

CHIBI LUX AND STAR GUARDIAN LUX

You can pick up Chibi Lux directly from the shop for 1900 RP and she’ll come with her signature boom, Final Spark, that you could equip to other Tacticians too if they’ve packed the necessary sunblock.
You can get Chibi Star Guardian Lux as a rare drop (2%) from Lux’s Radiant Chalice (390 RP/TC), also available in bundles (of joy). Chalices that do not contain the uncontainably positive Star Guardian will be full of previously released Little Legends, including our newest troublemakers, Whisker and Grizzle.

BARON

Baron comes fully-evolved (no need for Star Shards here) and can be purchased directly for 2500 RP. Baron has 6 variants to choose from: Baron, Super Squad Baron, Cosmic Scourge Baron, Odyssey Baron, Star Nemesis Baron, and Star Guardian Baron.
If you pick up the Batch of Barons bundle from the store you’ll get each of Baron’s variants alongside the chance to Smite back with the Smiteback boom—the only Smite that never misses.

GRIZZLE AND WHISKER

Whisker just wants what every cat wants: food, a loving home, and total world domination. Whisker and their variants are available for direct purchase for 750 RP (rare) and 925 RP for their epic variants. Check out their variants below: Whisker (Base), Star Guardian Whisker, Super Squad Whisker, Stitched Whisker (Epic), Star Nemesis Whisker (Epic), Dark Star Whisker (Legendary).
To avoid long bouts of rage, please feed Grizzle at regular 13 minute intervals, but never after midnight. Grizzle and their variants are available for direct purchase for 750 RP (rare) and 925 RP for their epic variants. Check out Grizzle’s variants below, now with even more rage: Grizzle (Base), Super Squad Grizzle, Groovy Grizzle, Star Guardian Grizzle (Epic), Dark Star Grizzle (Epic), Star Nemesis Grizzle (Legendary).

BUNDLES IN MONSTERS ATTACK!


Bundle Contents Price
Chalice of the First Star Bundle TFT Monsters Attack! Pass+ Chibi Lux
31 Lux's Radiant Chalices
13245 RP/TC
Everything Goes On Bundle Includes TFT Monsters Attack! Pass+
27 Everything Goes In Here Bags
11825 RP/TC
Batch of Barons Includes base Baron, all Baron variants as well as the Smiteback Boom 10000 RP/TC

RANKED REWARDS!

With Dragonlands over, I’m willing to bet you're ready to spread your wings and fly to the next set. But let’s briefly acknowledge your successes! We’ve got a whole host of ranked rewards to distribute throughout patch 12.23, the release patch of Monsters Attack!

First off, if you placed Gold or higher in Uncharted Realms (the second half of Dragonlands) then you’ll get a celebratory emote to represent your rank!
If you placed Gold or higher at any stage of the set, then you’ll get the Victorious Craggle Little Legend. And if you manage to get Gold or higher during both halves of the set, you’ll get Triumphant Craggle as well!
And for those of you starring up Dragons as a team, if you obtained Double Up rank Gold or higher, then you’ll get the following emotes to celebrate with your partner(s)!
If you finish Blue, Purple, or Hyper tier in Hyper Roll, then you’ll get another emote to flex with! Now that’s hype.

NEW RANKED SEASON

  • When Monsters Attack! 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!

HERO AUGMENTS

Hero Augments allow you to choose one of three options to empower a champion as the leader of the super squad you assemble.
  • All champions have two Hero Augments. One that is more carry oriented, while the other is more supportive.
  • All players are offered a Hero Augment at the same time during one of the three Augment Armories (2-1, 3-2, 4-2). Each player is offered Hero Augments of the same cost bucket.
  • There is a 5 percent chance that a game will not feature a Hero Augment
  • 2-1 Armories can only offer Hero Augments for 1 and 2-cost units OR 2 and 3-cost units
  • 3-2 Armories can only offer Hero Augments for 2 and 3-cost units OR 3 and 4-cost units
  • 4-2 Armories can only offer Hero Augments for 3 and 4-cost units OR 4 and 5-cost units
  • Hero Augments will be semi-tailored for your boards, meaning you’ll get some fairly intuitive choices to fit the comp you already have.
  • There are 118 Hero Augments. Can you take each one to Victory?
  • In addition to the 118 new Hero Augments, we are bringing back over 100 Augments from past sets, as well as 63 Heart, Crown, Crest, and Soul Augments for our new traits.

For more information on Hero Augments you can visit any of our 3rd party friends above, or check out our mechanics article.


ITEM ANVILS

Dragonland’s Treasure Dragon was a huge improvement over Raptors, which had the chance to offer random items that weren’t useful for a comp you’d already committed to, but alas, we must depart the Dragonlands for more charted (by urban planners) realms. That being said, we all greatly appreciated the increased control over finalizing our builds with the Treasure Dragon, so in Monsters Attack! we’re introducing the Item Anvil to provide a similar opportunity.
  • Item Anvils will drop starting with the Stage 4-7 PVE encounter with a component Anvil, which will give you the opportunity to choose from one of three item components.
  • Further Completed Item Anvils will drop with PVE encounters in Stage 5-7 and 6-7 that will allow you to choose one of five completed items.
  • PVE Boss encounters occur starting Stage 5-7. These can be encounters with Aurelion Sol, Urgot, or Zac. These encounters will always drop a Completed Item Anvil or more (below).
  • Bosses have a small chance to drop Tome of Traits as well as Completed Item Anvils.
  • Bosses have an even smaller chance to drop Enhanced Item Anvils that will allow you to choose from one of five Ornn items instead of standard completed items.

ITEM SYSTEMS

The nuance between Magic and Physical spells created more confusion than value. We’re using the new set to simplify rules that even the best of us struggled to remember at times.

We’re also lowering the impact of Grievous wounds so the status effect is less of a hard counter than it has been in the past. As such, healing sources have also been slightly reduced in power.
  • Physical spells now work like Magic spells. They can no longer be dodged or missed, but they also can’t crit without something like a Jeweled Gauntlet that allows your spells to crit.
  • Critical Strike Chance over 100% now converts into bonus Critical Strike Damage at a 2:1 ratio.
  • Grievous Wounds reduced healing: 50% ⇒ 30%
  • Item power has been lowered while champion base power has gone up. Expect to see more about this in the Items section.
  • Attack Damage bonuses have all been changed from flat bonuses (+10) to percent bonuses (+10%). This percent bonus scales off a unit’s base Attack Damage and does not scale with other sources of Attack Damage (see Item changes for more details)
    • NEW: Items have new Keywords (see next section)

KEYWORDS

Abilities and Items are getting new debuff Keywords to help us simplify tooltips and conversations. Check out the new and existing keywords below!
  • Burn: deals some of the target's maximum Health as true damage over time
  • Chill: reduce Attack Speed
  • Disarm: cannot move or attack
  • Mana Reave: increase maximum Mana until the next cast
  • Omnivamp: heal for some of damage dealt
  • Shred: reduce Magic Resist
  • Stun: cannot move, attack, or cast Abilities
  • Sunder: reduce Armor
  • Taunt: enemies that are able and in range must attack the taunter
  • Wound: reduces healing received

LARGE CHANGES

Large, like the Monsters Attack! PBE wait times. Can y’all chill a second so I can get a game!?

3RD PARTY FRIENDS

This is a long one, so I’m going to rely on our 3rd party friends to provide more detailed information on the specific traits, champions, and Augments coming with Monsters Attack!

AUGMENTS REMOVED

With the return of Star Guardians heralding a new era of spell spamming through their multiplicative Mana generation, we’ve had to preemptively cut many Mana generating Augments to keep this trait from leaving the balance atmosphere and entering the upper regions of the OP-sphere.

Other Augments have been cut due to their low pick rate and win rate, where they simply did not reach the expected power level (or fun level) of other Prismatic Augments.
  • Meditation I/II/III
  • Best Friends I/II/III
  • Axiom Arc I
  • Better Together
  • Blue Battery II
  • Exiles III
  • Makeshift Armor III
  • Scoped Weapons II

AUGMENTS ADJUSTED

In addition to the 118 new Hero Augments, we are bringing back over 100 Augments from Dragonlands and Gizmos & Gadgets, as well as 63 Heart, Crown, Crest, and Soul Augments for our new traits. As for this section, we’re just going to go over what returning Augments are changing now that they’ve made their way into Monsters Attack!

While we have been pretty hands-off with the return of our non-Hero Augments (most of our resources went into Hero Augments this set), you will notice rebalancing of many returning Augments to meet the new needs of Monsters Attack! For instance, since we have less crowd control this set, we’ve given Verdant Veil more Attack Speed to ensure it is in line with other Prismatic Augments. It’s also easier to craft Built Different comps this set, so in turn we have slightly lowered the bonuses that the Augment provides.
  • Big Friend I / II Damage Reduction: 10/18% ⇒ 9/15%
  • Binary Airdrop Components Granted: 2 ⇒ 1
  • Blue Battery I REWORKED: Gold Augment that grants 10 Mana each cast and 8 Ability Power
  • Built Different I Attack Speed: 30/45/60/75% ⇒ 25/35/45/55%
  • Built Different II Health: 250/300/350/400 ⇒ 250/275/300/350
  • Built Different II Attack Speed: 40/55/70/85% ⇒ 40/50/60/70%
  • Built Different III Health: 300/375/450/525 ⇒ 300/350/400/450
  • Built Different III Attack Speed: 50/65/80/95% ⇒ 50/60/70/80%
  • Celestial Blessing Omnivamp: 12/20/35% ⇒ 10/15/25%
  • Celestial Blessing Overheal Shield: 300/450/600 ⇒ 200/300/400
  • Cybernetic Implants I/II/III Health: 100/150/250 ⇒ 80/120/180
  • Cybernetic Implants I/II/III Attack Damage: Changed from flat to 10/20/30% Attack Damage
  • Cybernetic Shell Health: 100/150/250 ⇒ 80/120/180
  • Cybernetic Uplink Health: 100/150/250 ⇒ 80/120/180
  • Cybernetic Uplink Mana Per Second: 2/3/4 ⇒ 2/2.5/3
  • Electrocharge I Damage: 50/70/90/110 ⇒ 40/60/80/100
  • Electrocharge II Damage: 85/105/125/145 ⇒ 70/90/110/130
  • Featherweights I/II/III Attack Speed: 25/35/60% ⇒ 20/30/50%
  • High Roller Bonus Gold: 10 ⇒ 6
  • Lategame Specialist Gold: 45 ⇒ 40
  • Last Stand Health: 200 ⇒ 180
  • Last Stand Armor, Magic Resist, and Omnivamp: 20 ⇒ 18
  • Lucky Gloves Sparring Gloves given: 3 ⇒ 2
  • Rich get Richer Gold: 10 ⇒ 12
  • Rich get Richer+ Gold: 18 ⇒ 20
  • Scoped Weapon I Increased Range: 1 hex ⇒ 2 sec
  • Scoped Weapon I Bonus Attack speed: 15% ⇒ 10%
  • Thrill of the Hunt Healing: 400/700 ⇒ 300/550
  • Trade Sector+ Gold: 8 ⇒ 12
  • NEW AUGMENT Threat Level Maximum Health per Threat: 75
  • Triforce I / II / III Health:133/233/333 ⇒ 75/125/200
  • Triforce I / II / III Mana: 13/23/33 ⇒ 10/15/25
  • Triforce I / II / III Attack Speed: 13/23/33 ⇒ 10/15/25
  • Verdant Veil Bonus Attack Speed: 5% ⇒ 15%

ITEMS: COMPONENTS

TL;DR: Dodge is gone, crit is stronger (and more intuitive), and Items that grant flat AD now give a percentage of base AD as bonus AD.

With dodge gone, Sparring Gloves’ power has been transferred entirely to its Critical Strike Chance. With this change and a change to Infinity Edge, we’ve been able to give out more crit making for more fun (big numbers = fun), while also removing the least fun (randomly avoiding big number ? fun) defensive stat.

Items that offer flat Attack Damage now grant a percentage of bonus Attack Damage based upon the champions’ base AD. Before this change, many AD champions didn’t benefit from additional Attack Damage, but with this change champions with high AD values should more intuitively benefit from items that build out of B.F. Sword.
  • B.F. Sword: +10 AD ⇒ +10% Base AD
  • Sparring Gloves: 5% Critical Strike Chance ⇒ 20% Critical Strike Chance
  • Sparring Gloves: 5% Dodge Chance ⇒ Removed

ITEMS: COMPLETED

Champion base power has gone up across the board, while item power has gone down. This means the difference between a 3 item champion and a 0 item champion will not be as drastic. See the item changes for an exact list.

Guardbreaker is our replacement for Banshee’s Claw that is great for champions who need Attack Damage and Ability Power. Its passive allows the wearer to gain increased damage after attacking a shielded enemy, making this a great slot as a counter to shields, but also a great combo piece with other crit items such as Infinity Edge or Jeweled Gauntlet. Guardbreaker will also allow players to finally be able to build an offensive item out of a Giant’s Belt.

Blue Buff is still great for champions with small Mana pools, but it will now grant a bit of Ability Power that will help the equipped champion get takedowns that add 10 Mana to the user. This change allows the item to continue to fulfill the spam cast fantasy, while not leaving certain champions (e.g. Ezreal, Karma, Sohm) dependent on its warping power.

Protector’s Vow no longer buffs your team, but instead buffs the wearer more! It's a solid slam on tanks that need to reach their first cast. Definitely use this on Sejuani!

Infinity Edge now allows damage from abilities to critical strike, making it a great slam on AD casters. This also means you’ve gotta rid yourself of the IE/Jeweled Gauntlet combo habit.

As mentioned earlier, we’ve reduced the healing reduction of wounds to make abilities and items that apply them less of a hard counter. In doing so, we’ve had to reduce healing like the Omnivamp in Celestial Blessing and the items below to prevent Monsters Attack! from becoming Monsters Sustain!
  • REPLACED: Guardbreaker has replaced Banshee’s Claw
  • NEW: Guardbreaker builds from Sparring Gloves + Giant’s Belt
  • Guardbreaker grants 20% bonus Attack Damage and 20 bonus Ability Power. After attacking a shielded enemy, Abilities and attacks deal 30% more damage for 3 seconds.
  • Archangel’s Staff Bonus Ability Power: 20 ⇒ 10
  • Bloodthirster Omnivamp: 25% ⇒ 20%
  • Blue Buff REWORKED: Grant 10 bonus starting Mana and 15 Ability Power. Reduce the holder’s maximum Mana by 10. If the holder gets at least 1 takedown within 3 seconds of casting, gain 10 Mana.
  • Bramble Vest Bonus Armor granted: 45 ⇒ 30 (70 Total)
  • Chalice of Power Ability Power Granted: 30 ⇒ 25
  • Deathblade grants 25/45/65 Attack Damage ⇒ Grants +40% Base Attack Damage (+60% Total)
  • Dragon’s Claw grants 80 Magic Resistance ⇒ Grants 30 Magic Resistance (70 Total)
  • Dragon’s Claw max Health Regen: 1.2% per target attacking wearer ⇒ 5% every 2 seconds regardless of attackers
  • Edge of Night Attack Speed Granted on Proc: 40% ⇒ 15%
  • Gargoyle Stoneplate Armor & MR per target: 16 ⇒ 15
  • Giant Slayer REWORKED: Grants bonus 20% base Attack Damage (30% total) and 20 Ability Power. If the target has more than 1600 max Health, deal 30% more damage with abilities and attacks.
  • Guinsoo’s Rageblade Attack Speed per auto: 6% ⇒ 5%
  • Hand of Justice grants 15 Attack Damage & Ability Power ⇒ Grants 15% Base AD & AP
  • Hand of Justice Omnivamp: 15% ⇒ 10%
  • Hextech Gunblade Omnivamp: 25% ⇒ 20%
  • Infinity Edge REWORKED: Your abilities can now crit. Gain 15% Base Attack Damage and Crit Chance (25% AD and 35% Crit total)
  • Infinity Edge is no longer Unique
  • Jeweled Gauntlet REWORKED: Your abilities can now crit. Gain 15 Ability Power and Crit Chance (25 AP and 35% Crit Total)
  • Last Whisper Grants 10% Attack Speed ⇒ Grants 10% Base Attack Damage
  • Morellonomicon bonus Ability Power Grants: 20 ⇒ 10 (20 Total)
  • Quicksilver grants 15% Dodge ⇒ Grants 20% Crit Chance (This is from the Sparring Glove)
  • Quicksilver Bonus Attack Speed: 20% ⇒ 30%
  • Protector’s Vow REWORKED: Grants 15 bonus starting Mana (30 total). Once per combat: At 40% Health, gain a 25% max HP shield that lasts up to 5 seconds and grants 35 Armor & Magic Resist for the rest of combat.
  • Rabadon’s Deathcap bonus Ability Power Granted: 60 ⇒ 50 (70 Total)
  • Ruunan’s Hurricane grants 20 Attack Damage ⇒ Grants 20% Base Attack Damage
  • Ruunan’s Hurricane bolt Attack Damage ratio: 70% ⇒ 50%
  • Shroud of Stillness grants 15% Dodge ⇒ grants 20% Crit Chance (This is from the Sparring Glove)
  • Shroud of Stillness now additionally grants 250 HP
  • Spear of Shojin grants 15 Ability Power
  • Spear of Shojin REWORKED: Every 3 attacks grants 20 Mana
  • Statikk Shiv grants 10% Attack Speed ⇒ Grants 15 Ability Power
  • Statikk Shiv Shock Damage: 50 ⇒ 30
  • Thieve’s Gloves grants 10% Crit & 10% Dodge ⇒ Grants 40% Crit Chance (This is from the Sparring Glove)
  • Titan’s Resolve Grants 2 Attack Damage & 2 Ability Power per stack ⇒ Grants 2% Base Attack Damage & 2 Ability Power per stack
  • Zeke’s Herald Attack Speed Granted: 30% ⇒ 20%
  • Zephyr now additionally grants 15% Attack Speed

ITEMS: RADIANT AND FORGE (ORNN)

  • Statikk Favor (Radiant) grants 30% Attack Speed ⇒ 40 Abilty Power
  • Shroud of Reverence (Radiant) now grants +250 Health
  • Shroud of Reverence (Radiant) Dodge 15% ⇒ Crit 20%
  • Mistral (Radiant) now grants +20% AS
  • Dragon’s Will (Radiant) Regen: 8% maximum Health every 1.5 seconds
  • Death’s Defiance (Forge) Omnivamp: 25% ⇒ 20%
  • Anima Visage (Forge) max Health Regen: 5% per sec ⇒ 4% per sec
  • Eternal Winter (Forge) Slow Duration: 2 ⇒ 1.5 sec
  • Eternal Winter (Forge) Freeze Duration: 2 ⇒ 1.5 sec
  • Obsidian Cleaver (Forge) Armor/Magic Resistance Sunder/Shred: 60% ⇒ 50%
  • The Collector (Forge) execute threshold: 10% ⇒ 12%

DOUBLE UP

For our Double Up section, I’ve brought in the lead designer of the mode, Llord Llama, to go over our extensive changes to the new Gift Armory. Take it away, my Llord.

GIFT ARMORIES

With Monsters Attack!, we're making a big change to the Assist Armory in Double Up. Instead of taking turns selecting roughly equal boosts for one another, players in Double Up will now face a choice of gifts with different gold prices that they can buy for their partners. This will allow Double Up pairs to help one another out even more, and lets them pay to get the perfect power boost into their partner's hands. There'll always be a free option, though, in case you're caught short when the new Gift Armory shows up. The rewards range from consumables and item components on the low end all the way to Radiant items on the high end.

Enjoy an increased level of strategic cooperation!

--Llord Llama
  • The Assist Armory’s in Double Up have been changed into Gift Armories!
  • First one appears on Stage 3-5 and 3-6
  • Second one appears on Stage 5-2 and 5-3
  • Gift Armories have much more varied loot options to give to your partner!
  • There are always 3 options.
  • Two of the options will cost gold, while one will always be free.
  • Gifts that cost gold are more varied and exciting!
  • There are different gift options in the early and late game armories.
  • Like the Assist Armory you can only pick one option to send to your partner
  • You can sell units during the Gift Armory in case you want more gold to afford a nicer gift!
  • There are multiple types of Gift Armories, chosen randomly each game.
  • Different types of Gift Armories will have varying costs of offerings. The most expensive gifts being a random Radiant Item and a Tactician’s Crown!
  • All players will see the same type of Gift Armory option, although not the exact same offerings.

Teamfight Tactics patch 12.22 notes

DOUBLE TREASURE DRAGON!? TONS OF BUFFS! ALL CAPS INTRO!?!!

It’s the last patch of Dragonlands and it’s going to be a fun one! As a reminder, this extra-special patch lasts three weeks instead of the usual two! It’s packed full of buffs to ensure every unit has a chance in the spotlight before our journey through the Dragonlands comes to a close. Good luck on your final ranked pushes, Tacticians!

Oh, and if you’re looking for information on our next set, Monsters Attack!, there’s a section on that too! Talk soon, okay?
Rodger “Riot Prism" Caudill

Patch Highlights

MONSTERS ATTACK!

As exciting as double Treasure Dragon may be, there’s even more excitement brewing in a city called Spatulopolis, where Heroes are made and Monsters are slain (or rehabbed and taught how to behave like upstanding citizens, apparently). Let this serve as a hub for the pieces we’ve released about our next set, coming December 7th!

SYSTEM CHANGES

DOUBLE TREASURE DRAGONS


Kinda wild, dude.
  • A second Treasure Dragon has replaced the Wolves PVE round!
  • This Treasure Dragon can be any of the 3 Treasure Dragon variants. The two Treasure Dragons that you see can be different, or the same.
  • Items from orbs have been reduced by 2 to compensate for the increased item count from Treasure Dragons.

LARGE CHANGES

Large, like the monsters attacking after this fun three-week patch

TRAITS


Giving some love to our underloved vertical traits! And yeah, Electric Overload 8 is going to be nutty.
  • Bruiser Health 180/350/600/1000 180/375/700/1500
  • Evoker Mana per cast: 4/6/8 5/8/10
  • Mirage, Electric Overload, chance to proc: 20/25/33/50% 20/33/50/100%
  • Shapeshifter bonus max Health on transformation: 50/125% 60/150%
  • Tempest, lightning strike max Health percentage true damage: 5/15/25/35% 10/20/30/45%

UNITS: TIER 1


The rise of the true Dragonmancer carry, Sejuani, is upon us.

Oh, hey Taliyah, didn’t realize you were in this set. Always the item holder, never the carry…

Next time we buff BonkeyKong, he’ll do direct damage to the enemies’ LP.
  • Leona Solar Barrier damage reduction: 30/40/60 35/45/70
  • Malphite Attack Damage: 70 80
  • Malphite Attack Speed: 0.5 0.6
  • Nasus max Mana buff: 60/120 30/90
  • Sejuani max Mana buff: 50/90 25/75
  • Sejuani Warrior’s Wrath max Health damage ratio: 5% 6%
  • Taliyah Flowing Volley Damage: 145/215/325 160/240/380
  • Wukong Attack Damage: 55 65
  • Wukong Armor & Magic Resist: 40 45

UNITS: TIER 2


Continuing the trend of buffing units that haven’t had a turn to carry.

Braum enthusiasts, remember to get Hurricane, double Rageblade! But more importantly, remember that I will not be refunding your LP.

I Kent believe these Lillia buffs.
  • Braum Attack Damage: 70 85
  • Jax Counter Strike Damage: 200/300/550 225/350/750
  • Lillia Attack Damage: 40 50
  • Lillia Armor & Magic Resist: 40 50
  • Lillia Attack Speed: 0.7 0.75
  • Qiyana Attack Damage: 50 55
  • Qiyana max Mana buff: 40/100 30/90
  • Rell Iron Bond Damage: 150/225/400 160/240/440
  • Twitch Blast Potion Attack Damage ratio: 120% 160%

UNITS: TIER 3


I want to take some time to acknowledge that this is our last patch with Nomsy. I’ve known Nomsy for almost a whole set now, and over the course of these past 6ish months I’ve seen her grow from a trainable pet to the well-rounded master of nomming, burping flames, generating Mana, and double casting magical fireballs. I think I speak for all of us here, when I say this: Nomsy, you have been loved. You have finally succeeded in all the things you were trained to do. You are truly a Prodigy! And finally, you will likely be forgotten by everyone as soon as Monsters Attack! goes live (except me, because I sleep with your autograph framed on my nightstand).
  • Diana Attack Damage: 50 55
  • Diana Mana: 50/100 30/90
  • Nomsy Attack Range: 3 4
  • Cannoneer Nomsy, Tristana Attack Damage bonus: 35/50/80 50/75/120
  • Seraphine Serenade of the Seas on-hit Damage: 20/35/65 15/25/45
  • Seraphine Serenade of the Seas shield: 160/220/300 120/160/240
  • Rakan Attack Damage: 45 55
  • Sylas Mana buff: 70/140 60/120
  • Sylas Petricite Burst Damage: 110/170/240 140/200/320
  • Zeri Watershock Laser Damage: 225/325/475 275/375/525

UNITS: TIER 4


Jayce is not the main character of Arcane. Jayce is the main character of patch 12.22.
  • Hecarim Health: 900 1000
  • Hecarim Onslaught of Shadows Damage: 150/250/1200 200/300/1500
  • Jayce Mercurial Justice transformation Damage: 275/350/900 300/400/1500
  • Jayce Mercurial Justice transformation bonus Armor & Magic Resist: 45 40
  • Jayce Mercurial Judgement Second Cast Center Damage: 375/500/1500 400/550/2000
  • Jayce Mercurial Judgement Second Cast AOE Damage: 125/175/650 225/275/1200
  • Jayce Mercurial Judgement Healing: 150/210/550 100/150/500
  • Nilah max Mana buff: 0/60 0/50

AUGMENTS

Our two, too high impact Augments are back after their brief removal for our Championship patch. Oh, and while I’m at it, here’s some Championship info: The championship will take place over three days from November 18th (starting at 2AM PT) to November 20th. Tune in via Twitch to cheer on your second favorite player, as your favorite, me, will not be competing.
  • High End Shopping has been added back to the Augment pool
  • Level Up! has been added back to the Augment pool

SMALL CHANGES

Small, like the violin I played when you all got mad at me for insulting Zippy’s intelligence…

TRAITS


What’s in the Seastone?
  • Lagoon: the 1000 Seastone stacks secret rewards now drops at 700 Stacks instead
  • Mage Ability Power modifier: 80/105/135/170 80/105/135/195
  • Ragewing Attack Speed: 50/100/150/275% 50/100/150/325%
  • Whispers stacking Attack Damage & Ability Power: 1/3/6 1/3/7

AUGMENTS


Dummies don’t prepare. Trainers prepare you. And Statues come pre-prepared.
  • Preparation no longer works on summoned units or non-Champions (Target Dummy, Nomsy Trainers, Jade Statues, etc.)

Teamfight Tactics patch 12.21 notes

Welcome to the Dragonlands Championship patch!

This is going to be a short one since we’re focusing on tightening up power outliers of the meta for the competitive scene, rather than shifting the meta entirely. That being said, we shipped a mid-week update in the 12.20 notes with a few bigger changes you can check out. And if you want more information about the Dragonlands Championship we’ve got you covered here.

Finally, in case you missed our 13 minute update on TFT: Monsters Attack! and more, you can check it out here.
Rodger “Riot Prism" Caudill

Patch Highlights

LARGE CHANGES

Large, like the Monsters Attack! updates in our Dev Drop!

TRAITS


Cannon shots are supposed to pop out of the barrel, not the bottom.
  • Cannoneer Cannon Shot Attack Damage ratio: 150/275/450% ⇒ 150/300/500%

UNITS: TIER 3


Last patch we brought down Nomsy’s spell damage to buff her other non-Mage pursuits. With this nerf, we’re happy with where Mage Nomsy is now, but we think our favorite round Dragon (sorry Poggles) could be even more well rounded. Between her Evoker buffs here, and the Cannoneer buffs above, Nomsy should explore all her passions and thrive with a balanced lifestyle.

When Nunu lost his true damage, the poor guy was relegated to being a trait bot for Mirage 8. We’re giving him a hefty buff to make him an exciting 3-cost again, because everyone deserves a second chance. That said, Dragonmancer Nunu is not coming back—once was more than enough. Even if you try Dragonmancer Nunu, he will still get stuck on high Magic Resist tanks (especially Terra).
  • Evoker Nomsy, Lulu Whimsy targets: 2 ⇒ 3
  • Nunu Consume Damage: 350/500/925 ⇒ 375/525/925
  • Nunu Consume damage amplification if target has less Health: 40% ⇒ 50%

(RADIANT) ITEMS


Our most glowing item balance pass.
  • Last Whisper (Radiant) bonus Attack Speed: 25% ⇒ 35%
  • Bulwark’s Oath (Radiant) shield duration 4 seconds ⇒ 3 seconds
  • Bulwark’s Oath (Radiant) Armor and Magic Resist: 35 ⇒ 30
  • Quickestsilver (Radiant) bonus Attack Speed: 50% ⇒ 60%
  • Absolution (Radiant) missing Health percentage heal: 18% ⇒ 22%
  • Runaan’s Tempest (Radiant) additional bolt Attack Damage ratio: 120% ⇒ 110%
  • Statikk Shiv (Radiant) bonus Attack Speed: 10% ⇒ 30%
  • Eclipse Cape (Radiant) bonus Health: 300 ⇒ 200

AUGMENTS


In patch 12.20 we made Built Different truly different by making the Augment unstackable. Now that the Augment’s power ceiling is lower, we’re able to add a buff across all tiers.
  • Built Different I bonus Health: 200-350 ⇒ 250-400
  • Built Different II bonus Health: 250-475 ⇒ 300-525
  • Built Different III bonus Health: 300-600 ⇒ 350-650
  • Cluttered Mind Units granted: 3 ⇒ 2
  • Preparation Attack Damage & Ability Power: 4/5/8 ⇒ 3/4/7
  • Protectors of the Cosmos Shield strength per component: 30 ⇒ 35

SMALL CHANGES

Small, like the chance Mort is OK with Rammus being announced in our next set.

UNITS: TIER 1


While she has a low playrate and winrate in the competitive scene, Karma has become a high priority Dragonmancer carry for the rest of us. This light tap should lessen her impact, but to make this nerf even more effective, try spacing out your tanks and carries a bit more.
  • Karma Inner Flame Damage: 210/280/400 ⇒ 200/265/380

UNITS: TIER 2


We’re redeploying our intended Lux buffs that got lost in the cosmos and didn’t make it in patch 12.20.
  • Lux Cosmic Flare first strike damage: 325/400/500 ⇒ 325/410/525
  • Lux Cosmic Flare secondary strikes damage: 175/200/230 ⇒ 175/210/240

UNITS: TIER 4


Patch notes wouldn’t be the same without a change to Xayah. This time we’re buffing her with a focus on helping the underperforming 3-star Xayah, while giving her AD builds (aka I hit no Bows) a nice bump.
  • Xayah Feathers FLY! feather recall Attack Damage ratio: 18% ⇒ 20/20/30%

UNITS: TIER 5


Starring in a tooltip near you!
  • Soraka’s tooltip has been updated to show number of stars called down per cast

AUGMENTS


We’re allowing Soul Siphon to show up on 2-1 again because players who want to utilize this strategy would prefer to see it this early. Technically, this is a "revert" but the Augment was also bugged to show up on 2-1 on occasion.
  • Soul Siphon (Darkflight) can again be offered on 2-1

MODES

HYPER ROLL

  • Preparation Attack Damage & Ability Power: 6/7/10 ⇒ 4/6/9

MOBILE

While we only have volume controls in our Mobile settings for now, this change will allow us to add more useful settings in the future that can be accessed both on and off the Convergence.
  • You can now access Settings from in-game!

BUG FIXES

  • Rosethorn Vest (Radiant) now correctly blocks all bonus crit damage rather than 75%.
  • Get Jaxed: Personal Trainer Augment (Hyper Roll) now grants a Jax
  • Unphased: Fixed a bug where Zz'Rot Portal and Zz'Rots Invitation were not taunting enemies
  • Upgraded champions will now properly start with 1 stack of Preparation
  • Spirit Visage will now properly attribute healing to holder

Teamfight Tactics patch 12.20 notes

Welcome to patch 12.20!

Another patch and it’s time to show the lights that stop me turn to stone—you shine it when I'm alone.

In our last patch before the Dragonlands Championship patch we’ve got Chibi Dragonmancer Ashe, an Augment rebalance, friends lists on Mobile, and a whole lot more—let’s get into it!
Rodger “Riot Prism" Caudill

Patch Highlights

NEW COSMETICS

CHIBI DRAGONMANCER ASHE

Available as a rare (2%, guaranteed by the 61st pull) drop from the Dragonmancer Archer Eggs, Chibi Dragonmancer Ashe continues the #DiesOfCutScene saga with their finisher, firing an explosive Dragonmancer Arrow that’ll hit more than just a knee. Each Egg is available for 390RP, with non-Ashe hosting Eggs containing a random Little Legend from our back catalog (Mythics/Pass exclusive Little Legends excluded).

CHIBI ASHE


Alongside her Dragonmancer counterpart, Chibi Ashe joins our growing collection of Chibi Champs. She’s available with her custom boom, Enchanted Crystal Arrow—defeat can be so cold. Pick this Chibi Queen up from the store for 1900 RP and watch her go BRRRRRRR as you win streak!

SYSTEM CHANGES

BLUE ORBS

  • 5 gold drops have been removed from Blue Orbs.

TREASURE DRAGON


High rolling is cool, but some of these rolls have gone too high.
  • We’ve adjusted a few extreme rare cases for the Treasure Dragon to make them slightly less extreme.

CLAMPED HEALTH BARS


This change also impacts Mobile.
  • Unit Health bars now stay on screen when units are fighting near the top edge of the screen.

LARGE CHANGES

Large, like my respect for Zippy and Zippy enthusiasts despite insulting his IQ last patch.

TRAITS


The Attack Speed and Omnivamp from Guild have been strong enough to support hypercarry Xayah comps as well as different variations of Guild vertical. With these nerfs, we don’t expect the Guilded age to be over—we just expect the Guild members to put a bit more effort into their success.

Let’s talk Soy’fen (Shi Oh Yu and Sy’fen comps). With rising popularity and win rates over the weekend, we’ve had to ship a number of large nerfs targeted at this comp. The most obvious is the Jade Statue Attack Speed nerf below, which impacts both Shi Oh Yu and Sy’fen, in addition to Pantheon, who being AD, greatly benefit from it. You will also find Pantheon nerfs and the removal of one of the strongest Silver Augments (Jade Crest) that will make this soy protein rich comp part of a more balanced diet.
  • Cavalier Armor and Magic Resistance: 30/45/60/75/110 35/50/65/85/110
  • Dragonmancer Bonus Ability Power: 20/35/50/70 25/40/50/70
  • Guild Attack Speed (Twitch): 13% 11%
  • Guild Omnivamp (Emblem): 4% 3%
  • Guild Multiplier: 100/110/120/130/140/150/165/180% 100/110/120/130/140/150/160/175%
  • Jade Statue Attack Speed: 10/30/55/88% 10/22/55/88%
  • Ragewing Attack speed: 50/100/150/250% 50/100/150/275%
  • Ragewing Omnivamp: 15/30/45/75% 15/30/45/85%

UNITS: TIER 1

  • Senna Mana buff: 30/90 15/75
  • Senna Last Embrace bonus magic damage: 300/450/600 300/450/650

UNITS: TIER 2


Zac’s currently struggling across all levels, but the increase in his damage as he stars up isn’t a stable or noticeable improvement.
  • Zac Unstable Current percent max Health damage: 5/6/7% 10/12/18%

UNITS: TIER 3


Nomsy has excelled in the field of magic with her top-tier Mage build, but here at TFT we encourage a liberal arts approach, and are thus dedicated to helping Nomsy improve her marksmanship and Evoker skills.

Despite the name of his spell, Rengar, has been seen tearing up the Convergence. We had a smaller nerf planned for Rengar, but with our nerfs to Rengar’s biggest counter, Soy’fen, we’ve had to preemptively increase these nerfs.

With no utility, Volibear is the type of champion where if he isn’t dealing damage or soaking it up, he just isn’t very useful. So we’re giving him some more Health via an earlier cast of his spell.
  • Nomsy Fireballs! Damage: 210/300/480 190/270/420
  • Evoker Nomsy, Lulu Whimsy Attack Speed Buff: 30/40/60% 40/50/70%
  • Cannoneer Nomsy, Tristana Attack Speed: 0.7 0.75
  • Cannoneer Nomsy, Nomsy bonus Attack Damage from being friends with Tristana: 30/45/70 35/50/80
  • Rengar Mana nerf: 60/120 70/140
  • Rengar Unseen Predator AD ratio: 255/265/275% 240/245/275%
  • Volibear Mana buff: 0/60 0/40

UNITS: TIER 4


Dragons are poikilothermic (their body temperature changes with the outside temperature) and last I checked, Summer is over—but also I’ve been trying to bust out that word all set.
  • Daeja Windblast Damage: 250/350/1600 250/335/1350
  • Pantheon Aegis Assault Damage: 100/150/700 75/110/700
  • Sohm Tideblossom detonation damage: 300/420/1500 285/400/1400
  • Sy’fen max Mana nerf: 90/160 100/170

UNITS: TIER 5


Ao Shin is hurling their projectile lightning vomit a bit too soon, given how impactful their upchucked bolts are.

Zoe’s cycling through her stolen spells faster than summer heist flicks, so it's time to slow her roll before she gets caught and is forced to live life underground.
  • Ao Shin Mana: 0/175 0/190
  • Zoe Mana: 30/100 40/110
  • Terra Health: 1200 1050

AUGMENTS


Built Different and Double Trouble require players to make tradeoffs to get more power from playing a certain way, but when these are stacked, they create too much power without adding additional tradeoffs. While the highroll of collecting all the BDs/DTs is appealing, it creates a situation where the Augments can’t be balanced appropriately as individual picks. We also see Augment selections as critical decision-making moments that are harmed when taking a repeat BD or DT will always be the best option.

Cutthroat has neither been a fun Augment to take, nor a fun one to play against.

Together, Think Fast and Astral warp the early game too much—but if you are already running Astral and you hit Think Fast as your second Augment, it’ll still be a very strong pickup.
  • Beast’s Den (Shapeshifter) Attack and Movement Speed: 35% 25%
  • Built Different: You can no longer be offered multiple tiers of Built Different
  • Cutthroat Removed
  • Darkflight Crown now grants Titan’s Resolve instead of Protector’s Vow
  • Double Trouble Bonus AD, AP, Armor, and MR: 22/33/44 20/30/40
  • You can no longer be offered multiple tiers of Double Trouble
  • Gadget Expert direct damage item bonus true damage 33% 25%
  • Jade Crest has been removed
  • Mage Crown now grants Lux instead of Sylas
  • Personal Training now grants Jax instead of Olaf
  • Portable Forge, The Collector, Gold Chance: 50% 40%
  • Portable Forge, Infinity Force (All) Stats: 30 25
  • Portable Forge, Zhonya’s Paradox Ability Power: 50 40
  • Preparation NEW: Champions will now start at 1 stack
  • Preparation Health per Stack: 30/45/60 25/35/50
  • Preparation Attack Damage & Ability Power per Stack: 5/7/10 4/5/8
  • Scoped Weapons II no longer grants 10% bonus Attack Speed
  • Think Fast no longer offered on Stage 2-1

SMALL CHANGES

Small, like the effort it took to lie about my respect for Zippy and Zippy enthusiasts.

TRAITS

  • Assassin Critical Strike Chance: 20/40/75% 20/50/75%
  • Cannoneer Cannon Shot Attack Damage ratio: 150/250/450% 150/275/450%
  • Darkflight bonus Health: 500/750/1000/1800 500/750/1000/1600
  • Guardian max Health percentage shield: 25/40/70/125% 25/40/80/130%

UNITS: TIER 1


Please fasten your seatbelt, three-star your Ezreal, and ensure your Bonkeykong has a Deathblade.
  • Ezreal Mystic Shot damage: 200/275/375 200/275/415
  • Karma Inner Flame Damage: 210/280/420 210/280/400
  • Nasus Fury of the Dawn damage: 70/100/185 70/100/205
  • Wukong Crushing Blow Attack Damage ratio: 185/200/230% >> 185/200/250%

UNITS: TIER 2


Buffing these two cost 3-stars is just one way a specific dev shows their love to the champion he holds deerest.
  • Lillia Watch Out! damage: 215/275/350 215/275/370
  • Lillia Watch Out! center bonus damage: 190/240/320 190/240/340
  • Lux Cosmic Flare first strike damage: 325/400/500 325/410/525
  • Lux Cosmic Flare secondary strikes damage: 175/200/230 175/210/240
  • Kai’Sa Tidal Burst missile damage: 40/60/85 40/60/90

UNITS: TIER 3


No, this is not enough to bring back Dragonmancer Nunu, but it is enough to bring Dragonmancer Rakan into play as a top eight contender!
  • Nunu & Willump Consume damage: 350/500/800 350/500/925
  • Rakan Disarming Diversion shield amount: 230/350/550 230/350/650
  • Seraphine Serenade of the Seas on attack damage: 20/35/70 20/35/65
  • Sylas Petricite Burst shield amount: 365/415/475 365/415/525

UNITS: TIER 4


Other than the Swain buffs, all the changes below only impact these units at 3-stars.
  • Graves Quickdraw Attack Damage ratio: 65/65/170% 65/65/145%
  • Hecarim Onslaught of Shadows Damage: 150/250/1000 150/250/1200
  • Jayce Mercurial Judgement base Heal: 150/210/375 150/210/550
  • Jayce Mercurial Judgement secondary magic damage: 125/175/500 125/175/650
  • Nilah Slipstream Damage: 130/200/1000 130/200/700
  • Shi Oh Yu Jade Form percent damage reduction: 20/25/50% 20/25/40%
  • Swain Dragon Master’s Decree Damage: 85/120/600 90/130/600
  • Xayah Feathers FLY! recall damage per feather: 13/20/60 13/20/75

UNITS: TIER 5


I don’t know why I put these in the ‘small changes’ section when I hit 3-star tier 5 units almost every game...
  • Shyvana Dragon’s Descent damage: 80/150/500 80/150/1500
  • Shyvana Dragon’s Descent stun duration: 1.25 1.25/1.25/10 seconds
  • Terra Earthquake Armor & Magic Resistance damage ratio: 150/200/4000% 150/200/2500%
  • Zoe, Spell Thief, Kayle’s Intervention bonus Armor and Magic Resistance: 20/40/500 20/40/1000
  • Zoe, Spell Thief,Janna’s Howling Gale Attack Speed Buff Duration: 5 5/5/30

ITEMS


Our Zz’Rot Portal changes will make the item more intuitive and fix the feels-bad movement pathing for units that cannot easily get into the holder’s attack range (yet are still within 4 hexes).
  • Zz’Rot Portal no longer has a maximum taunt range of 4 hexes. It will now taunt all units that are in range to attack the holder.

MODES

HYPER ROLL

  • Preparation (Augment) max stacks: 4 3
  • Preparation Health per Stack: 40/60/80 35/50/70
  • Preparation Attack Damage & Ability Power per Stack: 6/9/13 5/7/10

MOBILE

Mobile is getting a powerful buff this patch—friendship! Friend list chat is here—so get to meeting and greeting because your Double Up partner is just a few taps away.
  • Friend List Chat is now on mobile!

BUG FIXES

  • Dodgings: Fixed a typo in Jax’s tooltip
  • Zyra will now pick randomly between rows that are tied, rather than always choosing the farthest row or the nearest row in each fight
  • Jayce no longer fails to gain his Ability’s resistances if his initial cast completely misses
  • Shyvana no longer fails to cast with 2+ Attack Range. She can now cast as long as enemies are within her Flame Breath’s range (roughly 4 hexes)
  • Reverted the Cannoneer bug fix from last patch that allowed the cannon shot to work properly with Celestial Blessing as this created issues with Whispers Cannoneers…yeah.

Teamfight Tactics patch 12.19 notes

Back in my day, the Dragonlands were about a boy and his yeti, some Dragon loathing reroll comps, and a 5 Dragon chase trait.

Now Scalescorn get along with Dragons, Dragonmancer Nunu is counterable, and there’s a 6 Dragon chase trait?! What have the Dragonlands come to? All that and the long-awaited Secrets of the Shallows event are coming this patch. The Secrets of the Shallows event will be playable starting October 5th at 11 AM Pacific Time, until November 1st.
Rodger “Riot Prism" Caudill

PATCH HIGHLIGHTS

LARGE CHANGES

Large, like the power of ascended Dragons!

TRAITS


Astral openers are a smidgeon too good at providing early game boards that are both chock-full of stats and help kickstart your econ.

Dragon gets a more noticeable 5th breakpoint than simply attacking faster, but more importantly, there's a powerful new chase trait in town that'll be exceptionally difficult to acquire.

By allowing Scalescorn to get along with Dragons, we aren't just paving the way to Dragonlands world peace, but we're also allowing for more creative uses of the Scalescorn units, and the trait's emblem—which can now be used on Dragons (call it self-loathing?). To compensate for the powerful new comps this peace will create, we've had to pull back a bit on the trait's power.
  • Astral early star-level orbs now drop gold more often than Astral units. This means that it's slightly harder to upgrade Astral units in Stage 2
  • Dragon (5) grants 10% Attack Speed ⇒ Heal 40 Health every second
  • Dragon NEW: Added a new breakpoint: Dragon (6)
  • Dragon (6) will cause your Dragons to ascend!
  • Dragonmancer Health: 250/600/800/1000 ⇒ 275/650/850/1000
  • Dragonmancer Ability Power: 18/30/50/70 ⇒ 20/35/50/70
  • Dragonmancer: If you haven't chosen a Dragonmancer Hero, a message will now pop up to remind you to do so
  • Dragonmancer: The Dragonmancer Blessing item highlight on PC has been updated to be a different color to better differentiate it from the Lesser Rune of Allegiance item in Double Up
  • Mirage, Electric Overload, percent max Health Damage: 8% ⇒ 9%
  • Scalescorn can now be played with Dragons. The trait remains active even with Dragons in play
  • Scalescorn Damage Reduction from thick units with over 1900 Health: 20% ⇒ 15%
  • Scalescorn bonus magic Damage: 15/50/100% ⇒ 15/50/90%

UNITS: TIER 2


New reroll Gnar guide is dropping right now: Reroll at level 6 to 3-star your Gnar, collecting copies of Jax, Olaf, and Wukong along the way. Once you 3-star Gnar, commit to leveling to add Jayce, Soraka, and Shi Oh Yu. Your Gnar items should change based upon how much fun you want to have. The coveted double Rabadon's Deathcap, Runaan's Hurricane or Guinsoo's Rageblade will capitalize on the stats Gnar gains from Ability Power during his transformation, but a higher damage build (which is likely better) would be Runaan's Hurricane, Bloodthirster, and either a Giantslayer or Infinity Edge.

As the only ranged Whispers unit, Zyra gets a lot of time to attack safely from the backline, allowing her to quietly grow her Attack Damage and Ability Power like a weed with Whispers, while getting Attack Speed from Guinsoo's Rageblade. Add that to a powerful backline spell with Crowd Control, and Zyra's quickly bloomed into an overpowered carry for more than just Whispers vertical comps.
  • Gnar Attack Speed: 0.65 ⇒ 0.7
  • Gnar Mega Gnar Transformation Bonus Armor: 40/50/75 ⇒ 40/60/90
  • Zyra Attack Speed: 0.7 ⇒ 0.65
  • Zyra Spell Damage: 325/425/550 ⇒ 325/425/550 ⇒ 225/325/550
  • Zyra Bugfix: Zyra no longer interrupts her cast animation at high Attack Speeds. Zyra will now pause to finish her cast animation before resuming attacking

UNITS: TIER 3


By removing Nunu's true damage we open up counterplay to the Dragonmancer Nunu build that had the ability to 1-shot super tanks like Terra. Now Magic Resistance tanks will be a viable counter for Dragonmancer Nunu.
  • Nunu no longer converts his damage to true damage if he has higher Health than his target
  • Nunu Consume Damage amplification: 20% ⇒ 40%
  • Rakan max Mana nerf: 0/60 ⇒ 15/75
  • Seraphine max Mana nerf: 75/150 ⇒ 100/175
  • Seraphine Serenade of the Seas Shield Duration: 5 ⇒ 4 seconds
  • Seraphine Serenade of the Seas on-hit Damage 20/35/100 ⇒ 20/35/70
  • Zeri max Mana buff: 40/80 ⇒ 20/70
  • Zeri Watershock Laser Damage: 200/300/475 ⇒ 225/325/475

UNITS: TIER 4


Hecarim's first cast is all but guaranteed Crowd Control, making him an easy slot for a burst of AOE CC, but he rarely gets off his second cast, making itemizing Hecarim rarely worth it. By delaying his first cast and making it easier for him to get to the second, maybe you'll think about tossing your tank items to this horse insteed.

With the Guild/Ragewing comp having too much CC, we're giving Jayce a minor rework, replacing his transformation crowd control with added durability that'll keep his hammer swinging throughout fights. It'll also make him pretty strong with Dragomancer's Blessing, so try that out if you get the chance.

Sy'Fen has been struggling to find their voice in Whispers comps with Zyra stealing all the focus for the comp. Since we're pruning back Zyra's power, we have an opportunity to put power back into vertical Whispers with a stronger bite and an earlier cast. That'll help Sy'Fen pop the opposing backline and be ready to do it again even sooner.
  • Hecarim Mana adjustment: 60/105 ⇒ 30/90
  • Jayce Armor & MR: 50 ⇒ 25
  • Jayce NEW: Mercurial Justice transformation no longer knocks up enemies in an area around his target. Instead, he gains bonus Armor and Magic Resist for the rest of combat.
  • Jayce Mercurial Justice Bonus Armor & Magic Resist: 45
  • Jayce Mercurial Justice transformation damage: 225/300/800 ⇒ 275/350/900
  • Nilah Bugfix: Nilah's stolen shields now properly stack
  • Nilah Slipstream Stolen Shield Duration: Permanent ⇒ 4 seconds
  • Shi Oh Yu Jade Form Attack Damage ratio: 250/275/1000% ⇒ 250/300/1000%
  • Swain Dragon Master's Decree Damage: 70/100/600 ⇒ 85/120/600
  • Sy'Fen Rampage bite Armor penetration: 25% ⇒ 33%
  • Sy'Fen Mana buff: 100/175 ⇒ 90/160

ITEMS


In a set without hooks, one hook reigns supreme. Rocket Propelled Fist continues to surprise foes who have forgotten the perils of the Blitzcrank and Thresh of yestersets past.
  • Dvarapala Stoneplate (Radiant) max Health regeneration: 1% ⇒ 2%
  • Protector's Vow shield Health: 20% ⇒ 10%
  • Rocket Propelled Fist Health: 300 ⇒ 150

AUGMENTS


Celestial Blessing and other generic, easy-to-play augments are generally intended to be weaker than the more specific and difficult-to-play Augments, but Celestial Blessing is not just universally good, it's universally VERY good. With a high pick rate and win rate, we're heavily nerfing the overheal shield since that's a strong source of power that's also less appreciated.

Spatulas are much more desirable with our mid-set, which is good, but being so common via Augments like Urf's Grab Bag, players are able to consistently chase Spatulas. We want Spatulas to remain high moments rather than feeling like half the lobby works at IHOP, so we're removing one of the most common ways to get Spatulas.

Weakspot is too desirable for a generic Augment that doesn't promote creative play. With both anti-heal utility and free armor pen, we'd rather cut this boring Augment than to continue nerfing it into a weakerspot.
  • Base Camp (Scalescorn) Damage Increase per Stack: 8% ⇒ 7%
  • Battlemage I/II/III Ability Power: 10/20/30 ⇒ 15/25/35
  • Better Together grants a Protector's Vow ⇒ Locket of the Iron Solari
  • Birthday Present now additionally grants 1 gold every time you level up
  • Celestial Blessing I/II/II Overheal Shield: 300/450/600 ⇒ 250/350/450
  • Future Sight I Tier: Gold ⇒ Silver
  • Pandora's Bench Tier: Gold ⇒ Silver
  • Pandora's Bench Gold granted: 7 ⇒ 2
  • Sunfire Board Duration: 15 ⇒ 20 seconds
  • Tiamat Splash Damage: 40% ⇒ 50%
  • Urf's Grab Bag I Removed
  • Weakspot Removed

SMALL CHANGES

Small, like Zippy's IQ.

TRAITS

  • Jade Attack Speed: 10/25/45/88% ⇒ 10/30/55/88%
  • Mage Ability Power multiplier: 80/110/140/170% ⇒ 80/105/135/170%
  • Ragewing Omnivamp: 15/30/50/75% ⇒ 15/30/45/75%
  • Swiftshot Attack Speed: 10/15/25/35% ⇒ 10/15/25/40%

UNITS: TIER 3


With this bugfix we may have just given our favorite Chibi's unit counterpart a new LEEaSeIN life. Ooof, that one hurt to type... we all know Chibi Kai'Sa is our favorite.

If you use 'your face' as a weapon, you gotta be one of three things: Medusa, Zippy, or a beloved dev that continues to use 'your face' jokes like it's 2009.
  • Lee Sin Bugfix: Lee Sin's Ability will now properly deal damage to enemies at the end of the knockback
  • Lee Sin Dragon's Rage Damage: 230/300/385 ⇒ 215/285/385
  • Volibear Relentless Storm 3rd attack magic Damage: 110/160/225 ⇒ 115/170/240
  • Zippy Somersault Assault Attack Damage ratio: 400/425/550% ⇒ 400/425/600%

UNITS: TIER 4


Xayah heard that Rakan was getting nerfed and didn't want to be left out—birds of a feather, am I right? Xayah's Guild/Ragewing comp continues to overperform, so we're doing a number of smaller nerfs targeted at specific points of power in this comp.
  • Xayah Feathers FLY! feather return Damage: 15/20/60 ⇒ 13/20/60

UNITS: TIER 5


Aurelion Sol is the only unit that we make suck even more when we buff him. That was a Black Hole joke btw.
  • Ao Shin at 3-stars will now fire 100 barrages of lightning strikes instead of 20
  • Ao Shin Lightning Rain Damage: 185/300/2000 185/275/2000
  • Aurelion Sol Black Hole Damage: 350/575/4000 ⇒ 370/600/4000

AUGMENTS


It's worth noting that the Scoped Weapons Attack Speed buff only impacts Scoped Weapons I and not Scoped Weapons II, which is already strong enough considering it grants infinite Attack Range.
  • Binary Airdrop: Shyvana, Jayce, and Jax will no longer receive backliner damage items
  • Dragonmancer Conference can now only appear on 2-1
  • Scoped Weapons I Attack Speed for units in the back 2 rows: 10% ⇒ 15%

MOBILE

Now you can show off your match history from TFT Mobile—just make sure it’s worth showing off.
  • Mobile Match History is now available! Tap your portrait from the Home screen to view Match History.
  • Tabs have been added to the Mobile Missions panel to better track your progress.
  • Fixed an error impacting about 1% of players that would prevent completion of games due to version mismatches.

BUG FIXES

  • Dragon on too long: Age of Dragons tooltip has been shortened and will now fit better on mobile screens
  • Nilah's stolen shields now properly stack
  • Kai'Sa's name has been fixed from Kai'Sa in all instances
  • Hecarim's Rage bar now properly displays in increments of 15 (visual only)
  • Astral now properly grants Ability Power in ghost armies
  • Jade now properly grants Attack Speed and healing in ghost armies
  • Soul Siphon now properly grants the top-most trait of the sacrificed unit
  • Nunu will no longer attempt to swallow units that are invulnerable
  • Nunu will no longer occasionally fail to cast his Ability if he has +1 Attack Range
  • Cannoneer's cannon shots will now benefit from Celestial Blessing's omnivamp

Teamfight Tactics patch 12.18 notes

EVENT DELAY

Patch 12.18’s Secrets of the Shallows event, originally scheduled to launch tomorrow, has been delayed. All cosmetic content (including Dragonmancer Chibi Kai'Sa) will still be available tomorrow! We'll follow up shortly with the new launch date.
Grab your snorkel gear and dive in!

Wait, don’t dive, it’s actually quite shallow. This patch is full of buffs to underperforming comps, with a focus on reroll comps and a few Dragons. We also shipped a number of balance changes last week during a mid-week update you can catch up on here. But in addition to all that, the Secrets of the Shallows event begins, allowing you to join Pengu and Co on an adventure to chart the Uncharted Realms.
Rodger “Riot Prism" Caudill Jonathon “More Synergy" Stebel

PATCH HIGHLIGHTS

SECRETS OF THE SHALLOWS

Starting this patch, you’re invited to join Pengu and Co on an adventure to chart the Uncharted Realms with the Secrets of the Shallows event! You’ll have until patch 12.20 to explore the lands of our new Origins (Lagoon, Darkflight, and Nomsy’s home) and earn free content. Learn more here. There’s plenty of personalization content to explore too! Check it out below:

SECRETS OF THE SHALLOWS EGGS


The Secrets of the Shallows Eggs (390 RP) have a 2% chance to drop Chibi Dragonmancer Kai’Sa whose signature Finisher will leave your foes wiping water (and tears) from their screen.

Other eggs contain new variants for Hauntling and Silverwing that are inspired by the Dragon Souls of Summoner’s Rift. These variants can also be purchased directly for 925 RP! Check out our spookiest Little Legend’s new variants: Infernal Haunting, Elder Haunting, Ocean Haunting, Mountain Haunting, Cloud Haunting.

And now for Silverwing’s new variants: Cloud Silverwing, Infernal Silverwing, Ocean Silverwing, Mountain Silverwing, Elder Silverwing.


CHIBI KAI’SA


Icathian Rain? No, this is just a drizzle. Chibi Kai’Sa is available for direct purchase for 1900 RP. She comes with her own custom boom, Icathian Rain.

LARGE CHANGES

Large, like reroll Bonkeykong’s staff!

TRAITS


With our Astral changes, Astral orbs will improve with each and every Astral star level. We’re also using this change to buff the trait.

Cannoneer is melting everything way faster than it should, so we're firing off a large nerf at 4, and a smaller nerf at the harder to reach 6 Cannoneer breakpoint. This is a large hit to the Cannoneer Darkflight comp that's been overperforming, due to a huge part of Graves's damage coming from those cannon shots.

Shimmerscale's payoff hasn't been high enough to warrant investing in the trait. By buffing the underperforming Shimmerscale items we not only increase the power of the Trait, but we also even out the power distribution of the items. But in case these buffs aren’t enough, we’re giving Jax some love later on.
  • Astral orb quality now only counts star levels from unique units. Stacking duplicate 3-star 1-cost units won’t result in an increase in quality beyond the first one
  • Astral Orbs quality now increases at every single star level, rather than at specific cumulative star level “breakpoints.” This means average orb quality is up across the board. Item components and full items can drop earlier than before.
  • Cannoneer cannon shot Attack Damage ratio: 150/300/475% 150/250/450%
  • Dragonmancer bonus Health: 250/600/900/1200 250/600/800/1000
  • Dragonmancer bonus Ability Power: 18/30/50/75 18/30/50/70
  • Mage Ability Power buff/debuff: 75/100/125/150% 80/110/140/170%
  • Ragewing enraged Attack Speed: 50/100/175/250% 50/100/150/250%
  • Shimmerscale item, Crown of Champions charge up time: 6 5 sec
  • Shimmerscale item, Determined Investor Gold granted: 10 15
  • Shimmerscale item, Needlessly Big Gem Units per Gold: 3 2
  • Shimmerscale item, Goldmancers Staff chance to proc: 33% 40%
  • Shimmerscale item, Goldmancers Staff base Ability Power & Mana: 15 20
  • Shimmerscale item, Mogul’s Mail Base Health: 200 350

UNITS: TIER 1


Bonkeykong.
  • Wukong Crushing Blow Attack Damage ratio: 165/180/195% 185/200/230%

UNITS: TIER 2


Lagoon vertical has been struggling—and it’s not just because I am getting contested in every lobby. The comp likes to be played as a reroll comp with so many low-cost (potential) carries. To help the Lagoon-squad out, we’re shipping a series of buffs to its stars that are worth staring up!

Lux feels like a great unit to itemize, but her cast animation feels slow. We're speeding up her cast animation which will help, especially when double-casting with Mage, but we’re also slightly dropping her flat damage as compensation for the increased casts she’s going to get with this buff.
  • Aphelios Attack Speed: 0.75 0.7
  • Kai’Sa Tidal Burst Damage: 35/55/75 40/60/85
  • Lux Cosmic Spark animation is now slightly faster
  • Lux Cosmic Spark Damage: 350/425/575 325/400/500
  • Lux Cosmic Spark now travels straight after hitting the initial target
  • Zac Unstable Current Heal: 200/220/270 220/250/300

UNITS: TIER 3


Dragonmancer Nunu has quickly become one of the most dominant comps. In addition to the Dragonmancer trait nerfs at higher levels, these changes to Nunu should result in a meaningful hit to the comp.

Zippy has been hopping and bopping folks all over the Convergence, but he’s been a bit overstimulated and missing his mark—we’re fixing a bug with Zippy’s targeting to make his Somersault Assault victim selection more consistent.
  • Nunu Consume Damage Amplification as True Damage: 33% 20%
  • Nunu’s amplified Consume damage no longer scales multiplicatively with Giant Slayer’s damage amplification
  • Volibear Relentless Storm 3rd attack damage: 110/155/215 125/175/240
  • Zeri Watershock Laser Damage: 160/240/420 200/300/475
  • Zippy Bugfix: Zippy should more reliably attack the target of Somersault Assault after cast
  • Zippy Attack Damage: 80 85

UNITS: TIER 4


Daeja’s attack damage was lowered to 0 to remove her synergy with the Whisper Emblem, but the Emblem was causing problems for more than just Daeja, so we yeeted it out like a rage quitter during Dragonmancer Yasuo’s finisher. With the Emblem part of ancient Dragonlands history, we’re reverting Daeja to her earlier, easier to itemize, and simpler form—call it Daejavu.

Also, we are buffing the underperforming Dragons for my favorite verticals, and Darkflight. GO DRAGONS GO!
  • Daeja RE-REWORKED: Now deals physical damage with her passive Windblast barrages, and can now equip AD items like Deathblade and Runaan’s Hurricane
  • Daeja Attack Damage: 0 20
  • Daeja Windblast passive Barrage Damage: 40/60/180 25/40/150
  • Shi Oh Yu Jade Form Damage Reduction: 15/20/50% 20/25/50%
  • Shi Oh Yu Jade Form Attack Damage ratio: 230/250/1000% 250/275/1000%
  • Sohm Tideblossom 3rd cast vortex Damage: 275/375/1500 300/420/1500
  • Swain Dragon Master’s Decree missing Health heal: 11% 12%

UNITS: TIER 5


Another buff to vertical Astral if you ask me.
  • Aurelion Sol Black Hole Damage: 325/550/4000 350/575/4000
  • Aurelion Sol Black Hole Damage increase after 18 seconds of combat: 15% 20%

ITEMS


Last Whisper has been the backbone for many of our overperforming Attack Damage comps.
  • Last Whisper Armor Penetration: 60% 50%
  • Eternal Whisper (Radiant) Armor Penetration: 60% 50%

AUGMENTS


Dragonmancer have dragonmanced(?) a new Augment into existence.

We’re adding a lucky number (3) of quality of life buffs for Lucky Gloves to make the Augment feel and perform luckier.
  • Cutthroat (Assassin) Mana Reave: 50% 65%
  • NEW Silver Augment: Dragonmancer Conference. Every 2 rounds, a random Dragonmancer appears on your bench. Gain a Kai'Sa.
  • Hero-In-Training (Dragonmancer) Buff percentage: 50% 66%
  • Lucky Gloves: Frontline Attack Damage-focused champions will now receive a more well-curated selection of items
  • Lucky Gloves: Now always grants full items instead of components (even at earlier Stages)
  • Lucky Gloves: Removed some weaker options to improve the average strength of the Augment
  • Ricochet (Cannoneer) Bounce Damage Reduction: 33% 40%
  • Verdant Veil Crowd Control immunity duration: 15 20 seconds
  • Weakspot Armor Penetration: 20% 10%

SMALL CHANGES

Smaller, but holistically impactful changes to help bring some comps in line while letting others shine brighter.

TRAITS


Giving the Scalescorn less Scaling with a nerf in the form of a scorning.
  • Scalescorn: Bonus Magic Damage: 15/50/115% 15/50/100%

UNITS: TIER 1


In effort to make more reroll comps viable we’re taking our cheapest dates out to a buffet.
  • Karma Inner Flame Damage: 210/280/350 210/280/420
  • Nasus Fury of the Dawn Health Increase: 225/350/550 225/350/650
  • Nasus Fury of the Dawn Damage per second to adjacent enemies: 70/100/170 70/100/185
  • Sett Knuckle Down Attack Damage ratio: 150/155/160% 150/155/170%

UNITS: TIER 2


He may not need a real weapon, but he could use 5 extra Armor and Magic Resist.
  • Jax Armor & Magic Resist: 40 45

UNITS: TIER 3


Apparently it’s the World’s patch for League of Legends. They’re buffing Lee Sin cause they want to see him make sick plays, but he’s already making sick plays here so I don’t see the problem.
  • Lee Sin max Mana nerf: 30/80 30/90

ITEMS

  • Sunlight Cape (Radiant) burn range: 4 3
  • Bulwark’s Oath (Radiant) Shield duration: 3 4 seconds
  • Bulwark’s Oath (Radiant) Ally Armor & Magic Resist: 30 35

AUGMENTS

  • Dragon Imperialist max Health execution threshold: 15% 18%
  • Pandora’s Bench Gold: 5 7

MODES

HYPER ROLL

  • Shimmerscale item, Goldmancers Staff Base Ability Power: 15 20
  • NEW Dragonmancer Conference (Augment): Every round, a random Dragonmancer appears on your bench. Gain a Kai'Sa.

BUG FIXES

  • Our fix for the Skipping Stone Boom has been delayed to patch 12.19
  • Darkflight now sacrifices the champion when Darkflight is activated from a Darkflight unit being auto placed onto the board at the end of the shopping phase when you have an empty unit slot
  • Darkflight now shows the sacrifice hex and chain VFX for away players and ghosts properly
  • Cult expansion: Fixed a rare issue where ghost armies could have multiple sacrificed champions and thus gain multiple items
  • Undeserved credit: Nilah no longer resets if her target dies from damage other than her spell.
  • Zippy should more reliably attack the target of Somersault Assault after cast
  • Nilah now recasts on the nearest unit rather than the farthest when she gets a reset
  • Nilah now properly recasts when she kills a cornered target.
  • Nilah’s damage should now line up better with her animation.
  • Freebies: Mirage (Pirate’s Bounty) no longer grants a chest after NPC rounds.
  • Pandora’s Bench and Recombobulator will now pull the correct number of units from the pool when transforming 2* and 3* units.
  • The following Augments will no longer be offered to players who picked Built Different: Age of Dragons, Ancient Archives II (Ancient Archives I is already blacklisted), Dragon Imperialist, Dragon Soul
  • Hyper Roll: Fixed a bug where you would gain extra experience during Treasure Dragon rounds.
  • Minor Tooltip Changes: Scalescorn tooltip update to accurately represent how the trait functions.

Teamfight Tactics patch 12.17 notes

Welcome to Uncharted Realms!

Tacticians from across the Convergence have recklessly wielded the power of Draconic Augments and Ancient Dragons, and through this, they have forever changed the Dragonlands! For these patch notes, I'll cover the system changes that will accompany our new mid-set, but for a detailed breakdown on the new units and traits, cosmetics, or Dragons, click on the appropriate links. Alright, let’s wade into the shallows!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

SEPTEMBER 13TH, BALANCE CHANGES

We’re shipping an early balance fix to some Dark(flight) techs and other dominant strategies that have emerged during the first week of Uncharted Realms.

TRAITS

  • Cannoneer 5th attack cannon shot damage: 175/350/550% ⇒ 150/300/475%
  • Darkflight bonus Health 600/800/1000/1800 ⇒ 500/750/1000/1800

UNITS

Running multiple copies of Aphelios in the Cannoneer/Darkflight composition is the most viable way to run the comp. There are a bunch of new Units to play, fixating on one just isn’t fun. So we’re shipping several nerfs to this comp to ensure you have to actually build a comp to find success.
  • Aphelios Attack Damage: 65 ⇒ 60
  • Aphelios Attack Speed: 0.8 ⇒ 0.75
  • Jayce Mercurial Justice Knock Up duration: 1.5 ⇒ 1.25
  • Olaf starting Mana nerf: 50/100 ⇒ 30/100
  • Olaf Attack Damage gained upon death: 5 ⇒ 4
  • Pantheon Bugfix: Pantheon is now Mana locked for the duration of his spell
  • Pantheon Aegis Assault Attack Damage ratio 280/300/400% ⇒ 265/280/380%
  • Shyvana Dragon’s Descent Stun duration: 1.5 ⇒ 1.25
  • Xayah Attack Damage: 75 ⇒ 70

AUGMENTS

  • Knife’s Edge Attack Damage: 20/35/50 ⇒ 15/25/40

BUGS

  • The Skipping Stones Boom has been temporarily disabled due to a game critical bug. It will be reenabled with a fix in patch 12.18 (next patch).

CHEAT SHEET

And here's a high quality version for my high quality readers (that's you, fwiw).

UNCHARTED REALMS COSMETIC CONTENT

The best place to read about the new personalization content coming in Uncharted Realms is from the here, but the second best place is right here.

UNCHARTED REALMS PASS AND PASS+

Just like all our Passes, the Uncharted Realms 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. And just like our Dragonlands Pass+, the Uncharted Realms Pass+ has an exclusive Arena, the Grotto of the Secret Spa, at the end! Check out the below images for a peek at some of the content.
With the Pass+ you’ll also get Regal Koi Starmaw at one, two stars, and three stars without having to give them the Star Shard royal treatment! The Pass+ also includes four new aquatic booms, three lovely Spa arenas, Bungo Eggs, Prancie Eggs, and of course, Star Shards!
And this time around, both Pass and Pass+ holders can unlock our mid-set’s chilled out Sauna Sprite!

SPLASH RESORTS CHESTS

The Splash Resort Chests (390 RP) can contain our new Mythic Little Legend, Dragon Trainer Pengu (5%) or Choncc’s Splash Resort arena (guaranteed on or before the 61st box). The rest of the Chests contain Little Legends from sets prior to Uncharted Realms, excluding Little Legends that were only offered for a limited time.
As with all our cosmetic content, you can check out more details here.

UNCHARTED REALMS EGGS

Our Uncharted Realms Eggs have a (2%) chance to drop our newest Chibi, Dragonmancer Lee Sin, who is guaranteed to drop by the 37th egg. Chibi Dragonmancer Lee Sin also comes with a finisher animation that occurs when he eliminates another player from the match.. (Cool guys never look at explosions… and Lee Sin hasn’t seen one in ages, so that makes him the coolest of all). Every egg that doesn't have Dragonmancer Lee Sin will instead contain one of our two new dragon Little Legends: Bungo and Prancie!
Bungo is a goof. They’ve got the energy of a puppy, with the impact of a dragon (but definitely still think they can fit in your lap). Check out Bungo’s variants below: Bungo, Honeybuzz Bungo, Rosebloom Bungo, Jade Bungo, Astral Bungo, Dearest Bungo
Our fanciest Little Legend yet, Prancie demands your utmost attention—just don’t expect much in return. They’re part of the youthful Sonic Draconic and add their much needed vocals (and style) to the crew. Check out the variants of our one true Queen, King, or anything with showered with bling: Prancie, Koi Prancie, Ragewing Prancie, Jade Prancie, Darkflight Prancie, Everfrost Prancie

CHIBI LEE SIN

Uncharted Realms brings the iconic ward-hopping, carry-dropping Lee Sin to Chibi life. And this blind Chibi Monk is sure obsessed with vision…wards.

You can pick up Chibi Lee Sin directly from the shop for 1900 RP/TC and they’ll come with their signature boom, Resonating Strike, that you can equip to other Tacticians, too.

UNCHARTED REALMS BUNDLES


Bundle Contents Price
Uncharted Realms Starter Bundle Uncharted Realms Pass+

Bungo 1 Star

Prancie 1 Star

200 Bonus Star Shards

2420 RP/TC
New Splash Resort Chest Bundle Uncharted Realms Pass+

27 Splash Resort Chests

Chibi Lee Sin

4 Bonus Splash Resort Chests

13115 RP/TC
Uncharted Realms Megabundle Uncharted Realms Pass+

17 Uncharted Realms Eggs

Chibi Lee Sin

2 Bonus Uncharted Realms Eggs

10915 RP/TC

RANKED REWARDS AND MORE!

All rewards will be distributed during patch 12.17 (this patch)!

STANDARD REWARDS

If you’ve made it to Gold or higher during your time unintentionally terraforming the Dragonlands, then there’ll be a special Dragonmancer Yasuo emote for you to flex with!

DOUBLE UP REWARDS

And for those of you getting nothing but top fours in Double Up, I must inform you that you'll need top twos to claim these rewards. If you obtained Gold or higher in Double Up, then you'll get the following emotes to celebrate with your partner(s)!

HYPER ROLL REWARDS

Finally, if you played Hyper Roll and finished Blue, Purple, or Hyper tier, you’ll get another emote to flex with—and this one’s got Poggles! POG!

UNCHARTED REALMS SEASON START!

  • 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 Dragonlands 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 brushing through the changes to the existing systems in Dragonlands, 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:

TREASURE DRAGON CHANGES

More Dragons and more Treasure Dragon(s) to treasure! To read more about the Treasure Dragon changes you can click it here.
  • There are two new Treasure Dragons. The Chaos Dragon and Order Dragon each appear in 30% of games, with the remaining 40% of games bringing back the classic Treasure Dragon. The same version of the Treasure Dragon will appear for all players.
  • Order Treasure Dragon guarantees a Radiant Item in addition to other bonuses.
  • Chaos Dragon is much more of a mixed bag of things, including unique outputs like Target Dummies, Emblems, and more!

DRAGON TRAIT CHANGES

With Uncharted Realms, we wanted to add more Dragons while also opening up team comp diversity. To do that, we had to make the changes below. Learn more about why we made those changes here.
  • Dragons are no longer unique, but they still require two unit slots.
  • Dragon is now a 1/2/3/4/5 trait…you can run as many dragons as you want!
  • Dragon (1): Dragons gain X HP
  • Dragon (2): Dragons also gain +20 Armor & MR
  • Dragon (3): Dragons also deal +10% Damage
  • Dragon(4): +1 Army Size
  • Dragon (5): Dragons also gain +10% Attack Speed
  • Dragons now cost 6,7, and 8 gold across the Tier 3, 4, and 5 rarity respectively. Yes, we have tier 3 Dragons now! Read the gameplay overview article to learn more about those units.
  • Odds of an All Dragon Carousel past Stage 5 increased to 15% (from 5%)

DRAGON UNITS REBALANCE

Existing Dragons have had their stats adjusted to compensate for their new pricing.
  • Daeja’s tooltip now specifies that she targets the most enemies in a line, not the largest group of enemies
  • Daeja Health: 900 ⇒ 800
  • Daeja Windblast Damage: 275/375/1800 ⇒ 250/350/1600
  • Daeja NEW: Daeja’s auto-attacks no longer deal physical damage
  • Daeja Attack Damage: 20 ⇒ 0
  • Daeja Windblast Passive Barrage magic Damage: 20/35/150 ⇒ 45/60/180
  • If Daeja tries to equip Deathblade or Runaan’s Hurricane, the item will pop off with an error message
  • Idas Health: 1100 ⇒ 950
  • Idas Attack Damage: 100 ⇒ 90
  • Idas Golden Scales Damage Reduction: 35/55/300 ⇒ 30/50/300
  • Idas Golden Scales Ally Shield: 180/275/2000 ⇒ 150/250/1200
  • Shi Oh Yu Health: 900 ⇒ 850
  • Shi Oh Yu Attack Damage: 90 ⇒ 75
  • Shi Oh Yu Jade Form Attack Damage ratio: 250/275/1000 ⇒ 230/250/1000%
  • Sy’fen Health: 1100 ⇒ 900
  • Sy’fen Attack Damage: 100 ⇒ 90
  • Sy’fen starting Mana nerf: 120/175 ⇒ 100/175
  • Sy’fen Rampage Bite Attack Damage ratio: 500/600/3000% ⇒ 475/550/2500%
  • Sy’fen Rampage Bite Armor Ignore: 50% ⇒ 25%
  • Ao Shin Health: 1000 ⇒ 800
  • Ao Shin Armor & Magic Resist: 50 ⇒ 35
  • Ao Shin max Mana buff: 0/200 ⇒ 0/175
  • Ao Shin Lightning Rain Damage: 225/400/2500 ⇒ 185/300/2000
  • Aurelion Sol Health: 1000 ⇒ 800
  • Aurelion Sol Armor & Magic Resist: 50 ⇒ 35
  • Aurelion Sol Black Hole Damage: 375/625/5000 ⇒ 325/550/4000
  • Shyvana Health: 1000 ⇒ 900
  • Shyvana Attack Damage: 140 ⇒ 120
  • Shyvana Dragon’s Descent Initial Impact Damage: 100/175/500 ⇒ 80/150/500
  • Shyvana Dragon’s Descent Flame Breathe Damage: 1050/1650/30000 ⇒ 700/1200/20000

TRAITS

Many traits are moving to a 2-piece structure which will allow for more flexible play and interesting decisions.

Astral had issues. The concept of easily starring up your entire team is incredibly fun, but the optimal use of the trait has been running Astral 3 to three-star your desired mid-game carry (Varus and/or Nami). With this strategy, the core fantasy of Astral loot drops and golden armies was lost. This, in addition to some rather brutal bugs, had us rework Astral entirely.

About Guild. This is basically a small buff to Guild 1 through 3, then a progressively larger nerf to Guild 4 through 8 due to Zippy making those breakpoints easier to access.

With changes to Astral making it more econ focused, and Lagoon entering the fray as another econ-adjacent trait, Pirate (Mirage) has had significant changes to the drops later on in the trait. This is a buff that will keep Pirate feeling like a high roll (especially at later breakpoints) that also feels different from similar econ traits.

Many Tempest units didn't care about the Attack Speed buff. By changing it to a damage amplification, the trait becomes more useful for all units, and maybe, just maybe, we’ll get to see some Tempest vertical play! Also, get ready for some super-powered Ao Shin casts if you do end up running Tempest vertical.

Whispers Emblem was only exciting in extreme cases (e.g. Whispers Daeja) and not that exciting anywhere else. Removing the Emblem means we don’t have to balance around wild (and OP) uses, so we’re able to keep the trait strong.
  • Trainer, Revel, and Legend have been removed.
  • Astral has been fully reworked. Now after every combat, players will gain an Astral Orb. The quality of the contents in the orb increases with the total star level of all your Astral Champions. Also all Astral champions gain AP.
  • Astral trait breakpoints: 3/6/9 ⇒ 3/5/8
  • NEW Astral (3/5/8) Ability Power: 5/30/75
  • Assassin Critical Strike Chance: 15/30/45 ⇒ 20/40/75%
  • Assassin Critical Strike Damage: 5/25/45 ⇒ 10/25/75%
  • Bruiser Health: 200/325/500/800 ⇒ 180/350/600/1000
  • Cannoneer trait breakpoints: 2/3/4/5 ⇒ 2/4/6
  • Cannoneer AOE cannon shot Attack Damage ratio: 175/350/550%
  • Cavalier now has a 6 chase trait
  • Cavalier Armor & Magic Resist: 35/55/75/100 ⇒> 30/45/60/75/110
  • Dragonmancer trait breakpoints: 3/6/9 ⇒ 2/4/6/8
  • Dragonmancer Blessing grants 250/600/900/1200 bonus Health increased by 10 percent per Star level of your Dragonmancers
  • Dragonmancer Blessing grants 18/30/50/75 Ability Power increased by 10 percent per Star level of your Dragonmancers
  • Evoker trait breakpoints 2/4/6 ⇒ 2/3/4
  • Evoker gain 4/6/8 Mana per spell cast
  • Guardian now has a 8 chase trait
  • Guardian Max Health Shield: 30/50/75% ⇒ 25/40/70/125%
  • Guild trait breakpoints: 1/2/3/4/5/6/7/8
  • Guild Scaling: 100/120/140/160/180/200/225 ⇒ 100/110/120/130/140/150/165/180%
  • Guild, Sejuani Health Bonus: 100 ⇒ 130
  • Guild, Twitch Attack Speed Bonus: 10 ⇒ 13%
  • Guild Emblem Omnivamp: 3% ⇒ 4%
  • Guild, Zippy grants 8 Armor & Magic Resist (note: as a Dragon, Zippy counts for 3 Guild, tripling this bonus)
  • Guild, Jayce grants 5 Attack Damage & Ability Power
  • Jade trait breakpoints 3/6/9/12 ⇒ 3/5/7/9
  • Jade Statues summoned: 1/2/3/4
  • Jade Statues grants max Health percentage regeneration per 2 seconds: 2/3/5/8
  • Jade Statues grants Attack Speed: 10/25/45/88%
  • Mages no longer fail to doublecast if they’re stunned during their first cast
  • Mirage, Pirate 4/6/8 trait breakpoints have added new drop possibilities including Champion Duplicators, Full Items, and Loaded Dice.
  • Mirage, Spellsword’s Enchantment Ability Power per auto: 6/10/14/18 ⇒ 5/8/12/20
  • Mystic Magic Resist: 50/100/175/300 ⇒ 40/80/150/300
  • Ragewing trait breakpoints 3/6/9 ⇒ 2/4/6/8
  • Ragewing grants 50/100/175/250% total Attack speed during enrage
  • Ragewing grants 15/30/50/75% Omnivamp during enrage
  • Scalescorn Health Threshold: 2200 ⇒ 1900
  • Shapeshifter trait breakpoints: 2/4/6 ⇒ 2/4
  • Shapeshifter grants 50/125% bonus Health on transformation
  • Shimmerscale item, Crown of Champions time to empowered attack: 5 ⇒ 6 sec
  • Shimmerscale item, Determined Investor stacks required: 7 ⇒ 8
  • Shimmerscale item, Determined Investor Gold granted: 15 ⇒ 10
  • Shimmerscale item, Draven’s Axe base Attack Damage & Attack Speed: 10 ⇒ 5
  • Shimmerscale item, Draven’s Axe Gold on cashout: 7 ⇒ 5
  • Shimmerscale item, Gambler’s Blade base Ability Power & Attack Speed: 15 ⇒ 10
  • Shimmerscale item, Gambler’s Blade chance to proc: 10% ⇒ 7%
  • Shimmerscale item, Goldmancers Staff base Ability Power & Mana: 20 ⇒ 15
  • Shimmerscale item, Goldmancers Staff chance to proc: 50% ⇒ 33%
  • Shimmerscale item, Needlessly Big Gem allies alive per Gold: 2 ⇒ 3
  • Shimmerscale item, Mogul’s Mail base Health: 300 ⇒ 200
  • Swiftshot trait breakpoints 2/4/6 ⇒ 2/3/4/5
  • Swiftshot Attack Speed per hex: 10/15/25/35%
  • Tempest REMOVED: lightning strike no longer grants Attack Speed for Tempest units
  • Tempest NEW: lightning strike now increases Damage of Tempest units: 10/30/60/120%
  • Tempest lightning strike max Health percentage true damage: 5/20/35/50% ⇒ 5/15/25/35%
  • Warrior empowered attacks increased Damage: 80/175/325% ⇒75/150/275%
  • Warriors can now proc multiple empowered attacks in a row.
  • Whispers Attack Damage & Ability Power per Stack: 1/3/5/8 ⇒ 1/3/6
  • Whispers Emblem is no longer obtainable. Removed from all tomes and augments.
  • Whispers 8 trait breakpoint has been removed

UNITS: TIER 1

Out with the old and in with the new. To learn more about the new units coming with Uncharted Realms, give the gameplay overview article a read. As for here, we’re going to continue covering the changes with units already inhabiting the Dragonlands.

With Astral being reworked, Astral units are considerably harder to star up. We’ve given them more star power to work with when you do star them up.
  • The following Tier 1 units have been removed: Tahm Kench, Heimerdinger, Aatrox, Taric
  • Ezreal Attack Speed: 0.65 ⇒ 0.7
  • Ezreal Mystic Shot Damage: 200/250/325 ⇒ 200/275/375
  • Nidalee Health: 550 ⇒ 600
  • Nidalee Attack Damage: 55 ⇒ 60
  • Nidalee Primal Surge Attack Speed: 40% ⇒ 40/45/50%
  • Sejuani Warrior’s Wrath max Health ratio: 6% ⇒ 5%
  • Senna Last Embrace Attack Damage ratio: 200% ⇒ 200/240/300%
  • Senna Last Embrace Magic Damage: 300/500/700 ⇒ 300/450/600
  • Sett Attack Damage: 65 ⇒ 60
  • Sett Knuckle Down Attack Damage ratio: 160% ⇒ 150/155/160%
  • Skarner Attack Damage: 55 ⇒ 60
  • Skarner Crystalline Exoskeleton Shield: 300/360/420 ⇒ 300/375/450
  • Vladimir Transfusion Heal: 270/300/330 ⇒ 275/325/375

UNITS: TIER 2

With Shapeshifters harder to play vertically, we’re hoping that Gnar reroll may finally become worth the slow roll.
  • The following Tier 2 units have been removed: Ashe, Jinx, Kayn, Nami, Shen, Thresh, Tristana
  • Braum Unbreakable Damage Reduction: 75/80/90% ⇒ 65/70/80%
  • Gnar Health: 700 ⇒ 750
  • Gnar Mega Gnar bonus Attack Damage: 50/80/150 ⇒ 60/90/150
  • Qiyana Health: 650 ⇒ 700
  • Qiyana Armor & Magic Resist: 30 ⇒ 35
  • Qiyana Elemental Blade Damage: 200/275/375 ⇒ 225/300/450
  • Yone Way of the Hunter Bonus Attack Damage ratio: 33% ⇒ 30/35/40%

UNITS: TIER 3

Anivia's removal means a lack of Magic Resist shred, and Lee Sin was the perfect fit for comps that have trouble accessing MR shred. With damage being applied after the Unit is knocked back, Lee Sin is guaranteed to hit multiple foes with his ability, even if his initial target would have been 1-shot. With this added consistency, and beneficial changes to Tempest (above), we’ve adjusted Lee Sin’s numbers to maintain his current power level.
  • The following Tier 3 units have been removed: Anivia, Elise, Illaoi, Lulu, Ryze, Swain*
  • Lee Sin Dragon’s Rage damage is now applied after the unit is knocked back
  • Lee Sin Dragon’s Rage NEW: Units hit by his Ability now have their Magic Resist reduced by 40% for 5 seconds
  • Lee Sin max Mana buff: 30/90 ⇒ 30/80
  • Lee Sin Dragon’s Rage Stun Duration: 1.5 ⇒ 1.25
  • Lee Sin Dragon’s Rage Damage: 295/375/495 ⇒ 230/300/385
  • Olaf Recklessness Attack Damage Ratio: 200% ⇒ 220/230/240%
  • Olaf Recklessness Attack Speed: 35/50/75% ⇒ 35/45/60%
  • Varus Chain of Constellations Attack Damage ratio: 250% ⇒ 300%
  • Varus Chain of Constellations bonus Magic Damage: 100/180/300 ⇒ 150/250/400
  • Volibear Health: 750 ⇒ 800
  • Volibear Armor & Magic Resist: 45 ⇒ 50
  • Volibear Relentless Storm bonus Health: 375/650/1200 ⇒ 400/700/1200

UNITS: TIER 4

  • The following Tier 4 units have been removed: Corki, Neeko, Ornn, Sona, Talon

UNITS: TIER 5

Soraka has performed exceedingly well during PBE with the increased tankiness. That’s just the power of potassium.
  • The following Tier 5 unit have been removed: Pyke
  • Soraka Starfall Healing: 120/180/1000 ⇒ 105/165/1000

USER INTERFACE CHANGES

Before we get into Items and Augments, I want to highlight an important change to our item tooltips, as well as a new UI adjustment to our econ Augments.

Adding a lockout window to Armory selection screens so all you APM racers no longer misclick the wrong item while you’re speed scrolling through my Twitter feed on the other monitor.
  • Item tooltips have been updated. The upper stat section will now show the stats from components while all “bonus” stats will be detailed in the tooltip. For example, Morellonomicon grants +10 Ability Power from components at the top and +30 bonus Ability Power in the tooltip.
  • Armory selection menus now have a 1 second lockout after they are opened where the buttons will not work to prevent accidental clicks/taps
  • The following Augments have had a +gold floating text added on the Tactician: Calculated Loss, Consistency, Lategame Specialist

ITEMS

With our support-through-handicapping item, Frozen Heart, gone, we want to give players more viable options for their support units if they wanna play into the ultimate support carry dream. Protector’s Vow allows for flexible usage as a way to protect your frontline and grant them tankiness, or you place it near your carry to save your carry from "skip the frontline" burst damage.

Runaan’s Hurricane has always been confusing. What interacts with it? What doesn't interact with it? Will it change depending on my horoscope? We’re simplifying these answers by changing its damage to item damage (think Statikk Shiv or Ionic Spark), and while it still scales with Attack Damage, it's going to be flat damage unaffected by multipliers like crit or damage amp. To compensate for the simplification, we’re giving it more bonus Attack Damage, which will also make building Deathblade not required. And just like anything in life, Runaan’s Hurricane is not affected by your horoscope.

Spear of Shojin has had a tough go of things for the first half of Dragonlands. You would think it would be amazing on Units with large Mana pools, but in reality those units typically benefited more from items that increased the damage of their cast rather than getting them to that cast. By adding Ability Power we can help the item feel less bedge by giving AP casters more edge.
  • Archangel’s Staff now displays the current Ability Power bonus instead of the stack count
  • Bramble Vest bonus Armor: 40 ⇒ 45
  • Deathblade bonus Attack Damage: 15/30/45 ⇒ 25/45/65 (Total AD: 40/75/110)
  • Frozen Heart has been REWORKED to Protector’s Vow
  • Protector’s Vow grants 15 bonus starting Mana
  • NEW Protector’s Vow: Once per combat at 50% Health, allies within 3 hexes gain a 20% maximum Health shield that lasts up to 2 seconds. Shielded allies gain 15 Armor and Magic Resist for the rest of combat. [Aura item]
  • Giant Slayer Health Threshold for damage amplification: 2200 ⇒ 1900
  • Ionic Spark removed the [Aura item] tag for clarity
  • Last Whisper now grants 10% bonus Attack Speed
  • Last Whisper Armor shred: 50% ⇒ 60%
  • Morellonomicon Bonus Ability Power: 30 ⇒ 20 (total 40 ⇒ 30)
  • Rabadon’s Deathcap bonus Ability Power: 55 ⇒ 60 (Total AP: 75 ⇒ 80)
  • Runaan’s Hurricane MINI REWORK: Damage from Runaan’s Hurricane’s bolts are now considered item damage. This means the damage can no longer critically strike, be dodged, interact with omnivamp, etc.
  • Runaan’s Hurricane Bonus Attack Damage: 10 ⇒ 20
  • Spear of Shojin now grants 20 bonus Ability Power
  • Spear of Shojin Mana per attack: 8 ⇒ 5
  • Ragewing Emblem has been removed from the game
  • Assassin Emblem is now an elusive emblem (you can no longer build it)
  • Spatula + Bow: Ragewing Emblem ⇒ Swiftshot Emblem
  • Spatula + Glove: Assassin Emblem ⇒ Lagoon Emblem

RADIANT ITEMS AND ORNN (FORGE) ITEMS

Since the Order Dragon (appears in 30% of games) brings back Radiant Items, we’ve done a shallow dive on rebalancing Radiant Items to ensure each feels similarly desirable.

On a similar, but more chaotic note, Ornn (Forge) Items will be more prominent with the Chaos Dragon (appears in 30% of games), so we’ve done a quick balance pass on the Ornn items as well.

Finally, with Dragons having lower Health in the mid-set we’ve made adjustments to the threshold for items like Demon Slayer, Giant Slayer, and Bif Friends (Augment).
  • Banshee’s Silence (Radiant) team bonus Health: 50 ⇒ 100
  • Blue Blessing (Radiant) bonus Ability Power: 30 ⇒ 10
  • Rosethorn Vest (Radiant) bonus Armor: 90 ⇒ 120
  • Rosethorn Vest (Radiant) damage cooldown: 2.5 ⇒ 1.5 seconds
  • Luminous Deathblade (Radiant) bonus Attack Damage: 35/65/95 (Total: 55/85/115) ⇒ 40/70/100 (Total: 60/90/120)
  • Chalice of Charity (Radiant) bonus Ability Power: 50 ⇒ 45
  • Frozen Heart of Gold (Radiant) REWORKED to Bulwark’s Oath (Radiant Protector’s Vow)
  • Bulwark’s Oath (Radiant Protector’s Vow) grants 30 bonus starting Mana.
  • Bulwark’s Oath (Radiant Protector’s Vow): Once per combat at 50% Health, allies within 8 hexes gain a 20% maximum Health shield that lasts up to 3 seconds. Shielded allies gain 30 Armor and Magic Resist for the rest of combat. [Aura item]
  • Demon Slayer (Radiant) Health Threshold: 2000 ⇒ 1900
  • Eternal Whisper (Radiant) bonus Attack Speed: 10% ⇒ 25%
  • Eternal Whisper (Radiant) Armor shred: 50% ⇒ 60%
  • More More-ellonomicon (Radiant) bonus Ability Power: 60 ⇒ 35
  • Runaan's Tempest (Radiant) Bolt Attack Damage ratio: 100% ⇒ 120%
  • Runaan's Tempest (Radiant) bonus Attack Damage: 10 ⇒ 20
  • Spear of Hirana (Radiant) Mana per attack: 15 ⇒ 10
  • Spear of Hirana (Radiant) Ability Power: 30 ⇒ 40
  • Sunlight Cape (Radiant) bonus Health: 450 ⇒ 300
  • Mistral (Radiant) teamwide Attack Speed: 10% ⇒ 15%
  • Manazane (Ornn) Mana Restore: 200 ⇒ 150
  • Randuin’s Sanctum (Ornn) NEW: Now always grants its +40 Armor and Magic Resist buff to the holder
  • Randuin’s Sanctum (Ornn) base Armor and Magic Resist: 25 ⇒ 0
  • Rocket Propelled Fist (Ornn) Mana: 30 ⇒ 15

AUGMENTS

With the removal of Legend, we're less overloaded on positioning puzzles for the mid-set, so Augments like Battlemage and Knife's Edge can come back. Battlemage got reworked below too, so it's easier to play by making squishy Mages more durable.

Woodland Charm is back with a rework. We removed it because it had confusing rules around the clone (does it benefit from Traits, Augments, etc.?). Now it functions as any other unit except it can't be itemized! Unless you play Darkflight... then you can itemize it through the dark arts.

With many Blue Buff users in this set, Blue Battery and its younger Augment sibling have a place to stay.

When used optimally, Cluttered Mind is an incredibly strong Augment, but it’s sometimes difficult to kickstart, and its best use case isn’t always intuitive. So, alongside a needed nerf, we’re filling your bench with some Tier 1 Units as soon as you choose the Augment.
  • The following Augments have been re-added: Battlemage, Blue Battery (I), Golden Ticket, Knife’s Edge, Woodland Charm
  • The following Augments have been removed: Assassin Crest, Astral Heart, Meditation, Makeshift Armor, Phony Frontline, Ragewing Crest, Whispers Crown
  • Cannoneer Crown grants:Runaan's Hurricane ⇒ Giant Slayer
  • Guild Crown grants: Giant Slayer ⇒ Protector’s Vow
  • Ragewing Crown has been changed to Ragewing Soul
  • Tempest Crown grants: Statikk Shiv ⇒ Hand of Justice
  • Battlemage NEW: Now grants Armor in addition to Ability Power
  • Battlemage I/II/III Armor: 15/25/35
  • Battlemage I/II/III Ability Power: 25/35/50 ⇒ 10/20/30
  • Big Friend Health threshold for damage reduction: 2000 ⇒ 1650
  • Binary Airdrop components granted: 1 ⇒ 2
  • Blue Battery I has been added back to the augment pool. Blue Battery’s name has been updated to “Blue Battery II”
  • Blue Battery II moved from Gold tier to Prismatic tier
  • Blue Battery NEW: Now grants Ability Power in addition its existing effect
  • Blue Battery I/II Ability Power: 10/20
  • Built Different I Health: 250/300/350/400 ⇒ 200/250/300/350
  • Built Different I Attack Speed: 40/50/60/70 ⇒ 30/45/60/75%
  • Built Different II Health: 300/400/500/600 ⇒ 250/325/400/475
  • Built Different II Attack Speed: 50/60/70/80 ⇒ 40/55/70/85%
  • Built Different III Health: 400/500/600/700 ⇒ 300/400/500/600
  • Built Different III Attack Speed: 60/70/80/90 ⇒ 50/65/80/95%
  • Cluttered Mind NEW: Grants 3 Tier 1 champions
  • Cluttered Mind XP at end of round: 4 ⇒ 3
  • Cutthroat Damage amplification against Mana-reaved enemies: 10% ⇒ 20%
  • The Golden Egg: transitioning from Stage 4-7 to 5-1 (Treasure Dragon transition) no longer counts towards the Golden Egg’s hatch timer
  • The Golden Egg turns to hatch: 11 ⇒ 10
  • The Golden Egg has had some loot table adjustments
  • Knife’s Edge Attack Damage: 30/45/55 ⇒ 20/35/50
  • Penitence NEW: Jade Statue explosions deal 100% more damage.
  • Penitence Jade Statue Disarm Duration: 3 ⇒ 2.5 seconds
  • Scorch Ragewing 5th instance damage increase: 25% ⇒ 20%
  • Woodland Charm REWORKED: The clone now spawns during the Planning Phase and can be moved like a standard unit. The clone has the base stats of the cloned unit, benefits from its traits, and cannot hold items

DOUBLE UP

RANKED

A couple Double Up Ranked changes to make the climb just that much smoother. As soon as I find the right partner, we may have to extend those winstreaks to infinite! (Note to self: stop playing Double Up with the League of Legends patch notes writer.)
  • Win streaks have been extended to 12! And they now apply into Diamond tier as well.
  • LP awards have been tweaked so there aren’t such dramatic changes in LP gains and losses between tiers and divisions

HYPER ROLL

HYPER ROLL BALANCE ADJUSTMENTS

Grab those Tears Hyper Roll players and let’s get La-goon-squading.
  • Lagoon Seastone charges twice as fast
  • Shimmerscale item, Gambler’s Blade base Attack Speed: 30 ⇒ 10
  • Shimmerscale item, Goldmancers Staff chance to proc: 80% ⇒ 50%

BUGS

  • Double Up: Cybernetic Uplink Augment no longer regenerates Mana between combat ending and reinforcements being deployed
  • Double Up: Voidspawns will now maintain their correct health after reinforcing
  • Improved cast interactions when units have increased range. Many units will now move into range to cast their Ability rather than wait for a unit to approach their cast range. Units who have to walk into range if their target dies, such as Sylas, now more reliably cast after walking.
  • ARGH: Pirate Mirage no longer grants gold after PVE rounds