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

Teamfight Tactics

Teamfight Tactics patch 12.16 notes

Welcome Realm Charters!

It’s the last patch before our mid-set, Uncharted Realms, and we’re shipping light changes to keep balance tight and team comp diversity high as you reach your dream rank. The wordcount will be light here, but don’t fret, we can always catch up with one of the many Uncharted Realms info drops below.
Rodger “Riot Prism" Caudill

Patch Highlights

Uncharted Realms

Here to chart the unchartable? The following pieces cover the 24 new units, the extensive changes to Dragons (and Treasure Dragons), and of course, all the new explorers trying their hand at cartography.

Large Changes

Large, like Nomsy now that she’s all grown up in Uncharted Realms!

TRAITS

  • Bruiser Health: 200/325/450/700 ⇒ 200/325/500/800
  • Cavalier Armor & MR: 35/60/85/110 ⇒> 35/55/75/100
  • Trainer, Nomsy base Fireball Damage: 85/110/140/175 ⇒ 85/105/125/155
  • Tempest Bonus Attack Speed after lightning strike : 20/50/100/200% ⇒ 20/50/120/250%

UNITS: TIER 1


Ezreal isn’t doing well as an item holder or a reroll carry. By adjusting him, we’re allowing Ezreal to cast more frequently and hold items like Rageblade and Statikk Shiv more effectively.
  • Ezreal Attack Damage: 40 ⇒ 35
  • Ezreal Attack Speed: 0.6 ⇒ 0.65

UNITS: TIER 2


Braum’s shield is pretty big. Last I checked, it hurts to get hit by big things.

Prism’s guide to reroll Kayn.

1. Items: Infinity Edge, Giant Slayer, and Edge of Night or QSS

2. Econ Strategy: Slow roll, keeping above 50 gold to 3-star Kayn, while hopefully hitting Shen 3 and Qiyanna 3 for free!

3. Traits: Assassin 4, Ragewing 3

4. Super Secret Tip: Taking first place will give more LP so be sure to win!
  • Braum Attack Damage: 50 ⇒ 70
  • Kayn max Mana buff: 0/45 ⇒ 0/30
  • Kayn Armor & Magic Resist: 25 ⇒ 35

UNITS: TIER 3


Apparently no one got to Challenger using my Lee Sin guide in the last patch notes. That’s okay—that one’s on me. But if you don’t hit Challenger forcing Lee Sin carry this patch, that’s on you.
  • Diana Pale Cascade Damage per Orb: 80/90/110 ⇒ 90/105/120
  • Diana Pale Cascade Total Damage: 400/540/770 ⇒ 450/630/840
  • Lee Sin max Mana buff: 40/100 ⇒ 30/90
  • Ryze Attack Speed: 0.65 ⇒ 0.7

UNITS: TIER 4


Our 8-cost Dragons are over-performing and have become the dominant strategy. Since we plan on nerfing them when we reduce their cost in Uncharted Realms, we shipped some of their nerfs early. We hope this also allows Dragon-less comps to thrive before Uncharted Realms.

At this point, I’m betting that I write about Xayah more than Rakan does. Xayah’s buff last patch got her close to being a viable carry, but she still struggles at one star compared to other carries that can stabilize early boards more consistently.
  • Daeja Armor & Magic Resist: 40 ⇒ 30
  • Daeja Windblast passive Damage: 25/40/150 ⇒ 20/35/150
  • Shi Oh Yu Jade Form Damage Reduction: 20/25/50% ⇒ 15/20/50%
  • Syfen Attack Damage: 110 ⇒ 100
  • Syfen Armor & Magic Resistance: 70 ⇒ 60
  • Xayah Attack Damage: 70 ⇒ 75
  • Xayah Feathers FLY! base Feather Damage: 12/20/60 ⇒ 15/20/60

UNITS: TIER 5


They say ‘X’ marks the spot, but with these Pyke buffs, the spot’s marked with a ‘X___X’.

Even with these nerfs, the wanderer will surely find a home in many comps—just not every one.
  • Pyke Death From Below Damage: 325/450/15000 ⇒ 375/475/15000
  • Pyke Death From Below Secondary Damage: 150/250/15000 ⇒ 180/250/15000
  • Yasuo Health: 1100 ⇒ 1000
  • Yasuo Sweeping Blade Attack Damage ratio: 160/200/3000 ⇒ 150/180/3000

ITEMS


Statikk Shiv has been a sleeper hit all set, with its base damage providing too much early game impact.

Zz’Rot has been thriving as a stall tactic for compositions with minimal frontline units.
  • Statikk Shiv magic damage Damage: 60 ⇒ 50
  • Radiant Statikk Favor (Radiant) magic Damage: 100 ⇒ 75
  • Zz’Rot Portal Voidspawn Health (Stages 2/3/4/5+): 1350/1600/1900/2250 ⇒ 1200/1450/1700/2000
  • Zz’Rot’s Invitation (Radiant ZZ’Rot) Voidmother Health (Stages 2/3/4/5+): 3000/3400/3800/4500 ⇒ 2500/3000/3500/4000

AUGMENTS


Axion Arc should be a better pick than its Blue Battery counterpart when empowering mana-hungry carries, but it’s currently suffering on both tiers due to its difficult use cases. When you take this Augment, think about slotting in carries like Aurelion Sol, Ao Shin, or Zoe to maximize the power— plus, a buff in the form of even MORE mana won’t hurt this Augment.

A few of our generic Augments (Best Friends II and III, Cybernetics, Weakspot) are over-performing across the board, which shouldn’t be the case given how many compositions they work well in.

Scorch continues to unlock Ragewing comps, and with Xayah getting a nice buff, we want to keep the roof of our hottest vertical from lighting on fire. As they say, “we don’t need no water, let the preemptive nerf burn.”
  • Axiom Arc I / II Mana on kill: 20/30 ⇒ 25/40
  • Best Friends Attack Speed: 10/20/30% ⇒ 10/15/20%
  • Cybernetic Augments (Implant, Shell, and Uplink) Health: 125/200/300 ⇒ 100/150/250
  • Hot Shot (Cannoneer) max Health true damage burn: 8% ⇒ 6%
  • Lategame Specialist Gold Granted at Level 9: 40 ⇒ 45
  • Personal Training Base Health granted for units adjacent to Bruisers: 30 ⇒ 40
  • Rich Get Richer+ Gold Granted: 15 ⇒ 18
  • Scorch (Ragewing) Damage Amplification: 33% ⇒ 25%
  • Weakspot reduced healing duration: 5 ⇒ 3 seconds
  • Windfall Gold: 20/30/40 ⇒ 25/35/45

Small Changes

Small, like the space that Guild takes up on the trait tracker with the change below!

TRAITS


The Guild trait is full of talented individuals, including a User Experience Designer who has made their trait tracker take up less space.
  • Guild: Changed the way the trait is displayed in the trait tracker to make it take up less space.
  • Scalescorn bonus Magic Damage Percent: 15/50/125 ⇒ 15/50/115%
  • Shimmerscale, Draven’s Axe Cash Out Gold: 8 ⇒ 7

UNITS: TIER 2


Yone has been over-performing slightly. Perhaps it’s because he has two swords? But more likely it’s because he is too strong as a 2-star item holder.
  • Yone Way of the Hunter bonus on-hit Magic Damage: 90/150/225 ⇒ 90/140/215

UNITS: TIER 3

  • Elise Venomous Bite Damage: 210/260/310 ⇒ 230/270/310

UNITS: TIER 4


Will Sona carry find her Crescendo during her last patch in Dragonlands? Probably not, but that won’t stop me from giving this baby girl a Mage Cap and a Morellos to celebrate her graduation from the set.
  • Sona Crescendo Damage: 250/350/1000 ⇒ 250/375/1000

UNITS: TIER 5


Shyvana's adjustments last patch landed well, but there's a weird mismatch between how you want to itemize her (damage and tankiness) and how you should itemize her (give her a Mana item). Giving her more starting Mana helps reduce that disconnect and lets players itemize her more easily.
  • Ao Shin Spell Damage: 225/400/2500 ⇒ 225/385/2500
  • Shyvana starting Mana buff: 0/60 ⇒ 15/60

ITEMS


Believe it or not, Rocket Propelled Fist has been the strongest Ornn item all set. This is partially due to players forgetting to position around it (consider this a reminder), but also due to the high amount of Health it offers.
  • Ionic Spark magic Damage max Mana ratio: 200% ⇒ 185%
  • Sunfire Cape Health: 300 ⇒ 250
  • Rocket Propelled Fist (Ornn item) Health: 350 ⇒ 300
  • Urf-Archangel’s Staff (Radiant) Starting Ability Power: 30 ⇒ 40
  • Luminous Deathblade (Radiant) Attack Damage: 50/75/100 ⇒ 55/85/115
  • Demon Slayer (Radiant) base increased damaget: 35% ⇒ 40%
  • Demon Slayer (Radiant) Health threshold: 2200 ⇒ 2000
  • Rabadon’s Ascended Deathcap (Radiant) Ability Power: 120 ⇒ 125
  • Spear of Hirana (Radiant) Ability Power: 20 ⇒ 30

AUGMENTS

  • Press the Attack (Swiftshot) max Health percent Damage: 5% ⇒ 4%

Modes

HYPER ROLL

  • Personal Training (Augment) Base Health granted for units adjacent to Bruisers: 60 ⇒ 80
  • Zz’Rot Portal Voidspawn Health (Stages 1-4/5-7/8+): 1350/1900/2250 ⇒ 1200/1700/2000
  • Zz’Rot’s Invitation (Radiant ZZ’Rot) Voidmother Health (Stages 1-4/5-7/8+): 3000/3800/4500 ⇒ 2500/3500/4000

Bug Fixes

  • A Healing Tooltip: Hextech Gunblade now specifies that it heals the lowest percent Health ally
  • Xayah, Corki, and Talon now have their Attack Damage ratios in their tooltips
  • Zhonya’s Hourglass now specifies that the holder is untargetable when the stasis effect is triggered
  • Sy’fen tooltip now correctly specifies a 2.5 hex dash range.
  • Fixed a Hyper Roll bug where players hit level 8 and level 9 one round later than intended.
  • Fixed a bug where some missions didn’t progress in Hyper Roll and Double Up.
  • Can’t hit what you can’t see: Shen dodge zone displays properly at all star levels.
  • Lillia’s second cast now hits her target even if she dashes.
  • Shyvana will now move into range if there are no targets within range when casting Flame Breath
  • Qiyana will now move into range if there are no targets within range when casting
  • Shi Oh Yu’s third attack knock-up will now trigger at the target’s location if the target is out of Shi Oh Yu’s base attack range
  • Volibear chain lightning should no longer appear to chain off of the board
  • Fixed an issue where the overtime VFX would sometimes continue to play on a player’s screen after a PvE round.
  • Zoe will no longer give Armor and Magic Resist from Kayle’s Intervention to the same unit multiple times from a single cast if her total targets she’s trying to cast on is greater than her total living allies
  • Ragewing champions no longer gain Rage when equipped with a Mana item while they are enraged
  • Runaan’s Hurricane no longer deals Scalescorn’s bonus magic damage
  • Astral will now use previous combat to determine Astral star levels (This was patched last week but noting it here to taunt those who abused the bug because I am petty)

Teamfight Tactics patch 12.15 notes

Welcome comp forcers and correct players alike!

It’s time for another patch. And why stop with this one? Make sure to check out the sizeable changes to my new name (and the game) that we shipped during our 12.14 mid-week update, just last week! As for here, we’re focused on buffs to ensure all comps can thrive—even Nomsy carry! Oh there’s also new Pool Party content hitting the Convergence!
Rodger “Riot Prism" Caudill

Patch Highlights

Pool Party Eggs

You can purchase any of the five Pool Party Umbra variants directly, or crack open a random one in a Pool Party Egg at a reduced price. Pool Party Eggs also have a chance to drop the Mythic Summer Splash Ao Shin (2 percent drop rate, but guaranteed by the 16th egg). You can hatch Pool Party Eggs until our Dragonlands Mid-set launches, but the direct purchase Umbra(s) are here to stay! Get the details here.
  • Splash in style with five different Umbra variants (Lifeguard, Scuba Shark, Sunkissed, Fruity Smoothie, Little Shark) or the Mythic Summer Splash Ao Shin

Large Changes

Large, like the power of Nomsy carry!

Traits


Those who dedicate themselves to Nomsy shall be rewarded. If you can carry Nomsy early, she will carry you late. And remember, she likes more than just Snax—ice cream cones (Chalice of Power) are a must for this draconic frog to make your foes croak.
  • Cavalier bonus Armor & Magic Resistance: 35/65/95/125 35/60/85/110
  • Shimmerscale, Needlessly Big Gem living units needed per 1 gold: 3 2
  • Shimmerscale, Mogul’s Mail Health per stack: 5 8
  • Trainer 3 Nomsy Damage increase: +100% +200%
  • Trainer Nomsy Fireball Damage: 100/130/160/200 85/110/140/175
  • Trainer 3 Nomsy’s Fireball Damage: 200/260/320/400 255/330/420/525

Units: Tier 1


This is only a buff if Ezreal hits his Mystic Shot, but sometimes I think he’d be better off with a map for that.
  • Ezreal Mystic Shot Damage: 175/225/300 200/250/325
  • Senna Attack Damage: 55 50
  • Senna Last Embrace base magic Damage: 275/425/600 300/500/700

Units: Tier 2


Kayn and Twitch have yet to find success as carries or even item holders. We’re almost to our mid-set, and we want to give them their time in the Dragonlands spotlight before all eyes shift to REDACTED FOR SPOILER.

You know who has found success this set? Me! Just kidding—it’s Nami. Nami is outperforming other 2-costs even when balanced around her three high-impact Traits.
  • Kayn Health: 700 750
  • Kayn Attack Damage: 55 60
  • Nami Ebb and Flow Damage: 150/200/250 150/180/210
  • Nami Ebb and Flow Healing: 175/200/225 170/190/210
  • Twitch Attack Speed: 0.65 0.7

Units: Tier 3


Step one: Get Eye of the Storm Augment (buffed in Augment section)
Step two: Lee Sin… lots of him.
Step three: Dragonmancer Blessing on your boy.
Step four: Jeweled Gauntlet, Infinity Edge, Bloodthirster
Step five: Play the song. You know which one I’m talking about. (Hint in Augment section)
  • Lee Sin Attack Speed: 0.7 0.75
  • Lee Sin Dragon’s Rage Damage: 280/360/480 295/375/495

Units: Tier 4


Corki is out of control… ground control

Xayah is no newbie to the patch notes, but her return here marks her first ever buff. Will Xayah find her place in the meta, or will she be left to roost for another patch? Find out next time, in your ranked games!
  • Corki Big One Attack Damage ratio: 160/200/350% 155/185/400%
  • Xayah Health: 700 750
  • Xayah Attack Speed: 0.7 0.75

Units: Tier 5


When it comes to 10-cost Dragons, we want to make sure you get what you pay for. So we’re giving Shyvana a consistency buff, but we’re also adding some more counterplay by slowing down her transformation. Can you ground her before she takes flight? Probably not, but at least your backline might get their damage off before she melts them with her new targeting buff.
  • Shyvana’s Flame Breath now always targets the largest clump
  • Shyvana starting Mana nerf: 30/60 0/60

Items


Ornn’t you glad we nerfed Eternal Winter?

Stoneplate is currently our one-stop-shop tank item. We’re bringing its power down a bit to open up other tank itemization options.
  • Ornn Item, Eternal Winter Attack Speed Slow: 30% 20%
  • Ornn Item, Rocket Propelled Fist Health: 400 350
  • Gargoyle Stoneplate Armor & Magic Resistance per enemy targeting holder: 18 16

Augments


The Eye of the Storm has not been the thrill of the fight. So we’re rising to the challenge of its rivals (Gold Augments). Please see my detailed guide to climbing with this Augment in the above sections and remember to smash that like, comment, and subscribe.

Intercosmic Gifts has been far from stellar all set. Having just a chance to drop every 5 shops was too much variance to justify this as a Gold Augment.
  • Eye of the Storm bonus Ability Power for unit at the center of the board: 40 45
  • Eye of the Storm bonus Ability Power post lightning strike Ability Power: 120 135
  • Intercosmic Gifts Orb chance to spawn a second Orb: 50% 100%
  • Intercosmic Gifts Orb drop location shifted slightly higher to make it more noticeable
  • Stand United Attack Damage per active Trait: 2/3/4 1/2/3

Small Changes

Small, like the time before our mid-set hits PBE (August 23rd for Riot Regions).

Traits

  • Jade percent max Health regeneration: 2/5/8/25% 2/4/8/25%

Units: Tier 1


Karma calls it a cremation.
  • Karma: If Karma’s target dies while Inner Flame is in the air, the projectile will now explode where the target died
  • Karma Inner Flame Damage: 220/300/380 210/280/350
  • Sett Knuckle Down Attack Damage ratio: 170% 160%

Units: Tier 2

  • Ashe Volley Damage: 125/175/225 125/175/250

Units: Tier 4

  • Daeja Windblast wave Damage: 300/400/1800 275/375/1800
  • Shi Oh Yu Jade Form Attack Damage ratio: 265/290/1000% 250/275/1000%
  • Talon Shadow Assault target Stab base magic Damage: 120/200/700 120/200/1200

Units: Tier 5


Okay, we’ve got an odd Pyke 3 change here, but I promise you it is a buff. Pyke 3 won't execute enemies anymore and will instead deal his massive 5000 AOE damage. This helps him heal more with omnivamp, and also allows him to make big numbers pop up on the screen which is sick.
  • Ao Shin Lightning Rain Damage: 210/400/2500 225/400/2500
  • Pyke Death From Below Execute max Health Threshold: 25/33/100% 25/33/1%
  • Pyke Death From Below primary target Damage: 325/450/5000 325/450/15000
  • Pyke Death From Below secondary target(s) Damage: 150/250/5000 150/250/15000
  • Yasuo is now invulnerable when performing his execute animation

Augments


To take advantage of Cluttered Mind, you need to focus on maximizing its value from the start. That’s harder to do when it’s not offered as your first Augment.

With Lategame Specialist, players are often going fast level 9, which means they need all the time they can get during their level 9 transition. Picking up 40 gold while under this pressure doesn't help.

The trigger for Reckless Spending is just too expensive to effectively use in the early game, when responsible econ is more important.
  • Cluttered Mind can now only be offered on 2-1
  • Lategame Specialist: Players no longer have to pick up the gold granted by Lategame Specialist. The gold is now deposited directly into the player’s gold bank once they reach Level 9
  • Reckless Spending can no longer be offered on 2-1

Modes

Hyper Roll


Talk about overkill…
  • Damage at round 10-1 has been increased to 30 to match the accelerated late-game damage of Standard and Double Up
  • Shimmerscale Goldmancer’s Staff Ability Power per gold: 3 4

Bug Fixes

  • False crescendo: If Sona’s Ability target is hit by Zephyr, Sona will now pick the next farthest unit instead of waiting for that unit to land
  • Hit a skillshot would ya?: Thresh no longer occasionally fails to cast his Ability if he’s hit by Zephyr
  • Re-tempered Fate: Improved Bard’s accuracy while searching for the largest clump. This change only affects situations where Bard’s enemies were all isolated (all next to empty hexes)
  • Daeja will search in a wider line when searching for the most enemies in a line
  • Frostbite: Verdant Veil will no longer fail to prevent Frozen Heart’s Attack Speed slow on Away boards
  • Star-up VFX indicators will now update more accurately for players with Pandora’s Bench
  • Sy’fen’s bite can no longer still be dodged in specific situations where he was CC’d after his charge while his target had dodge chance items

Teamfight Tactics patch 12.14 notes

Welcome back Nomsy enthusiasts...and the rest of you I guess.

We've got a big patch today, but don't be fooled by its length! Most of our word count comes from an Attack Damage rebalance. It may look intimidating, but it impacts a largely invisible system in order to dampen the impact of basic attacks from 3-star units whose power should come from spells instead of autos. General rebalancing of auto attacks is a theme throughout this patch, but there are also power changes to our Legendary Dragons that’ll make them feel more LEGENDARY, and a few nice quality of life system changes.

Wow, lots of changes going on in this patch, but the most important one is right here: Rodger “MinionsRpeople2" Caudill ⇒ Rodger “Riot Prism" Caudill

Don’t let the name change fool you, I’ll still be memeing and dreaming with you along the way—so let’s get to it!
Rodger “Riot Prism" Caudill

Mid-Patch Updates

AUGUST 2ND, MID-PATCH UPDATE

We’ve got a larger than usual mid-patch update to allow for more diverse boards both in the early and late game as we head into more competitive tournaments (and ranked climbing for the rest of us).

TRAITS

You don’t have to be a rocket scientist to see these Astral changes on the horizon. It doesn’t take an astrologist to predict these changes. You don’t need a telescope to toggle your vision onto these Astral adjustments. Okay, like the Astral togglers who place units to hit Astral 9 before their roll down, I’m done here.

Nomsy is weaker in Stage 2 but will be stronger later with investment, breaking even at 35 snacks (halfway through two-star Nomsy).
  • Bugfix: Players can no longer toggle between Astral tiers during Planning Phase
  • Astral 9 Orb Item Drop Rate: 75% ⇒ 45%
  • Guild base Attack Damage bonus from Talon: 5 ⇒ 8
  • Trainer Nomsy Base Health: 400 ⇒ 225
  • Trainer Nomsy Health per Snack: 20 ⇒ 25

UNITS

Earlier in this patch, we gave Jinx more Mana on her Chompers refund, increasing her magic damage over the course of the fight through additional casts. Now that she has that extra chomp, we’re taking some of her Attack Damage to keep her rage in check.

These two 10-cost Dragons are crowding out the skies in late game boards. By putting them more in line with other late game carries, we provide more room for diverse boards.
  • Jinx Bugfix: Ragewing Jinx no longer receives Rage from her Ability while enraged. She will now receive the Rage after the enrage effect ends.
  • Jinx Attack Damage: 65 ⇒ 60
  • Sylas max Mana nerf: 60/130 ⇒ 70/140
  • Aurelion Sol Black Hole Damage: 400/700/5000 ⇒ 375/625/5000
  • Aurelion Sol Black Hole time until increased size and damage: 15 sec ⇒ 18 sec
  • Aurelion Sol Black Hole increased damage amplification after 18 sec: 33% ⇒ 15%
  • Shyvana Flame Breathe Damage: 1200/1800/30000 ⇒ 1050/1650/30000

ITEMS

TooMuchAPnomicon ⇒ Morellonomicon

Zz’Rot Portal is buying too much time as a discount frontliner for our high ramp, high damage late game carries. We’re giving our favorite mini purple people eater a light early game nerf that will become more noticeable as the carries get to carrying capacity.
  • Morellonomicon Ability Power: 50 ⇒ 40
  • Zz’Rot Portal Health by Stage (1-2/3/4/5+): 1500/1800/2100/2500 ⇒ 1350/1600/1900/2250
  • Hyper Roll Zz’Rot Portal Health by Stage (1-4/7/8+): 1500/2100/2500 ⇒ 1350/1900/2250

Patch Highlights

System Changes

ITEM DISTRIBUTION

With how many times I've seen players lose to Krugs while open forting, they better be packing.
  • Krugs (Stage 2-7) is now guaranteed to always have at least one item

ARMORY TIMERS

Clock’s a-tickin’.
  • Armory selections (Tome of Traits, Ornn Items, Radiant Items) now have their own timer displayed so you know how long until it will choose for you!

Large Changes

Large, like the amount of physical damage coming from auto attacks this set—an issue we will be dealing with this patch in our AD rebalance section.

TRAITS

Nerfing the most Talonted member of the Guild. We’ve always treated Attack Damage and Ability Power as equal, but since every unit attacks, Attack Damage matters a lot more. So now we’re treating the Attack Damage bonus from Guild differently than the Ryze Ability Power bonus.

Tempest has seen a lot of play as a two piece splash trait for crowd control, but the extra board-wide damage on top of that has turned that splash into a tsunami. For those who weather the storm to reach Tempest 6 and 8, your efforts will be rewarded with quite a bit more damage.

Previously, Warrior has relied on low-probability-but-high-impact empowered attacks that could one shot an enemy carry. With this change, these empowered attacks will happen more often, but won’t (literally) randomly one-shot a carry.

The Legend nerf was one of our final additions to this patch after seeing Legend comps emerge a bit too powerful during PBE and simulations.
  • Cavalier charging Armor & Magic Resist: 40/60/80/100 ⇒ 35/65/95/125
  • Dragonmancer base Ability Power: 15/35/60 ⇒ 18/40/70
  • Guild base Attack Damage bonus from Talon: 10 ⇒ 5
  • Legend Ability Power consumed: 40% ⇒ 30%
  • Mirage Executioner Critical Strike Heath percentage threshold: 25/50/75/100% ⇒ 50/65/80/100%
  • Mirage Executioner Critical Strike Damage bonus: 35/40/45/50% ⇒ 20/30/40/50%
  • Mirage Spellsword Ability Power per auto attack: 6/9/12/16 ⇒ 6/10/14/18
  • Tempest percent max Health Damage: 10/20/30/45% ⇒ 5/20/35/50%
  • Warrior empowered attack chance to Proc: 33% ⇒ 50%
  • Warrior empowered attack bonus Attack Damage ratio: 120/220/420% ⇒ 80/175/325%

UNITS: TIER 2

Nami gets less healing and more feeling (pain) for your opponents.
  • Nami Ebb and Flow Healing: 275/300/325 ⇒ 175/200/225
  • Nami Ebb and Flow Damage: 100/150/200 ⇒ 150/200/250

UNITS: TIER 3

Alongside the buff to Dragonmancer, this oughta make my Zoo comp (bird, bear, ram) flip my opponent’s board faster than they can flip me the bird—I mean, flip my bird.
  • Anivia Mana buff: 45/90 ⇒ 40/80

UNITS: TIER 5

30 cost units should feel worth their weight in gold, but 2-star legendary Dragons aren’t really burning a hole in your pocket. With a series of buffs to their level scaling, you can expect these Dragons to hit like a sack of 30 gold to the face—ouch!

As the only strong legendary (tier 5) Dragon prior to this patch, we’re improving Ao Shin’s health pool to allow him to cast before being bursted (that increases by 80% upon being starred up). With a more reliable cast, we’re raining in the power of Ao Shin’s ability.
  • Aurelion Sol Health: 900 ⇒ 1000
  • Aurelion Sol max Mana buff: 40/90 ⇒ 0/60
  • Aurelion Sol Black Hole Damage: 350/475/5000 ⇒ 400/700/5000
  • Aurelion Sol Black Hole time until increased size and damage: 20 sec ⇒ 15 sec
  • Aurelion Sol Black Hole increased damage amplification after 15 sec: 50% ⇒ 33%
  • Ao Shin Health: 900 ⇒ 1000
  • Ao Shin Lightning Rain Damage: 240/400/2500 ⇒ 210/400/2500
  • Ao Shin Mana reduction: 20 ⇒ 10
  • Shyvana Health: 1200 ⇒ 1000
  • Shyvana Armor & Magic Resist: 55 ⇒ 70
  • Shyvana NEW: Flame Breathe deals flat magic damage rather than percent max Health damage
  • Shyvana Flame Breathe Damage: 1200/1800/30000
  • Shyvana NEW: Shyvana can no longer be affected by crowd control during her dive bomb
  • Zoe starting Mana nerf: 50/100 ⇒ 30/100
  • Zoe Final Spark Damage: 425/650/9001 ⇒ 375/575/9001
  • Zoe Daisy Health: 1600/2600/10000 ⇒ 1600/2800/25000
  • Zoe Daisy’s Shockwave Damage: 750/1500/10000 ⇒ 500/1000/10000

ITEMS

Similar to how we treated Talon in Guild, we are nerfing our premiere Attack Damage item, because all units utilize AD.

Even with all the AD nerfs this patch, Morellonomicon just needs to be stronger. Right now Sunfire Cape feels like the only viable way to combat healing, so we’re adding some base stats in hopes of seeing players finally combine that Belt and Rod this set.

Thief’s Gloves is our most fun item. Let’s make it more fun.
  • Deathblade Attack Damage: 40/60/80 ⇒ 35/50/65
  • Luminous Deathblade (Radiant) Attack Damage: 60/90/120 ⇒ 50/75/100
  • Morellonomicon Ability Power: 30 ⇒ 50
  • More More-ellonomicon (Radiant) Ability Power: 50 ⇒ 80
  • Thief’s Gloves odds of getting better item combinations at Level 6 and higher have been increased

AUGMENTS

We are rebalancing a number of our Soul/Crown Augments by adjusting the items or units they give.

While one of our most exciting Augments, Cruel Pact has been a bit of a trap card (strikethrough) Augment. It's still our skydiving Augment as you pound your Health into the ground for levels, but now it comes with a parachute to help you avoid that 0 Health impact.

Gadget Expert has been strong the whole set, especially when taken early. With a full item of power, plus bonus damage, we're shipping a nerf that should remind you that Gadgets (and Gizmos) were so last set.

Luden’s Echo early game has too high of a power ceiling, especially when paired with Mage openers, or something like Blue Buff Ezreal.

Most Shimmerscale compositions run units from outside the trait as their carry, so we're adjusting Reckless Spending to benefit those use cases. By spreading your Shimmerscale items across your team, you'll also be able to empower more units with this change. To compensate for those extra use cases, we are reducing the power of the damage amplification buff.
  • Cruel Pact REWORKED: Now costs 6 Tactician Health (up from 4 Health) to buy 4 XP, but you restore 3 Health per turn
  • Devastating Charge base Damage: 75 ⇒ 85
  • Gadget Expert bonus Damage: 40% ⇒ 33%
  • Gear Upgrades base bonus Increase: 200% ⇒ 250%
  • Heroic Presence max Health percent Damage: 6% ⇒ 7%
  • Luden's Echo I Damage: 60/80/100/120 ⇒ 40/70/100/130
  • Luden's Echo II Damage: 85/110/135/160 ⇒ 55/90/125/160
  • Luden's Echo III Damage: 120/160/200/240 ⇒ 90/140/190/240
  • Ricochet bounce damage reduction: 50% ⇒ 33%
  • Reckless Spending buffs Shimmerscale champions ⇒ Buffs Shimmerscale champions and all champions holding Shimmerscale items
  • Reckless Spending Damage amplification: 50% ⇒ 40%
  • Assassin Crown grants an Infinity Edge ⇒ grants a Hand of Justice
  • Cavalier Crown grants a Sunfire Cape ⇒ grants a Redemption
  • Guardian Crown grants a Gargoyle Stoneplate ⇒ grants a Sunfire Cape
  • Revel Crown grants a Statikk Shiv ⇒ grants no item
  • Scalescorn Crown grants a Giant Slayer ⇒ grants a Hand of Justice
  • Shimmerscale Soul grants a Kayn ⇒ grants a Volibear
  • Tempest Crown grants a Hand of Justice ⇒ grants a Statikk Shiv

Small Changes

Small, like the overall impact of the incredibly lengthy changelist in the Attack Damage Rebalance section below this section.

TRAITS

Going through and buffing our underperforming chase traits to make sure they’re worth the chase. Jade and Revel are also receiving nerfs for their more splashable and easy to hit breakpoints.

Since a lot of Astral units get three-starred by the time you hit Astral 9, the vertical is significantly impacted by our AD rebalance (section below this one), so we’re giving Astral 9 a pretty fun buff that relies of the new James Webb images to discover more prizes from the stars.
  • Astral 9 Orb Item Component drop frequency: 30% ⇒ 75%
  • Guardian Shield Health ratio: 30/45/65 ⇒ 30/50/75%
  • Jade Statue bonus Attack Speed: 20/40/60/100% ⇒ 15/40/70/200%
  • Revel firecracker Magic Damage: 130/160/210/280 ⇒ 110/150/210/290
  • Scalescorn bonus Magic Damage: 15/50/100% ⇒ 15/50/125%

UNITS: TIER 2

Continuing the trend of making magic damage carries do less auto attack damage and more ability damage by increasing Ashe’s Volley casts at the cost of some attack speed.
  • Ashe Attack Speed: 0.75 ⇒ 0.7
  • Ashe max Mana buff: 50/100 ⇒ 40/90

UNITS: TIER 3

  • Illaoi Health: 800 ⇒ 750
  • Sylas Mana nerf: 60/120 ⇒ 60/130

UNITS: TIER 4

Very small Idas buff, with a Sy’fen buff that’s actually a nerf to our dodge items, but a buff to the sanity of Sy’fen players around the world.
  • Idas Golden Scales damage reduction: 35/50/300 ⇒ 35/55/300
  • Idas Golden Scales self heal: 450/550/2500 ⇒ 450/600/3000
  • Sy’fen NEW: Sy’fen’s bite after charging can no longer be dodged. Tooltip has been updated to specify this.
  • Sy’fen Tooltip Fix: Now correctly states that Sy’fen charges toward the farthest enemy within 2.5 hexes (used to incorrectly say 2 hexes)

UNITS: TIER 5

Preventing the Bloodharbor Ripper from just being the Bloodharbor RIP.
  • Pyke Armor & Magic Resistance: 30 ⇒ 40

ITEMS

Because there are multiple ways to get Ornn Items (Portable/Living Forge, or time traveling and playing Fates), there’s a chance you can get multiple copies of these Ornn items. We want you to live the dream of being able to place two Infinity Forces on your carry, or two Anima Visages on your tank. And if you do manage to pull this off, send screenshots of your triumph!
  • Anima Visage is no longer unique
  • Infinity Force is no longer unique
  • Randuin’s Sanctum is no longer unique

AUGMENTS

Having your 8-cost Dragon transform into a 5-cost Legendary unit feels as bad as losing 3 gold. Recombobulator is one of our most fun Augments, so we’re removing the feels-bad moments from the equation.
  • AFK you can no longer move items while AFK is active
  • Electrocharge I Damage: 60/75/90/105 ⇒ 50/70/90/110
  • Electrocharge III Damage: 115/145/180/220 ⇒ 115/155/195/235
  • Featherweights III Attack & Move Speed: 55% ⇒ 60%
  • Jeweled Lotus Critical Strike Chance: 20% ⇒ 25%
  • Recombobulator: Dragons can now only transform into other Dragons, and non-Dragons can only transform into other non-Dragons. Tooltip has been updated to reflect this
  • Trade Sector+ Gold: 5 ⇒ 8

Attack Damage Rebalance

With the changes below, we are addressing how Attack Damage (AD) scaling on 3-star units has created issues with TFT's balance, as well as power fantasties both present and past.

Too much of a 3-star unit's power has ended up in their damage from auto attacking. With every star level, units gain 80% more AD, leading to situations like a 3-star Nami or Vladimir dealing much more physical damage than intended. The source of power (and excitement) for these champions should come from their spells (they are Mages after all), so we’re pulling back on this AD scaling so we can focus more on scaling their unique abilities.

After all is said and balanced, 1-star units will be a bit stronger, 2-star units will be mostly unchanged, and 3-star units will do much less auto attack damage but more ability damage.
  • Amount of Attack Damage per star level: 80% ⇒ 50%
  • The sections below outline the specific changes made to each unit’s AD and Ability as needed

UNITS: TIER 1

In addition to the AD rebalance, we're giving a bit more of Nidalee's AD up for adoption so Nidalee rerollers can adopt a new strategy—don't worry, she'll find a new home on my board now that she won’t be contested every game.
  • Aatrox Attack Damage: 55/99/178 ⇒ 65/98/146
  • Aatrox Deathbringer Strike Attack Damage ratio: 300/305/310% ⇒ 275/305/385%
  • Ezreal Attack Damage: 40/72/130 ⇒ 40/60/90
  • Ezreal Mystic Shot Damage: 155/215/285 ⇒ 175/225/300
  • Heimerdinger Attack Damage: 40/72/130 ⇒ 40/60/90
  • Heimerdinger Egg Toss Damage: 225/325/450 ⇒ 225/325/475
  • Karma Attack Damage: 40/72/130 ⇒ 40/60/90
  • Karma Inner Flame Damage: 200/275/350 ⇒ 220/300/380
  • Leona Attack Damage: 65/117/210 ⇒ 75/113/169
  • Nidalee Attack Damage: 50/90/162 ⇒ 55/83/124
  • Sejuani Attack Damage: 50/90/162 ⇒ 60/90/135
  • Senna Attack Damage: 45/81/146 ⇒ 55/83/124
  • Senna Last Embrace bonus Magic Damage: 300/400/500 ⇒ 275/425/600
  • Sett Attack Damage: 50/90/162 ⇒ 65/98/146
  • Sett Knuckle Down Attack Damage ratio: 150% ⇒ 170%
  • Skarner Attack Damage: 50/90/162 ⇒ 55/83/124
  • Tahm Kench Attack Damage: 70/126/226 ⇒ 80/120/180
  • Taric Attack Damage: 60/108/194 ⇒ 70/105/158
  • Vladimir Attack Damage: 40/72/130 ⇒ 40/60/90
  • Vladimir Transfusion Damage: 250/300/350 ⇒ 275/325/375

UNITS: TIER 2

Some of these units (such as Nami and Lillia) won’t be getting an AD increase at one star since they’re already strong casters, or have been compensated with a spell buff.

It’s worth noting that with Ashe’s changes in the small section, she will be more impactful as a caster, so maybe try her out as the Dragonmancer Hero in a 2-cost reroll comp?
  • Ashe Attack Damage: 45/81/146 ⇒ 50/75/113
  • Ashe Volley Damage: 90/125/175 ⇒ 125/175/225
  • Braum Attack Damage: 40/72/130 ⇒ 50/75/113
  • Gnar Attack Damage: 40/72/130 ⇒ 50/75/113
  • Gnar Mega Gnar Attack Damage: 40/70/130 ⇒ 50/80/150
  • Jinx Attack Damage: 55/99/178 ⇒ 65/98/146
  • Jinx Flame Chompers Damage: 300/400/550 ⇒ 250/400/600
  • Jinx Mana Refund: 10 ⇒ 25
  • Kayn Attack Damage: 50/90/162 ⇒ 55/83/124
  • Kayn Blade’s Reach Attack Damage ratio: 250% ⇒ 275%
  • Kayn Blade’s Reach base bonus Damage: 100/150/225 ⇒ 90/150/275
  • Lillia Attack Damage: 40/72/130 ⇒ 40/60/90
  • Lillia Watch Out! Damage: 215/275/350 ⇒ 190/240/320
  • Nami Attack Damage: 40/72/130 ⇒ 40/60/90
  • Qiyana Attack Damage: 45/81/146 ⇒ 50/75/113
  • Qiyana Elemental Blade Damage: 200/250/325 ⇒ 200/275/375
  • Shen Attack Damage: 50/90/162 ⇒ 60/90/135
  • Thresh Attack Damage: 60/108/194 ⇒ 70/105/158
  • Tristana Attack Damage: 50/90/162 ⇒ 60/90/135
  • Tristana Explosive Charge Attack Damage ratio: 165/170/175% ⇒ 140/170/210%
  • Twitch Attack Damage: 45/81/146 ⇒ 55/83/124
  • Twitch Blast Potion Base Damage: 50/75/100 ⇒ 40/80/150
  • Yone Attack Damage: 45/81/146 ⇒ 55/83/124
  • Yone Way of the Hunter bonus Magic Damage: 100/150/200 ⇒ 90/150/225

UNITS: TIER 3

As mentioned above, we're using this rebalance as a way to adjust the damage portfolio of our magic damage carries.

It is worth noting that the Varus adjustment here is intended to be a pretty large nerf for the king of patch 12.13.
  • Anivia Attack Damage: 40/72/130 ⇒ 40/60/90
  • Anivia Prismatic Storm Damage: 325/450/700 ⇒ 325/475/750
  • Diana Attack Damage: 45/81/146 ⇒ 50/75/112
  • Diana Pale Cascade Damage: 80/90/100 ⇒ 80/90/110
  • Elise Attack Damage: 50/90/162 ⇒ 50/75/112
  • Elise Venemous Bite Damage: 225/275/325 ⇒ 210/260/310
  • Illaoi Attack Damage: 50/90/162 ⇒ 55/83/123
  • Lee Sin Attack Damage: 50/90/162 ⇒ 55/83/124
  • Lulu Attack Damage: 40/72/130 ⇒ 40/60/90
  • Nunu Attack Damage: 60/108/194 ⇒ 65/98/146
  • Olaf Attack Damage: 50/90/162 ⇒ 55/83/124
  • Olaf Recklessness Attack Speed: 40/50/60% ⇒ 35/50/75%
  • Ryze Attack Damage: 40/72/130 ⇒ 40/60/90
  • Swain Attack Damage: 45/81/146 ⇒ 45/68/101
  • Sylas Attack Damage: 50/90/162 ⇒ 60/90/135
  • Varus Attack Damage: 50/90/162 ⇒ 55/83/124
  • Volibear Attack Damage: 50/90/162 ⇒ 60/90/135
  • Volibear Relentless Storm 3rd attack bonus Magic Damage: 110/155/215 ⇒ 110/160/225

UNITS: TIER 4

Reminder: Daeja attacks three times per auto.

The Xayah adjustment below is intended to be a larger nerf for her. Despite two patches of nerfs, Guild Xayah continues to thrive. Part of this comp’s power comes from Talon’s consistency which is getting hit here and in the Traits section above (see Large Changes).
  • Corki Attack Damage: 70/126/227 ⇒ 75/113/169
  • Corki Missile Barrage Attack Damage ratio: 60/60/150% ⇒ 50/70/200%
  • Corki Missile Barrage, The Big One Attack Damage ratio: 175/180/250% ⇒ 160/200/350%
  • Daeja Attack Damage: 20/36/65 ⇒ 20/30/45
  • Daeja Windblast wave Damage: 250/375/1800 ⇒ 300/400/1800
  • Hecarim Attack Damage: 50/90/162 ⇒ 60/90/135
  • Idas Attack Damage: 80/144/259 ⇒ 100/150/225
  • Neeko Attack Damage: 50/90/162 ⇒ 60/90/135
  • Ornn Attack Damage: 60/108/194 ⇒ 60/90/135
  • Shi Oh Yu Attack Damage: 75/135/243 ⇒ 90/135/203
  • Shi Oh Yu Jade Form Attack Damage ratio: 265/275/1000% ⇒ 265/290/1000%
  • Sona Attack Damage: 40/72/130 ⇒ 40/60/90
  • Sona Crescendo Damage: 200/300/1000 ⇒ 250/350/1000
  • Sy’fen Attack Damage: 110/198/356 ⇒ 110/165/248
  • Sy’fen Rampage, charge Attack Damage ratio: 150/150/325% ⇒ 150/170/450%
  • Sy’fen Rampage, bite Attack Damage ratio: 500/525/2500% ⇒ 500/600/3000%
  • Talon Attack Damage: 60/108/194 ⇒ 60/90/135
  • Talon Shadow Assault, initial ring of blades Attack Damage ratio: 75/75/200% ⇒ 75/100/300%
  • Talon Shadow Assault base Damage: 125/175/500 ⇒ 120/200/700
  • Xayah Attack Damage: 70/126/227 ⇒ 75/113/169
  • Xayah Feathers FLY! Damage Per Feather: 12/20/40 ⇒ 12/20/60
  • Xayah Feathers FLY! Feather Pull Attack Damage ratio: 20% ⇒ 18%

UNITS: TIER 5

Continuing our trend of keeping basic attacks just that...basic.
  • Ao Shin Attack Damage: 60/108/194 ⇒ 60/90/135
  • Aurelion Sol Attack Damage: 60/108/194 ⇒ 60/90/135
  • Bard Attack Damage: 60/108/194 ⇒ 60/90/135
  • Pyke Attack Damage: 70/126/227 ⇒ 70/105/158
  • Pyke Death From Below Damage: 325/425/5000 ⇒ 325/450/5000
  • Pyke Death From Below secondary target Damage: 150/225/5000 ⇒ 150/250/5000
  • Shyvana Attack Damage: 120/216/388 ⇒ 140/210/315
  • Soraka Attack Damage: 40/72/130 ⇒ 40/60/90
  • Yasuo Attack Damage: 85/153/275 ⇒ 90/135/203
  • Yasuo Sweeping Blade Attack Damage ratio: 160/175/2500 ⇒ 160/200/3000%
  • Zoe Attack Damage: 45/81/146 ⇒ 45/68/101

Modes

DOUBLE UP

Making clutch Rune of Allegiances more automatic. That was a car joke, by the way.
  • Players with a full bench can now open orbs containing Units sent by Rune of Allegiance if it would result in a Unit starring up.

Bug Fixes

  • Removed the Mana icon in Blue Battery
  • Glamorous Gauntlet (Radiant Jeweled Gauntlet) now shows the bonus AP in yellow text
  • Bless this tooltip: Blue Blessing (Radiant Blue Buff) now states that it grants 50 starting Mana
  • Star Bardian: Astral shop odds are now affected by Bard and High-End Shopping
  • Varus no longer stops attacking when his tendrils spread out of his primary target
  • Manazane and Radiant Blue Buff now work with Ragewing units
  • Umm what?: Summoned units no longer become invincible when their owner surrenders mid combat
  • Cannoneer emblem no longer causes Swain to stop using his spell, and no longer sometimes replaces Elise, Sy’fen, and Shi Oh Yu spells with the cannon shot
  • Dodging the VFX: Shen dodge VFX now plays at 1 star
  • Yasuo’s 3rd slash will now deal damage to units that are immune to crowd control
  • Fixed most (hopefully all) of Corki’s spell fizzling. Fixing fizzles is always tricky and Corki has been especially tough, but hopefully we’ve gotten rid of most of his fizzles. If you still see any fizzles, please let us know
  • Fixed an issue allowing 3 Trait Augments to be offered together
  • Trainers can no longer gain extra Snax under specific circumstances
  • Sy’fen will now cast his Ability while under the effects of Edge of Night and Zhonya’s Paradox
  • Mages will now retain the proper amount of Mana with Axiom Arc if they kill units during their first cast
  • Fixed Radiant Spear of Shojin’s Mana gain VFX
  • If Zoe’s target dies during her first cast and her 2nd Mage cast is Daisy, she will now spawn Daisy at her own location instead of not spawning Daisy at all
  • Units should now properly try to star up after Recombobulator transforms them
  • Arena lighting now properly updates when traveling between Arenas
  • Too bright: Radiant Morellonomicon now burns for the intended 2 percent Health per second rather than 4 percent

Teamfight Tactics patch 12.13 notes

It’s a great day to read the patch notes!

And why stop with reading patch 12.13? Make sure to check in on the sizeable changes that we shipped during our mid-week update, they truly were impactful! As for these notes, we’re reducing game time slightly, improving the Carousel experience in Double Up, reworking Aurelion Sol, and shipping a whole lot of balance changes! Let’s get into it!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

July 14th, Balance Changes

We went too far with our Nami buff that alongside an unfortunate Vladimir bug took Mage comps to the moon. With vertical Mage finally able to stand on two feet (or one fin) we’re finally able to nerf Ryze who has previously been an overloaded carry for an underloaded comp.
  • Nami (Revert) Mana: 25/75 ⇒ 50/90
  • Ryze Overload maximum Mana Damage scaling: 200/300/500% ⇒ 180/260/420%

July 14th, Bug Fixes

  • Players can no longer get 2 picks out of an Armory selection under specific circumstances (applies to all selections including Ornn, Augment, Radiant, Double Up Armories, Tome, etc.)
  • Vlad no longer gains 20 Mana per attack

Patch Highlights

System Changes

Game Time

In order to reduce the total game time slightly, the following changes have been made:
  • Stage 2-1, 3-2, and 4-2 (Augment Rounds) shortened by 10 seconds.
  • Stage 4-7 (Treasure Dragon) shortened by 10 seconds.
  • Stage 5-1 (After Treasure Dragon) shortened by 10 seconds.

Player Damage

99.99 percent of games end before Stage 8 though—this change is for that .01 percent that just need to move on.
  • Player damage in Stage 8 has been increased to 150 in Standard and Double Up

Large Changes

Large, like the time saved climbing to Challenger with our game time cuts.

Traits

Despite several nerfs in our 12.12 mid-week update, Assassin is still performing a cut and jump above the rest.

Astral’s getting a shiny new Refresh button that indicates the quality of orbs, but I’m just worried that this is going to make me roll away my economy like Poggles did IRL.

Astral Emblem has proven to be too game warping in both Double Up and casual play, where players are less punished for greedily leveling and able to hit tier 5 units early, allowing for powerful starred up Legendary units to take over the game. With Astral Emblem gone, is there hope for the tft reddit mods?

Ragewing 3 is often used to give the selected carry (Swain or Xayah) survivability through Omnivamp as well as bonus Attack Speed. This use case is slightly too effective, while Ragewing 6 and 9 suffer. As our exciting fiery trait, we want Ragewing to be viable as a vertical, so we’re buffing it here and also giving the trait’s Dragon (later section) substantial buffs.

We’re using this patch to bring the weakest and strongest items offered through Shimmerscale closer in power. Regardless of what the Shimmerscale items are, they should feel good to get rather than making you wish they were Draven’s Axe, an item that is particularly strong on units like Xayah and Corki.

The difference in power between Trainer 2 and 3 is negligible, and that just can’t stand for the Nomsy enthusiasts amongst us. The devs at the top finally got the message, “the draconic frog is iconic pog,” and they’re giving Nomsy the power she deserves. Remember, the newly buffed Nomsy Fireball damage is doubled at Trainer 3!
  • Assassin Critical Strike Damage: 15/30/50% 5/25/45%
  • Astral: Players must field Astral units before they can receive Astral Shops and orbs. A new Refresh button with a counter helps you track your progress towards Astral Shops. It also reflects the quality of your Astral orbs.
  • Astral Ability Power: 5/30/70 10/40/80
  • Astral Emblem has been removed
  • Cannoneer Attack Damage explosion Damage: 150/210/280/350% 125/225/325/425%
  • Mirage Dawnbringer’s Determination max Health heal percentage: 40/70/70(heals twice)/125(heals twice) 40/65/65(heals twice)/110(heals twice)
  • Ragewing Attack Speed: 50/125/225 50/135/250%
  • Ragewing Omnivamp: 30/50/70% 25/50/75%
  • Revel Firework Damage: 140/170/225/300 130/160/210/280
  • Shimmerscale item, Crown of Champions Health: 200 100
  • Shimmerscale item, Determined Investor Health: 300 150
  • Shimmerscale item, Diamond Hands Health: 300 200
  • Shimmerscale item, Diamond Hands Immunity Duration: 2 sec 1 sec
  • Shimmerscale item, Draven’s Axe base Attack Damage & Attack Speed: 20 10
  • Shimmerscale item, Gambler’s Blade base Ability Power & Attack Speed: 20 30
  • Shimmerscale item, Goldmancer Staff base Ability Power: 20 30
  • Shimmerscale item, Needlessly Big Gem Health: 300 500
  • Shimmerscale item, Mogul’s Mail stack cap: 30 40
  • Shimmerscale item, Mogul’s Mail Armor & Magic Resist per stack: 1.5 1
  • Shimmerscale item, Mogul’s Mail Health per stack: 15 5
  • Tempest Attack Speed: 25/50/80/150% 20/50/100/200%
  • Trainer Nomsy base Health: 500 400
  • Trainer Nomsy Fireball Damage: 100/125/150/175 100/130/160/200
  • Trainer Nomsy’s Fireball now causes burned enemies to suffer 50% reduced healing for the duration of the burn (8 seconds)
  • Warrior increased Damage on enhanced attack: 120/200/350% 120/220/420%

Units: Tier 1

  • Nidalee Primal Surge bonus Attack Speed: 45% 40%
  • Nidalee Primal Surge 3rd hit Attack Damage ratio: 250% 225%

Units: Tier 2

We’re happy to see Cavalier carry builds pop up (and off) and are giving a 1 and 2 star buff to a unit we think most fawndly of.

While Tristana’s performance is just above average, we’re nerfing her alongside her other overperforming Cannonneer pals to place more of their power into the their trait (buffed above).
  • Lillia Health: 700 750
  • Lillia Attack Damage: 50 40
  • Lillia Attack Speed: 0.65 0.7
  • Lillia Watch Out! center bonus Damage: 150/225/350 215/275/350
  • Nami Mana: 50/90 25/75
  • Tristana Attack Speed: 0.75 0.7

Units: Tier 3

Dragonmancer Swain relies on ramping damage and omnivamp to take fights into overtime where he truly ascends into his demonic dragon form. By slowing his base attack speed we slow his ramp time and by lowering his base Health we make it easier to burst him through his sustain.

Dragonmancer Volibear continues to be too strong in the midgame, with the ability to both deal and take far too much damage. By removing some base damage here, his DPS and survivability with the popular Bloodthirster build should recede. These changes also further the power jump between Volibear’s two and three star power levels, which were bearly noticeable prior.
  • Swain Health: 650 600
  • Swain Attack Speed: 0.75 0.7
  • Varus Attack Speed: 0.75 0.7
  • Volibear Relentless Storm number of enemies: 3/4/5 4/4/4
  • Volibear Relentless Storm Damage per enemy: 160/175/190 110/155/215
  • Volibear Relentless Storm total Damage: 480/700/950 440/620/860

Units: Tier 4

Daeja is an Ability Power Carry with the passive ability to shred Magic Resist. With this adjustment, her role here is even more refined.

As for the other changes on this list, I’m willing to bet the League of Legends patch writer’s paycheck you expected them.
  • Corki Attack Speed: 0.75 0.7
  • Daeja Windblast wave Damage: 225/350/1500 250/375/1800
  • Daeja Windblast passive Magic damage: 30/45/200 25/40/150
  • Hecarim max Mana buff: 75/120 60/105
  • Shi Oh Yu Jade Form Combo Attack Damage Ratio: 325/350/1000% 265/275/1000%
  • Shi Oh Yu Jade Form Stun duration: 1.5 1.25 sec
  • Sy’fen Rampage Charge Attack Damage ratio: 225/235/500% 150/150/300%
  • Xayah Attack Speed: 0.75 0.7

Units: Tier 5

Aurelion Sol’s power ceiling was through the roof (and into the stars) with Mage Emblem and perfect items, resulting in him needing to be balanced around this optimization. That created an unfun situation for Astral vertical players that just couldn’t hit those items, but still wanted to create supermassive black holes.

Shyvana is strong when properly itemized as a carry but she can take too long to get her 2nd cast off. Reducing her Mana helps her more reliably burn the backline a second time, but it will come at the cost of some of her tankiness.

As with Shyvana our other tier 5 buffs are intended to keep these units feeling legendary and worth pursuing with fast level 8/9 strategies.
  • Aurelion Sol REWORKED: Aurelion Sol now summons an unstable black hole underneath a random enemy. After 2 seconds it implodes, dealing magic damage to all enemies in the area and increasing their damage taken by 20% for 10 seconds. Black holes generated after 20 seconds of combat are larger and deal 50% more damage.
  • Aurelion Sol Mana: 40/90
  • Aurelion Sol Black Hole Damage: 350/475/5000
  • Aurelion Sol at 3-Stars creates a cosmically large black hole
  • Pyke Health: 800 900
  • Shyvana Mana buff: 45/75 30/60
  • Shyvana Armor & Magic Resist: 60 55
  • Shyvana Flame Breath max Health percent burn Damage: 45/60/300% 50/66/500%
  • Soraka Starfall Heal per star: 100/150/1000 120/180/1000
  • Zoe Mana buff: 60/120 50/100

Items

With much of Jeweled Gauntlet’s power locked in Critical Strike Damage, the item has become too dependent on units needing high Critical Strike Chance to be worth it. By placing more of its power in flat Ability Power, we make it a more consistent standalone item for Ability Power carries that don’t hit the Infinity Edge combo.
Similar to what we did with Shimmerscale items (bringing the weakest and strongest items closer together), we’re also doing with Ornn items (obtained through Forge Augments).
  • Bramble Vest total Armor: 60 80
  • Rosethorn Vest (Radiant) total Armor: 100 130
  • Jeweled Gauntlet total Ability Power: 20 40
  • Jeweled Gauntlet Critical Strike Damage: 30% 10%
  • Glamorous Gauntlet (Radiant) total Ability Power: 20 60
  • Glamorous Gauntlet (Radiant) Critical Strike Damage: 75% 40%
  • Ornn Item, Infinity Force removed 30% Crit Chance
  • Ornn Item, Muramana Mana granted after cast: 150 over 4 sec 200 over 5 sec
  • Ornn Item, Obsidian Cleaver Attack Damage: 30 20
  • Ornn Item, Rocket Propelled Fist Health: 500 400

Augments

The power of our friendship is too strong, and so is the Best Friends Augment.

Blue Battery will no longer stack with Blue Buff. Don’t use them together.

With this Ricochet change you’re more likely to hit backline carries with the bounced shots as opposed to just hitting more tanks.
  • Best Friends bonus Attack Speed: 15/25/35% 10/20/30%
  • Blue Battery now sets the units’ Mana to 20 after casting instead of granting 20 Mana after casting.
  • Cluttered Mind XP if your bench if full: 3 4
  • Cybernetic Implants Attack Damage: 10/20/30 8/15/25
  • Double Trouble Armor/Magic Resist/Attack Damage/Ability Power: 30/40/50 22/33/44
  • Hallucinate damage reduction buff duration: 5 6 seconds
  • March of Progress XP each round: 4 5
  • Ricochet (Cannoneer) will now prefer to bounce to farther targets rather than nearby targets

Small Changes

Small, like Lil’ Nomsy without proper snackin’.

Traits

Some math for the new Guild 7 chase trait. At Guild 7, your Guild units will receive 500 bonus Health from Sejuani, 50% bonus Attack Speed from Twitch, 50 bonus Ability Power from Ryze, 50 bonus Attack Damage from Talon, 10 bonus Mana per basic attack from Bard, 15% bonus Omnivamp from the Guild Emblem bearer, and a partridge in a pear tree.
  • Evoker Mana: 3/6/10 3/7/12
  • Guild NEW: Added a new 7 Guild trait: 250% Guild Bonus
  • Shapeshifter bonus max Health on transformation: 45/90/135% 40/90/145%

Units: Tier 1

Our starry eyed hemomancer needs a bit more blue stuff to keep the red stuff flowing.
  • Vladimir Mana buff: 0/80 0/70

Units: Tier 2

Brains and Braum.
  • Braum’s tooltip now specifies that he raises his shield towards the largest group of enemies

Units: Tier 4

  • Neeko Inherent Glamour Shield: 275/400/1200 275/400/2000
  • Talon Attack Damage: 65 60

Units: Tier 5

Bard at 1 star already provides so much value through teamwide bonus mana on attack and doot collection to the point where his spell’s value just leaves your opponents with a bard time.
  • Bard Tempered Fate Stun Duration: 1.5/2/15 1.25/2/15
  • Yasuo Attack Damage: 90 85
  • Yasuo will now reliably execute the last enemy alive, even if they have gigantic Health pools

Items

Stack the stacks, watch the stacks, track the stacks.
  • Archangel’s Staff and (Radiant) Urf-Archangel’s Staff now have a stack counters
  • Guinsoo’s Rageblade and (Radiant) Guinsoo’s Reckoning now have stack counters
  • Zz’Rot Portal now works more reliably with and against Assassins

Augments

Getting repeat Ornn items from Living Forge isn’t just less exciting, it’s also harder to play around because the chances are, you aren’t running multiple units that can make good use of the more specific carry items. I will say that multiple Rocket Propelled Fists will be missed.
  • Combat Training Starting Attack Damage: 5 8
  • Double Trouble now grants a 2-star copy of units you have 3-starred before acquiring the Augment
  • Living Forge can no longer grant Ornn Artifacts that it already granted you
  • Makeshift Armor III Armor & Magic Resist: 60 65

Modes

Double Up

We’re shipping a number of quality of life updates for Double Up that primarily revolve around Shared Draft (Carousel) release and clarity.
  • Pick order is now visually represented on the scoreboard
  • Pick order groups updated. In order of release, first to last: 4th and 3rd, 4th and 2nd, 3rd and 1st, 2nd and 1st.
  • Pick order groups after the 4th place team has been eliminated has been updated. In order of release, first to last: 3rd and 2nd, 3rd and 1st, 2nd and 1st.
  • Pick order groups after 4th and 3rd place teams have been eliminated has been updated. In order of release, first to last: 2nd and 2nd, 1st and 1st.
  • If reinforcements are canceled the portal countdown, VFX will now cancel immediately instead of playing out for the full 3 second timer.
  • The release timers during Shared Draft (timers that let you know when you can start moving for an item/unit on Carousel) have updated VFX that are more noticeable.

Hyper Roll

  • Trainer chance to double-feed Nomsy in Hyper Roll: 65% 50%
  • Starcaller (Soraka) Tactician Heal: 1/2/15 1/2/20

Regional Transfers

Rank Preservation

  • If you transfer your account out of a region and back to that region within two weeks, your account’s ranked state upon returning to the original region will be restored to what it was when you left.

Bug Fixes

  • Shoot from the hip: Varus’s arrows now visually fire out of his bow instead of slightly below it.
  • Legend units can no longer fail to gain their stat bonuses from a sacrificed unit if they’re affected by Zephyr
  • Legend sacrifice now occurs before Zephyr triggers, so Zephyr can’t hit a unit that’s then immediately sacrificed (making it appear that Zephyr hit nothing)
  • Tahm Kench’s ability damage is now correctly blocked by Banshee’s Claw
  • Shapeshifter Soul now correctly states that it grants a Sunfire Cape, not a Hand of Justice
  • Fixed an issue that allowed Preparation I to be offered on 4-2
  • Ashe now cast their spell at their attack targets rather than the nearest target
  • Ghost armies that have Augments with multiple tiers (Luden’s, Build Different, etc.) will now always work as intended
  • Fixed an issue causing Shimmerscale items to pop off in combat in specific situations
  • Who is the hottest shot: Hot Shot will now attribute its burn damage more accurately when multiple Cannoneer cannon shots hit the same target (only affects the damage recap; no actual change to its damage)

Teamfight Tactics patch 12.12 notes

My dearest Dragonlands explorers—we’ve got some patch notes to get into!

Lots of changes to discover in 12.12, but the focus here is three-fold: balance the overperformers (and under, but mostly over), lower the power of 1-costs, and increase the speed of combat by reducing the durability of various traits and units.
Rodger "MinionsRpeople2" Caudill

Long Patch Cycle Mid-Patch Update

June 28th, Mid-Patch Update

Good to see you back so soon!

The current meta is “top-heavy” in that a few compositions vastly outperform the rest. Instead of waiting for the next patch on July 13th (pushed back to allow for Riot’s Summer Break), we’re bringing these top performers in line now, while bolstering our most underpowered units and traits. This is a larger than usual mid-patch update and it will have the impact of a full patch in itself.

Augments

Astral Soul is one of our weakest Augments, and just doesn’t make sense. Adding +1 to the Astral trait provides no benefit for dropping an Astral unit, when your goal is to three star ALL your units.

Dragonmancer Heart provides far too much value for a Silver Augment, allowing access to Dragonmancer 6 far too early, while also activating additional traits like Jade or Ragewing, leading to very strong mid games.
  • Astral Soul has been removed
  • Dragonmancer Heart has been removed

Traits

Currently, units slowly start to move as Assassins jump, allowing those Assasins to hop right onto the carry that you clumped to protect. While this doesn’t happen every time, we want to turn that to a never-y time.

Astral is just insanely weak, even in the early game where it should be strong. Starring up units should be fun—but that fun is cut short with the current power of those units (see next section) and when you don’t hit.

Dragonmancer 6 is the most dominant midgame comp by a wide margin, and it can be played with multiple carry options: Swain, Lee Sin, and Volibear. Hitting Dragonmancer 6 early can make for an unkillable carry that deals a ton of damage—and in the midgame, when you’re too focused on building your own composition to think about building answers to your opponents, it doesn’t feel great. However, by increasing the scaling of the Dragonmancer Blessing, your blessed Hero shouldn’t feel significantly worse later in the game.
  • Assassins now jump even earlier before other units move
  • Astral guaranteed Astral Units in Astral Shop: 2 ⇒ 3
  • Cannoneer Attack Damage Splash Damage: 150/200/250/300 ⇒ 150/210/280/350%
  • Dragonmancer Hero bonus Health: 450/1350/2250 ⇒ 300/750/1400
  • Dragonmancer Hero bonus Ability Power: 20/60/100 ⇒ 15/35/60
  • Dragonmancer bonus Health and Ability Power increase by Dragonmancer star level: 10% ⇒ 20%
  • Revel firecrackers magic Damage: 150/175/225/275 ⇒ 140/170/225/300
  • Scalescorn bonus magic Damage: 20/50/80% ⇒ 15/50/100%
  • Whisper bonus Attack Damage & Ability Power: 1/2/4/6 ⇒ 1/3/5/8

Units: Tier 1

Tahm Kench with Trainer is one of the strongest frontline openers in the game. Alongside early access to Revel’s flat damage, the BFF (Big Friendly Frog) composition doesn’t leave much room for competition early on.

Vladimir is the proud winner of the “Most Room to Improve” award in Dragonlands. We’re giving this iron deficient Mage a few buffs so he’ll stop being a thirst trap for Iron players.
  • Ezreal Mystic Shot Damage: 150/225/300 ⇒ 155/215/285
  • Skarner Crystalline Exoskeleton Shield: 275/325/375 ⇒ 300/360/420
  • Tahm Kench Health: 700 ⇒ 650
  • Tahm Kench Thick Skin base Shield: 250/300/350 ⇒ 240/250/275
  • Vladimir Health: 650 ⇒ 700
  • Vladimir Armor & Magic Resist: 40 ⇒ 45
  • Vladimir Transfusion Healing: 200/250/300 ⇒ 270/300/330

Units: Tier 2

We’re shipping a number of changes for our deerest Cavalier that will result in a net buff for Mage (and Cavalier) comps around the Convergence!
  • Lillia Bugfix: Now bonks her combat target rather than a nearby target
  • Lilia max Mana buff: 0/60 ⇒ 0/50
  • Lilia Watch Out! base Damage:175/250/350 ⇒ 215/275/350
  • Lilia Watch Out! center bonus Damage: 175/250/350 ⇒ 150/225/350
  • Qiyana max Mana nerf: 30/90 ⇒ 40/100

Units: Tier 3

No Olaf nerf!?!? Well actually, we did nerf Olaf. Olaf was only oppressive with Assassin compositions, which we hit by nerfing Qiyana, Diana, and the traits: Scalescorn and Assasin.
  • Diana Orbs: 6/7/8 ⇒ 5/6/7
  • Lee Sin Dragon’s Rage Damage: 300/375/500 ⇒ 280/360/480
  • Swain Draconic Ascension Damage: 75/115/175 ⇒ 65/105/165
  • Sylas Petricite Burst Shield: 300/350/400 ⇒ 365/415/475
  • Sylas Petricite Burst Damage: 100/150/200 ⇒ 110/170/240

Units: Tier 4

The nerfs below share a common theme: each of these units currently performs well when slammed into a composition, regardless of their trait benefits or star level (coughs out feathers). We hope these units continue to fly in unique compositions that are built with them in mind—not just in connect-the-dots comps, where the dots are the most powerful units.

Sy’fen seems to have the opposite problem as the units we’ve nerfed in this list. Sy’fen is especially weak at 1-star, and even worse without items, so we’re improving his base numbers to give the Whisper comp the roar it needs!
  • Corki max Mana nerf: 0/70 ⇒ 20/80
  • Cork The Big One Damage: 125/200/500 ⇒ 110/170/600
  • Idas Golden Scales damage reduction: 50/75/300 ⇒ 35/50/300
  • Idas Golden Scales Shield: 200/300/2000 ⇒ 180/275/2000
  • Idas Golden Scales Shield bonus Attack Speed: 40% ⇒ 30%
  • Ornn Stampede Attack Speed slow duration: 3 ⇒ 2 sec
  • Ornn Stampede stun duration: 1.5/2/8 ⇒ 1.25/1.75/8 sec
  • Sona Crescendo Damage: 190/275/1000 ⇒ 200/300/1000
  • Sy’fen Attack Damage: 100 ⇒ 110
  • Sy’fen Mana buff: 120/200 ⇒ 120/175
  • Sy’fen Rampage bite Attack Damage scaling: 450/500/2500% ⇒ 500/525/2500%
  • Xayah Feathers FLY! feather return Damage: 15/20/50 ⇒ 12/20/40
  • Xayah Feathers FLY! feather Attack Damage scaling: 25% ⇒ 20

Items

The Dragonlands are home to a lot of dragon-sized units with talons, wings, and of course, big health bars. Those big health bars have made some items especially effective at taking out the dragons themselves.
  • Giant Slayer increased base Damage: 25% ⇒ 20%
  • Giant Slayer increased Damage if the enemy has over 2200 maximum Health: 50% ⇒ 45%
  • Sunfire Cape Health: 400 ⇒ 300

Bug Fixes

  • Crown of Champions no longer triggers immediately if equipped mid-combat

June 23rd, Balance Changes


In a sea of nerfs, large scale changes, and unit reworks, a couple of our buffs landed too strong.

When we changed Daeja, we wanted her to be a caster where the bulk of her damage came from her large, and more visually impactful, Windblast wave. We like where the wave's damage landed, but there's still too much emphasis on her auto attacks that are amplified by the same builds (Infinity Edge and Jeweled Gauntlet) that make her Wave so powerful. By cutting down her Attack Damage and passive on-hit damage, we can make sure it takes more than a light gust of wind for her to cut down her foes.

Finally, we’re completely pulling the 12.12 buffs to Legend and Volibear’s Relentless Storm (ability), but we’re keeping his Attack Speed buff intact.

In addition to our balance changes, we’ve corrected an error in Shen’s patch notes to reflect the correct values of the Mana nerf and delete the incorrect line showing his Attack Speed change. Those changes are listed below for visibility.
  • Daeja Attack Damage: 40 ⇒ 20
  • Daeja Windblast passive on-hit magic Damage: 55/85/300 ⇒ 30/45/200
  • Volibear Relentless Storm bonus Health on activation: 550/1000/1800 ⇒ 375/650/1200
  • Volibear Relentless Storm 3rd auto bonus magic Damage: 170/180/190 ⇒ 160/175/190
  • Legend (Trait) Ability Power Steal: 50% ⇒ 40%
  • Shen (notes correction) max Mana nerf: 60/90 ⇒ 60/105

June 23rd, Bug Fixes


With the removal of the extra phase between Treasure Dragon and 5-1, Hyper Roll players (Hyper Rollers) missed out on the additional XP that that round provided. We’re adding it back to keep the flow of Hyper Roll…hyper.
  • Fixed a bug where players would hit level 8 and 9 a round late

Patch Highlights

TFT Turns Three!

Wow, three years old—that’s almost old enough to drive!

Birthday Fluttercake

To celebrate our third anniversary, we’ve got a mission for you to complete and earn Birthday Fluttercake! It bugs me just how cute they are.
  • Mission Name: 2-Star Birthday- Play 3 Games of TFT!
  • Reward: Birthday Fluttercake Little Legend

Large Changes

Large, like our LP gains.

Treasure Dragon

We’re experimenting with ways to smooth out the awkward transition from one shopping phase (Treasure Dragon) to the next by removing the automatic shop refresh and econ in between Treasure Dragon and the 5-1. This automatic refresh often surprised players more than anything as it defied expectations that every other round of TFT has created. This often led to awkward scenarios of forgetting to lock shop/pick up a unit, or just an awkwardly long timer. This will remove a small amount of extra gold that was generated by this free econ transition.
  • Start of round gold and an automatic shop refresh is no longer triggered at the start of 5-1 (round after Treasure Dragon)
  • Removed the 3 second ‘transition’ phase between Stage 4-7 and Stage 5-1
  • Treasure Dragon content is no longer automatically selected 2 seconds before 4-7’s 60 second round ends

Pace of Combat

Don’t make a Dragon pun. Don’t make a Dragon pun. Don’t make a Dragon pun.

We're slightly nerfing many of the frontliners to accelerate the pace of combat in the early and midgame as it’s Drag-oning on too long.

Sigh.
  • Bruiser Health: 200/350/500/800 200/325/450/700
  • Dragon Health: 750 700
  • Guardian max Health percentage shield: 35/50/65% 30/45/65%
  • Mirage, Dawnbringer’s Determination max Health heal percentage: 50/75/75(heal twice)/150(heal twice) 40/70/70(heal twice)/125(heal twice)
  • Shapeshifter Health percentage increase: 50/100/150% 45/90/135%

Traits

We’re shipping a decent sized nerf to our top-performing verticals while buffing some of the less legendary traits.

With Shimmerscale we’re tweaking a few of the best and worst options to make the trait more consistent.
  • Assassin bonus crit Damage: 20/40/60% 15/30/50%
  • Cannoneer Attack Damage scaling on 5th shot: 150/175/225/275% 150/200/250/300%
  • Legend Ability Power Steal: 40% 50%
  • Ragewing Attack Speed: 50/150/250% 50/125/225%
  • Ragewing Omnivamp: 30/50/80% 30/50/70%
  • Shimmerscale exclusive Items granted: 1/2/3/5 1/2/4/5
  • Shimmerscale item, Draven’s Axe Gold per Cash out: 10g 8g
  • Shimmerscale item, Gambler’s Blade chance to proc on attack: 5% 6%
  • Shimmerscale item, Heart of Gold units per gold: 2 3
  • Swiftshot Attack Speed Per Hex: 12/25/40% 10/20/40%

Units: Tier 1

Many of our Tier 1 units are slightly too strong relative to other tiers, so we're bringing their power in line with their rarity. This is shown in both our Large and Small change sections.

Tahm Kench’s internal cooldown damage reflection lacked in clarity, so we’ve swapped it to reflect damage based on the next 3 attacks that strike him. This should make him more exciting with Revel. Lastly, Tahm Kench at 3-stars was just a bit too tanky, so we’re pulling back the shield strength on the unbenchable frontliner.
  • Ezreal Mystic Shot Damage: 175/250/350 150/225/300
  • Heimerdinger Mana nerf: 40/80 50/100
  • Heimerdinger Egg TossDamage: 225/300/400 225/325/450
  • Heimerdinger Egg Toss Stun Duration: 1.5/1.75/2 sec 1.5 sec
  • Karma Inner Flame Damage: 225/300/375 200/275/350
  • Karma Inner Flame explosion now centers on the missile’s target rather than slightly in front of the target. This means she’ll more reliably hit all units in a clump.
  • Sett Knuckle Down Attack Damage Ratio: 170% 150%
  • Tahm Kench REWORKED: Tahm Kench now deals damage based on the next 3 attacks that strike him, rather than based on an internal cooldown
  • Tahm Kench has had his tooltip corrected to no longer imply that his bonus damage only occurs while the shield holds. The tooltip now reads: The next 3 enemy attacks he receives during this duration deal magic damage to the attacker.
  • Tahm Kench Thick Skin shield: 250/300/425 250/300/350

Units: Tier 2

  • Shen max Mana nerf: 60/90 75/105

Units: Tier 3

Diana is already strong, but also has bugs that are impacting her current power level, so we’re shipping a preemptive nerf alongside several bug fixes that are listed here due to their impact on her power level.

We’re subtracting 10 base Attack Damage from Olaf, but by hitting his base stats, we’re substantially hitting him at two and three stars (as starring up a unit amplifies their base stats by 180% and 320% respectively). This is a 18 AD nerf at two stars and a 32 AD nerf at three stars. As a unit that you want to three stars, this seemingly small nerf is quite heavy.

When paired with the Dragonmancer Blessing’s high Health, Lee Sin casts too frequently due to gaining Mana from taking damage. With how impactful his CC is, we had to put our foot down—by putting Lee Sin’s foot down more often, but when he kicks, expect to feel it to hurt.

With our Sylas rework expect this beefy Mage to be slotted in as a better tank with a more reliable shield and a 2 range Mana-Reave on his doublecast.

Volibear is bearly playable as a trait bot right now, so we’re giving him some big buffs for him to take patch 12.12 by storm.
  • Anivia Prismatic Storm Damage: 300/400/600 325/450/700
  • Diana Bugfix: Diana’s shield no longer stacks on itself once all the orbs burst. It now refreshes as intended. Her orbs now properly scale with Ability Power
  • Diana Pale Cascade orb Damage: 100/110/120 80/90/100
  • Illaoi Cosmic Smash Armor & Magic Resist steal: 40% 33%
  • Lee Sin Dragon’s Rage Damage: 275/325/425 300/375/500
  • Lee Sin Mana nerf: 0/70 40/100
  • Olaf Attack Damage: 60 50
  • Sylas REWORKED: Sylas no longer Mana-Reaves on first spell cast nor Shields when casting Petricite Burst on Mana-Reaved targets
  • Sylas NEW: Sylas now shield on first spell cast
  • Sylas NEW: If Sylas already shielded himself, the spell now hits in a larger area (2 hexes) and Mana-Reaves any enemy hit
  • Sylas NEW: Sylas’s shield now stacks
  • Sylas Petricite Burst shield amount: 700/750/800 300/350/400
  • Sylas Petricite Burst Damage: 150/225/350 125/200/300
  • Sylas Mana nerf: 50/100 60/120
  • Ryze Health: 650 600
  • Volibear Attack Speed: 0.7 0.75
  • Volibear Relentless Storm bonus Health on activation: 375/650/1200 550/1000/1800
  • Volibear Relentless Storm 3rd auto bonus magic Damage: 160/175/190 170/180/190

Units: Tier 4

Talon jumps into the enemy team, hopping from carry to carry like a gymnast who was never told not to run with scissors—except this pair of scissors is the type you get in kindergarten for cutting zig zags. Talon’s Shadow Assault has been bugged, with the ring of blades failing to damage secondary targets, but thanks to the power of Assasin, Talon comps have still been dropping carries like a 90’s kid with a nokia. So alongside the bug fix, we’ve got some preemptive nerfs to make sure the serrated edge of this edgelord doesn’t edge out the rest of the 4-cost carries.

There are lots of Attack Speed carries in Dragonlands (Mirage itself has one in Yone), so we’re changing Daeja into a classic AP carry. She's also still viable as an Attack Speed carry if desired, but will spend more time casting with the lower Mana pool.
  • Corki Missile Barrage final missile, The Big One, will always explode at the target location instead of flying infinitely
  • Daeja REWORKED: Daeja’s triple missile barrage is now an always-on part of her passive rather than a temporary buff for 10 seconds after she casts
  • Daeja max Mana buff: 90/120 0/100
  • Daeja Attack Speed: 0.8 0.6
  • Daeja Windblast passive on-hit magic Damage: 35/55/200 55/85/300
  • Daeja Windblast passive Magic Resist reduction on attack: 3 5
  • Daeja Windblast wave Damage: 100/175/1000 225/350/1500
  • Daeja Windblast impact timing has been adjusted to better match visuals
  • Talon will no longer cast his spell if no units are in range of his blade ring
  • Talon Bugfix: upon recalling his Shadow Assault blades, damage will correctly be applied to secondary targets they pass through rather than dealing no damage
  • Talon Shadow Assault Blade Ring Attack Damage scaling: 00/100/200% 75/75/200%
  • Total Damage with bugfix: 150/150/400%

Units: Tier 5

As our big, bad, and rad fire breathing dragon, Shyvana just wasn’t hitting the mark—mostly because she wasn’t hitting her Flame Breath spell. Now she'll be more satisfying and consistent to play. And please spam our TFT twitter if you get a 3-star Shyvana to add some boast to the roast of your opponents.
  • Shyvana REWORKED: Shyvana is a smarter and even angrier dragon
  • Shyvana Dragon’s Descent Damage upon crash: 250/400/750 100/175/500
  • Shyvana will immediately cast Flame Breath upon transformation
  • Shyvana Flame Breath will follow her with her movement
  • Shyvana will find a new target to burn if there are no current targets in her Flame Breath
  • Shyvana is always Enraged while in Flame Breath
  • Shyvana Flame Breath duration: 1 second 3.5 seconds
  • Shyvana Flame Breath Damage tick rate: 0.25 seconds 0.5 seconds
  • Shyvana Flame Breath damage lingers for at least 3 ticks, up to the max damage amount
  • Shyvana Flame Breath percent max Health Damage: 30/40/200% 45/60/300%
  • Shyvana Mana 0/30 >> 45/75
  • Shyvana at 3-stars is much smarter and way more angry

Items

With combat being long, units get more auto attacks off then normal. This makes the Attack Damage from Deathblade have much more value.
  • Deathblade Attack Damage: 40/70/100 40/60/80
  • Luminous Deathblade (Radiant Deathblade) Attack Damage: 60/100/140 60/90/120
  • Sunlight Cape (Radiant) Health: 800 600

Augments

Ascending with the Ascension Augment has never been easier in Dragonlands, and while you may think that’s because dragons have wings, it’s actually because combats are longer making this Augment too consistent—but you’re also right, dragons do have wings.

We want Built Different to be a strategy that players embrace for the entire game, figuring out how to navigate their comps to avoid trait activations. Currently we're seeing players use Built Different to win streak before abandoning the Augment entirely in the lategame.So we’re adding stage scaling, to make winstreaking harder early, but make the Augment much more powerful late game.

While it's a balanced Augment, True Twos just isn’t exciting, so we’re trying to make it more enticing and impactful for your early game board.

Finally, we're updating the items granted by Crown and Soul Augments so they feel better to take, especially when you opt for them early in the game.
  • Ascension Tier: Silver Gold
  • Astral Heart Tier: Gold Silver
  • Binary Airdrop now additionally grants a random item component
  • Built Different REWORKED: Stats now scale with Stage number from Stages 2 to 5 (Stages 4 to 8 in Hyper Roll)
  • Built Different I: 300 Health and 50% Attack Speed 250/300/350/400 Health and 40/50/60/70% Attack Speed
  • Built Different II: 400 Health and 60% Attack Speed 300/400/500/600 Health and 50/60/70/80% Attack Speed
  • Built Different III: 500 Health and 70% Attack Speed 400/500/600/700 Health and 60/70/80/90% Attack Speed
  • Cannoneer Crown grants a Giant Slayer Runaan’s Hurricane
  • Jade Soul grants an Ionic Spark Titan’s Resolve
  • Reckless Spending Damage amplification: 40% 50%
  • Ricochet Cannoneer bounce Damage reduced: 66% 50%
  • Shapeshifter Soul grants a Hand of Justice Sunfire Cape
  • Titanic Strength Health percentage to Attack Damage: 2% 1.5%
  • Trade Sector+ NEW: Gain a free Shop refresh every round. Gain 5 gold now.
  • Trade Sector+ only appears on 3-2
  • True Twos REWORKED: Gain 1 random 2-star Tier 1 champion and 1 random 2-star Tier 2 champion.
  • Essence Theft Evoker Mana steal: 4 5
  • Meditation Mana for unequipped units: 5/7/10 4/6/8
  • Scorch 5th instance of Ragewing Damage amplification: 40% 33%
  • The Golden Egg base turns to hatch: 10 11
  • Second Wind missing Health heal: 50/75% 40/60%
  • Luden’s Echo I Damage: 70/90/110/130 60/80/100/120
  • Luden’s Echo II Damage: 100/125/150/175 85/110/135/160
  • Luden’s Echo III Damage: 140/180/220/260 120/160/200/240

Small Changes

Small, like our LP pains.

Traits

Astral 9 has been on the cosmic struggle bus despite the success of several comps that splash the trait. And now that the Astral Emblem is back, you can use it alongside Astral 6 (or 9) to get a near free 3-star as the Augment allows you to roll that unit in your Astral shops. We aren’t letting the Emblem appear on carousels because of its potential power when used correctly.
  • Astral Ability Power: 5/30/60 5/30/70
  • Astral Emblem has been re-enabled but will not appear on carousels
  • Jade tooltip has been updated to further clarify that the buff persists as long as units start combat adjacent to a statue
  • Scalescorn bonus magic Damage: 25/50/80% 20/50/80%
  • Warrior Attack Damage scaling on empowered attack : 120/200/300% 120/200/350%

Units: Tier 1

Leona couldn’t shield herself from the small durability nerfs that we are shipping as part of accelerating combat pacing.
  • Leona Health: 700 650
  • Nidalee Primal Surge bonus attack speed: 50/55/60% 45/45/45%

Units: Tier 2

Thresh is now a rodeo star.
  • Nami max Mana nerf: 40/80 50/90
  • Jinx Mana buff: 60/120 50/100
  • Thresh now always selects his hook target before enemy movement begins. This means he can now hook cavaliers that started combat as the farthest unit from Thresh

Units: Tier 3

Lulu and Nunu walk into a bar. They are promptly asked to leave because they obviously look underage.
  • Lulu Mana: 70/140 75/150
  • Nunu Consume Damage: 350/500/900 350/500/800
  • Swain Draconic Ascension Damage: 70/110/165 75/115/175

Units: Tier 4

Can’t duck out of these nerfs. Xayah has been overperforming slightly at 2-stars, but at three stars she’s proven to be totally quacked.
  • Xayah Feathers FLY! feathers fired: 2/2/5 2/2/4
  • Xayah Feathers FLY! feather damage: 15/25/75 15/20/50

Units: Tier 5

  • Ao Shin Health: 950 900
  • Aurelion Sol Health: 950 900
  • Yasuo 3rd Cast Attack Damage scaling: 300% 250%
  • Zoe now spawns Daisy at her target’s location rather than her location
  • Zoe Janna Tornado Stun: 1.5 1.25 seconds

Augments

  • Cruel Pact can now only appear on 2-1
  • Double Trouble III Attack Damage, Ability Power, Armor, and Magic Resist: 55 50
  • Inspire Attack Speed: 60% 70%
  • Living Forge Orb VFX has been updated to the Ornn item orb
  • Party Time (Revel) Attack Speed upon scoring a takedown: 75% 80%
  • Preparation can no longer appear on 4-2
  • Radiant Relics Armory Choices: 4 5

Modes

Double Up

The time for giving is soon.
  • A UI icon has been added to the round tracker that on mouse-over/tap will inform the player of when Runes of Allegiance will appear during a game of Double Up.

Hyper Roll

Nomsy has been nomsing a bit too hard.
  • Shimmerscale item, Draven’s Axe Gold per Cash out: 10g 8g (HR: 8g 7g)
  • Shimmerscale item, Heart of Gold units per gold: 2 3 (HR: 1 2)
  • Shimmerscale item, Mogul’s Mail
  • (Hyper Roll Gold at Full Stacks: 4 3)
  • Trainers now have a chance to feed 1 extra Snax for each Snax they would throw, instead of always throwing 2 Snax.

Bug Fixes

  • Sy'fen has had his tooltip updated fixing issues with phrasing around his scaling and pronouns
  • Brain drain: Ao Shin’s tooltip has been updated to reflect that he “reduces” the enemy’s current Mana rather than “draining” it (he does not gain Mana from this effect)
  • It’s invisible: Aatrox’s weapon no longer disappears when he casts his spell.
  • Eye of the Storm no longer grants post-lightning bonus AP even after Tempest is deactivated
  • Idas pays with gold and credit: Idas now gets credit for her shields in the Shields & Healing chart
  • Astral units should now continue to appear in the Astral shop so long as you still have Astral units that are not 3* (not including Aurelion Sol)
  • The Astral shop counter now persists through Trait deactivation
  • Astral script adjustments to better handle how to determine Orb values based on 3* Astrals in play (this is to prevent bugs that could occur if a player had a Heart or Soul Astral augment).
  • 6 and 9 Astral should now use the correct icon colors
  • Zeke’s Harmony (Radiant Zeke’s Herald) now has the intended 10% omnivamp rather than 0.1%
  • MAKE UP YOUR MIND: Fixed Neeko’s tether consistency. Neeko will always transform to her tethered target rather than sometimes picking another nearby target
  • Rephrased Mirage’s Electric Overload tooltip to clarify that it deals a % of the Mirage unit’s maximum health, not the enemy’s
  • Magor change: Mages can no longer gain mana during their bonus cast, and instead are mana-locked with their standard cast time
  • Updated Nami and Qiyana's hitboxes to be more accurate for selecting and giving items
  • Nunu & Willump can no longer Consume and kill units that have pending damage immunity effects like Zhonya’s or Diamond Hands. He will still try to Consume them, but will now spit them back out because they are not dead—they were just sleepin’.
  • Fixed an issue allowing Big Friend II from appearing more frequently on 2-1 than intended
  • Where you at: Ancient Archives I and Cursed Crown icons will now appear
  • Fixed a bug where Qiyana would sometimes cast twice
  • Fixed a bug where Corki would sometimes still be locked out of attacking after firing The Big One. Err, we’re pretty sure we fixed this one, but will be watching it closely.
  • Fixed a bug where Neeko would add her copied allies Ability Power to her own rather than just copying their Ability Power
  • Fixed an issue preventing Sylas and Sejuani from casting when equipped with Rapidfire Cannon
  • Lose yourself and: Ryze will now reliably change targets when his primary target dies or goes untargetable through effects like Edge of Night’s stealth and Zhonya’s Paradox’s stasis
  • Healing with feeling: Nami now correctly targets the lowest percent Health ally with her heal rather than the lowest absolute Health ally
  • Hecarim now turns to face his combat target before casting. This prevents situations where Hecarim starts the fight with full Rage and casts in an odd direction
  • Braum’s ripped: Braum’s base critical strike damage is now 130% instead of 150%
  • Fixed an issue allowing Neeko to double-benefit from Infinity Edge in certain scenarios
  • Ancient Archives loot orb color is now Gold instead of Blue
  • Band of Thieves I loot orb color is now Blue instead of Gold
  • Salvage Bin loot orb color is now Blue instead of Gold
  • Banshee’s Claw Bugs
  • Volibear - Ability damage is now correctly blocked by Banshee’s Claw
  • Sy’fen - Banshee's Claw now properly blocks his knock up
  • Gnar - Ability stun is now correctly blocked by Banshee's Claw
  • Swain - Fireballs are now correctly blocked by Banshee's Claw
  • Illaoi - No longer gains stolen resistances if her Ability is blocked by Banshee's Claw
  • Bard - No longer creates a doot if his Ability does not affect anyone due to Banshee's Claw
  • Nomsy - Ability is now correctly blocked by Banshee’s Claw
  • Nunu - Ability now still gains damage amp when appropriate through Banshee's Claw
  • Senna - Magic and physical damage from Ability correctly both correctly stack towards Banshee’s damage cap
  • Lillia - Bonus damage from center area and AOE damage correctly stack towards Banshee’s Claw damage cap
  • Double Up: Eternal Protection Augment can no longer sacrifice your partner’s statues to save your units.
  • Double Up: If you and your partner both have the Penitience Augment you can both trigger the disarm separately if an opponent triggers it for each of you instead of having it only occur once.
  • Double Up: Frozen Heart’s attack speed slow aura will no longer sometimes apply to friendly champions after reinforcing.
  • Hyper Roll: Bard’s tooltip now correctly mentions that Doots count double in Hyper Roll.
  • Mobile Tutorial: Fixed some UI issues.

Teamfight Tactics patch 12.11 notes

Calling all Dragoneers and Dragonauts!

Welcome to the Dragonlands, a fantastic and diverse realm populated by Ancient Dragons, their followers, and those who balk in the scaled face of power! For these patch notes, I'll cover the system changes that will accompany our new set, but for a detailed breakdown on the new units and traits, cosmetics, or mechanics, click on the appropriate links. Alright, let's soar in with the cosmetics and new stuff at the top, and the changed/returning systems at the bottom. But before we take flight, make sure you check out our Dragonlands cinematic where Pengu and Choncc go back to school... dragon school!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

June 10th, Balance Changes

With the first week of Dragonlands unfolding, we’ve looked to the stars to divine just what is OP—turns out, it’s Astral.
  • Nami Ebb and Flow Damage: 175/225/275 ⇒ 100/150/200
  • Sylas Bugfix: Sylas is now mana-locked while his shield is active
  • Varus Attack Speed: 0.75 ⇒ 0.7
  • Varus Mana nerf: 60/120 ⇒ 75/150

Cheat Sheet

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

Dragonlands Pass and More!

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

Dragonlands Pass

Just like all our Passes, the Dragonlands 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 Neon Nights Pass+, the Dragonlands Pass+ has an exclusive Arena, the Dragon Nursery, at the end! Check out the below images for a peek at some of the content.
In addition to the new tier 3, you'll get rewards only available for the most adventurous of Dragonlands' explorers! You'll be sure to find: tier 1 arenas, booms, Little Legend eggs, Star Shards, and Pass+ exclusive Little Legends.

Sanctuary Guardian's Chest

The Sanctuary Guardian's Chest (390 RP) can contain our new Mythic Little Legend, Choncc the Wise (5%) or the Sanctuary of the Ancient Mythic arena (guaranteed on or before the 61st box). The rest of the Chests contain Little Legends from sets prior to Dragonlands, excluding Little Legends that were only offered for a limited time.

Dragonlands Eggs

Our Dragonlands Eggs have a chance to drop our newest Chibi, Dragonmancer Yasuo, who is guaranteed to drop by the 37th egg. They're our first Chibi to have their own finisher, a cinematic animation that plays ONLY when you eliminate another player from the game—it's epic. Every egg that doesn't have Dragonmancer Yasuo, will instead contain one of our two new dragon Little Legends: Burno and Poggles!
Check out Burno's variants below: Burno, Flametongue Burno, Sugarcone Burno, Gnarly Burno, Burno the Brilliant, PROJECT: Burno
Check out Poggle's variants below: Poggles, Froggo Poggles, Honeybuzz Poggles, Flametongue Poggles, Deep Sea Poggles, Sugarcone Poggles

Chibi Yasuo

Dragonlands also brings another brand new Chibi to the mix! Chibi Yasuo's running it down the Convergence with the wind at their back and a loss streak to boot. But don't flame them, that 0/10 power spike is just good econ.

You can pick up Chibi Yasuo directly from the shop for 1900 RP/TC and they'll come with their signature boom, Steel Tempest, that you could equip to other Tacticians too if you really want to.


Dragonlands Bundles

Bundle Contents Price
Dragonlands Starter Bundle Dragonlands Pass+
Burno 1 Star
Poggles 1 Star
100 Bonus Star Shard
2420 RP/TC
Sanctuary of the Ancient Bundle Dragonlands Pass+
25 Sanctuary Guardian's Chest
Chibi Yasuo
5 Bonus Sanctuary Guardian's Chest
12335 RP/TC
TFT Dragonmancer Bundle Dragonlands Pass+
16 Dragonlands Eggs
Chibi Yasuo
3 Bonus Dragonlands Eggs
10425 RP/TC

Ranked Rewards and More!

You can expect your Ranked rewards to come in during the SECOND patch of Dragonlands—this has been pushed back since last we spoke.

Standard Rewards

If you made it to Gold or higher in Neon Nights (the second half of G&G) 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 Tocker Little Legend. And if you managed to get Gold or higher during both halves of the set, you'll get a rather charismatic Triumphant Tocker as well! Now that's something to Tock about.

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 Double Up Green, Blue, Purple, or Double tier, then you'll get the following emotes to celebrate with your partner(s)!

Hyper Roll Rewards

If you played Hyper Roll and finished Green, Blue, Purple, or Hyper tier in then you'll get another emote to flex with! Now that's hype.

New Ranked Season

  • When Dragonlands goes live in your region, you'll be able to start climbing the ladder in this set's first ranked stage.
  • Everyone will start in Iron II.
  • 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
  • Double Up now uses the metallic ranked system
  • Your Double Up climb will start in Iron II

Large Changes

Large, like the wait time to get into Dragonlands PBE earlier this week. Shots fired Rito, come and get me.

3rd Party Friends

Even though these notes are long, we're still just brushing through the changes to the already existing system. So if you want more detailed information on the new stuff coming with Dragonlands check out a couple of our friends' sites:

System Changes

With Neeko joining the ranks of Dragonlands, we want to be kind to the casting community, content creators, and your favorite streamers by renaming Neeko's Help and avoiding the inevitable "Which Neeko is real Neeko?"
  • Neeko's Help has been renamed to Champion Duplicator, with a brand new (still green) icon
  • Tome of Traits & Champion Duplicators will drop slightly less often from PVE rounds
  • Every item tooltip has been updated, including stat icons when appropriate, and consistent language.
  • The Stage 5-6 PVE round will now only drop emblems if the trait is active.
  • The Stage 5-6 PVE round can now drop uncraftable emblems.
  • The minimum number of component items dropped from Minions, Krugs, and Wolves is now 5. Including carousel items, this now means each player will have a minimum of 9 component items before the Treasure Dragon
  • The Treasure Dragon replaces Raptors on stage 4-7. Read more about it here.
  • Gold coins earned from PVE rounds are now automatically collected at the end of combat. Get that money gamer.

Augments Removed

In addition to the trait linked Augments from Gizmos & Gadgets, we've done away with a number of Augments that didn't make it through the portal to Dragonlands. Most of these Augments created positioning challenges that while fun in G&G, felt crowded in Dragonlands which already brings a number of positioning rules through other means. Additional Augments were cut due to balancing issues, or just because we have replacements that are more fun.

Say goodbye to these Augments that failed to catch flight:
  • Archangel's Embrace
  • Backfoot I
  • Backfoot II
  • Backfoot III
  • Battlemage I
  • Battlemage II
  • Battlemage III
  • Disintegrator I
  • Disintegrator II
  • Disintegrator III
  • Dominance
  • Four Score
  • Golden Gifts I
  • Golden Gifts II
  • Golden Ticket
  • High Five
  • Keepers I
  • Keepers II
  • Knife's Edge I
  • Knife's Edge II
  • Knife's Edge III
  • Phalanx I
  • Phalanx II
  • Phalanx III
  • Titanic Force
  • Treasure Trove I
  • Treasure Trove II
  • Treasure Trove III
  • Weakspot II
  • Weakspot III
  • Woodland Charm
  • Underdogs

Augment System Changes

We are moving Augment selections to the beginning of a stage, creating a bigger moment as you transition from one stage to the next. For our third Augment, coming earlier allows you to better adjust your team comp to fully utilize the power of your final Augment choice. With Treasure Dragon, moving the third Augment up also gives you some space before you have to enter another big brain decision making moment.

We've also added an Augment Reroll. You only get one per game, so use it wisely!

We've adjusted some rules with what Augments you see by adding new outcomes, diversifying your options, and making Gold the new standard!

We've brought down the power of Crown and Soul Augments to better balance chase (hard to hit verticals) traits. Now, when you take a Crown or Soul Augment, you'll get 1 Emblem/Unit towards that trait, a unit in the trait, and an item that can be considered pivotal to that trait's core units.
  • First Augment: 1-4 ⇒ 2-1
  • Second Augment: 3-3 ⇒ 3-2
  • Third Augment: 4-6 ⇒ 4-2
  • You can now reroll the currently presented augment choices once per game.
  • Gold (T2) Augments are now the standard and the most common augment you can expect to see. Silver (T1) will now be seen much less, and Prismatic (T3) about the same as before.
  • You can no longer be shown 3 trait-related augment choices within the same augment armory
  • Crown and Soul Augments have been reworked. Instead of granting 2 Emblems or 2 towards the trait, they will now grant 1 Emblem or 1 towards the trait, an item, and a unit

Augments

We're doing a general power deflation across the board. Rich Get Richer at 10g is the new baseline for our Gold Augments. We've also seen an increase in value around econ Augments towards the end of G&G and will be keeping most econ Augments at the Gold tier.
  • Ancient Archives I Tier: Silver ⇒ Gold
  • Binary Airdrop Tier: Gold ⇒ Prismatic
  • Blue Battery is now only 1 tier at Gold tier
  • Blue Battery Mana after casting: 20
  • Calculated Loss Tier: Silver ⇒ Gold
  • Double Trouble Attack Damage & Ability Power: 25/35/45 ⇒ 30/40/55
  • Exiles Max Health Shield: 35/45/70% ⇒ 25/35/50%
  • Exiles Shield Duration: 8 ⇒ 10 seconds
  • First Aid Kit Now has 2 tiers
  • First Aid Kit Heal & Shield Boost: 35% ⇒ 25/35%
  • Hyper Roll renamed to Hustler
  • Hustler (Hyper Roll) tier: Silver ⇒ Gold
  • Hustler (Hyper Roll) gold required to gain gold: Under 10 ⇒ 20
  • March of Progress XP: 5 ⇒ 4
  • Phony Frontline Tier: Silver ⇒ Gold
  • Phony Frontline target dummy Health: 500 ⇒ 700
  • Sunfire Board max Health percentage burn: 2% ⇒ 1%
  • Sunfire Board burn duration: 10 ⇒ 15
  • The Golden Egg hatch timer: 7 ⇒ 10 Rounds
  • The Golden Egg NEW: Victorious player combats accelerate the hatch timer by an additional turn
  • The Golden Egg: reduced value of loot tables by ~10g. Updated loot tables for Set 7
  • The Golden Egg: replaced the 3x Infinity Force loot option with 1x Infinity Force, 1x Anima Visage, 1x Zhonya's Paradox
  • Three's Company, 3-Cost Units: 4 ⇒ 3
  • True Twos REWORK: Gain 2 random 2-star Tier 1 champions and 2 gold.

Items

We're using the new set as a way to widen the use cases for each of our more niche items, while also making adjustments to items that scale with or impact max Health due to our new Dragon units bringing large Health bars.

Being the most Dragon-y of the Dragonlands items, we reworked Dragon's Claw to make it a more durable tank item with some draconic flavor. We lessened its Magic Resist and removed the fireball damage proc that would often leave Blue Buff users feeling like they built a Blue Nerf. Instead we gave our VIP Dragonlands item, the VIP Leona treatment, giving the user increased Health regeneration per enemy targeting them. This makes it a great early game slam, but also great late game once you transition it to a Dragon, which improves the stats it grants.
  • Archangel's Staff starting Ability Power: 10 ⇒ 30
  • Archangel's Staff Ability Power per 5 seconds: 25 ⇒ 20
  • Urf-Angel's Staff (Radiant) starting Ability Power: 10 ⇒ 30
  • Urf-Angel's Staff (Radiant) Ability Power per 5 seconds: 30 ⇒ 25
  • Bloodthirster Lifesteal (physical damage heal) ⇒ Omnivamp (all damage heal)
  • Bloodthirster Omnivamp: 33% ⇒ 25%
  • Bloodthirster max Health shield percentage: 30% ⇒ 25%
  • Blessed Bloodthirster (Radiant) Lifesteal ⇒ Omnivamp
  • Blessed Bloodthirster (Radiant) Omnivamp: 60% ⇒ 35%
  • Bramble Vest Armor: 70 ⇒ 60
  • Rosethorn Vest (Radiant) Armor: 70 ⇒ 100
  • Rosethorn Vest (Radiant) Thorn Damage: 200/250/300 ⇒ 125/175/225
  • Rosethorn Vest (Radiant) REMOVED: Max Health Regen
  • Chalice of Charity (Radiant) healing on spells ⇒ Omnivamp
  • Dragon's Claw REWORKED Magic Resist: 200 ⇒ 120
  • Dragon's Claw REMOVED: max Health percentage damage on enemy spell cast
  • Dragon's Claw NEW: Every 2 seconds, the holder regenerates 1.2% of their maximum Health for each enemy targeting them.
  • Dragon's Claw NEW: If the holder is a Dragon, these effects are increased by 20% (144 MR, 1.8% max Health regen)
  • Dragon's Will (Radiant) Magic Resist: 300 ⇒ 180
  • Dragon's Will (Radiant) REMOVED: max Health percentage damage on enemy spell cast
  • Dragon's Will (Radiant) REMOVED: Radiant max Health regen
  • Dragon's Will (Radiant) NEW: Every 1.5 seconds, the holder regenerates 2.5% of their maximum health for each enemy targeting them
  • Dragon's Will (Radiant) NEW: If the holder is a Dragon, these effects are increased by 20% (216 MR, 3% max health regen)
  • Dvarapala Stoneplate (Radiant) max Health regen: 3% ⇒ 1%
  • Giant Slayer bonus damage amplification: 20/60% ⇒ 25/50%
  • Giant Slayer bonus damage Health threshold: 1800 ⇒ 2200
  • Demon Slayer (Radiant) bonus damage amplification: 40/80% ⇒ 35/70%
  • Demon Slayer (Radiant) bonus damage Health threshold: 1400 ⇒ 2200
  • Guinsoo's Reckoning (Radiant) Attack Speed: 40% ⇒ 25%
  • Hand of Justice baseline AP/AD/Omnivamp stats: 10 ⇒ 15
  • Hand of Justice increase for either AD/AP or Omnivampe: 33 ⇒ 30
  • Hextech Gunblade healing on spells ⇒ Omnivamp
  • Hextech Gunblade Omnivamp: 33% ⇒ 25%
  • Hextech Lifeblade (Radiant) healing on spells ⇒ Omnivamp
  • Hextech Lifeblade (Radiant) REMOVED: Overheal Shield
  • Covalent Spark (Radiant) range for MR shred and spell zap: 4 ⇒ 3
  • Covalent Spark (Radiant) spell zap max Mana percent damage: 275% ⇒ 250%
  • Last Whisper Armor reduction: 70% ⇒ 50%
  • Last Whisper Armor reduction procs on: Crits ⇒ Physical damage
  • Eternal Whisper (Radiant) Armor reduction procs on: Crits ⇒ Physical damage
  • Morellonomicon Ability Power: 10 ⇒ 30
  • More More-ellonomicon (Radiant) Ability Power: 10 ⇒ 50
  • More More-ellonomicon REMOVED: 30 starting Mana
  • More More-ellonomicon max Health percentage burn: 4% per second ⇒ 2% per second
  • Redemption missing Health heal: 18% ⇒ 12%
  • Radiant Redemption RENAMED to Absolution
  • Absolution (Radiant) Health: 500 ⇒ 300
  • Absolution (Radiant) missing Health heal: 25% ⇒ 18%
  • Spear of Hirana (Radiant) Mana restore on attack: 15 ⇒ 12
  • Statikk's Favor (Radiant) magic Damage proc: 115 ⇒ 110
  • Statikk's Favor (Radiant) Magic Resist Shred: 70% ⇒ 50%
  • Sunfire Cape Health: 150 ⇒ 400
  • Sunfire Cape max Health Burn per second: 2% ⇒ 1%
  • Sunfire Cape max Health Burn Duration: 8 sec ⇒ 10 sec
  • Sunfire Cape now refreshes the burn if no new targets are in range
  • Sunlight Cape (Radiant) Health: 150 ⇒ 800
  • Sunlight Cape (Radiant) max Health Burn per second: 3% ⇒ 2%
  • Sunlight Cape (Radiant) REMOVED: Max Health Regen
  • Sunlight Cape (Radiant) now refreshes the burn if no new targets are in range
  • Titan's Vow (Radiant) Attack Damage & Ability Power per stack: 4 ⇒ 3
  • Warmog's Pride (Radiant) Health: 1800 ⇒ 1600
  • Zeke's Harmony (Radiant) Lifesteal ⇒ Omnivamp
  • Death's Defiance (Portable Forge Item) damage reduction: 70% ⇒ 50%
  • Death's Defiance (Portable Forge Item) Omnivamp: 20% ⇒ 25%

Small Changes

Small, like Poggles.

Augments

  • Component Grab Bag now only shows up on 3-2 or 4-2
  • Cybernetic Shell Armor: 25/35/50 ⇒ 20/30/40
  • High End Shopping gold: 8 ⇒ 10
  • Item Grab Bag II: 1 Reforger ⇒ 2 Reforgers
  • Jeweled Lotus crit chance: 25% ⇒ 20%
  • Makeshift Armor, Armor and Magic Resist: 35/55/75 ⇒ 30/45/60
  • Rich Get Richer (Only shows up on 1-4) gold: 14 ⇒ 10
  • NEW: Richer Get Richer+ (Only shows up on 3-2) gold: 15
  • Stand United III Attack Damage & Ability Power: 5 ⇒ 4
  • Tiny Titans Tactician Health: 35 ⇒ 30
  • Windfall (Only shows up on 1-4) gold: 20/35/55 ⇒ 20
  • Windfall+ NEW (Only shows up on 3-2) gold: 30
  • Windfall++ NEW (Only shows up on 4-2) gold: 40
  • Wise Spending no longer grants 4 gold

Items

  • Deathblade Attack Damage: 50/75/100 ⇒ 40/70/100
  • Luminous Deathblade (Radiant) Attack Damage: 80/120/160 ⇒ 60/100/140
  • Brink of Dawn (Radiant) Attack Speed on activation: 55% ⇒ 40%
  • Quickestsilver (Radiant) Attack Speed: 55% ⇒ 50%
  • Rapid Firecannon Attack Speed: 55% ⇒ 50%
  • Rapid Lightcannon (Radiant) Attack Speed: 85% ⇒ 75%
  • Anima Visage (Portable Forge Item) max Health percentage heal: 6% ⇒ 5%
  • Anima Visage (Portable Forge Item) Health: 200 ⇒ 150
  • Death’s Defiance (Portable Forge Item) Attack Damage: 20 ⇒ 10
  • Eternal Winter (Portable Forge Item) Health: 200 ⇒ 150
  • Eternal Winter (Portable Forge Item) Freeze Cooldown: 10 ⇒ 15 seconds
  • Gold Collector (Portable Forge Item) Gold Chance: 60% ⇒ 50%
  • Manazane (Portable Forge Item) Starting Mana: 40 ⇒ 30
  • Obsidian Cleaver (Portable Forge Item) Health: 200 ⇒ 150
  • Obsidian Cleaver (Portable Forge Item) resist shred duration: 5 sec ⇒ 4 sec
  • Randuin’s Sanctum (Portable Forge Item) Health: 200 ⇒ 150
  • Rocket Propelled Fist (Portable Forge Item) Health: 750 ⇒ 500
  • Zhonya’s Paradox (Portable Forge Item) Armor & Magic Resist: 50 ⇒ 40

Double Up

Ranked

You can read more about all our Double Up ranked changes in Ananda's /Dev article here.
  • Now uses metallic ranks
  • Players will start at Iron II and climb as far as they can!
  • Double Up matchmaking will be based on the senior (higher ranked) partner in the pair
  • In Double Up, players will now get streak bonuses!
  • 3 consecutive top 4 finishes count as a win streak and will start awarding bonus LP; the bonus will increase until a 6 win streak is reached, at which point it will stop increasing (but will still be awarded if a player keeps winning!)
  • Streak bonuses get smaller as players climb in tier, and are phased out entirely in Diamond and higher ranks
  • Check out our /Dev article for more information

Reinforcements

With items like Guinsoo's Rageblade and traits like Shapeshifter, we want to make sure your reinforcing units come in with the same power they had when you defeated your previous matchup. Expect to see some even more ramped up and exciting teamfights during those epic 2v2 moments with these changes.
  • Reinforcements: Units now retain their Health, Mana, item and positive buff statuses when reinforcing
  • Reinforcements: All positive buffs are retained
  • Reinforcements: All negative buffs are removed
  • Reinforcements: All buffs/items that manipulate unit stats do not apply their benefits when they trigger during the time between combat resolving and reinforcements being deployed

Rune of Allegiance

We don't want you to feel like you have to hoard Rune of Allegiances until the late game, so we're changing Rune of Allegiance to help you feel good about using these earlier in the game. Our changes will also lessen the dominance of the three star 4-cost meta, which with Dragon units on the way, would be even stronger.
  • Rune of Allegiance: There are now 2 types of Rune of Allegiance, Lesser Rune of Allegiance and Rune of Allegiance (unchanged)
  • Lesser Rune of Allegiance: Has the same functionality as Rune of Allegiance but can only be used to send Tier 1, 2 or 3 champions
  • Rune of Allegiance: The two types now have separate (and completely new!) icons
  • Rune of Allegiance: drop cadence is different
  • Stage 1-3: Lesser Rune of Allegiance
  • Stage 4-1: Rune of Allegiance
  • Stage 5-1: Rune of Allegiance
  • Attempting to open an orb containing a champion given via any Rune of Allegiance when your bench is full will now always result in the orb not opening instead of placing the unit on the board. This should help cases where a unit was sent at the last minute and accidentally gets sold due to a full bench and combat starting.

Carousel

We've changed the order that players are released during Carousel (shared draft) to reduce the advantage loss streaking pairs have. Previously, loss streaking pairs could coordinate to create complete items off of one carousel, crafting optimized builds early and greatly punishing pairs who win early.
  • The order that players are released during Shared Draft is different.
  • Players are still released in pairs, but the pairs released now have members of different teams. The partner who is positioned lower on the scoreboard is the first one released on a team.
  • The release order of players is as follows, with one member of each listed team being released at a time: first to release are 4th and 3rd, followed by 2nd and 1st, then 4th and 3rd, and finally 2nd and 1st
  • During the Shared Draft phase there is a new countdown visual indicator under a player's barrier when they are next in turn to be released.

Hyper Roll

System Changes

We're shipping a number of quality-of-set changes to Hyper Roll to allow for hyped up rollers to utilize the coolest parts of Dragonlands—which are the Dragons of course.

We want more players alive for the Treasure Dragon, so players have a chance to high roll and fight back, so we're reducing damage early. Due to the steep damage ramping in the late game, Hyper Roll games will continue to take around the same amount of time as before.
  • Income: Passive gold income has been increased starting at round 5-2 to account for the increased Dragon costs.
  • Player Damage: Health loss during Stage 5 has been decreased from 4 to 2.
  • Round Changes: The Treasure Dragon occurs at Round 7-2, and the third Augment choice has moved from 7-2 to 7-1 to accommodate this.

Hyper Roll Balance Changes

Some parts of Dragonlands just don't land in Hyper Roll. We've tuned some Augments, traits, and units specifically for Hyper Roll balancing.
  • Augment Adjustments: Removed several XP-based and Econ-based Augments, and adjusted many other Augments to better fit Hyper Roll's game pacing.
  • Trainer: Trainers throw twice as many Snax.
  • Bard: Bard doots count double.
  • Starcaller: Heal value adjusted slightly for Hyper Roll.
  • Olaf: Gains twice as much Attack Damage per death.
  • Shimmerscale: Pacing and income adjustments were made to nearly every item. Additionally, items that care about your gold amount max out at 15 gold, down from 80 in Standard and Double Up.

Teamfight Tactics patch 12.10 notes

It may still be Neon Nights, but the sun is rising soon and the dragons of Dragonlands are stretching their wings on PBE!

Our last patch of the set is here, and it cleans up a few power outliers to help you on your ranked climb to get that Tocker! We also have a one stop shop with Dragonlands links for some beautifully crafted articles from a beautiful individual! Okay, smaller patch here so you have time to dive into Dragonlands, which will be playable on PBE a few hours after these notes become available!

Oh, and keep a look out for Pride content hitting the Convergence next week, with more info dropping the 1st of June!
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Dragonlands Info

It’s almost here, so I’ve put together a quick resource guide to get you started on Dragonlands! The links cover our new roster, the new mechanics, our new cosmetics (and ranked rewards). But first, our release schedule!

Large Changes

Large, like our shared hype for Dragonlands!

Traits


With vertical traits being more accessible, we’re mostly going through and making sure each one is worth pursuing—except Innovator, those mechanical machinations are maddeningly menacing.
  • Arcanist total Ability Power: 20/50/90/135 20/50/100/150
  • Hextech base shield: 100/150/275/375 100/175/300/425
  • Innovator Mechanical Scarab base Health: 475 450
  • Innovator Mechanical Bear base Health: 775 725
  • Innovator Mechanical Bear Armor & Magic Resist: 55 50
  • Innovator Mechanical Dragon base Health: 1025 925
  • Twinshot chance for attacks and abilities to trigger twice: 40/55/70/100 40/55/75/100
  • Twinshot bonus Attack Damage: 10/25/40/70 10/25/50/80
  • Yordle (6) Mana reduction: 33% 40%

Units: Tier 3


As a triple trait threat with incredible value at one-star (slap a Frozen Heart on this lad and watch him put your enemy carries in slow-mo), Ekko has become even more valuable when you can go deeper into each trait he has.
  • Ekko Parallel Convergence Damage: 150/200/400 125/200/400
  • Ekko Parallel Convergence bonus Attack Speed: 35/40/50% 30/40/50%

Units: Tier 4


Got axes…need nerfing!

Usually we’re squashing bugs, but this time we’re buffing one!

Our Orianna buffs last patch had her overclocked like my computer before a set release. And before you ask, yes, I do need all 29 of those tabs open.

Last patch we nerfed Morellonomicon to lessen the reliance of damage over time (DOT) units on the item in preparation for Dragonlands. We did this knowing that some champions may suffer, and Renata Glasc suffered most, so we’re giving her a substantial buff to keep this lady boss bossing in a bossly manner.
  • Draven Attack Damage: 90 85
  • Kha’Zix Attack Damage: 85 90
  • Orianna max Mana nerf: 30/90 40/100
  • Orianna Command: Shockwave shield: 140/200/700 125/200/700
  • Orianna Command: Shockwave Damage: 325/450/1500 300/425/1500
  • Renata Glasc Toxic Wave Damage: 40/65/240 50/75/250

Units: Tier 5


Getting beat by Enchanter 5? Splash Viktor in to disenchant your foes!
  • Viktor Chaos Rays destruction of remaining shields: 25/33/100% 40/50/200%

Small Changes

Small, like your free time with Dragonlands being playable on PBE starting the afternoon (Pacific Time) of the 24th.

Traits


Buffing the struggling verticals to make sure they’re rewarding during our final patch, while lowering the power of Bodyguard 8 now that it’s easier to obtain.

Keep your eyes on Scholar 6 and the big boys (Colossus) comps—they will be powerful!
  • Bodyguard bonus shield: 200/400/800/2000 200/400/800/1800
  • Colossus bonus Health: 800/800/1600 800/800/1888
  • Enforcer 5 bonus Attack Speed: 80% 100%
  • Scholar Mana regen: 5/15/25 5/15/30

Units: Tier 4


The buff your Syndicate comp needed to go orbs to the wall!
  • Ahri Orb of Deception Damage: 135/200/450 140/210/500
  • Irelia Bladesurge Attack Damage scaling: 185% 190%

Teamfight Tactics patch 12.9 notes

Hello Dragon Hatchers!
Do we have a patch for you! 12.9 brings a patchload (and then some) of buffs to chase traits, units, and Dragon Egg hatching! On the cosmetic side of things, I’m looking quite good today, but also looking good—err evil, is Ruined Pengu, who drops alongside a Chibi sale with patch 12.9, more details here. The last thing to cover in our intro are our huge changes to Jayce and Viktor. I lied—the real last thing to cover is our Dev Drop, which will has some VERY big Dragonlands news in it, so give it a watch and let us know what you think!
Rodger "MinionsRpeople2" Caudill

Patch Highlights

May Dev Drop

Our latest Dev Drop covers updates to Double Up, spoilers for Dragonlands gameplay and cosmetics, and a moment of reflection on TFT’s growth! Watch it by clicking here or any of the above links for it!

Ruined Pengu Bundle

Join Ruined Pengu in ruining the fun of your foes! Pick up the Ruined Pengu bundle for 650 RP/TC which comes with the following:
  • Ruined Pengu
  • 1 Magical Misfits Egg (Reckoning)
  • 1 Fearless Fellowship Egg (Dawn of Heroes)
  • 1 Ingenious Inventors Egg (Gizmos & Gadgets)

Gizmos & Gadgets Chibi Sale

Just for the duration of patch 12.9, you can pick up Chibi Ekko, Chibi Jinx, and Chibi Vi for 1380 RP/TC. They’ll still come equipped with their signature boom, so be sure to pick them up before the sale ends!
  • Chibi Ekko: 1900 RP ⇒ 1380 RP
  • Chibi Jinx: 1900 RP ⇒ 1380 RP
  • Chibi Vi: 1900 RP ⇒ 1380 RP

System Changes

Dragon Eggs

The streets of Neon Nights have been visited by the benevolent Treasure Dragon—just long enough for the dragon to drop a few Eggs and split. Legend has it that this dragon left the world of Dragonlands in search of distant lands in need of equally distributed treasure—could our world be next (please)?
  • At the start of the game, every player gets an egg.
  • There are 5 different sized eggs. The larger the egg, the more stuff inside but the longer it takes to hatch.
  • Every player gets the same size egg.
  • Every egg has the same value of contents (though items are different)
  • Every egg will contain a Tome of Traits, but bigger eggs will have Components, completed Items, Radiant Item(s), and more!

Augment Combinations

We’ve changed the odds of various Augment combinations to keep things fresh and fun towards the end of the set.
  • Reintroduced Gold/Silver/Silver
  • Lowered the odds of a Prismatic for the 3rd augment
  • Increased the odds of an all Prismatic game
  • Total odds of any Prismatic in game is unchanged

Large Changes

Large, like our changes to Jayce and Viktor.

Augments

Metabolic Accelerator provides more value the earlier you get it, especially if you are using it to lessen the pain of loss streaking with Mercs!
  • Electrocharge III Damage: 105/135/165/200 ⇒ 115/145/180/220
  • Metabolic Accelerator Now only available on 1-4

Traits

With everyone getting a Tome of Traits from the Treasure Dragon’s Egg, we’re making sure our chase traits feel worthy of actually chasing. So get out there and make that dream comp happen!

Also me 3 big boys, no pivot.
  • Assassin Critical Strike chance: 10/30/50% ⇒ 10/30/60%
  • Assassin Critical Strike Damage: 20/40/60% ⇒ 20/40/75%
  • Challenger Attack Speed: 25/50/80/150% ⇒ 25/50/85/160%
  • Chemtech max Health Healing: 4/8/13/20% ⇒ 4/8/15/25%
  • Chemtech Attack Speed: 15/40/80/150% ⇒ 15/40/90/200%
  • Colossus NEW: 3 Piece Bonus - Your Colossus gain 800 more HP (for a total of 1600)
  • Debonair Health: 200/400/700 ⇒ 200/450/800
  • Debonair Ability Power: 20/40/70 ⇒ 20/45/80
  • Enchanter Magic Resist: 25/45/70/100 ⇒ 25/50/80/125
  • Enchanter Heal & Shield percent increase: 25/50/80/115 ⇒ 25/50/80/125
  • Enforcer: NEW: 5 Piece Bonus - Your enforcers gain 80% Attack Speed
  • Hextech on-hit magic Damage while shielded: 15/25/45/75 ⇒ 15/30/55/90
  • Mercenary: lowered the Gold slightly from 3 and 5 Mercenary in the 0 to 5 loss range
  • Mercenary average value of Mercenary (7) Orb: 8.9g ⇒ 11.37g
  • Mutant, Bio-leeching Omnivamp: 30/55/80% ⇒ 30/65/100%
  • Socialite (1) Damage Bonus: 15% ⇒ 18%
  • Syndicate Armor & Magic Resist: 55 ⇒ 50
  • Syndicate (7) Multiplier: 55% ⇒ 50%
  • Yordle (6) Mana Reduction: 30% ⇒ 33%

Units: Tier 1

1-cost reroll comps go! And a wicked buff for 8 Bodyguard Poppy that’ll pop you back to Galaxies!
  • Caitlyn Attack Damage: 45 ⇒ 50
  • Caitlyn Ace in the Hole Damage: 800/1400/2000 ⇒ 900/1500/2250
  • Camille Defensive Sweep Damage: 150/200/300 ⇒ 200/275/375
  • Illaoi Harsh Lesson Damage: 200/325/550 ⇒ 250/375/650
  • Illaoi Harsh Lesson percent of damage healed from linked enemy: 25/30/40% ⇒ 30/35/45%
  • Jarvan IV Attack Speed: 0.6 ⇒ 0.7
  • Jarvan IV Ageless Standard bonus Attack Speed Percent: 40/50/70% ⇒ 40/55/80%
  • Poppy Buckler Toss Armor scaling: 180/210/240% ⇒ 180/220/280%
  • Twitch Piercing Bolt Damage: 30/50/70 ⇒ 60/70/80

Units: Tier 2

We’re giving a few units this patch a bit more damage at the expense of some crowd control.

Time flies like Robinsongz into Rank 1.
  • Sejuani Fury of the North Damage: 275/400/650 ⇒ 300/450/750
  • Sejuani Fury of the North Stun Duration: 1.5/2/3 ⇒ 1.5/1.5/2
  • Zilean max Mana buff: 40/80 ⇒ 30/70
  • Zilean Time Bomb Damage: 250/350/700 ⇒ 275/400/777
  • Zilean Time Bomb Stun Duration: 1.5/2/2.5 ⇒ 1.5/1.5/1.5

Units: Tier 3

Making sure every 3-cost unit gets a shot as the carry, because sharing the carrying is truly caring.

All aboard the gain train with your personal trainer, Cho’Gath, whose diet of champions is the diet for champions!
  • Cho’Gath Attack Damage: 90 ⇒ 100
  • Cho’Gath max Feast stacks: 20/40/999 ⇒ 30/60/999
  • Cho’Gath’s size now increases 20% faster. Does not affect his Health growth, he’s just bigger and more menacing
  • Gangplank Parrrley Damage: 110/160/225 ⇒ 110/175/275
  • Leona VIP Bonus max Health regeneration per unit targeting her: 0.8% ⇒ 1.25%
  • Senna Mana buff: 30/80 ⇒ 30/70
  • Senna Piercing Darkness percent Healing: 50% ⇒ 60%
  • Tryndamere Health: 750 ⇒ 800
  • Tryndamere Spinning Slash 3 empowered autos bonus Damage: 20% ⇒ 25%
  • Zac max Mana buff: 60/100 ⇒ 50/90
  • Zac Yoink! Damage: 300/400/600 ⇒ 300/450/700

Units: Tier 4

Orianna has gone the entire set just being that supportive unit you throw in to hit some complementary traits. With these buffs, we’re giving her the ball to score her own goals instead of just racking up assists, or input sportball reference—idk me gamer.

That Draven Attack Damage buff got me repeating this line out loud.
  • Ahri Attack Speed: 0.75 ⇒ 0.8
  • Alistar Mana buff: 85/170 ⇒ 80/160
  • Alistar Pulverize Damage: 150/250/1000 ⇒ 200/325/1200
  • Alistar Pulverize stun duration: 2/2.5/8 ⇒ 1.5/2/8 sec
  • Draven Attack Damage: 75 ⇒ 90
  • Orianna Health: 750 ⇒ 700
  • Orianna Mana buff: 50/130 ⇒ 30/90
  • Orianna Attack Speed: 0.75 ⇒ 0.8
  • Orianna Command: Shockwave Shield amount: 120/170/600 ⇒ 140/200/700
  • Orianna Command: Shockwave Damage: 300/450/1200 ⇒ 325/450/1500
  • Vi Piltover Pulverizer Damage: 125/200/500 ⇒ 175/250/600

Units: Tier 5

It’s time to let the monster out…for two more patches.
  • Silco Attack Speed: 0.65 ⇒ 0.7
  • Silco Unstable Concoction Explosion Damage: 250/500/5000 ⇒ 350/600/5000

Items

Damage over time spells (DOTS) have been able to turn Morellonomicon into a massive damage item and not just a counter to healing. We’re shipping a pretty big nerf to the burn book in hopes players will find other ways to itemize some of the mean girls (Renata Glasc, Ahri, etc.) using it. This is a change that we had originally planned for Dragonlands, but have gone early with it to see just how it will impact our DOT users.
  • Morellonomicon Max Health Burn: 20% ⇒ 10%

Small Changes

Small, like the error I made putting our Jayce and Viktor changes in this section—oops!

Augments

  • Cybernetic Implants Health: 150/250/350 ⇒ 125/200/300
  • Cybernetic Shell Health: 150/250/350 ⇒ 125/200/300
  • Cybernetic Uplink Health: 150/250/350 ⇒ 125/200/300
  • Golden Gifts I/II number of Gray Orbs: 2/3 ⇒ 3/4
  • Thieving Rascals low roll (worst case scenario) improved

Traits

With the new Dragon Eggs, accessing some of these harder to reach chase traits is a bit easier, so we’re preemptively nerfing their power in response.
  • Clockwork base Attack Speed: 10/35/80% ⇒ 10/35/70%
  • Scholar Mana regen: 5/12/25 ⇒ 5/15/25
  • Innovator Hextech Dragon base Health: 1125 ⇒ 1025

Units: Tier 1

Let’s get flipping.
  • Singed Health: 650 ⇒ 700

Units: Tier 2

Warwick is very dependent on his traits for power. With the injection of an extra Tome of Traits we’ve unintentionally buffed Zaun’s cutest pup, which is why we’re shipping a preemptive nerf to keep him on the leash during the final nights of Neon Nights.
  • Rek’Sai max Mana buff: 60/80 ⇒ 50/70
  • Warwick Eternal Hunger Healing: 35/45/65 ⇒ 30/40/50

Units: Tier 3

  • Ekko Parallel Convergeance Damage: 150/200/350 ⇒ 150/200/400
  • Malzahar Malefic Visions Damage: 650/900/1025 ⇒ 650/900/1100

Units: Tier 4

  • Irelia Bladesurge Damage: 60/90/550 ⇒ 75/100/550
  • Sivir Richochet bonus Attack Speed: 45/65/250% ⇒ 30/60/300%

Units: Tier 5

After this nerf, Viktor may need to let Jayce borrow his cane—I mean that is why they call it Ourcane.

As a reminder, Zeri fires 5 bullets per auto, so the damage is actually going up by 10 per auto, which is still small, but should feel a bit better.
  • Jayce Health: 1000 ⇒ 999
  • Kaisa Mana nerf: 75/150 ⇒ 80/160
  • Viktor Health: 850 ⇒ 851
  • Veigar Furyhorn Storm Damage: 250/300/777 ⇒ 300/325/777
  • Zeri Lightning Crash passive on Hit magic damage: 10/20/40 ⇒ 12/20/40

Double Up

Systems

Previously players could purchase units while reinforcing, but could not manipulate their own bench. This resulted in cases where a player would want to buy champions but could not due to their bench being full and having no way to sell units to make room as you can in standard mode. While not a common occurrence, it was still a pain point we wanted to resolve.
  • You can now return to your own board to interact with your bench after reinforcing your partner.
  • As a result the unit shop UI is also turned off while you are watching your partner’s board, but it will reappear when you are looking at your own board.

Bug Fixes

  • Ashe Volley Tooltip now correctly states 20% Attack Speed slow

Teamfight Tactics patch 12.8 notes

Hello G&G Championships Contenders (and everyone else)!

Patch 12.8 comes after the patch the G&G Championship will be played on, but before the actual competition takes place. We're treading lightly this patch to maintain a stable meta and practice environment for pros, as well as a consistent Ranked experience for everyone else during our final few patches of Ranked climbing! Where we have changes, they're focused on buffing underwhelming strategies, buffing the weakest 3-star 4-cost champions, and adjusting our attack speed slow system.
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Large Changes

Large, like my desire to hatch the Golden Egg!

Augments

Buffing Quickestsilver to make all options viable when getting the Radiant Relics Augment! Quickestsilver ⇒ Quickestersilver
  • Radiant Relics and Golden Egg option, Quickestsilver (Radiant Quicksilver) Attack Speed: 45% ⇒ 55%

Traits

Vertical Chemtech lost a lot of survivability after we nerfed the trait's damage reduction, so we're giving some back in a more appreciable (and counterable) way.

Scrap is one of the most contested comps in the game. The power of 4 Scrap is mostly in the item component conversion, but right now the shield is so huge that the trait is universally powerful.
  • Chemtech percent max Health Regen: 4/7/10/18% ⇒ 4/8/13/20%
  • Enchanter percent increase to Healing and Shielding: 25/45/70/100% ⇒ 25/50/80/115%
  • Hextech shield: 100/135/250/350 ⇒ 100/150/275/375
  • Mutant, Cybernetic Enhancement Health: 450/900/1350 ⇒ 450/800/1250
  • Mutant, Voracious Appetite Attack Damage & Ability Power: 20/30/40 ⇒ 18/25/35
  • Scrap shield per item component: 20/40/60 ⇒ 20/30/50
  • Syndicate Armor & Magic Resist: 50 ⇒ 55
  • Syndicate 7 Bonus amplification: 50% ⇒ 55%

Small Changes

Small, like your backliner's attack speed after a Frozen Heart Ekko hops on your carry.

Augments

We're shifting our attack speed slow tiers, mainly to hit the 30% level that feels strong enough to play, but not too oppressive that it's frustrating to play against. Our new tiers are 20/30/40/50%. 20% is for mildly impactful but mostly annoying, 30% is standard and pretty strong, 40% is painful and will be rare, and 50% will be reserved for ultra sharp brief moments.

With these tiers, we will be nerfing the more accessible attack speed slows from Ekko and Frozen Heart (later), but also buffing our harder to hit ones, Eternal Winter and Renata Glasc, which have been underperforming.
  • Portable Forge option, Eternal Winter Attack Speed Slow: 25% ⇒ 30%

Units: Tier 2

Ashe and Zilean have had their attack speed slows altered with our changes to the attack speed debuff system. Now, we got to Zilean’s tooltip in time, but we failed to update Ashe’s tooltip in time for the patch’s lock, so her attack speed slow may still read 15% when it is slowing by 20%. Sorry we’ve been s l o w e d b y o u r o w n s l o w d e b u f f.
  • Ashe Volley Attack Speed slow: 15% ⇒ 20%
  • Zilean Time Bomb Attack Speed Slow: 25/35/50% ⇒ 30/40/50%

Units: Tier 3

Even at 1-star, Gangplank is generating too much gold. This small nerf should keep Gangplank from becoming Gangbank... or is it Bankplank?
  • Ekko Parallel Convergence Attack Speed Slow: 25/25/35% ⇒ 20/20/30%
  • Gangplank Parrrley Damage: 120/160/225 ⇒ 110/160/225

Units: Tier 4

Making sure 3-star 4-costs are worth the investment.

With our attack speed adjustments, we can give Renata's attack speed slow a small buff to help her control the battlefield and keep things Glascy.
  • Braum Vault Breaker Damage: 100/200/600 ⇒ 100/200/750
  • Kha'Zix Void Assault Attack Damage scaling: 195/200/225% ⇒ 180/185/260%
  • Renata Glasc Toxic Wave Attack Speed Slow: 15% ⇒ 20%
  • Renata Glasc Toxic Wave Damage: 40/65/220 ⇒ 40/65/240
  • Vi Piltover Pulverizer Damage: 125/200/450 ⇒ 125/200/500
  • Vi Piltover Pulverizer Shield: 225/325/750 ⇒ 225/325/850

Units: Tier 5

Reeling in the loose cannon.
  • Jinx Rocket form Attack Damage scaling: 220/230/888% ⇒ 210/220/888%

Items

As described in the Augment section above, we're restructuring our attack speed slow system, and using the new system to provide needed buffs and nerfs.
  • Frozen Heart Attack Speed Slow: 35% ⇒ 30%

Double Up

Systems

Previously when players took damage in Double Up, we would take the incoming damage, cut it in half, round it down and save the remainder. In the early game this could result in scenarios where you would reinforce an ally, your ally's units would die, but you'd still win, making your opponent take 1 point of damage cut in half, and then rounded down. Taking 0 damage (with the half point of damage saved for later) feels strange, so we're changing that to be more intuitive.
  • Players will now take a minimum of 1 damage upon losing a round in Double Up,

Bug Fixes

  • Shades off: Fixed an issue causing Sunlight Cape (Radiant Sunfire Cape) to only affect enemies within 1-hex range
  • Fixed an issue preventing Senna from gaining Mana from Blue Buff and Blue Battery after casting

Teamfight Tactics patch 12.7 notes

Worlds patch! Worlds patch! Worlds patch!

In case you didn’t know, it’s the Worlds patch. This means that we’re focused on buffing weaker Augments, traits, and units to create a competitive meta that’s as diverse as possible. That doesn’t mean we won’t be nerfing any overperforming Augments—cause we are, but most of our high impact nerfs shipped with our 12.6 mid-week update to get the changes to you faster, and to make sure we can respond to any balance outliers these changes may cause in time for our Worlds patch. Finally, we’ll be keeping a close eye on the meta as it progresses (cause it’s the Worlds patch, in case you didn’t hear) and will be ready to ship a mid-week update if needed.
Rodger “It’s the Worlds patch” “MinionsRpeople2" Caudill

Mid-Patch Updates

Bug Fix

  • Fixed an issue causing the Yordle trait to always grant certain Yordles before other Yordles in the same cost bucket.

Patch Highlights

Systems

Y’all are about to get tired of my Silco emote real fast.
  • Use the center emote in the emote wheel pre-game loadout to change what emote plays when your Tactician jumps out of portals.

Large Changes

Large, like my hype for Worlds—which will be played on this patch, if you haven’t heard.

Augments

In addition to general balance, we’re combing through Augments to make sure you’re offered them at times that make sense and won’t require drastic pivots.

The newly added scaling for Electrocharge and Luden’s Echo helped with their power levels, but the Augments still require a specific strategy that's difficult to pivot into on 4-6.

Now that the Hextech trait is in a strong and healthy place, we can adjust some of the Augments that have been impacted by the changes. Hextech Unity was always an awkward Augment, requiring you to run Hextech units and avoid them. It was powerful, but the way to tap into this power was not clear, nor very fun. So we’re yeeting it. With the increased value of the Hextech trait, Augments that add to the trait are more valuable, so we’re adjusting their availability to better reflect their power.

Don’t leave me hanging on this sweet High Five buff!

Finally, we removed Woodland Trinket. It was only strong in the early game, and its use cases were narrow, forcing an awkward playstyle with little payout. Meanwhile, Woodland Charm has a similar scaling problem, but can be used in almost any composition, so we’re giving it a buff to help players take advantage of its early to mid game power.
  • Double Trouble I/II/III bonus AD, AP, Armor, and MR: 30/40/50 ⇒ 25/35/45
  • Electrocharge I: 50/65/80/95 ⇒ 60/75/90/105
  • Electrocharge II: 75/95/115/135 ⇒ 85/105/125/145
  • Electrocharge III: 90/120/150/180 ⇒ 105/135/165/200
  • Electrocharge no longer appears on Stage 4-6
  • Enchanter Soul additional gold: 8 ⇒ 12
  • Four Score Tier: Gold ⇒ Silver
  • Four Score number of 4-costs: 4 ⇒ 3
  • Golden Ticket chance for free refresh: 45% ⇒ 50%
  • Hextech Unity Removed
  • Hextech Heart Tier: Silver ⇒ Gold
  • Hextech Crest Removed
  • High Five Tier: Prismatic ⇒ Gold
  • High Five number of 5-costs: 5 ⇒ 4
  • Irresistible Charm Silver ⇒ Gold
  • Junkyard no longer appears on Stage 3-3
  • Junkyard amount of Turns for a Component: 3 ⇒ 4
  • Makeshift Armor III Armor & Magic Resist: 80 ⇒ 75
  • Pirates (Mercenary) 1 gold drop on kill chance: 50% ⇒ 66%
  • Scholar Crest Removed
  • Sharpshooter (Twinshot) Tier: Gold ⇒ Prismatic
  • Sniper’s Nest Tier: Silver ⇒ Gold
  • So Small Dodge chance: 30% ⇒ 25%
  • Spell Blade Ability Power scaling on basic attack after casting an ability: 200% ⇒ 180%
  • Triforce I/II/III Attack Speed: 23/33/43% ⇒ 13/23/33%
  • Thieving Rascals no longer appears on 3-3
  • Thieving Rascals chance for a Yordle to spawn with a pilfered component: 40% ⇒ 33%
  • Tiny Titans Tier: Gold ⇒ Silver
  • Twinshot Soul additional Gold: 8 ⇒ 4
  • Windfall Gold: 18/30/45 ⇒ 20/35/55
  • Woodland Charm Health: 1600 ⇒ 1800
  • Woodland Trinket Removed

Traits

Yordle Augments have too much impact on the trait’s power. By nerfing the Yordle Augments, we’re able to safely buff the trait, bringing the power ceiling and floor closer together—just how Yordle sized individuals like it.
  • Scholar Mana: 5/10/20 ⇒ 5/12/25
  • Twinshot Attack Damage: 10/25/45/80 ⇒ 10/25/40/70
  • Yordle (6) Mana Reduction: 25% ⇒ 30%

Units: Tier 2

Staying frosty, our QA team caught a mana bug for Ashe that had her max mana to cast at 55 instead of 60. By fixing that, we were able to pull a few strings and give Ashe better AD scaling, making Volley hit harder with improved arrow dynamics.
  • Ashe Bugfix: Ashe’s Mana is now 30/60 as intended
  • Ashe Volley Attack Damage ratio: 100% ⇒ 110%
  • Corki Bombardment Damage: 190/245/315 ⇒ 180/220/290

Units: Tier 3

Now that the bird is in the cage and the dog is on the leash, we can safely buff Tryndamere, who has been underperforming despite being a crucial trait bot in powerful comps.
  • Tryndamere Spinning Slash base Damage: 50/75/100 ⇒ 70/90/110

Units: Tier 4

After some necessary nerfs to Innovator’s mechanical summons in the last patch, the Innovator vertical comps are in need of a star. This’ll also help Socialite, which has been experiencing a bit of stage fright recently.

Our Sivir nerf is a minor nerf to her Hextech build, but a much larger one to her significantly overperforming Striker Scrap build.
  • Draven Spinning Axes base Damage: 100/125/400 ⇒ 120/150/400
  • Seraphine Mana buff: 80/150 ⇒ 70/130
  • Sivir Ricochet Bounce Attack Damage scaling: 40% ⇒ 30%
  • Sivir Ricochet Attack Speed: 50/70/250% ⇒ 45/65/250%

Units: Tier 5

Leaning more into the Chad energy of Galio’s thicc boi damage scaling, while also giving him a needed buff.
Base attack speed buffs also mean better scaling with attack speed items and Augments. Try giving Zeri more bows to make this Debonair a Debo-scare.
  • Galio Colossal Entrance percent max Health Damage: 8% ⇒ 10%
  • Zeri Attack Speed: 0.8 ⇒ 0.9

Small Changes

Small, like the chances Caitlyn reroll meta takes off.

Augments

Getting rid of those awkward Augment situations where you get offered an Augment for something totally different than you’ve committed to.
  • Built Different Attack Speed: 60/70/80% ⇒ 55/60/70%
  • Featherweights no longer appears on Stage 4-6
  • Keepers I/II adjacent allies shield value: 150/225 ⇒ 160/240
  • Lifelong Learning no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • Luden’s Echo no longer appears on Stage 4-6
  • Mercenary Heart & Crest no longer appears on Stage 4-6 when it’s too late to start stacking losses effectively
  • Rich Get Richer no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • Stored Power no longer appears on Stage 3-3 when it’s too late to stack
  • Trade Sector no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • True Twos no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • Underdogs no longer appears on Stage 4-6
  • Verdant Veil no longer appears on Stage 1-4

Units: Tier 1

Try placing your Caitlyn in a corner with Zephyr to win streak early—said literally one person on the TFT marketing team.
  • Caitlyn max Mana buff: 0/110 ⇒ 0/100

Units: Tier 2

Still won’t stop Jirachy from one-tricking.
  • Talon Armor & Magic Resist: 25 ⇒ 20

Units: Tier 3

Helping the Cho’Gath deficit early game so he doesn’t become Cho’Goth.
  • Cho’Gath Health: 700 ⇒ 750
  • Senna Piercing Darkness base Damage: 80/120/180 ⇒ 100/140/200

Units: Tier 4

We’re evolving Kha’Zix’s wings so his dreams can really take off.
  • Ahri Orb of Deception Damage: 125/190/450 ⇒ 135/200/450
  • Jhin max Mana nerf: 0/50 ⇒ 0/60
  • Kha’Zix Void Assault jump speed increased

Units: Tier 5

  • Viktor max Mana nerf: 0/140 ⇒ 0/145

Bug Fixes

  • Ashe Bugfix: Ashe’s Mana is now 30/60 as intended
  • Mobile Tutorial - Kayle now uses the correct portrait.
  • Fixed an issue reducing some Augments’ appearance rates on Stage 1-4.
  • No longer compensating: Veigar now correctly only attacks once between casts (down from two) when he gains enough mana to repeat cast via the following: Blue Battery 1 + Blue Battery 2 + 6 Yordle + Radiant Blue Buff.