Teamfight Tactics cover
Teamfight Tactics screenshot
PC Mac Android iOS Epic
Genre: Strategy, Turn-based strategy (TBS), Tactical, Card & Board Game

Teamfight Tactics

Teamfight Tactics patch 12.6 notes

Annnnddd we’re back!

Did ya miss us during the long patch? Well we missed you, which is why we shipped two three different mid-week updates during patch 12.5! Refresh your memory on those here. As for this patch, we’ve made changes to Augments, just about every AD unit, and, well, just keep reading for that third, fourth, fifth thing and beyond!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

LoL PC Pass Mission Points Buff!


You’ll now get more points towards missions that get you closer to unlocking those coveted eggs, orbs, Mythic essence, or any Anima Squad reward your heart desires. This has been effective for the entire Anima Squad Pass, but we’re just adding it to the patch notes now!
  • 1st - 4th place: 3 points per min ⇒ 6 points per min
  • 5th - 8th place: 2 points per min ⇒ 3 points per min

Balance Changes


We’re doing a sweep of nerfs this mid-week update to address the dominance of the Recurve Bow (attack speed) meta (Talon, Warwick, Sivir, and Twitch) as well as some other overperformers. Much of this meta shift is a result of our extensive nerfs to AD that we’re simply cleaning up with a B-patch ahead of patch 12.7, the same patch Worlds will be played on. Many of the nerfs to particular comps are spread across individual champions and traits.

Augments

  • Smoke Bomb (Assassin) damage reduction: 80% ⇒ 60%

Champions


.05 attack speed nerf? That’s it!? Whoa, hold your horses dogs, friend. Nerfing Warwick’s base attack speed impacts his attack speed scaling with items, traits, and Augments. We also gave Challenger and Chemtech a small nerf (below). The damage reduction from Chemtech was being amplified by WW’s on hit healing, which was in turn being amplified by the bonus attack speed from Challenger, which created the chimera monster that is Warwick—which is pretty thematically fitting.

More context for the Lucian and Sivir nerfs in the next section.
  • Twitch max Mana nerf: 0/35 ⇒ 0/45
  • Talon Blade’s Edge Damage: 450/650/850 ⇒ 450/575/800
  • Talon VIP Blade’s Edge bleed bonus duration: 100% ⇒ 75%
  • Warwick Attack Speed: 0.8 ⇒ 0.75
  • Lucian Relentless Pursuit Damage: 175/275/300 ⇒ 170/260/295
  • Draven Attack Damage: 70 ⇒ 75
  • Jhin max Mana buff: 0/70 ⇒ 0/50
  • Sivir Ricochet bonus Attack Speed: 60/80/250% ⇒ 50/70/250%

Traits

Arcanist Lucian is a creative build sweeping the meta seemingly out of nowhere. With tons of ability power for Lucian, Malzahar to reduce MR, Brand to CC, and Vex to stall, you don’t even need Lucian 3 to find success with this comp—well, maybe now you will.

As the best user of the Hextech on-hit damage, our Hextech nerf not only targets the overperforming trait, but also Sivir, who we nerfed lightly above. But Hextech is overperforming, especially when considering how easy it is to scale hard into the late game.
  • Arcanist Ability Power for Team: 20/20/50/145 ⇒ 20/20/50/135
  • Arcanist total Ability Power for Arcanists: 20/60/100/145 ⇒ 20/50/90/135
  • Challenger Attack Speed: 25/55/90/150% ⇒ 25/50/80/150%
  • Chemtech Damage Reduction: 20% ⇒ 15%
  • Hextech on-hit Magic Damage: 15/25/50/80 ⇒ 15/25/45/75
  • Hextech Shield: 100/150/300/400 ⇒ 100/135/250/350

Bug Fix


We’ve got a number of bugs being solved for Mercenary, the most critical being a Double Up exclusive issue.
  • Mercenary will now consistently grant a treasure chest payout in Double Up after winning your combat and reinforcing an ally.
  • Addressed certain scenarios where a treasure chest payout could occur in PvE rounds in all game modes.
  • In Normal, Ranked, and Hyper Roll, losing to a ghost army will now always increment your loss streak counter for the next dice roll.

Teamfight Tactics patch 12.5 notes

Welcome, Neon Knights!

Or is it Knights who say Ne-on? Regardless, welcome to patch 12.5 which will be live for a full four weeks instead of the standard two—but we’ll get to that shortly. Despite our larger than usual balance change, many critical balance changes for patch 12.5 were delivered early last week in our 12.4 mid-week patch, so be sure to check those out if your looking for info on our swift acting nerfs to Hextech, Innovator, and other overperforming units. That said, we’ve made a ton of changes to keep Neon Nights feeling strategically diverse through balance adjustments, a focus in Augments, and, well, just keep reading for that third thing!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

March 23rd, True Justice Disabled

After fixing several bugs with our recent mid-week update, we shipped a new one that broke the True Justice Augment entirely. We are temporarily disabling the Augment with plans to fix it by patch 12.6.

  • True Justice (Enforcer) Augment has been disabled

March 23rd, Bug Fixes

With regional finals starting this weekend, we want to make sure that a few of the most impactful bugs are fixed before patch 12.6.

Bug Fixes

  • Fixed an issue causing True Justice (Enforcer Augment) to benefit more from damage amplification than intended.
  • VIP Draven no longer keeps his bonus Attack Range and Armor Penetration after Debonair is deactivated.
  • Irelia is no longer locked out of generating mana when she is crowd controlled during Bladesurge’s recast animation.
  • Corki’s Bombardment no longer fizzles if his target dies during his cast animation.
  • Socialite 2,3, and 5 no longer grant more damage amp than intended

March 8th, Balance Changes

With a longer patch than usual, we've got a larger mid-week update than usual. Our intentions here are to keep the meta as healthy as possible until patch 12.6 goes live March 30th, while also decreasing the speed of combat.

Even before patch 12.5 went live, the pace of combat has interfered with the clarity of each battle.This pace has been accelerated with high damage from champions, and after looking at the data, we’ve been able to confirm that the damage is just that—too damn high. So, we’re shipping more numeric changes than the typical mid-week update, which we think will slow down combat with the outcome of increasing clarity and thereby empowering informed decision making. TL;DR Combat you can understand is combat you can better control!

Augments

Some trait overperformance (Debonair, Twinshot) and underperformance (Hextech, Enforcer) can be tied to the power of their high-roll trait linked Augments. We’re doing a quick sweep of the most offensive cases to keep the meta diversity wide by tightening the power disparity between the best and worst trait-linked Augments.
  • Built Different Attack Speed: 50/60/70% ⇒ 60/70/80%
  • Hexnova (Hextech) Mana reave range: 1 ⇒ 2 Hexes
  • Irresistible Charm Damage reduction: 20% ⇒ 15%
  • One For All Attack Damage & Ability Power per Stack: 20 ⇒ 15
  • Sharpshooter (Twinshot) bounce damage reduction amount: 50% ⇒ 60%
  • Sniper’s Nest (Sniper) stacking Damage amplification: 10% ⇒ 8% (total: 40% ⇒ 32%)
  • So Small (Yordle) Dodge chance: 35% ⇒ 25%
  • Three’s Company can now only appear on Round 1-4
  • True Justice (Enforcer) Health threshold to active true damage: 50% ⇒80%

Traits

While many compositions have emerged viable in 12.5 a couple are looking too good, while one is striking out. While Stiker has struggled, many of its units have seen success in other comps, so we’re nerfing the units while buffing the trait to hopefully see Striker verticals open up as a viable option.
  • Clockwork Base Attack Speed: 10/40/80% ⇒ 10/35/80%
  • Debonair Health: 200/450/800 ⇒200/400/700
  • Debonair Ability Power: 20/45/80 ⇒ 20/40/70
  • Innovator Mechanical Bear Armor & Magic Resist: 70 ⇒ 55
  • Innovator Mechanical Dragon Armor & Magic Resist: 100 ⇒ 90
  • Striker Attack Damage: 30/65/110 ⇒ 30/70/120
  • Syndicate Armor & Magic Resist: 55 ⇒ 50
  • Syndicate 7 Bonus: 60% ⇒ 50%

Champions

We’re nerfing a series of core units to stronger compositions to create a more level (and slower) playing field for the next three weeks. Below I’ll provide some brief context for each composition:

Despite Twitch’s nerf in patch 12.5, reroll rat has been sinking his teeth on the cheese without triggering the trap that reroll comps often find themselves in—falling off in the late game. By hitting his AD scaling as he levels up, he’ll still be strong with levels (which provide a ton of base stats), but you may need damage from other sources later on.

Almost every variation of Debonair is overperforming, and it’s time the Debonairs become philanthropic with their power by giving some of their time in the spotlight to other comps.

Speaking of spotlights, a few Socialite units have become core enablers of various compositions, from Irelia carry comps, to Innovator, and the more rare, but powerful Enchanter Sniper comps.

Ahri’s orb pondering isn’t the only thing making the Syndicate a force to be reckoned with. Rerolling for one 2-cost carry often leads to many 3-star power houses for the price of one, leading to a focus on small, but widespread base damage nerfs across the entire shadowy organization.

With damage decreasing we’re shipping preemptive nerfs to Morgana and Vex to keep their tankiness in check.

Finally, we’re adding some power to our worst performing Legendary units to make them feel more like that boss that keeps killing you at the start of the game and less like reach trait bots.
  • Brand VIP Sear reduced damage for second fireball: 30% ⇒ 45%
  • Twitch Piercing Bolt Attack Damage scaling: 125/130/140% ⇒ 125%
  • Ashe Attack Damage: 70 ⇒ 60
  • Corki Bombardment Damage: 220/275/350 ⇒ 200/260/333
  • Rek’Sai Furious Bite base Heal: 150/200/350 ⇒ 200/225/400
  • Rek’Sai Furious Bite bonus Heal: 250/350/500 ⇒ 275/350/600
  • Syndra Force of Will Damage: 225/325/500 ⇒ 225/300/425
  • Talon Blade’s End Damage: 450/650/950 ⇒ 450/600/850
  • Zyra Grasping Spines Damage: 325/450/675 ⇒ 275/375/575
  • Gnar GNAR! Attack Damage scaling: 185% ⇒ 175%
  • Lucian Relentless Pursuit Damage: 185/295/315 ⇒ 175/275/300
  • Morgana max Mana nerf: 60/120 ⇒ 70/130
  • Senna Attack Speed: 0.75 ⇒ 0.7
  • Vex max Mana nerf: 40/80 ⇒ 50/90
  • Ahri Damage per Additional Orb on Same Target: 80% ⇒ 60%
  • Draven Attack Damage: 80 ⇒ 75
  • Irelia Attack Damage: 85 ⇒ 80
  • Sivir Ricochet Bounce Attack Damage scaling: 33% ⇒ 40%
  • Galio Health: 1200 ⇒ 1300
  • Kai’Sa Icathian Monsoon Damage per missile: 70/90/180 ⇒ 75/100/180

Bug Fix

  • Mana gREAVEance: Cutthroat (Assassin Augment) now increases the target’s mana by the intended 50% instead of 65%
  • Fixed an issue preventing Knife’s Edge, Battlemage, Featherweights, and Tri Force from being offered on 3-3 and 4-6
  • My type of math: Calculated Loss no longer grants 2 gold on wins

Patch Highlights

Why the Long Patch?

Patch 12.5 will be live for four weeks (instead of the usual two) as all of us at Riot connect, reflect, and discuss our company-wide goals. Look, I know four weeks is a long time for a TFT patch, but we’ve got a plan to make 12.5 as healthy and stable as possible during this time.

You can read our detailed plan for ensuring a quality patch 12.5 here, where we’ll outline our goals for the patch and the precautions we’re taking/have already taken with its deployment.

Large Changes

Large, like the amount of time (4 weeks) this patch will be on live—read more about that by scrolling up.

Tome of Traits

Tome of Traits breakpoints have been nerfed slightly to make tailored Emblems appear less frequently. This allows us to nerf the early combination of five traits (with Yordle, Twinshot, Enchanter) to cheat out the Emblem that you want, while also nerfing Tome of Traits generally.
  • No tailored Emblems: 0 - 4 active traits 0 - 5
  • One tailored Emblem: 5 - 6 active traits 6 - 7
  • Two tailored Emblems: 7 - 8 active traits 8 - 9
  • Three tailored Emblems: 9 - 10 active traits 10 - 11
  • Four tailored Emblems: 11+ active traits 12+

Augments

It’s no surprise that many combat Augments are getting nerfed here. When taken early and combined with a second combat Augment, their flat values are often enough to get players into a top four position.

Some of the struggling yet fun Augments are getting a bit of love. Expect Woodland Trinkets to be made of more than just twigs.

Finally, we’re adding one of my personal favorites, High Five, back into the mix. You may have remembered seeing High Five during PBE, but it ended up being so underpowered that we pulled it right before the clock struck Neon Nights. Now that we’ve had time to rebalance it as the Prismatic Augment players chasing 3-star 5-costs deserve, it’s ready for the taking!
  • Battle Mage I / II / III bonus Ability Power: 30/45/60 25/35/50
  • Chemtech Unity: Silver Gold
  • Concussive Blows: Silver Gold
  • Concussive Blows cooldown: 7 seconds 6 seconds
  • Cybernetic Implants III Health: 450 350
  • Disintegrator I / II / III 2/3/4% 1.5/2.5/4%
  • Double Trouble I / II / III bonus AD, AP, Armor, & MR: 40/50/65 30/40/50
  • Electrocharge I / II / III damage: 90/135/180 60/100/160
  • Four Score Number of 4-cost Champions: 3 4
  • Future Sight II, Golden Egg, Radiant Relics option, Mistral (Radiant Zephyr), Banish duration: 10 8 seconds
  • Golden Egg and Radiant Relics option, Sunlight Cape (Radiant Sunfire Cape), max Health burn: 120% 90% over 30 seconds
  • Luden’s Echo I / II / III Spell Damage: 135/200/275 100/150/200
  • NEW High Five (Prismatic): Gain 5 random 5-cost champions
  • High Five (Prismatic) can only appear as the 3rd augment
  • Portable Forge Armory option, Zhonya’s Paradox AP: 45 50
  • Portable Forge Armory option, Zhonya’s Paradox Armor & MR: 35 50
  • Portable Forge Armory option, Zhonya’s Paradox Invulnerability Duration: 2.5 3 seconds
  • Second Wind III REMOVED
  • Tri Force bonus Health: 233/333/433 133/233/333
  • Tri Force can now only be offered if you have two or more 3-cost units in play
  • Woodland Trinket Clone Health: 250 300

Traits

Every lobby is hard when you force Bodyguard. But with these buffs… eh, you still shouldn’t force it. Just let it come naturally like Braum’s gains.

Since Janna and Taric have become disenchanted with TFT, there’s been less outrageous healing, which has posed a problem for a trait whose power comes from enhanced healing and shielding.

Our adjustments for Hextech Dragon solve the powerful and yet unclear strength that the critical strike chance could give to champions with Infinity Edge, which converted the overflow critical strike chance into bonus critical strike damage. We’re removing this powerful synergy from the situation, without weakening the case for non-Infinity Edge users.
  • Bodyguard starting Shield: 150/350/700/1200 200/400/800/2000
  • Enchanter Heal & Shield Boost: 25/40/60/100% 25/45/70/100%
  • Enchanter Magic Resistance: 20/35/50/75 25/45/70/100
  • Enforcer Stun duration: 4 3 seconds
  • Hextech Shield: 100/150/300/600 120/170/340/600
  • Innovator, Hextech Dragon ADJUSTED: The dragon’s roar no longer grants 75% Critical Strike Chance. Instead, units buffed by the roar will always critically strike if able (Spells still require Jeweled Gauntlet/Lotus).
  • Innovator, Hextech Dragon Electrifying Roar Critical Strike Damage increase: 10% 25%
  • Innovator, Hextech Dragon Lightning Damage: 500 600

Units: Tier 1

Debonair has been lacking its Deboflair. Luckily Brand’s here to light it off!

We were thinking about renaming Jarvan IV to Jarvan VI because of the six people in each lobby going for him, but instead we’re just going to nerf the prince of early game comps. And with the early game power of Hextech, you’re probably not shocked to see Nocturne here as well.
  • Brand base Sear Damage: 120/160/210 135/175/235
  • Brand bonus Sear Damage: 150/225/300 165/225/300
  • Jarvan IV Attack Speed: 0.65 0.6
  • Jarvan IV starting Mana nerf: 60/100 50/100
  • Nocturne Unspeakable Horror Stun Duration: 2/2.5/3.5 2/2.5/3
  • Nocturne Unspeakable Horror Damage: 200/300/400 190/300/450
  • Nocturne's Unspeakable Horror now correctly scales with Ability Power
  • Twitch Piercing Bolt Attack Damage scaling percent: 125/135/150% 125/130/140%
  • Twitch Piercing Bolt base Damage: 25/50/75 30/50/70

Units: Tier 2

Rek'Sai’s been running into more than just punctuation errors. She can get into unkillable states too quickly too often, invalidate resistance items and traits, and do all this while working three different jobs: tank buster, tank, and damage dealer. By reworking Rek’Sai we’re giving her just one job: a tanky unit that buys time for her team through self-sufficient healing, and the option to pick up a Bloodthirster if she really wants to.
  • Ashe Volley number of arrows: 6/7/8 8/8/8
  • Ashe Volley range: Her Range Her Range + 1 Hex
  • REWORKED Rek’Sai Spell Base Damage: No longer scales with AP
  • Rek’Sai Armor & Magic Resist: 40 45
  • Rek’Sai Resist steal (removed): 10% 0%
  • Rek’Sai Heal: 150/250/400 (no Ability Power scaling) 150/200/350 (Ability Power scaling)
  • Rek’Sai NEW: If Rek’sai has already bit her target, she heals for 250/350/500 (scales with AP) health instead.

Units: Tier 3

Lucian goes in. He’s got low range, and loves to get into the heat of battle. He probably shouldn't have the same defensive stats as a backline Sniper like Miss Fortune. As for his damage buff, just remember that he shoots twice.

Malzahar’s been the great beneficiary of some of our Augments and Mutant 7 chase traits. We’re hitting him here, but will be keeping our vision on Arcanist if the trait continues to struggle.
  • Ekko starting Mana nerf: 80/120 60/120
  • Gnar: increased the range of Mega Gnar’s boulder by one hex
  • Lucian Relentless Pursuit Damage: 175/275/300 185/295/315
  • Lucian Health: 650 700
  • Lucian Armor & Magic Resist: 25 30
  • Malzahar Malefic Visions Damage: 625/875/1050 600/825/950\
  • Senna Piercing Darkness Attack Damage scaling: 160% 150%
  • Senna Piercing Darkness Damage: 80/125/200 80/120/180

Units: Tier 4

Our Ahri changes below make her less dependent on Blue Buff for that first cast, allowing her to build Spear of Shojin (3 autos per cast after initial) for situations where you just can’t find that second Tear. Blue Buff will still be slightly more optimal; that is, of course, if you aren’t building Attack Damage Carry Ahri—which you shouldn’t be, for the record. The change in angle between her orbs allows her to more consistently hit her primary target with multiple orbs, leading to higher burst on earlier casts (shotgun effect) while still transitioning to a high spread fantasy.

We’re shifting Draven’s power away from his awkward AP focused Debonair build that seems to be overperforming. To be clear this is a buff for Draven’s floor, but an overall nerf to Draven’s capped out ceiling.

I heard that Vi is the star of a hit TV show, so if you want her to keep punching hard, then star her up!
  • Ahri starting Mana buff: 0/50 30/50
  • Ahri Angle Between Each Orb: 20 10
  • Alistar Pulverize Damage: 200/350/1200 150/250/1000
  • Braum Vault Breaker Stun Duration: 1.75/2.25/8 2/2.75/8
  • Draven Range: 3 4
  • Draven NEW: Now has innate 25% Armor Penetration
  • Draven VIP Bonus Armor Penetration: 50% 25%
  • Draven Spinning Axes Attack Damage scaling: 150/160/400% 170/180/400%
  • Draven Spinning Axes Base Damage: 150/200/500 120/150/400
  • Renata Toxic Wave Damage: 45/70/240 40/65/220
  • Sivir Attack Speed: 0.7 0.8
  • Vi Piltover Pulverizer Damage: 150/225/450 125/200/450
  • Vi Piltover PulverizerThird Cast Damage: 300/400/900 250/350/900

Units: Tier 5

Now you’ll be less sad when Tahm Kench puts a Colossus in his mouth. Spit that out Mister Thomas Kench!
  • Galio Colossal Entrance max Health Scaling: 5% 6%
  • Kaisa Attack Speed: 1.1 1.2
  • Tahm Kench Devour Damage on Crowd Control Immune Targets: 35% 50%
  • Zeri Attack Damage: 80 85

Items

Assassin hard counter now counters a bit softer. We rarely want to completely hard counter something in TFT, as completely shutting down something a player has inVested in isn’t very fun. But in removing some of the ‘hard counterness’ we have to give Bramble Vest a bit more bramble (that's the spiky reflective damage).
  • Bramble Vest Critical Strike bonus Damage reduction: 100% 75%
  • Bramble Vest Reflect Damage: 60/80/120 75/100/150

Small Changes

Small, like my chances of getting a 5 Mercenary opener.

Augments

Swift Justice used to give attack speed back in PBE, but now it gives true damage. We’ve renamed it to make more sense, and to pass on the message that true justice shouldn’t be rushed.

With Treasure Trove III already only appearing as the first or second Augment, we’re giving its counterparts the same quality of life treatment.
  • Battlemage can no longer be offered if you are playing 2+ Snipers
  • Dominance can only appear if you: won your previous combat are on a 2+ win streak
  • Golden Egg and Radiant Relics option,Covalent Spark (Radiant Ionic Spark), damage: 300% 275% of max Mana
  • Golden Egg and Radiant Relics option, Brink of Dawn (Radiant Edge of Night), second stealth Health threshold: 25% 30%
  • Golden Gifts can only appear as the 2nd augment
  • Knife’s Edge can no longer be offered Knife’s Edge if you are playing: 2+ Arcanists, 2+ Scholars, 2+ Snipers, 2+ Enchanters
  • Portable Forge Armory option, The Collector chance to drop Gold: 50% 60%
  • Swift Justice has been renamed to True Justice
  • Treasure Trove I and II can now only appear as the 1st augment

Traits

Twinshot needs a better shot, especially when you have five Twinshots. Wait… shouldn’t that be Quintupletshot?
  • Twinshot Bonus Attack Damage: 10/25/40/60 10/25/45/80

Units: Tier 1

  • Ezreal Attack Damage: 50 45

Units: Tier 2

Corki Uncork(i)ed.
  • Corki Bombardment Damage: 200/260/333 220/275/350
  • Lulu Wild Growth Bonus Health: 325/350/375 350/370/390

Units: Tier 3

  • Morgana Soul Shackles Shield: 425/550/750 475/575/675
  • Tryndamere Spinning Slash base spin Damage: 60/90/150 50/75/100

Units: Tier 4

It’s time we desert Kha’Zix’s old spell name, as his trait makes it null and void.
  • Irelia Attack Damage: 90 85
  • Jhin Curtain Call Attack Damage scaling: 150/200/300% 175/200/300%
  • Kha’Zix Arid Assault has been renamed to Void Assault

Units: Tier 5

You’re perfect… with just 5 more Armor and Magic Resist.
  • Jinx Armor & Magic Resist: 40 45

Items

  • Edge of Night Health threshold for stealth: 50% 60%
  • Statikk Shiv lightning Damage: 70 60

Double Up

Team Chat

Keep your Double Up strategies secret and safe… now by default.
  • [PC] Team chat is here! Chat now defaults to partner only; use /all to send messages to the whole lobby.

Bug Fixes

  • We've fixed an issue with nontypical mobile login methods that have been causing account lockouts
  • We've fixed an issue with crashes related to brand spanking new phones that we weren’t prepared to support—until now!
  • Hyper Roll components MIA: Fixed an issue where players would sometimes get fewer than the intended minimum number of components from PvE rounds.
  • Stacking the Tri Force II and Tri Force III Augments will now grant the proper amount of Mana
  • Recombobulator now spawns Magnetic Removers in the top left corner like other loot Augments
  • One and done: Archangel’s Embrace II has been renamed to Archangel’s Embrace since there is only one tier
  • Radiant Banshee’s Claw’s tooltip now specifies that it blocks up to 600 Ability damage, similar to normal Banshee’s Claw
  • Fixed a bug where Tahm Kench would still “consume” and deal damage over time to units affected by Silco’s Unstable Concoction without actually consuming and disabling them
  • Dawn of Nights: Enforcer no longer detains units with Radiant Quicksilver or units affected by Radiant Zephyr
  • Thematically bugged: Warwick with Mutant Emblem no longer deals more damage than intended
  • Fixed an issue where Yordle Mana costs would not always update immediately as players switched between Yordle 3 and Yordle 6
  • Tahm Kench no longer stuns and deals damage to enemies who escaped his stomach with Edge of Night
  • Fixed an issue where Cho’Gath’s Colossus Health bonus would not activate the first time Cho’Gath is placed onto the board
  • Silco will no longer cast Unstable Concoction on a target that’s inside Tahm Kench’s belly
  • Luden’s Echo will no longer deal 0 damage the first time a unit is put onto the board
  • Hextech, Debonair, or Striker trait augments can no longer be offered after picking Built Different
  • The Soul is a construct: Fixed an issue causing Innovator Soul to never show up as an augment offering

Teamfight Tactics patch 12.4 notes

Welcome to Neon Nights!

Sun’s setting on the first half of Gizmos & Gadgets, but it’s brighter now than ever before. Neon Nights is here, bringing new Augments, cosmetics, units and more. So plug in your neural link cause it’s time to download the latest info, using the following links for the new cosmetics, the augmented Augment roster, and the new traits and units! Woe there, be careful not to blow a circuit theorycrafting your best comps just yet, cause there’s plenty more changes to get into with these patch notes! So keep your batteries charged and I’ll break it down for you with all the cosmetics and new stuff at the top, and the changed/returning stuff at the bottom.
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

February 23rd, Balance Changes

Our newest mid-set, Neon Nights, brought over 80 Augments, and over 20 new units into the fraey., Bbut amongst all this new content, there’ve been a few bumps in the night. Not to worry—we’re here now to smooth out some of the over (and under) performing Augments, traits, and units.

Augments

No longer fool’s gold.
  • Golden Gifts I (Gold) number of gray orbs: 1 2
  • Golden Gifts II (Prismatic) number of gray orbs: 2 3

Traits

The era of Hextech is too powerful across the board.
  • Hextech Shield: 140/180/400/600 100/150/300/600
  • Hextech on-hit Magic Damage: 20/50/100/170 15/30/60/120
  • Innovator, Mechanical Bear Power Surge Self Bonus Attack Damage: 100% 70%

Units

Champions with three traits are tricky to balance due to the power they can add if you are able to utilize all their traits. This creates incredibly powerful highs in select scenarios that we have to control for by keeping their individual strength in check. Ekko, Rek’Sai, and Sejuani are providing so much value to each composition, while also being strong units on their own, so we’re answering with a series of nerfs targeting their individual strengths.

Sivir has been overperforming despite having a bug that’s negatively impacting her performance. Don’t worry Sivir mains, even with the nerf below, her KO Boomerang will still be an OK BOOMERang.

Arcane’s second best dad is proving to be an even better 5-cost. Expect buffed allies to be a little less buff, and detonate sooner, which should have you questioning whether or not he’ll be doing more harm than good in your comp.
  • Rek’Sai Health: 800 750
  • Rek’Sai Attack Damage: 70 60
  • Rek’Sai Furious Bite Armor and Magic Resist steal percent: 30/35/40% 10%
  • Sejuani Health: 800 750
  • Sejuani Attack Damage: 65 55
  • Sejuani Fury of the North bonus Armor and Magic Resist: 75/100/150 50/75/125
  • Ekko Parallel Convergence Attack Speed slow: 35/35/50% 25/25/35%
  • Vex Mana buff: 50/100 40/80
  • Zac Yoink! Damage Reduction: 75% 50%
  • Irelia Bladesurge Damage: 90/135/600 75/100/600
  • Irelia Attack Speed: 0.85 0.8
  • Renata Toxic Wave Damage: 55/85/255 45/70/240
  • Sivir Attack Damage: 80 70
  • Sivir Attack Speed: 0.75 0.7
  • Silco Unstable Concoction buff duration: 8 6 seconds
  • Silco Unstable Concoction bonus Attack Speed: 80/175/666% 50/125/666%
  • Silco Unstable Concoction Mastermind bonus Mana: 40 30

Bug Fix

  • Sivir no longer sometimes cancels attacks while Ricochet is active

Neon Nights Little Legends

We’ve got a new Mythic Little Legend stealing the show during Neon Nights. PROJECT Abyssia is here to flaunt their new tech, and maybe “borrow” some more. Here to slash through your foes with cool sci-fi sound effects, PROJECT Abyssia has a two percent drop rate in all the Neon Nights eggs (490 RP/TC).
And what else is in those eggs—well, it’s time to meet the Little Legends that are all glowed up for the glow-down.

When Fenroar shoots for the moon, they’re certain to annihilate it. Make your enemies the moon with the variants below: Sodapop Fenroar, Afterburner Fenroar, Hextech Fenroar, Pulsefire Fenroar, and Bounty Hunter Fenroar.
Stylish, sleek, and always trending, QiQi’s here to be more than just fashion forward, they’re here to push the fashion future. Leave your foes looking like River Sprite picked out their passé drab with the refined tastes of the variants below: Electric QiQi, Groovy QiQi, Hextech QiQi, Arcade QiQi, and Pulsefire QiQi.
Redefining horsepower to of course power. These variants don’t need a podium to stand above their foes, but it sure helps: Hot Rod Lightcharger, Hextech Lightcharger, Pulsefire Lightcharger, Groovy Lightcharger, and Bubblegum Racer Lightcharger.

Gizmos & Gadgets Pass II

Just like the Pass of the past, the G&G Pass II 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. For the first time ever, this Pass+ comes with an unlockable tier 3 (interactive and responsive) arena, the Toxitorium, near the end of your pass journey.

In addition to the new tier 3, you’ll get rewards only available for true locals of the Neon Nights: tier 1 arenas, booms, Little Legend eggs, Star Shards, and Pass+ exclusive Little Legends.
Read more about what you can unlock in the Pass and More.

Hextech Battle Arena

Neon Nights takes you to the place where Choncc and Pengu are destined to put their battle bots to the test. The Hextech Battle Arena is a futuristic esports arena that casts your games with over 50 unique lines that respond to your actions. Win or lose, this arena will let you know. Have you TFT games casted by our very first robo-nouncer for 1900 RP/TC!

All New Bundles!

Whether you’re working your way through the Undercity in search of your Oasis, or looking for some high-tech Little Legends to take to the stage of the Hextech Battle Arena, we’ve got new bundles for ya!
Bundle Contents RP/ TFT Coins (Mobile)
5 Neon Nights Eggs Each egg contains a new Little Legend from Neon Nights 2450
10 + 1 Neon Nights Egg Bundle Each egg contains a new Little Legend from Neon Nights 4900
Neon Nights Pass+ Arena Bundle Neon Nights Pass+
Hextech Battle Arena
2595
Progress Day Celebration Bundle Neon Nights Pass+
Hextech Battle Arena
10 Neon Nights Eggs
2 Bonus Neon Nights Eggs
7395
Neon Nights Megabundle Neon Nights Pass+
Hextech Battle Arena
18 Neon Nights Egg
5 Bonus Neon Nights Egg
11020

Ranked

Grandmaster and Challenger Ranked

Just like with Dawn of Heroes, Grandmaster and Challenger are unlocked immediately, allowing for the true zero-to-hero competition. Challenger and Grandmaster are still limited to the top accounts on each server, but players must have at least 200 LP in Master to reach Grandmaster, and at least 500 LP in Grandmaster to reach Challenger. Good luck gettin’ your name placed right under mine!

Gizmos & Gadget Ranked Stage II begins this patch!

  • Your rank has been "soft" reset down one tier below your current standings. For example, if you are currently in Gold II you will now be in Silver II.
  • If you are very good at this game and currently placed in Master or above, you will be reset to Diamond 4.
  • You will get five provisional matches after the reset, meaning you will not lose any LP for sub-top-four placements in your first five ranked games of the new stage. You’ll also gain some extra LP for finishing top four, so best of luck!
  • Ranked rewards for the first half of Gizmos & Gadgets will be distributed with this patch, but it may take a couple days to complete the rollout.
  • If you achieved a minimum of Gold rank in the first half of Gizmos & Gadgets, then there’ll be a fresh emote hitting your inventory!

Double Up and Hyper Roll Tiers

  • Emote rewards will be earned for players that reach Blue, Purple, and Hyper/Double tier before the mid-set.
  • Hyper Roll and Double Up tiers will not be hard reset. Instead, anyone at Blue or higher will go to the bottom of Blue.
  • If you managed to hit Blue, Purple, or Hyper /Double tier in Hyper Roll or Double Up, expect these emotes to roll on out during our launch.

User Experience Changes

Opponent Matchup Tracker

There’s a lot to do in TFT, and keeping track of what opponents you’ve fought recently to know who you are more likely to fight next is just one more thing that takes a whole lot of brainpower to track. Brainpower is a precious resource—especially when it comes from a brain as coveted as yours. That’s why we haven’t been surprised to see add-ons take over some of this less rewarding processing burden. In fact, we wish that we had implemented an opponent tracking system earlier so we could provide a more fun and fair experience for players on mobile and PC. So, with the introduction of Neon Nights, and Augments like Future Sight that utilize opponent tracking, we’re adding our own version of opponent tracking.
  • Opponents you have yet to fight during your current stage will have an icon by their Tactician in the UI indicating they may be your next opponent.

Augmented Match History

It’s a first.
  • Match History will now show Augments.

Mid-Set Augment Changes

Augments Augmented

We’ve retired some Augments that coordinated with the traits we removed: Academy and Imperial. And then, we added over 80 new ones that continue to bring variance, skill expression, and fun to our existing roster. We’ve also rebalanced a many of our trait-linked Augments (more on that later). You can read about some of the Dev’s favorite Augments here.

Large Changes

Large, like the size of these patch notes.

3rd Party Friends

Even with all these words that I’m typing we’re still just skimming the surface. In the following notes below I’ll cover the changes to the preexisting content, but if you want more detailed information on the new stuff coming with Neon Nights check out a couple of our friends’ sites:

Augments

We’ve had success giving the Heart and Crest Augments additional units to help ease you into the comps, so we’re going to be applying that to the trait specific Augments as well. This should make them more appealing choices in the early game. Adding units to these Augments also gives us a new balance lever to make adjustments with both now, and in the future.
  • Chemical Overload max Health percentage explosion damage: 20/30/40 20/30/removed
  • Runic Shield I now also grants a Swain
  • Runic Shield II now also grants a Vex
  • Runic Shield III has been removed
  • Ardent Censer bonus Attack Speed: 50% 45%
  • Ardent Censer now also grants a Lulu
  • Cutthroat Mana reave: 65% 50%
  • Cutthroat now also grants a Talon
  • Duet Health bonus: 400 200
  • Duet now also grants a Senna
  • En Garde disarm duration: 3 2.5sec
  • En Garde now also grants a Warwick
  • Lifelong Learning now also grants a Syndra
  • Lifelong Learning no longer works on PVE rounds
  • One for All now also grants an Ashe
  • Payday now also grants an Ashe
  • Portable Forge option, Obsidian Cleaver Armor & Magic Resist shred: 70% 60%
  • Pirates now also grants a Quinn
  • Self-Repair repair time: 6 7 seconds
  • Self-Repair now also grants a Zilean
  • Shrug it Off now also grants a Sejuani
  • Sniper Heart now also grants an Ashe instead of a Tristana
  • So Small now also grants a Corki
  • Stand Behind Me now also grants a Blitzcrank
  • Twinshot Heart now also grants a Corki instead of a Kog’Maw
  • Unstable Evolution: fixed a bug where 3-star champs with items were getting more stacks than intended.
  • Unstable Evolution now also grants a Rek’sai
  • Armor Plating now proc’s one time at 50% Health, giving 3 seconds of Invulnerability
  • Armor Plating now also grants a Cho’gath
  • Broken Stopwatch now also grants a Zilean
  • Broken Stopwatch will never appear in 1-4
  • Clear Mind can only appear on 1-4
  • Gold Reserves max damage: 60% 50%
  • Gold Reserves now also grants a Quinn
  • Instant Injection now also grants a Warwick
  • Junkyard now also grants an Ezreal
  • Scholar Crest now grants a Zyra instead of a Heimerdinger
  • Sharpshooter damage reduction: 45% 50%
  • Sharpshooter now also grants a Corki
  • Smoke Bomb now also grants a Talon
  • Spellblade Ability Power scaling on next basic attack after cast: 225% 200%
  • Spellblade now also grants a Swain
  • Titanic Force will rarely appear as the 1st Augment option
  • Celestial Blessing III Omnivamp: 25% 35%
  • Cybernetic Implants III Health: 350 450
  • Enforcer Soul has been removed
  • High End Shopping now also grants 5 gold
  • High End Shopping will never appear as the 1st augment
  • Makeshift Armor III Armor & Magic Resist: 75 80
  • Socialite Soul now also grants 8 gold
  • Weakspot: You can no longer be offered other levels of Weakspot after choosing any tier of Weakspot
  • Woodland Charm will never appear as the 3rd Augment
  • Share the Spotlight: Tier 2 (Gold) Tier 3 (Prismatic)
  • Share the Spotlight shared bonus: 100% 125%
  • Share the Spotlight now also grants a Senna

Traits

Colossus units have had a tough go with our starring up system. When a champion goes from 1-Star to 2-Stars, they gain an additional 80 percent of their 1-star Attack Damage and Health. We balanced Colossus units with this in mind, meaning their base stats at 1-star weren’t worth the two slots they took up, but once they got to 2, or even 3-stars they would become much more viable. But now, by placing some of their base stats into the Trait we are able to get around the huge difference between 1 and 2-star Colossus units.

Adding a reach tier (7) to Mutant allows for the trait to be played like an adaptive vertical, but I’m most excited about what combos players will uncover using the Mutant Emblem to hit that 7 trait breakpoint.

Here’s the Socialite 5 math for you: 30% bonus damage, 8 mana per second, 66% Omnivamp
  • Bruiser bonus Health: 125/225/400/700 125/225/450/800
  • Challenger Attack Speed: 30/55/80/130 25/55/90/150%
  • Chemtech bonus Attack Speed: 15/50/90/135 15/40/80/150%
  • Chemtech max Health regen per second: 3/5/8/15% 4/7/10/18%
  • Clockwork base Attack Speed: 10/35/70% 10/40/80%
  • Enforcer Stun duration: 5 sec 4 sec
  • Colossus now also grants an innate bonus 800 Health
  • Cho’gath base Health: 1300 700
  • Galio base Health: 1800 1200
  • Innovator Mechanical Bear base Health: 850 775
  • Innovator Hextech Dragon base Health: 1250 1125
  • Innovator Hextech Dragon fear duration: 3 2 sec
  • Innovator Hextech Dragon Critical Strike bonus damage: 30% 10%
  • Mutant new 7 piece chase trait has been added for each variation
  • Mutant Adrenaline Rush (7): 100% chance to proc and 40 Attack Damage
  • Mutant Bio Leeching (7): 80% Omnivamp
  • Mutant Cybernetic (7): 1500 Health and 100 Attack Damage
  • Mutant Cybernetic (5) Health: 1000 900
  • Mutant Metamorphosis (7): 35 Armor & Magic Resist, 7 Attack Damage & Ability Power every 2 seconds (stacks up to 5 times)
  • Mutant Synaptic Web (7): 40 Mana & 50 Ability Power
  • Mutant Voidborne (7): 80% of their damage is true damage
  • Mutant Voracious Appetite (7): gain 40 Attack Damage & Ability Power each time an ally dies
  • Scrap is now smarter! Units like Ezreal and Irelia will no longer roll Hextech Gunblade or Morellonomicon
  • Socialite is now a 1/2/3/5 Trait
  • Socialite (1): Bonus Damage: 20% 15%
  • Socialite (5): All bonuses are doubled
  • Twinshot is now a 2/3/4/5 Trait
  • Twinshot chance to proc twice: 40/55/70/100%
  • Twinshot Attack Damage: 10/25/40/60
  • Twinshot tooltip now specifies that it works with Ability casts as well

Units: Tier 1

A Protector no more, Kassadin’s now a professor for sure! We’re giving Ziggs 5 AD because he would rarely lose the first round to Minions, but there’s no shame in that—Minions R people 2.
  • Kassadin Health: 700 750
  • Kassadin is now a Mutant Scholar
  • Ziggs Attack Damage: 50 55

Units: Tier 2

No longer the Imperial knife in the dark, Talon’s living the bourgeois life of a monarch. And just like those other Debonair champions, if you find a Talon on the VIP list, then he’ll get some additional power to boast and toast with.
  • Blitzcrank is now a Scrap Bodyguard (no longer a Protector)
  • Swain Death’s Hand Damage: 250/340/480 225/300/450
  • Swain is now a Hextech Arcanist
  • Talon Blade’s End Damage: 450/625/950 450/650/950
  • Talon is now a Debonair Assassin
  • Talon VIP bonus: Blade’s Edge bleed now deals true damage and lasts 100% longer

Units: Tier 3

With Heimerdinger retiring from Gizmos & Gadgets, there’s a new Innovator in training, who’s role as the trait’s tanky disruptor is being sharpened to fit the mid-set.

With Dr. Mundo taking a sabbatical, Chemtech’s in need of more tankiness and a bit less damage—Renata Glasc’s addition has Chemtech covered there. With that in mind, we’ve adjusted Zac’s spell to give our favorite flubbery buddy more survivability and less damage.
  • Cho’gath Feast Damage: 900/975/1050 850/950/1050
  • Ekko is now a Scrap Assassin Innovator
  • Ekko Attack Damage: 50 65
  • Ekko Health: 650 700
  • Ekko Armor & Magic Resist: 30 40
  • Ekko Parallel Convergence Damage: 175/225/375 150/200/350
  • Gangplank Parrrley Base Damage: 110/150/200 120/160/225
  • Leona is now a Debonair Bodyguard
  • Leona VIP bonus: Leona heals for 0.8% maximum Health every second for each unit targeting her
  • Malzahar Malefic Visions Damage: 650/900/1100 625/875/1050
  • Vex Personal Space Shield Amount: 525/675/850 550/700/900
  • Vex Armor & Magic Resist: 40 50
  • Zac Yoink! now Zac takes 75% reduced damage while casting his Ability
  • Zac Yoink! Damage: 400/525/999 300/400/600

Units: Tier 4

Vi’s mad now.
  • Braum Vault Breaker Stun Duration: 2/3/6 1.75/2.25/8 seconds
  • Orianna Command: Shockwave Damage: 350/550/1200 300/450/1200
  • Orianna Command: Shockwave Shielding: 100/150/400 120/170/600
  • Seraphine Encore Damage: 275/450/1200 250/400/1200
  • Seraphine Encore Attack Speed Bonus: 30/50/100% 30/45/100%
  • Vi is now a 4 cost champion with a new spell: Piltover Pulverizer
  • Vi is now a Rival Enforcer Bruiser
  • Vi Health: 1000 900

Units: Tier 5

Have you ever found yourself wanting to run all three Colossus units, only to be disappointed when none of them could be your dedicated damage carry? Sure, you tried Clapio (AD Galio), but the applause has been put on pause with nerfs, and there’s no encore coming for that build. But emerging from the shadow of the colossus that once was Clapio, is a new version of Galio as a carry—one that scales with max Health and can use Warmog’s Armor to nuke an entire board.

Landing in the center of your opponent’s board, Jinx would continue to auto attack the same target she was honed in on before the spell cast. Now, she’s embraced her name and role, crashing into the enemy comp and retargeting with every auto attack. That’s just the power of stereotype threat, and it ensures she doesn’t get stuck on the same frontliner she was targeting before she cast her spell.

Unbench the Kench, now with a UI quench. Unclog the frog, now with a progress bar to catalog. Uninhibit the ribbit, now with a visual exhibit. Anyways, we buffed Tahm Kench and clarity around feeding him units.
  • Galio Colossal Entrance Damage: 200/300/9001 150/225/9001
  • Galio Colossal Entrance stun duration: 1.5/1.75/9.5 1/1.5/10
  • Galio Colossal Entrance now gains an additional 5% of his max Health as damage
  • Jinx Armor & Magic Resist: 35 40
  • Jinx Rocket Launcher Attack Damage scaling: 200/210/888% 220/230/888%
  • Jinx is now a Rival Scrap Twinshot
  • After Jinx’s cast of Super Mega Death Rocket, she will now auto attack random valid targets with each attack. She’s crazy!
  • When feeding Tahm Kench, a mini progress bar appears that helps you understand how long to hold.

Items

With the mid-set we’re swapping out Guardian Angel with Edge of Night, a brand new anti-burst item. With Edge of Night, we keep the powerful aggro drop from Guardian Angel’s stasis, but give it a clear visual power in the form of a stealth that also sheds debuffs and afterwards grants an additional boon of attack speed. The stealth is very short, creating a more even power experience for units, as well as creating a more visibly powerful way to protect your carries and keep them carrying harder and longer. And yes, there will be a Radiant version of Edge of Night called Brink of Dawn, obtainable from various Augments. Check out the full item details below.
  • Guardian Angel has been removed.
  • Edge of Night recipe: B.F. Sword and Chain Vest
  • Edge of Night: +20 Armor, +10 Attack Damage
  • Edge of Night: When the holder first drops below 50% Health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains 40% bonus attack speed.
  • Edge of Night is a Unique item, meaning you can only equip one per unit.
  • Brink of Dawn (Radiant): Grants 55% bonus attack speed after coming out of stealth. Triggers a second time upon dropping to 25% Health.

Teamfight Tactics patch 12.3 notes

Welcome Gizmoneers and Gadgeteers!

Most of our larger balance changes for patch 12.3 were delivered early last week in our 12.2 mid-week patch, so be sure to check those out if your looking for nerfs to Imperial, Swain, Talon, and more. That said, here are some light patch updates in preparation of Neon Nights next week!
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Neon Nights

Light as the patch notes may be, we’ve been working hard behind the scenes to bring a progress-fueled mid-set with over 20 new units, over 80 new Augments, and a whole lotta content to bring your cosmetic loadout into the future. Check out the articles below for more information.
  • Neon Night Pass and More: All the Tacticians, arenas, and more coming in the new G&G Pass II.
  • Neon Nights Gameplay Overview: Our largest roster swap to date shines in the latest mid-set update.
  • Augments Augmented: New Augments, items, and interface updates coming in Neon Nights.

System Changes

Tome of Traits

Tome of Traits previously utilized a confusing “tailored” trait system, a system that offers you emblems based on traits (both active and inactive) you already have, that could be manipulated by those willing to learn the convoluted system. We’re changing the rules to make the Tome of Traits more intuitive while simultaneously making it less abusable.
  • Tome of Traits now offers you “tailored” Emblems based upon your total active and inactive traits in the previous combat round.
  • 0 to 4 inactive or active traits = 0 tailored emblems
  • 5 to 6 inactive or active traits = 1 tailored emblem
  • 7 to 8 inactive or active traits = 2 tailored emblems
  • 9 to 10 inactive or active traits = 3 tailored emblems
  • 11 or more inactive or active traits = 4 tailored emblems

Prismatic Trait-linked Augments

Sometimes you’ve already committed to a strategy by the second or third Augment and you get offered a Crown or Soul (trait-linked) Augment that is effectively a dead choice. This can feel especially unfair when your opponents are offered three options that all make sense with the direction of their composition. But fret no more, we have a solution.
  • Prismatic Crown and Soul Augments are no longer offered as second or third Augment choices unless you have the first trait tier active (e.g. Arcanist 2 must be active to be offered Arcanist Crown). There are 2 exceptions.
  • Exception: You can be offered Mutant Crown with 2 Mutant in play
  • Exception: You can be offered Mercenary Crown with 2 Mercenary in play

Large Changes

Large like the changes coming in Neon Nights.

Augments

By removing the confusing and abusable use cases of Tome of Traits (see above), we have lowered its power and bumped it down to a Silver Augment accordingly.

Universally good health regeneration and shielding Augments are too strong for their ‘one Augment fits all comps’ usability. And yet despite its more universal appeal, Thrill of the Hunt has been struggling to succeed compared to other Augments. We’re giving it a much needed buff, but I’d recommend running it with comps that fight fast, as it works well as a “defensive fourth item” for your glass cannon (high damage and low defense) carries.

Sunfire Board is putting out the same heat, but now longer, giving it an additional 4% max health burn if the fight lasts 10 seconds.
  • Ancient Archives (Tome of Traits): Gold ⇒ Silver
  • Exiles I and II percent Health Shield: 35/50% ⇒ 30/45%
  • Featherweights Attack Speed: 30/40/60% ⇒ 25/35/55%
  • Shrug It Off percent Health regen per second: 3 ⇒ 2.5%
  • Sunfire Board burn duration: 8 ⇒ 10 seconds
  • Sunfire Board max burn total (over the course of 10 seconds) Health percentage: 16% ⇒ 20%
  • Thrill of the Hunt I and II Heal on Kill: 300/600 ⇒ 400/700
  • Underdogs percent Health regen per second: 10% ⇒ 9%

Traits

Mana regen is a powerful stat, so we’re taking small steps to push Socialite (2) back into viability.
  • Socialite (2) Mana regen: 3 ⇒ 4

Items

Runaan’s Hurricane is overperforming in our data and we believe it to be the source of overperformance for some AD comps reliant on it.
  • Runaan’s Hurricane additional bolt Attack Damage scaling: 75% ⇒ 70%

Small Changes

Small like this patch.

Augments

Small changes ranging in price from 1 to 4 gold, or 5 AD.

We have to balance Knife’s Edge around its best case scenario, a mostly melee board (Assassin, Challenger/Imperial) that can ignore the risks associated with the positioning demand of the Augment.

Windfall is feeling more like a breeze-fall early in the game where more situational or scaling Augments are the default choice. We’re adding a bit of gold to make it feel like less of a low roll in early Prismatic lobbies.
  • High Roller bonus Gold: 4g ⇒ 8g
  • Knife’s Edge Attack Damage: 25/40/55 ⇒ 25/35/50
  • Mercenary Heart no longer grants 1 Gold
  • Socialite Heart no longer grants 1 Gold
  • Windfall Gold: 15/30/45 ⇒ 18/30/45

Traits

My Poppy carry comp is about to be Poppy-ing off! Please don’t contest me.
  • Bodyguard Armor: 75/150/250/450 ⇒ 80/160/250/450
  • Innovator (7) Mechanical Dragon bonus Critical Strike Damage buff: 40% ⇒ 30%

Champions: Tier 2

We’ve been cawght off guard by Swain’s early game power despite his recent nerfs. As an abundance of cawtion, we’ve got a microw nerf to slow down his casting.
  • Swain max Mana nerf: 0/80 ⇒ 0/85

Bug Fixes

  • The doctor is not in: Innovator Heart no longer incorrectly states that it grants a Singed
  • High End Shopping unit odds now reflect the Level 8 and Level 9 changes from patch 12.2
  • Talon will no longer instantly kill units if his bleed triggers the Smoke Bomb Augment on an enemy unit

Teamfight Tactics patch 12.2 notes

Welcome to the Lunar Legend Festival!

The Lunar Legend Festival is here, and with it comes a new TFT event, Gifts of the Golden Lantern, where we’ll get to help Tacticians from all over the Convergence by gathering gifts, solving riddles, and lighting lanterns. I almost forgot to add that we’ll get some great gifts ourselves from our favorite Tacticians at the event. There’s also a bunch of new ways to celebrate the Lunar Legend Festival with new Tacticians, bundles, and the extravagant Golden Tiger Market! But aside from all that (which is a lot), we’ve also got a whole patch of balance changes with continued adjustments to trait augments, a rather exciting change to Portable Forge, and more balance tuning.
Festival-goer, Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

January 25th, Balance Changes

Augments

With patch 12.2 we moved Portable Forge from a Prismatic Augment, where it was fun, yet underpowered, to a Gold Augment, where it’s still fun, yet continues to be overperforming despite several preemptive nerfs.
  • Portable Forge option, Infinity Force, All (AD, AP, Armor, AS, Crit. Chance, Health, MR) Stats: 33 ⇒ 30
  • Portable Forge option, Death’s Defiance Armor: 40 ⇒ 20
  • Portable Forge option, Death’s Defiance Attack Damage: 25 ⇒ 20
  • Portable Forge option, Death’s Defiance Attack Speed: 25% ⇒ 20%
  • Portable Forge option, Gold Collector Attack Damage: 30 ⇒ 20

Champions

Our Imperial bug fix brought too much power alongside that didn’t completely compensate for the preemptive Swain and Talon nerfs we shipped, nor the dramatic shift in the meta.
  • Cho’Gath Armor & Magic Resist: 55 ⇒ 50
  • Cho’Gath Attack Speed: 0.6 ⇒ 0.55
  • Swain Death’s Hand Damage: 250/375/525 ⇒ 250/340/480
  • Talon Blade’s End Damage: 450/625/950 ⇒ 425/600/900

Items

Rapidfire Cannon’s niche intentions are being overpowered by the raw power of 60 percent Attack Speed.
  • Rapidfire Cannon Attack Speed: 60% ⇒ 55%

Traits

By bug fixing Imperial, we ended up giving the trait more power than intended. We’re cutting back on the trait’s conquest with reductions especially at it’s Prismatic (5) breakpoint.
  • Imperial Tyrant Damage Amp: 80/150% ⇒ 75/135%
  • Imperial Imperial Damage Amp: 0/80% ⇒ 0/75%

Patch Highlights

Dev Drop

Gifts of the Golden Lantern Event

Each year, Tacticians from all over the Convergence come together to celebrate during the Lunar Legend Festival. From this patch to the end of patch 12.3 (Feb 15th), we’re invited to join them in a new TFT Event, Gifts of the Golden Lantern, where we’ll gather the perfect gift for each of our favorite Tacticians, help them solve riddles, and light lanterns—oh, and we’ll also get some gifts for ourselves along the way! Read more about the event here!

New Tacticians and More!

For a detailed breakdown of all the new Tacticians (and more), click it here—I mean here—no wait, the first one was right. Actually they both are.

The Lunar Legend Festival party-goers are here, but are you?

Catch the Lunar Legend Festival Duckbill variants below: Most Festive Duckbill, Jade Dragon Duckbill, Lunar Scholar Duckbill, Firecracker Duckbill, and Mischief Maker Duckbill.

You can directly purchase these festive Duckbill(s) from the shop (925 RP), or find them in a Festival Firecracker anytime you wanna Duckbill and chill.
Roll through the new Dango variants hitting the store below: Porcelain Dango, Lucky Lantern Dango, Firecracker Dango, Lion Dancer Dango, and Fiercest Dango!

Dango is available to roll down and around with by direct purchase (925 RP) or as a drop via a Festival Firecracker.
Check out the Dowsie’s festive variants below: Porcelain Dowsie, Fortune Dowsie, Lucky Noodle Dowsie, Extra Spicy Dowsie, and Sweet Petal Dowsie!

Hungry for hot pot? Then go get some, but if you want Dowsie you can find them in a Festival Firecracker or get your favorite via direct purchase (925 RP).
Looking to cause some trouble? Chibi Firecracker Jinx is our first Chibi Champion with a skin, hence her status as a rare drop in any Festival Firecracker (490 RP). We also have two bundles full of Festival Firecrackers and much more that you can read about below. To get her boom, the Super Mega Firecracker boom, you’ll have to opt for the Megabundle that’ll also give you loads more content, including the Golden Tiger Market! But even if you aren’t going to be buying Festival Firecrackers or bundles, you’ll have a chance at getting Chibi Firecracker Jinx just by participating in the Gifts of the Golden Lantern event, which offers a free Festival Firecracker in addition to quite a bit more content.
And now that the Festival’s trouble maker has been introduced, let’s talk about it’s protector, Year of the Tiger Protector. You can recognize Year of the Tiger Protector’s greatness only by obtaining them as a rare drop through the purchase of 2022 Year of the Tiger Eggs (390 RP), of which you can get 31 of in the Year of the Tiger Egg Bundle for the price of 25. Read more about our bundles and reach rewards here.

Finally, the Golden Tiger Market! With its own music, entry animations, custom gold mine, and friendly dragons, Golden Tiger Market is the place to be during the Lunar Legend Festival. I’d say more, but I’d rather just show you.
With the most bells and whistles (Firecrackers and festivities?) in any arena to date, the Golden Tiger Market is available only through the Lunar Legend Festival 2022 Megabundle. To explore the loads of content to be found at the market and in the Megabundle just keep scrolling.

Bundles

We’ve got lots of bundles here, so give this one a read for all the details. Seriously, read that article, it will help you become an informed consumer—but if you just want to buy all our bundles because you love cute Tacticians, awesome Arenas, and you like supporting TFT (thanks btw) go for it. Anyways, here’s the Bundle’s TL;DR. All Lunar Legend Festival content will be available for a limited time during patch 12.2 and 12.3.
Bundle Contents RP/ TFT Coins (Mobile)
Lunar Legend Firecracker Bundle Contains 16 Festival Firecrackers, for the price of 14. 6860
Lunar Legend Festival 2022 Megabundle Contains a total of 31 Festival Firecrackers, Tangerine Boom, Staff Drop Boom, Raging Ox Boom, Firecracker Jinx Boom, and the Golden Tiger Market Arena! 12740
Year of the Tiger Egg Bundle Contains a total of 31 Year of the Tiger Eggs for the price of 25. 9750
x10 + 1 bonus Year of the Tiger Eggs Each egg contains a random Little Legend from any set prior to Gizmos & Gadgets, excluding Pass+ Little Legends, Lunar Legend Festival Little Legends, and URF Dowsie. 3900
x5 Year of the Tiger Egg Each egg contains a random Little Legend from any set prior to Gizmos & Gadgets, excluding Pass+ Little Legends, Lunar Legend Festival Little Legends, and URF Dowsie. 1950
x1 Festival Firecracker Contains a random Lunar Legend Festival Little Legends from this year or last! Chance to contain Chibi Firecracker Jinx. 490
x1 Year of the Tiger Egg Contains a random Little Legend from any set prior to Gizmos & Gadgets, excluding Pass+ Little Legends, Lunar Legend Festival Little Legends, and URF Dowsie. 390

System Changes

5-costs have been strong throughout Gizmos & Gadgets, and they should be, cause they’re Legendary units. But by hitting Level 8, players are able to get a game dominating 2-star 5-cost a bit too often. We’re making it slightly less consistent to hit a 5-cost at Level 8, but adjusting Level 9 to be slightly more consistent. As a general reminder, these percentages are for each individual unit card that appears in your shop, so the total chance of seeing a 5-cost in your shop at level 8 went down from 22.7% to 19.5%, and the total chance of seeing a 5-cost at level 9 went up from 55.7% to 58.2%.
  • Level 8: 15/20/35/25/5% ⇒ 16/20/35/25/4%
  • Level 9: 10/15/30/30/15% ⇒ 9/15/30/30/16%

Large Changes

Large like my desire for the Golden Tiger Market.

Augments

We’re still working out the ends of the bell curve when it comes to balancing the recently upgraded trait-linked augments using our balance lever of additional units/income. More trait-linked rebalancing in the Small Changes section as well.

Our Ornn-inspired augment, Portable Forge has been one of our most exciting augments of the set, but much like Ornn in The Call, the augment has struggled to get the screen time it deserves. By bringing it from Prismatic to Gold, and rebalancing some of the high performing options, you should be able call upon the Forge more often to leave your foes beat and broken, lost and forsaken, and about to surrender.

Thrill of the Hunt III's (Prismatic) heal is often wasted due to how high the heal value is, making it one of our worst prismatic augments. It’s in a position where increasing the heal won’t actually help it as it just adds to the useless overhealing. We’re removing Thrill III entirely, but the lower values on Thrill I and II are in a good spot as generic augments that are especially useful in comps that like Assassins or Challengers that like their combat fast and brutal.
  • Bodyguard Heart now also grants a Leona ⇒ Blitzcrank
  • Protector Heart now also grants a Blitzcrank
  • Bodyguard Crest now also grants a Leona ⇒ Darius
  • Clockwork Crest now also grants a Zilean
  • Clockwork Crest will now be available in the Augment selection menu as intended
  • Metabolic Accelerator no longer gives 2 Health after PvE (monsters) rounds
  • Item Grab Bag II now also grants a Reforger
  • Portable Forge Prismatic ⇒ Gold
  • Portable Forge Armory option, Gold Collector chance to drop Gold: 75% ⇒ 50%
  • Portable Forge Armory option, Anima Visage Health regen: 8% ⇒ 6%
  • Portable Forge Armory option, Death’s Defiance Attack Damage: 30 ⇒ 25
  • Portable Forge Armory option, Death’s Defiance Attack Speed: 30% ⇒ 25%
  • Portable Forge Armory option, Death’s Defiance Armor: 50 ⇒ 40
  • Portable Forge Armory option, Eternal Winter Attack Speed Slow: 35% ⇒ 25%
  • Portable Forge Armory option, Manazane Mana: 50 ⇒ 40
  • Portable Forge Armory option, Manazane Mana restore: 200 ⇒ 150
  • High Roller now also grants 4 gold
  • Shrug It Off Gold ⇒ Silver
  • Thrill of the Hunt III (Prismatic) has been removed. Thrill I and II are still in the game. See context for details.
  • Wise Spending now also grants 4 gold

Traits

By moving some of Bodyguard’s power from armor into their shield, Bodyguards should be able to stand up a bit longer to magic damage comps and fall a bit quicker to physical damage comps. We are also taking this opportunity to slightly nerf Bodyguard 4, whose overperformance was also addressed with the Bodyguard Heart/Crest nerfs above.

We’ve caught a rare, yet critical bug, impacting Imperial’s lack of success. We’ve noted that bug here, as well as in the Bug Fixes section because of its direct impact on the meta.
  • Bodyguard Armor: 100/200/350/500 ⇒ 75/150/250/450
  • Bodyguard Shield: 100/300/600/1000 ⇒ 150/350/700/1200
  • Imperial bug fix: Imperial 5's damage buff on all Imperial units is no longer removed during some combats in uncommon situations
  • Mercenary: removed Neeko’s Help as a 3 and 4 loss streak drop
  • Mercenary: 4 loss average value: 6.9g ⇒ 6.4g
  • Mercenary: 5 loss average value: 6.9g ⇒ 6.6g
  • Mercenary: 6 loss average value: 7.6g ⇒ 7.4g
  • Mercenary: 7 loss average value: 8.25g ⇒ 7.9g

Champions: Tier3

While 3-star Cho’Gath has been performing all right in the data, Cho at 1 and 2 stars continues to result in famine without Feast. With some early base number buffs, we expect stabilizing with Cho to be slightly easier. But don’t get on the Cho’ Cho’ train just yet—you’ll still want to take advantage of his Feast stacks as early as possible to get that health pool up, otherwise your Cho’Gath might have you feeling Cho’Goth.

Despite Heimerdinger’s recent buffs in 12.1, he’s still not up to par. And while Yordle comps can be successful, especially with Tristana carry, Heimerdinger carry is struggling to be one of the premiere 3-cost carries of the Yordle comp, or any comp for that matter. Part of this is due to his reliance on Blue Buff, which requiring two tears can be hard to pull off. By increasing his Attack Speed we open up Spear of the Shojin for him as an alternative so you don’t have to stack Tears IRL if you don’t get enough of them in-game.
  • Cho’Gath Armor & Magic Resist: 50 ⇒ 55
  • Cho’Gath Feast Damage: 800/900/1000 ⇒ 900/975/1050
  • Gangplank Parrrley Damage: 110/135/170 ⇒ 110/150/200
  • Heimerdinger Attack Speed: 0.6 ⇒ 0.65
  • Heimerdinger Rocket Swarm Damage: 70/95/140 ⇒ 70/100/150

Champions: Tier 4

Braum and Sion provide so much repeat CC that they’ve become staples in comps regardless of their deep synergies. We’re fine with the timing of their first cast, but if you value that second round of CC you may have to invest more in them.

While our Urgot buffs will help itemless Urgot, Ur gotta invest more in him with items, Augments, and Traits to really access his increased AD scaling. 3-star Urgot might actually feel like a 3-star 4-cost after this one.
  • Braum max Mana nerf: 100/180 ⇒ 120/200
  • Seraphine Encore Heal: 275/450/1200 ⇒ 250/350/1000
  • Sion max Mana nerf: 100/175 ⇒ 125/200
  • Urgot Purge Attack Damage Ratio: 25% ⇒ 30%
  • Urgot Purge Duration: 5/5/5 ⇒ 5/5/10

Champions: Tier 5

Rebench the Kench. Inhibit the Ribbit. Clog the pog Frog. Flat squish the catfish.
An early Tahm Kench can provide too much of a scaling threat in the late game for the price of a few Units fed mercilessly from your bench. Speaking of that, Tahm Kench has developed a finer taste for units unscathed by the woes of battle—the catfish demon king will now only dine on the more innocent-tasting benched units to avoid additional reddit clips of accidental feeding frenzies.
  • Kai’Sa Attack Speed: 1.2 ⇒ 1.1
  • Tahm Kench Devour Damage: 900/1450/30000 ⇒ 850/1350/30000
  • Tahm Kench Glutton stats gained from feeding Tahm Kench have been reduced by 10%
  • Tahm Kench Glutton User Experience change: To prevent unintentional loss of a champion in play, Tahm Kench will dine only upon champions from the bench.

Items

Can’t wait to see who figures out the new Spirit Sharpshooters (a comp from Fates that used Locket stacking instead of running a frontline) of Gizmos & Gadgets.
  • Locket of the Iron Solari Shield Duration: 8 ⇒ 15 seconds

Small Changes

Small like the chance I don’t excessively ping my Golden Tiger Market arena as a big flex.

Augments

Continued trait-linked Augment balancing, a UX buff for Sniper’s Nest, and is that a Bodyguard 8 super buff!?!?
  • Academy Crest now also grants a Garen
  • Mutant Crest now also grants a Kassadin
  • Protector Crest now also grants a Garen
  • Mercenary Crest now also grants 3 Gold
  • Mercenary Heart now also grants 1 Gold
  • Socialite Heart now also grants 1 Gold
  • Sniper’s Nest now has visual indicators for the amount of stacks a unit has
  • Stand Behind Me now additionally increases the Bodyguard Armor bonus by 25%

Traits

Bringing Syndicate 3 and 5 down, but ensuring Syndicate 7 isn’t hit too hard.
  • Scrap Shield per Component: 20/35/60 ⇒ 20/40/60
  • Socialite (3) Omnivamp: 30% ⇒ 33%
  • Syndicate Armor/Magic Resist: 60 ⇒ 55
  • Syndicate (7) Bonus: 50% ⇒ 60%

Champions: Tier 1

  • Ziggs Mini Inferno Bomb damage: 325/425/525 ⇒ 300/400/550

Champions: Tier 2

  • Katarina Health: 650 ⇒ 700
  • Swain max Mana nerf: 40/75 ⇒ 40/80
  • Talon Attack Speed: 0.75 ⇒ 0.7
  • Zyra Grasping Spines Damage: 350/450/650 ⇒ 325/450/675

Champions: Tier 3

1-star Vex is stabilizing comps a bit too early than we’d like for a unit tied to an econ trait.
  • Miss Fortune Make It Rain Damage: 275/375/550 ⇒ 275/375/600
  • Shaco Attack Damage: 85 ⇒ 80
  • Vex Personal Space Shield: 550/675/850 ⇒ 525/675/850

Champions: Tier 4

Lux will feel slightly better with Spear of Shojin after this one. While Jhin and Orianna are receiving quite small nerfs here, it’s worth pointing out that the comps they are finding their success in are reliant on other units who’ve also been nerfed this patch.
  • Lux Attack Speed: 0.7 ⇒ 0.75
  • Jhin Curtain Call Damage: 150/200/344% ⇒ 150/200/300%
  • Orianna Command: Shockwave shield amount: 100/160/400 ⇒ 100/150/400
  • Yone Soul Unbound Duration: 4/5/20 ⇒ 4/5/15

Champions: Tier 5

Some smaller buffs to our struggling 5-costs should be enough to level the playing field without any of them shooting through Sky.
  • Jayce Melee form Shield: 350/500/3000 ⇒ 375/550/3000
  • Jinx Super Mega Death Rocket, rocket launcher Attack Damage scaling: 190/200/888% ⇒ 200/210/888%
  • Viktor Chaos Rays Damage: 325/425/1500 ⇒ 360/420/1500

Items

It turns out everyone’s favorite ice cream cone (Chalice of Power) is really good for going for fast 9 with AP comps. So we’re reverting our buff to it in 12.1, especially now that Level 9 gives slightly more Legendary (5-cost) units.

As our most versatile item, Hand of Justice should never be our strongest item, but its sheer underperformance made it worthy of a helping (and just) hand.
  • Chalice of Power Ability Power: 35 ⇒ 30
  • Hand of Justice one buff each round is increased to: 30(%) ⇒ 33(%)

Bug Fixes

  • Is the Clock Working: Clockwork Crest will now be available in the Augment selection menu as intended
  • Imperial bug fix: Imperial 5's damage buff on all Imperial units is no longer removed during some combats in uncommon situations
  • More excellent shot: Caitlyn’s Ability can no longer hit invulnerable and untargetable objects (Hexcore, Guardian Angel stasis, etc.)
  • Fiora’s Ability no longer fizzles if her target dies as she begins her cast
  • 1-Star Illaoi’s Harsh Lessons Magic Damage is now the intended 200 rather than 175
  • Units that are sold with Sniper Emblem no longer retain their bonus +1 Attack Range
  • Dragon’s Claw no longer triggers against some physical Abilities
  • Runaan’s Hurricane no longer applies Viktor’s Armor shred
  • Fixed an issue where Crown augments would still appear when players had previously taken the Built Different augment. Soul augments that benefit the entire team are still allowed to appear (e.g. Enforcer Soul, Arcanist Soul)
  • Not exZactly as planned: Zac will no longer sometimes target the same enemy twice with his Ability
  • Fixed a rare issue where Zac would deal double damage to one of the targets he was yoinking

Teamfight Tactics patch 12.1 notes

You know what they say: new year, new you!

Wait, I liked the old you just fine! But like patch 12.1, maybe some changes are for the better. That said, 12.1 is here, bringing quite a lot of changes for the new year—so what are you waiting for, let’s get into it!
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Large Changes

Large like the goals of my New Year’s resolutions.

Augments

Along with the drastic changes we gave trait-linked Augments in patch 11.24, we have a few more quality of life improvements to add. Too busy to refresh yourself on the changes by clicking the link? I feel ya, so here’s what we did: We added more value to trait-linked traits by pairing them with a free champion, gold, or emblems to equip on champions. With this next go around, we’re making these augments more consistent, but also pulling our new balance lever on overperforming trait-linked augments such as Mutant Crest and Protector Heart.

Aside from our numerous changes to hearts and crests, we’re continuing to lessen the gap between the best and worst augments. Of note is our Lifelong Learning rework that should make Scholar comps more smarterer (like me) regardless of their grades in combat.
  • Arcanist Heart now also grants a Swain
  • Challenger Heart now also grants a Warwick ⇒ Quinn
  • Protector Heart no longer grants a Blitzcrank
  • Scholar Heart now also grants a Lissandra ⇒ Zyra
  • Scrap Heart now also grants an Ekko ⇒ Blitzcrank
  • Twinshot Heart now also grants a Graves ⇒ Kog’Maw
  • Assassin Crest now also grants a Ekko ⇒ Talon
  • Arcanist Crest now also grants a Twisted Fate ⇒ Swain
  • Challenger Crest now also grants a Warwick ⇒ Quinn
  • Chemtech Crest now also grants a Zac ⇒ Warwick
  • Imperial Crest now also grants a Talon ⇒ Swain
  • Mutant Crest no longer grants a Kog’Maw
  • Scrap Crest now also grants an Ekko ⇒ Blitzcrank
  • Ardent Censer (Enchanter) bonus Attack Speed: 40% ⇒ 50%
  • Ascension Damage amplification after 15 seconds: 65% ⇒ 50%
  • Cybernetic Implants bonus Health for equipped units: 200/300/400 ⇒ 150/250/350
  • Duet bonus Health: 500 ⇒ 400
  • Lifelong Learning (Scholar) REWORKED now guaranteed grants Scholars 2 Ability Power after each combat and an additional 2 Ability Power if they survive combat
  • Makeshift Armor bonus Armor & Magic Resist: 30/45/60 ⇒ 35/55/75
  • Portable Forge Armory option, Death’s Defiance now grants 20% Omnivamp
  • Spellblade empowered attack Ability Power scaling after casting: 200% ⇒ 225%
  • Stand United Attack Damage and Ability Power per active trait: 3/4/5 ⇒ 2/3/5
  • Sunfire Board max Health burn: 20% ⇒ 16%
  • Woodland Charm copy Health: 1500 ⇒ 1600

Traits

Imperial comps seek to load up a carry with items and then have them 1v9; but currently, the trait is falling short. Our Imperial buff takes the most powerful use case of the trait, amplifying the multiplicative stats on an item loaded carry, and amps it up even more.

Chemtech 3 is a powerful early game trait that’s almost never worth taking all the way to Chemtech 9. Since Chemtech 9 is so hard to achieve, we’re rearranging the power to make it more rewarding while also hitting the least visible part of the trait, damage reduction, to lessen its early game impact.

Socialite 2 granting the same mana regen as Scholar 4 for your most important Kaisa unit is giving this inexpensive (two unit, or an augment) trait too much power for how easy it is to hit.

Yordle 3 has performed fine early to mid-game as an econ trait, but Yordle 6 would leave you feeling like Your-dull for not transitioning—and with my love for Yordles, writing that line hurt me more than you think. To change this, we’re adjusting the Yordle spawn odds, making you more likely to hit 3-stars early, which alongside better mana reduction at Yordle (6), will allow you to save health in the hopes of hitting the elusive Yordle Lord!
  • Chemtech Damage Reduction percentage: 25 ⇒ 20
  • Chemtech max Health regen: 3/4/7/12 ⇒ 3/5/8/15%
  • Chemtech Attack Speed: 20/50/80/125% ⇒ 15/50/90/135%
  • Imperial Tyrant Bonus Damage: 75/125 ⇒ 80/150%
  • Imperial Units Bonus Damage: 0/75% ⇒ 0/80%
  • Innovator Mechanical Bear base Health: 750 ⇒ 850
  • Innovator Mechanical Bear Armor & Magic Resist: 60 ⇒ 70
  • Socialite 2 Mana regen per second: 5 ⇒ 3
  • Syndicate 7 bonus amplification: 33% ⇒ 50%
  • Yordle, 1-cost spawn odds: 60% ⇒ 70%
  • Yordle, 2-cost spawn odds: 25% ⇒ 20%
  • Yordle, 3-cost spawn odds: 15% ⇒ 10%
  • Yordle (6) Mana reduction: 20% ⇒ 25%

Champions: Tier 1

Maybe too excellent a shot (for a 1-cost).
  • Caitlyn Ace in the Hole Damage: 800/1400/2250 ⇒ 800/1400/2000

Champions: Tier 2

As our first place for weakest trait during patch 11.24, Imperial is in need of a number of buffs to push it into viability. With Swain already being weak, buffing him is an easy call.
  • Swain max Mana buff: 40/80 ⇒ 40/75
  • Swain Death’s Hand Healing per enemy hit: 200/230/300 ⇒ 225/250/350

Champions: Tier3

As the premiere carry for Yordle comps, Heimerdinger packs enough damage, but is often deleted or CC’d by a rogue ability due to the need to position him close to the fight, or his need to get in attack range by accidently waddling into a Sion’s axe. With the extra range, you should be able to try some more creative positioning.

Malzahar 3 should take you Malza-far, but the unit often gets stuck on tanks preventing him from sharing his Malefic Visions to the Maleficly blind. But as a one-star, Malzahar rips through lower health pools too easily.
  • Heimerdinger Attack Range: 3 ⇒ 4
  • Malzahar Spell Damage: 700/850/1000 ⇒ 650/850/1100

Champions: Tier 4

While not the strongest unit in patch 11.24, Seraphine is being inadvertently nerfed through our nerf to Socialite 2 and Morellonomicon (see Items below). So we’re shipping a larger buff here to account for these changes.

Our Urgot changes nerf his interactions with items like Guinsoo’s Rageblade, Runaan’s Hurricane, and Statikk Shiv that leave his foes feeling crabby.
  • Seraphine max Mana buff: 80/160 ⇒ 80/150
  • Seraphine Encore Damage & Healing: 250/400/1000 ⇒ 275/450/1200
  • Urgot Purge now counts as a basic attack every: 2nd shot ⇒ 3rd shot

Champions: Tier 5

With Kai’Sa’s dominance over the past couple weeks, these changes may look light, but our focus here is allow Kai’Sa to remain viable (yet much weaker), while nerfing multiple components of the powerful composition she found the bulk of her success in.

3-star Tahm Kench has been unbenched and is unquestionably unquenched.
  • Galio critical strike Slam Bonus Damage: 80/125/1999 ⇒ 70/100/1999
  • Galio Colossal Entrance base Stun Duration: 1.25/1.75/9.5 ⇒ 1.5/1.75/9.5 sec
  • Kai’Sa Health: 900 ⇒ 850
  • Kai’Sa Icathian Monsoon Damage per missile: 80/100/180 ⇒ 70/90/180
  • Kai’Sa starting Mana nerf: 90/150 ⇒ 75/150
  • Tahm Kench Devour Damage Reduction: 40% ⇒ 30%
  • Tahm Kench at 3-stars will now gain twenty times the usual stats when fed an allied unit.

Items

Guardian Angel is our most built item. It negates the weaknesses of many powerful units, largely due to its built-in aggro drop that allows the unit to heal back up upon revival. This change will give revived units a smaller window to heal back up and dish out the damage.

Morellonomicon’s power can make or break a champion. By weakening the item we have the opportunity to adjust some of our champions balanced around maximizing its value.
  • Guardian Angel Health on revive: 400 ⇒ 250
  • Morellonomicon True Damage burn: 2.5% a sec ⇒ 2% a sec
  • Rapid Firecannon total Attack Speed: 50% ⇒ 60%
  • Sunfire Cape Proc Rate: 2.5 sec ⇒ 2 sec
  • Sunfire Cape True Damage Burn: 2.5% a sec ⇒ 2% a sec
  • Zz’Rot Portal Health in stage 2: 1500 (unchanged)
  • Zz’Rot Portal Health in stage 3: 1700 ⇒ 1800
  • Zz’Rot Portal Health in stage 4: 1900 ⇒ 2100
  • Zz’Rot Portal Health in stage 5: 2250 ⇒ 2500

Small Changes

Small like the resolve to achieve my New Year’s resolutions.

Augments

Smoke Bomb gave Assassins damage reduction towards the instance of damage that took them past the stealth threshold as a way to make sure they wouldn’t get one-shot before the stealth activated. We’re adding that hidden (stealthed?) feature to the tooltip and using it as a balance lever to give this trait a very small nerf. TL;DR, Smoke Bomb is microscopicly worse now.
  • Shrug It Off max Health regen percentage: 2.5% ⇒ 3%
  • Smoke Bomb (Assassin) tooltip now properly reflects the damage reduction applied to the excess damage from the instance of damage that triggers the stealth
  • Smoke Bomb (Assassin) Damage Reduction: 100% ⇒ 80%
  • Sunfire Board and Weakspot are no longer mutually exclusive

Traits

  • Metamorphosis Attack Damage and Ability Power growth: 1/2 ⇒ 2/4

Champions: Tier 1

  • Garen Attack Damage: 60 ⇒ 70
  • Graves max Mana buff: 80/120 ⇒ 50/100
  • Illaoi Harsh Lesson Damage: 175/300/500 ⇒ 200/325/550
  • Illaoi Harsh Lesson Healing: 25/30/35% ⇒ 25/30/40%
  • Kassadin Null Sphere damage reduction: 30% ⇒ 25%
  • Kassadin Null Sphere damage reduction duration: 4 seconds ⇒ 5 seconds
  • Twisted Fate Wild Cards damage: 145/190/255 ⇒ 155/205/275

Champions: Tier 2

  • Kog'Maw BarrageDamage: 7/8/9% ⇒ 8/8/8%
  • Talon Attack Speed: 0.7 ⇒ 0.75
  • Zilean Time Bomb Slow Duration: 3 ⇒ 4 sec

Champions: Tier 3

A couple more Morellonomicon compensation buffs for champions who were dependent on the item for success.
  • Ekko Parallel Convergence Damage: 150/200/350 ⇒ 175/225/375
  • Lissandra Iron Maiden Damage: 225/300/500 ⇒ 250/325/550
  • Samira Health: 650 ⇒ 700
  • Vex Health: 800 ⇒ 850

Champions: Tier 4

  • Orianna max Mana buff: 50/140 ⇒ 50/130
  • Sion Decimating Smash Stun Duration: 2/3/6 ⇒ 2.5/3/6 sec
  • Sion Decimating Smash Damage: 100/200/500 ⇒ 125/200/500
  • Yone Health: 950 ⇒ 900

Champions: Tier 5

  • Viktor max Mana buff: 0/150 ⇒ 0/140

Items

  • Chalice of Power bonus Ability Power: 30% ⇒ 35%
  • Statikk Shiv bonus Attack Speed: 15% ⇒ 10%

Hyper Roll

Items

Do Voidlings dream of Void sheep when they Zz’?
  • Zz’Rot Portal Health in stage1 through 4: 1500 (unchanged)
  • Zz’Rot Portal Health in stage 5 through 7: 1900 ⇒ 2100
  • Zz’Rot Portal Health in stage 8+: 2250 ⇒ 2500

Bug Fixes

  • Eternal Winter no longer applies a temporary VFX below the unit when frozen
  • Fixed an issue where Garen with Blue Buff would stop gaining mana in rare situations
  • Frozen Heart generated by Scrap will now properly remove its Attack Speed slow when its holder dies
  • Caitlyn’s and Fiora’s abilities will now properly cast when targeting an invulnerable unit (e.g., Colossus with Armor Plating)
  • Double Up: There will now always be a winning team visible during the victory sequence, even if all teams were reduced to 0 health in the final battle.
  • Double Up: Players no longer continually take massive damage after surrendering.
  • Seraphine’s tooltip now specifies that she casts at the largest group of enemy units
  • Academy Heart’s tooltip now states that it grants a Katarina
  • Jinx no longer incorrectly burns enemies for 2.5% of their max Health instead of 2% at 1-star
  • Jinx’s tooltip now properly reflects that she burns 2/3/4% max health per second rather than 2/2.5/3%
  • In 11.24 we intended to nerf melee Jayce’s bonus Armor & MR (40 ⇒ 30) but it never went through. However we’re happy with the power level of 40 Bonus Armor & MR so we’re keeping this number

Teamfight Tactics patch 11.24 notes

Welcome Rio supporters and Chemtech players alike,

With 11.24, we’re taking on a large series of buffs for trait-linked Augments, widespread balance changes, and reworks for Chemtech and Blue Buff. There are also changes coming to the League of Legends event structure that impact how you gain points for LoL events in TFT, and bug fixes like Tactician Scouting’s return in Double Up, unit targeting consistency, and Lissandra spell functionality. There’s a lot to get into, so I’ll keep it short here and medium later on.
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

December 14th Update

We’re shipping a larger than usual B-patch for our longer than usual patch 11.24 to ensure a diverse and dynamic meta during our Winter break.

Augments

With stall and Mutant comps dominating the meta we’re hitting some of the Augments that have enabled their success.
  • Unstable Evolution (Mutant) random stat upon reaching 2 stars, Bonus Health: 600 ⇒ 500
  • Unstable Evolution (Mutant) stat upon reaching 2 stars, Attack Damage, Ability Power, or Attack Speed: 40 ⇒ 30
  • Windfall gold: 15/25/35 ⇒ 15/30/45
  • Underdogs Heal percentage: 12 ⇒ 10
  • Underdogs Healing cap: 200 ⇒ 150
  • Ascension damage Increase: 75% ⇒ 65%

Champions

When itemized correctly, Kassadin and Darius provide way more tankiness than we are comfortable for a 1-cost.

Cho’Gath’s base stats have provided for too consistent of stacking for this feast or feast more champion. By hitting the big guy’s stats and mana it’ll be harder to force him without high-rolling early. The base AD nerf should prevent AD Cho’ from being the go to Mutant for any Mutant trait variation. This may seem like a lot, but this Cho’ Cho’ train was well off the rails.

Two Yones!?!? We’ve finally fixed a longstanding Yone bug that he was balanced around. In doing so, we’re shipping a few buffs to make sure this is as close to a power neutral change as possible. However, I would add that Built Different Yone is looking pretty strong with these changes.
  • Kassadin Null Sphere damage reduction: 35% ⇒ 30%
  • Kassadin Null Sphere damage reduction no longer stacks on itself (bug fix)
  • Darius max Mana nerf: 50/100 ⇒ 70/120
  • Cho’Gath Health: 1400 ⇒ 1300
  • Cho’Gath Mana nerf: 100/150 ⇒ 100/165
  • Cho’Gath Attack Damage: 100 ⇒ 90
  • Samira Flair Attack Damage scaling: 165/170/180 ⇒ 175/180/190%
  • Vex Personal Space shield: 500/600/750 ⇒ 550/675/850
  • Vex Personal Space stacking shield strengthening: 10% ⇒ 15%
  • Fiora Blade Waltz healing: 15% ⇒ 20%
  • Yone’s clone no longer double-benefits from Challenger and Academy’s stat buffs (bug fix)
  • Yone Attack Damage: 75 ⇒ 90
  • Yone Attack Speed: 0.8 ⇒ 0.85
  • Galio Health: 1900 ⇒ 1800
  • Galio Attack Damage: 120 ⇒ 110
  • Akali Health: 850 ⇒ 800
  • Akali Perfect Execution Damage: 300/375/2000 ⇒ 275/375/2000
  • Akali Perfect Execution, execution threshold: 20/25/90% ⇒ 15/20/90%

Traits

As one of the hardest to reach traits of G&G, Chemtech 9 should be worth the investment.

Shortening the Protector shield will prevent the Protector Emblem on Cho’Gath from being a Neglect-your-damage entirely Emblem.
  • Chemtech Attack Speed: 25/50/75/100% ⇒ 20/50/80/125%
  • Chemtech Health Regen: 3/4/6/10% ⇒ 3/4/7/12%
  • Protector shield duration: 6 ⇒ 4 seconds

Items

With stall comps dominating the meta, nerfs to an item that helps your frontline stall, and another that helps your stalling carries carry, will put more pressure on teams looking to win in overtime.
  • Archangel’s Staff stack interval: 4 ⇒ 5 seconds
  • Bramble Vest total Armor: 80 ⇒ 70

Bug Fixes

  • 6 Sniper no longer grants its bonus damage to the entire team
  • Archangel’s Staff no longer stacks AP during combat while equipped on benched units
  • Kassadin’s damage reduction no longer stacks on itself
  • Yone’s clone no longer double-benefits from Challenger and Academy’s stat buffs

December 8th Update

Champions

Two changes that slipped through the cracks in our initial notes release. They’re small (3-star changes), but important to note, so we’ll keep them front and center for now.
  • Camille Defensive Sweep shielding: 225/300/425 225/300/435
  • Seraphine Encore bonus attack speed: 30/50/150 30/50/100

Patch Highlights

Trait Augments

Soul, heart, and other trait-linked Augments have struggled compared to their more versatile peers, especially when players are offered a Prismatic tier (most powerful) soul Augment as the first option in lobbies while other players are offered more instantly impactful, non-trait bound Prismatic options.

With these adjustments, we hope to see trait Augments perform equally to Augments of the same tier. All of these changes are buffs that provide a small amount of instant power to your board or economy in addition to the beneficial traits they already provided.

Silver Trait Augments: Hearts

Most heart Augments now also grant a champion of the same trait, allowing you to instantly tap into the power of that trait, or get just a bit closer to the next breakpoint.
  • Assassin Heart now also grants a Talon
  • Bodyguard Heart now also grants a Leona
  • Bruiser Heart now also grants a Trundle
  • Challenger Heart now also grants a Warwick
  • Clockwork Heart now also grants a Zilean
  • Enchanter Heart now also grants a Taric
  • Enforcer Heart now also grants a Vi
  • Imperial Heart now also grants a Swain
  • Mutant Heart now also grants a Kog’maw
  • Protector Heart now also grants a Blitzcrank
  • Scholar Heart now also grants a Lissandra
  • Scrap Heart now also grants an Ekko
  • Sniper Heart now also grants a Tristana
  • Syndicate Heart now also grants a Zyra
  • Twinshot Heart now also grants a Graves

Gold Trait Augments: Crests

All Augments that grant one emblem have been renamed for consistency to crests (e.g Hired Gun has become Mercenary Crest). The crests listed below also grant a champion from their trait.
  • Arcanist Crest also grants a Twisted Fate
  • Assassin Crest also grants an Ekko
  • Bodyguard Crest also grants a Leona
  • Bruiser Crest also grants a Trundle
  • Challenger Crest also grants a Warwick
  • Chemtech Crest also grants a Zac
  • Imperial Crest also grants a Talon
  • Mutant Crest also grants a Kog’maw
  • Scholar Crest also grants a Heimerdinger
  • Scrap Crest also grants an Ekko
  • Sniper Crest also grants a Tristana
  • Syndicate Crest also grants a Zyra

Prismatic Trait Augments: Crowns and Souls

Some Soul Augments that benefit units of the same trait have been changed to crowns, and now grant 2 emblems allowing you to instantly capitalize on the trait’s power by bestowing it to your units. Other soul Augments now also grant gold in addition to their benefit. These changes should allow for a more immediate power spike similar to other Prismatic options. As a reminder, emblems also provide a small amount of combat power depending on their recipe, or default 150 Health.
  • Academy Soul is now Academy Crown and gives 2 Academy Emblems
  • Arcanist Soul is now Arcanist Crown and gives 2 Arcanist Emblems
  • Assassin Soul is now Assassin Crown and gives 2 Assassin Emblems
  • Bodyguard Soul is now Bodyguard Crown and gives 2 Bodyguard Emblems
  • Bruiser Soul is now Bruiser Crown and gives 2 Bruiser Emblems
  • Challenger Soul is now Challenger Crown and gives 2 Challenger Emblems
  • Chemtech Soul is now Chemtech Crown and gives 2 Chemtech Emblems
  • Imperial Soul is now Imperial Crown and gives 2 Imperial Emblems
  • Mutant Soul is now Mutant Crown and gives 2 Mutant Emblems
  • Protector Soul is now Protector Crown and gives 2 Protector Emblems
  • Sniper Soul is now Sniper Crown and gives 2 Sniper Emblems
  • Syndicate Soul is now Syndicate Crown and gives 2 Syndicate Emblems
  • Clockwork Soul also grants 8 gold
  • Enchanter Soul also grants 8 gold
  • Enforcer Soul also grants 8 gold
  • Scholar Soul also grants 8 gold
  • Scrap Soul also grants 8 gold

Large Changes

Large, like the weight of my feelings after Arcane.

Augments

Innovators are too strong when they can hit the trait’s next breakpoint much earlier than expected. These changes let players still achieve the Bear/Dragon dream but prevent them from accessing them too early.

March of Progress is really good for a gold Augment (Tier 2). Instead of nerfing it, we’re making it a Prismatic (Tier 1) and then buffing it just a bit, while making it only appear as the first Augment choice. This way, it’ll always feel like a high roll.

Our Spell Blade changes are intended to be power neutral, with a focus on increasing satisfaction and fantasy via one visible large damage auto after each spell rather than a small bonus on each attack.
  • Broken Stopwatch (Clockwork) Tier: Prismatic ⇒ Gold
  • Broken Stopwatch (Clockwork) Stun duration: 5 ⇒ 4 seconds
  • Duet (Socialite) NEW: Now, in addition to providing a second spotlight, gives a bonus of 500 maximum Health to Spotlighted champions.
  • Featherweights bonus Attack Speed & Movement Speed: 35/50/70% ⇒ 30/40/60%
  • Innovator Heart can no longer be offered on the 1st Augment choice
  • Innovator Soul can now only be offered on the 3rd augment choice
  • Item Grab Bag I & II REMOVED: No longer grants Reforger(s)
  • Level Up! can no longer be offered after choosing March of Progress
  • March of Progress can now only be offered on the 1st augment choice
  • March of Progress XP per round: 4 ⇒ 5
  • March of Progress Tier: Gold ⇒ Prismatic
  • Spell Blade (Arcanist) REWORKED: After casting their Ability, Arcanists’ next attack deals bonus magic damage equal to 200% of their Ability Power
  • Windfall Gold given: 20/25/30 ⇒ 15/25/35

Traits

By the time a Chemtech champion dropped below the health threshold, triggering the trait, the fight would end before the buff could be used effectively. By giving the buff a flat duration and making its potency scale with trait breakpoints, we’re hoping Chemtech 7 and 9 will have more impact later into the game.
  • Challenger Attack Speed: 30/60/90/145% ⇒ 30/55/80/130%
  • Chemtech Now always lasts 8 seconds
  • Chemtech Attack Speed: 50% ⇒ 25/50/75/100%
  • Chemtech Health Regeneration: 4% ⇒ 3/4/6/10%
  • Innovator Mechanical Bear Power Surge (spell) ally Attack Damage & Ability Power team buff: 25 ⇒ 20
  • Innovator Mechanical Dragon Electrifying Roar (spell) ally Crit Damage Buff: 75% ⇒ 40%
  • Mutant Adrenaline Rush chance for extra attacks: 33/66% ⇒ 40/75%
  • Clockwork bonus Attack Speed: 10/30/55% ⇒ 10/35/70%

Champions: Tier 1

Garen’s been empowering dominant reroll compositions since G&G’s release, but he’s found decisive success in recent Sniper Protector comps, so we’re striking his execution damage down quite a bit.
  • Garen Decisive Strike missing Health damage percentage: 20% ⇒ 15%

Champions: Tier 2

Me Kat meow ⇒ Me nerfed now. Even with a nerf in our mid-week patch, Katarina’s damage has been caught cutting class without a hall pass. So, we’re hitting Katarina with a substantial damage nerf at 3 stars; which, considering how often she casts in a fight, is a considerable change. We’ll be keeping close eyes on her, especially as Kat has fallen out of favor in non-NA regions while continuing to define the meta in NA.

By defining the meta, Katarina has led to the uprising of the troll! Gaining popularity as a counter to Katarina comps, Trundle comps have ended up being effective into just about every comp with correct itemization.
  • Katarina Shunpo Damage: 180/225/300 ⇒ 160/200/250
  • Trundle Chomp Attack Damage steal percentage: 20/30/50 ⇒ 20/25/40
  • Trundle Chomp Attack Speed slow: 50% ⇒ 25%

Champions: Tier 3

Taric with some tank items can get into an unkillable cycle of healing, especially in the early game or with an Arcanist spat. By nerfing his healing, it’ll be more possible to take him down.

Vex’s ability to stall out fights with repeat shields is allowing for backlines to pump out uninhibited damage. This wouldn’t be so bad if Vex didn’t also top the damage charts while doing this.

Ekko's fulfilling his role as the utility Assassin, but the attack speed disparity he creates through a reduction on the enemy and increase to his allies, is too impactful.

Despite the dominance of Assassin comps, one Assassin seemed to be missing out on all the fun—and it wasn’t because they turn invisible. The most successful Assassin comps oftentimes just ran Shaco as an afterthought, preferring (rightfully so) to itemize Twitch if they had the extra items to go around.
  • Ekko Parallel Convergence ally bonus Attack Speed: 40/50/75% ⇒ 35/40/50%
  • Shaco Health: 650 ⇒ 700
  • Shaco max Mana buff: 50/90 ⇒ 40/80
  • Shaco Deceive base Damage: 75/100/125 ⇒ 90/110/130
  • Taric Starlight Bastion Healing: 375/475/600 ⇒ 325/425/600
  • Vex Personal Space stacking shield bonus upon being destroyed: 25% ⇒ 10%
  • Vex Personal Space Shield: 550/700/900 ⇒ 500/600/750
  • Vex Personal Space Damage:125/200/275 ⇒ 100/135/175

Champions: Tier 4

Strengthening some of the more niche 4-costs to perform better at what they do, whether that’s CC, tankiness, or dancing with a sword.

Jhin will still get those sweet sweet backline assassinations slightly more often, but it will take him longer to auto down the frontline.

Every spark can’t be your Final Spark if you cast 11 times in a fight.
  • Fiora Attack Damage: 70 ⇒ 75
  • Fiora Blade Waltz Attack Damage scaling: 160% ⇒ 170%
  • Jhin max Mana buff: 0/80 ⇒ 0/70
  • Jhin Attack Damage: 95 ⇒ 90
  • Jhin Curtain Attack Damage scaling: 150/225/344% ⇒ 150/200/344%
  • Lux Final Spark Mana Refund on Kill: 30 ⇒ 20
  • Orianna Mana buff: 80/180 ⇒ 50/140
  • Orianna Command: Shockwave stun duration: 1.5/1.5/4 ⇒ 1/1/4 seconds
  • Sion Health: 1750 ⇒ 1850
  • Sion Decimating Smash: 2/2.5/5 ⇒ 2/3/6 seconds

Champions: Tier 5

Jayce’s hammer form is more often than not his best form, partially due to the excessive tankiness it brings, and partially due to Jayce’s shaky performance when using cannon form—even on the smallest of targets.

If you thought that reference was metal, the next one is Akaline. Unless you happen to have perfect items for her lying around, Akali has struggled to find a place in G&G. With a bit more base stats, Akali should be able to hit the barium requirements for a viable 5-cost.

Making a colossal and speedy entrance onto ranked ladders near you, attack speed Galio, aka Clapio, has proven to be both strong and awkward to play. While it’s always awesome to see new and inventive builds, Clapio is not only the most optimal way to play Galio, but also over our desired balance levels. The changes below reign in on the applause, but deliver an encore performance for tank Galio with some extra health and spell damage.

Finally, a nerf to Viktor should keep his damage from disintegrating unintended team comps and fan girls alike.
  • Akali Health: 800 ⇒ 850
  • Akali Perfect Execution initial dash Damage 275/375/2000 ⇒ 300/375/2000
  • Galio Health:1800 ⇒ 1900
  • Galio Attack Damage: 150 ⇒ 120
  • Galio Colossal Entrance Damage:150/250/2000 ⇒ 200/300/9001
  • Galio at 3-stars now makes an even larger entrance, with a greater crash zone radius and dieameter.
  • Jayce Armor and Magic Resist: 40 ⇒ 30
  • Jayce Melee form Shield Amount: 400/600/3000 ⇒ 350/500/3000
  • Jayce Ranged form Attack Damage Gain: 35/60/1000 ⇒ 45/70/1000
  • Jinx Attack Speed: 1.05 ⇒ 1.0
  • Jinx Rocket Launcher Attack Damage scaling: 190/210/888% ⇒ 190/200/888%
  • Viktor Mana: 0/140 ⇒ 0/150
  • Viktor Chaos Rays Damage: 350/450/1500 ⇒> 325/425/1500

Items

Blue Buff has been successful as a carry item for specialized casters, but has struggled as a late game item when a player’s carry doesn't need Blue Buff. We're increasing the starting mana to allow utility units to get their first cast off faster, without impacting the best use cases too much.
  • Blue Buff NEW: Now grants an additional 20 Starting Mana
  • Frozen Heart Attack Speed Slow: 25% ⇒ 35%

Small Changes

Small, like my chances of being casted in season 2 of Arcane regardless of my large talent, which is in fact, very large.

Augments

Please @ me your Stand United theory-crafted comp and double hook Blitzcrank VODs!
  • Featherweights bonus Attack Speed & Movement Speed: 35/50/70% ⇒ 30/40/60%
  • Gold Reserves (Mercenaries) percent bonus damage per gold: 1% ⇒ 2%
  • Gold Reserves (Mercenaries) damage cap remains at 60%, now achieved at 30 gold.
  • Stand United bonus Attack Damage and Ability Power per active trait: 2/3/4 ⇒ 3/4/5
  • Knife’s Edge Attack Damage: 30/45/60 ⇒ 25/40/55
  • Cram Session (Academy) Mana restored after first cast: 80% ⇒ 90%
  • Broken Stopwatch (Clockwork) Tier: Prismatic ⇒ Gold
  • Portable Forge Armory option, Death’s Defiance Attack Damage: 15 ⇒ 30
  • Portable Forge Armory option, Death’s Defiance Attack Speed: 15% ⇒ 30%
  • Portable Forge Armory option, Death’s Defiance Ignore Pain Percent: 60% ⇒ 70%
  • Portable Forge Armory option, Gold Collector, gold drop chance: 100% ⇒ 75%
  • Portable Forge Armory option, Manazane starting Mana: 15 ⇒ 50
  • Portable Forge Armory option, Zhonya’s Paradox Ability Power: 15 ⇒ 45
  • Portable Forge Armory option, Zhonya’s Paradox Armor & Magic Resist: 25 ⇒ 35
  • Portable Forge Armory option, Rocket Propelled Fist will now ignore Blitzcrank’s hook target when deciding which unit to hook. This means that Blitzcrank and Rocket Propelled Fist will always hook two different targets. This means you should try this, not because it will be particularly strong, but because it will be quite funny.
  • The following Augments will now appear slightly more often: Ascension, Cybernetic Implants, Knife’s Edge, Makeshift Armor, Underdogs

Traits

This is where we buff all the traits at their specific breakpoints that are not being used or are just underperforming.

Syndicates have been the Syndican’ts all set, so we’re adding some power to the defensive bonuses these shady operators get while decreasing the bonus amplifier at (7) Syndicate to account for the extra armor and magic resistance added.
  • Academy bonus Attack Damage & Ability Power: 18/35/50/70 ⇒ 18/40/50/70
  • Academy bonus Attack Damage & Ability Power per cast: 3/5/8/12 ⇒ 3/5/10/15
  • Arcanist Team Ability Power: 20/20/50/125 ⇒ 20/20/50/145
  • Arcanist Total Ability Power: 20/65/100/125 ⇒ 20/60/100/145
  • Bruiser Health: 125/225/350/700 ⇒ 125/225/400/700
  • Imperial (5) Non-Tyrant bonus damage: 0/50% ⇒ 0/75%
  • Syndicate bonus Armor and Magic Resist: 50 ⇒ 60
  • Syndicate (7) Omnivamp, Armor, and Magic Resist bonuses increase: 50% ⇒ 33%
  • Twinshot bonus Attack Damage: 5/30/60 ⇒ 5/40/80

Champions: Tier 1

It’s time to pay the reroll toll.
  • Camille max Mana nerf: 0/50 ⇒ 0/60
  • Darius max Mana nerf: 50/95 ⇒ 50/100
  • Darius Decimate healing: 125/150/175 ⇒ 120/140/160
  • Kassadin Null Sphere Mana reave: 35/50/65% ⇒ 50%

Champions: Tier 2

Rather than heavily nerfing any piece of the popular and powerful Kog’maw protector reroll comp, we’re adding small nerfs and adjustments to multiple components that make the comp as strong as it currently is. As with our Garen and Kassadin nerf above, we’re adjusting Kog’maw so his 3-star form doesn’t vastly outperform his 1 and 2-star forms.
  • Blitzcrank Rocket Grab Damage: 150/300/1337 ⇒ 150/300/900
  • Kog'maw Barrage target max health bonus Damage: 6/7/10% ⇒ 7/8/9%
  • Zyra’s delay between her cast and stun has been slightly reduced.

Champions: Tier 3

With two critical Lissandra bugs being fixed (related to her spell failing to cast), she’s been significantly buffed. To compensate for this we’ve shipped a preemptive nerf. The Lissandra changes are large, in that there are many, but they should only result in a small nerf overall.
  • Cho’Gath Health: 1300 ⇒ 1400
  • Heimerdinger Rocket Swarm Damage: 70/100/150 ⇒ 70/95/140
  • Lissandra Iron Maiden damage: 250/350/575 ⇒ 225/300/500
  • Lissandra Iron Maiden Attack Damage reduction duration: 5 ⇒4 seconds
  • Lissandra Iron Maiden Attack Damage reduction: 40% ⇒ 30%
  • Samira Attack Damage: 80 ⇒ 75

Champions: Tier 4

  • Urgot max Mana buff: 0/60 ⇒ 0/50
  • Yone Attack Damage: 80 ⇒ 75

Items

  • Ionic Spark max Mana damage ratio: 225% ⇒ 200%

Hyper Roll

It’s hard to stack stacks when the clock’s stacked against you, so we’re making it easier for Cho’Gath to get big in Hyper Roll.
  • Cho’Gath: Now gains twice as many Feast stacks

League of Legends Event Mission Points Restructure

Points collected for all League of Legends events moving forward will be based on how much time is spent playing rather than number of games. For more details, check out the Quick Gameplay Thoughts on it. As for how this impacts TFT, keep reading below.
  • TFT games will grant 2 points per minute played, or 3 points per minute played if you place in 1st-4th place for your game. While TFT gametime still counts towards LoL’s events, they’re not the most efficient way to grind points, granting them at roughly 50% the rate.
  • TFT Hyper Roll and Double Up are now eligible for League mission progress! These TFT modes have the same 50% rate as detailed above.
  • TFT AFK check has been improved to ensure better game quality.

Bug Fixes

  • Champions will no longer randomly swap targets after casting their spells
  • Scouting scouting: Tactician scouting has been reactivated in Double Up now that we have fixed a bunch of bugs
  • Lissandra GA buff: Lissandra no longer fizzles her cast on both self and enemy units while affected by Guardian Angel stasis
  • Lissandra buff: Lissandra now correctly retargets a new unit if her original target dies during the spell cast time
  • Units can no longer instantaneously be moved to the bench and then back to the battlefield instantly with the “Deploy to Battlefield/Return to Bench” hotkey
  • Miscalculated: Calculated Loss will no longer give a reroll on 2-1 when taken as your first augment
  • Soldier for hire: Fixed an issue with the 7 Mercenary Soldier payout not working
  • OOM: Fixed an issue where the mana reduction from Mutant Emblem would sometimes not work correctly
  • Secret extrovert: Fixed an issue where there is a second secret Socialite Hex that can be used even without the Duet augment
  • Twin talons: Fixed an issue where 2 Talons were refreshing each other’s bleed stacks when attacking a unit at the same time
  • Uninvited to the party: Fixed situations where certain champion visual effects would continue to show during the victory sequence even after the champion was hidden
  • Incompatible fleshlings: Blitzcrank’s allies will no longer attempt to target his Rocket Grab target if they are immune to crowd control and did not get hooked
  • Monsoon season: Fixed Kai’Sa failing to fire her Icathian Monsoon missiles after dashing if she was stunned or in Guardian Angel stasis
  • Reinforcing: Enforcer 4 now properly stuns the enemy unit with the highest damage dealt last combat
  • Clarity: The Clear Mind augment no longer considers Tome of Traits a unit
  • Tooltips wait for no one: Zilean’s tooltip now properly shows a 25% Attack Speed reduction at 1-Star (was showing 20% when it was slowing by 25%)
  • Dog years: Underdogs now correctly ticks every second instead of ticking every other second for twice the heal amount.
  • Ezreal no longer fails to gain mana on his first attack after casting his Ability if he has a high amount of attack speed
  • Rocket Propelled Fist from the Portable Forge augment will now fire its hook even if the holder is stunned (Zephyr, Enforcer, etc.)
  • Malzahar no longer fails to gain mana on his first attack after casting his Ability for the first time in combat
  • We’re all winners here: The Double Up victory sequence will no longer pick an empty board to display as the winner of a game
  • Built same same, but different: Fixed an issue where some trait augments would still show up after the Built Different augment was taken (some trait augments that grant teamwide bonuses, such as Enchanter Soul or Enforcer Soul can still show up)

Teamfight Tactics patch 11.23 notes

Hello Yordle portal poppers, Colossus board boppers, and Socialite carry swappers!

It’s the first patch of the new set, so get ready for a series of balance changes to your favorite champs, traits, and Hextech Augments. There’s a lot to get into, including the launch of Double Up, so stop reading this intro and start scrolling to the next section!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

November 19th, Balance Changes

Patch 11.23’s mid-week update comes a few days earlier than normal to ensure a more balanced game state during the holiday here in the States.

Champions

Katarina at 3-stars with full damage items was a bit too powerful. A slight damage nerf and a nerf to her 3-star mana refund will keep this Academy student from cutting class again.

Recent optimizations of Spotlight Tyrant Sion have him dealing unbelievable amounts of damage, while being insanely tanky, and having devastating team-wide CC. We’re leaning harder into his tanky disruption identity by taking an axe to his damage.
  • Katarina Shunpo Damage: 190/240/320 180/225/300
  • Katarina Shunpo Mana Refund on kill: 20/20/40 20/20/20
  • Sion Health: 1500 1750
  • Sion Attack Damage: 130 100
  • Sion Armor & Magic Resist: 50 60
  • Sion Decimating Smash Damage: 300/360/750 150/200/500
  • Sion Decimating Smash Knock Up Duration: 1/1.5/4 2/2.5/5

Traits

Metamorphosis is the best defensive version of mutants, but it’s also getting a lot of unnecessary offensive power, so we're effectively removing it so we can keep Metamorphosis’s identity as the tanky trait intact.
  • Colossus (2) Damage Reduction: 30% 25%
  • Mutant Voracious Appetite Attack Damage & Ability Power Per Stack: 25/40 20/30
  • Mutant Metamorphosis Attack Damage & Ability Power Per Stack: 5/10 1/2

Bug Fix

  • Gets me every time: There should no longer be mystery gold orbs that you can’t interact with.

Patch Highlights

Double Up!

Double down for Double Up! Here’s the TL;DR and a link to more info on the game mode (written by someone still accepting Double Up partner applicants).

We've made the decision to disable Tactician social scouting in Double Up for its launch due to a critical bug. It’s a bummer to be missing our fun social feature in our most social game mode, so we’ll be working on a fix to deliver by the next patch. Thanks for your patience and we hope you enjoy our latest Lab!
  • Step 1: Grab a partner (can be a friend or rando, or even me!)
  • Step 2: Release them. They’ll need their hands to play and you’ll need them at their best, since you share health!
  • Step 3: Don't’ Lose. When either partner runs out of health, your health gets reset to 1. Afterwards any loss eliminates BOTH of you!
  • Step 4: Use the Assist Armory to give your partner item components, gold, and other boosts at key points in the game.
  • Step 5: Use friendship in the form of the Rune of Allegiance to gift champions and any items they may be holding to your partner at different points throughout the game!
  • Step 6: Send in the reinforcements! If you beat your opponent’s army before your partner beats theirs, after a short delay your surviving champions will hop onto your partner’s board to help them out!
  • Step 7: Win (together)! You and your partner can start winning when this patch goes live!

System Changes

Augments

We’ve gone from eight possible Augment arrangements, the order by which you are offered varying Augments throughout the game, to fourteen to create more unique experiences. As a reminder, the weakest Augments are Silver, and the most powerful are Prismatic. The six new arrangements are quite rare, ranging from a one percent chance (Prismatic, Silver, Prismatic), to a ten percent chance (Gold, Silver, Silver).
  • Silver, Prismatic, Silver
  • Prismatic, Gold, Gold
  • Gold, Silver, Silver
  • Silver, Gold, Prismatic
  • Gold, Gold, Gold
  • Prismatic, Silver, Prismatic

Carousel UI Buff

Ever wanna inspect a champion on your board to remind yourself of its ability scaling or traits? Well, yeah, us too.
  • During carousel rounds, you can now inspect champions while scouting other boards.

Large Changes

Large, like my need for a Double Up partner. Kent? Mort? Leelor? FireNRain? Anybody? Hello!?

Augments

With over 140 Hextech Augments, it’s no surprise that we have to adjust a few of them. Some need easy adjustments, while others like Underdogs and Titanic Force need finer tuning to lessen their power in certain use cases. Various Ornn items from the Portable Forge Armory are also getting buffed to increase the value of our favorite Artifacts!
  • Ardent Censer (Enchanter) Tier: Gold ⇒ Silver
  • Lifelong Learning (Scholar) Tier: Gold ⇒ Silver
  • Lifelong Learning (Scholar) can no longer be offered on the 3rd Augment choice
  • Runic Shield (Arcanist) Shield Duration: Infinite ⇒ 8 seconds
  • Runic Shield (Arcanist) Shield scaling (Silver/Gold/Prismatic): 250/375/500% ⇒ 300/450/600% AP
  • Share the Spotlight (Socialite)Shared Bonus: 75% ⇒ 100%
  • Titanic Force Health Threshold: 1300 ⇒ 1400
  • Titanic Force max percent Health as bonus AD: 4% ⇒ 3%
  • Woodland Charm Tier: Gold ⇒ Prismatic
  • Woodland Charm Copy Health: 1200 ⇒ 1500
  • Underdogs Health regen per second: 10% ⇒ 12% missing Health
  • Underdogs Health regen per second cap: Uncapped ⇒ 200 Health per second
  • Portable Forge Armory option, Death’s Dance Armor: 25 ⇒ 50
  • Portable Forge Armory option, Muramana Mana over 4 seconds: 100 ⇒ 200
  • Portable Forge Armory option, Obsidian Cleaver Armor/MR Pen: 40% ⇒ 70%
  • Portable Forge Armory option, Randuin’s Omen Shared Armor & MR: 40 ⇒ 50
  • Portable Forge Armory option, Rocket Propelled Fist Health: 200 ⇒ 750
  • Portable Forge Armory option, Rocket Propelled Fist Mana: 15 ⇒ 30
  • Training Dummy Health: 600 ⇒ 500

Traits

Knowledge is power… too much power. With continued education (even into adulthood @Garen) granting more and more stats to Academy champs, this trait needs to be taken from a Doctoral level, down to a Master’s.

Bodyguard has struggled as a trait, so we're adding more selfish power to help them perform. Now after they taunt adjacent enemies they’ll shield themselves against some incoming damage.

Traits with summons tend to be powerful early, when the extra health bar can swing close fights in your favor. We’re tuning Innovator’s power to lessen its strength early, but ensure your summons can take flight and maul your foes later on.

We’re reducing some of the value you get from the Mercenary trait to keep these treasure chests, for the treasured, best (that’s still you btw). Expect slightly less gold and less Krakens (powerful rolls). Even Mercenary 7 will receive a bit less gold, but will give you the same level of other loot (items, Neeko’s Help, etc.).

Lastly, we’ve adjusted Sniper to passively grant an extra hex of attack range. This is to allow for more creative and interesting uses of the Sniper Emblem. To avoid buffing every Sniper unit, we are reducing their attack range by one hex—a zero sum change with the new trait bonus. Fun fact, Jhin now has a 4 hex attack range with the exclusion of the 1 extra range he gets from being a Sniper.
  • Academy Starting Attack Damage and Ability Power: 20/40/60/80 ⇒ 18/35/50/70
  • Academy Ability Power and Attack Damage Per Cast: 3/5/10/15 ⇒ 3/5/8/12
  • Bodyguard NEW: Bodyguards now gain a shield shortly after combat begins when they trigger their taunt
  • Bodyguard Shield Amount: 100/300/600/1000
  • Colossus (2) Damage Reduction: 25% ⇒ 30%
  • Enforcers will no longer detain units who are immune to crowd control effects. When selecting which units to detain, Enforcers will skip over units who are immune to crowd control
  • Enforcer: Zephyr now takes priority over Enforcer. When selecting which units to detain, Enforcers will skip over units who are cycloned by Zephyr
  • Imperial team Bonus Damage: 0/40% ⇒ 0/50%
  • Innovator, Innovation Base Health: 650/1100/1900 ⇒ 475/750/1250
  • Innovator, Innovation Base Attack Damage: 50/75/100 ⇒ 40/50/65
  • Innovator, Innovation Star Level Modifier: 15% ⇒ 25%
  • Innovator, Innovation, Hextech Dragon is now immune to crowd control
  • Innovator, Innovation, Hextech Dragon Attack Range: 4 ⇒ 2 Hexes
  • Innovator, Innovation, Hextech Dragon Electrifying Roar Fear Range: 3 ⇒ 5 Hexes
  • Innovator, Innovation, Hextech Dragon Electrifying Roar Fear Duration: 4 ⇒ 3
  • Innovator, Innovation, Hextech Dragon 3rd attack Magic Damage: 750 ⇒ 500
  • Innovator, Innovation, Hextech Dragon Electrifying Roar now increases ally size for the buffs duration
  • Mercenary: Lowered the total power of the trait by slightly reducing the value of various dice rolls across the board.
  • Mutant Hyper-Adrenal Glands renamed to Adrenaline Rush
  • Mutant Cybernetic Enhancement bonus Health: 400/800 ⇒ 450/900
  • Mutant Voracious Appetite AD and AP: 30/50 ⇒ 25/40
  • Mutant Metamorphosis AD and AP Per Stack: 10/20 ⇒ 5/10
  • Sniper NEW: Snipers gain +1 Attack Range. Units equipped with the Sniper Emblem will also benefit from this bonus
  • Sniper units (Jhin, Caitlyn, Tristana, Miss Fortune, Kog’Maw) have had their range reduced by one to compensate for the one extra range the trait now grants.

Champions: Tier 3

Mercenary not Mercen-carry. Econ trait champions should not be as strong as they currently are.

Samira’s too good. She stabilizes too quickly midgame and stays dominant even into the late game. If you manage to three-star her she’ll be able to bring her foes into negative Armor, creating weird and less readable damage amplification. With a handful of nerfs, we’re giving her some compensation strength to her cast animation to make her feel better with Blue Buff, which you should try out, especially if you want to use Samira as a mobile Last Whisper in your physical damage comp.
  • Gangplank Health: 800 ⇒ 750
  • Gangplank Armor and Magic Resist: 45 ⇒ 40
  • Gangplank Attack Damage: 80 ⇒ 75
  • Gangplank Parrrley Base Damage: 125/150/200 ⇒ 110/135/170
  • Miss Fortune Attack Speed: 0.75 ⇒ 0.7
  • Miss Fortune Make It Rain Damage: 300/400/600 ⇒ 275/375/550
  • Samira Attack Damage: 85 ⇒ 80
  • Samira Flair ranged cast time slightly reduced ranged
  • Samira Flair Attack Damage scaling: 175/180/190% ⇒ 165/170/180%
  • Samira Flair Amor shred: 10/20/40 ⇒ 10/15/20

Champions: Tier 4

With guns for kneecaps we’re in kneed to keep this guy’s power capped, but with how strong he is with just about any Attack Damage item, he’s in need of a nerf.
  • Urgot Attack Damage: 75 ⇒ 70
  • Urgot Purge Attack Damage scaling: 30% ⇒ 25%

Champions: Tier 5

The 5-costs of Gizmos & Gadgets have generally been overperforming (see small changes). But our favorite party-going gargoyle has struggled to nail his entrance.
  • Galio starting Mana buff: 180/300 ⇒ 200/300
  • Galio Colossal Entrance damage: 125/250/2000 ⇒ 150/250/2000

Small Changes

Small, like my free time now that G&G is out.

Augments

Most of our smaller changes to Augments are making ‘feels bad’ moments feel less bad by offering you Augments that make more sense in each game.
  • All for One (Tyrant) Health percentage of ally granted to the Tyrant upon their death 40% ⇒ 33%
  • Built Different: Most Heart and Soul Augments, as well as all Emblem Augments, are no longer offered after choosing Built Different
  • Built Different can no longer be offered on the 3rd Augment choice
  • Built Different Health (Silver/Gold/Prismatic): 300/450/600 ⇒ 300/400/500
  • Built Different Attack Speed (Silver/Gold/Prismatic): 50/65/80 ⇒ 50/60/70
  • Binary Airdrop: Silver ⇒ Gold
  • Binary Airdrop: Item randomization now tries to avoid granting champions items that have poor synergy (ie: Ziggs can no longer roll Zz’Rot Portal, Blitzcrank can no longer roll Deathblade)
  • Calculated Loss can no longer be offered on the 3rd Augment choice
  • Dominance can no longer be offered on the 3rd Augment choice
  • Junkyard (Scrap) can no longer be offered on the 3rd Augment choice
  • Sharpshooter (Twinshot) Damage Falloff: 40% ⇒ 45%
  • Windfall Now grants the correct amount of gold per Augment (20/25/30g instead of 25/30/30g)

Traits

Scrap champions have gotten pickier in their selection of items from the Junkyard. Tanks will stop picking up AD carry items and carries will stop grabbing tank items just because they’re shiny.
  • Bruiser Bonus Health: 125/250/400/700 ⇒ 125/225/350/700
  • Clockwork base Attack Speed: 10/25/50 ⇒ 10/30/55%
  • Scrap item randomization now tries to avoid granting champions items that have poor synergy (ie: Ziggs can no longer roll Zz’Rot Portal, Blitzcrank can no longer roll Deathblade)

Champions: Tier 1

The strong early game trait also has strong early game champs, so we’re flinging a nerf their way.
  • Ezreal Mystic Shot Damage: 30/60/90 ⇒ 25/50/100
  • Garen max Mana nerf: 40/80 ⇒ 50/90
  • Singed Flinged Main Target Stun: 1.5/2/2.5 ⇒ 1.5/2/3
  • Ziggs Attack Damage: 45 ⇒ 50
  • Twisted Fate starting Mana nerf: 30/40 ⇒ 0/40

Champions: Tier 2

Since when does Death’s hand heal?
  • Katarina Shunpo damage: 180/225/300 ⇒ 190/240/320
  • Kog’Maw Attack Damage: 30 ⇒ 35
  • Swain Death’s Hand Healing: 200/250/325 ⇒ 200/230/300
  • Trundle Chomp Attack Damage scaling: 150% ⇒ 140%

Champions: Tier 3

Helping those content creators with their Cho’Graph highlight VODs.
  • Cho’Gath max Mana buff: 100/160 ⇒ 100/150
  • Shaco Deceive Attack Damage scaling: 175% ⇒185%

Champions: Tier 4

Call the doctor, but not for me… Dr. Mundo is getting a few nerfs to his damage output and burst healing, but a compensation buff in his healing over time.
  • Dr. Mundo Zap Dose Magic Damage Ticks: 100/150/300 ⇒ 80/125/300
  • Dr. Mundo Zap Dose current Health Explosion scaling: 20/25/50% ⇒ 15/20/50%
  • Dr. Mundo Zap Dose instant heal max Health scaling: 40% ⇒ 35%
  • Dr. Mundo Zap Dose heal over time max Health scaling: 20/30/100% ⇒ 25/35/100%
  • Fiora Blade Waltz startup delay has been slightly reduced
  • Yone Attack Speed: 0.85 ⇒ 0.8

Champions: Tier 5

As alluded to earlier, 5-costs in G&G have been too impactful as a whole. It’s time to bench the Kench, confine the feline, disgrace the Jayce, and brutally remind Jinx of her past (sorry, couldn’t find a rhyme).
  • Jayce Melee Bonus Armor and Magic Resist: 50 ⇒ 40
  • Jinx Attack Speed: 1.1 ⇒ 1.05
  • Tahm Kench Devour Damage: 1000/1600/30000 ⇒ 900/1450/30000
  • Yuumi Health: 850 ⇒ 800

Items

  • Ionic Spark zap Damage: 250% ⇒ 225%

Hyper Roll

They see me rollin, they hating. Patrolling, and tryna’ catch me ridin Yordles.
  • Yordles: Now gives one Yordle after each player combat.
  • Yordles: Has a chance to give a second Yordle after each player combat. This chance increases each stage.

TFT Coins (Mobile)

Mobile is getting a new currency to make things easier on our back-end. Pricing of all products has not changed, you’ll just be using TFT Coins to buy them. Read more about it here.

Bug Fixes

  • Nice shot: Sharpshooter (Twinshot) Augment no longer works with Sniper attacks
  • Time waits for no one: Broken Stopwatch Augment (Clockwork) now properly freezes CC immune units (ie: Colossus, Quicksilver)
  • It still works: Items created from the Binary Airdrop Augment will now properly trigger their start of combat phase effects (ex: Zephyr, Zeke’s Herald, etc.)
  • No longer off-the-hook: Blitzcrank’s allies always properly retarget to his Rocket Grab target if they’re within range
  • Bench bubbles: The Runic Shield Augment (Arcanist) will no longer grant shields to units on the bench
  • TrainingDummiesRpeople2: Training Dummies should no longer show up in End of Game/Match History screens
  • Orb hunter: Mercenary Orbs have been moved to the right so they should no longer be hidden by the Hextech core.
  • Yordle together strong: Fixed an issue where Yordles could fail to combine and star-up when coming out of the Yordle Portal. This would most commonly happen when getting 2 Yordles in Hyper Roll. We believe there’s still a second, much rarer way this bug can happen that may not be fixed. We’ll be keeping an eye out for Yordles that want to stay independent.
  • Even the Minion rounds: Gold Collector no longer grants gold on PVE rounds
  • Ride together, die together: Taric no longer fails to heal himself if his primary heal target dies while he’s casting

Teamfight Tactics patch 11.22 notes

Tacticians!

Welcome to Teamfight Tactics: Gizmos & Gadgets! A world of crazy experiments, magic run amok, and groundbreaking new technology. With machines to assemble, chemicals to concoct, and new strategies to discover, anything is possible. With the new set, we’ve got new champions, traits, Hextech Augments, Hyper Roll changes, and G&G themed rewards. There’s a lot to uncover, so let’s get to it!
Rodger "MinionsRpeople2" Caudill

Gizmos & Gadgets

Cheat sheet



Look blurry? Instead of getting your eyes checked out, try this link to a high res version.

Item Cheat sheet


High quality version for my high quality readers here!

Details

The cheat sheets above should give you a good idea of the champions and traits in the new set. But if you want to dive deep into all the stats and new items, we recommend heading to one of the sites listed below.

Gizmos & Gadgets Pass

Here are some highlights from the brand new 1295RP Pass+ during TFT: Gizmos & Gadgets! You can read more about the Pass and more here! As with past passes, you’ll get rewards for earning XP; but to unlock all the exclusives listed below, you’ll want to upgrade to the Pass+. The G&G Pass formally enables Wednesday, 11 AM PST, along with all the other store content.
  • Emotes: Knuckle Sandwich, This Changes Everything, Why Tho, and Grind Emotes
  • Booms to celebrate your victories (1st tier unlocks on purchase): Chemtech Surprise, Arcana Coil, Missile Party, Hextech Hypersurge
  • Star Shards to star-up your favorite Little Legends
  • LL Eggs
  • Arenas: Sky High Station, Chemtech Plaza, Shisha’s Study
  • Dr. Shisa and Arcane Sprite

That’s DOCTOR Shisa to you.


The power to change. The Sprite that never does.

Chibi Champs

Our newest Tacticians are bite-sized versions of their League of Legends counterparts, with all the team-fighting talent and portal-making power of Little Legends. Making their debut on the Convergence first: Chibi Ekko, Chibi Jinx, and Chibi Vi! They come with their own unique boom and playful animations. Pick em up for 1900RP, and read more about them here.

Little Legends

The Ingenious Inventors are here!

In need of repairs? Well, Duckbill can certainly try. Either way, you'll get your cute fix! Duckbill is so optimistic, they invented the Hopecopter 3000, just to keep their hopes high. But as you’ll see from their emotes, sometimes it all crashes down. Oh, and did I mention Duckbill’s part of a band? But before we get into their musical talent, check out their variants below: Honeybuzz, Delivery Rush, Pajama Party, Sugarcone, Zaunite, Piltover, and Goodest!

Got a problem? Let Duckbill take a quack at it.



I’m honestly still head banging to the Gloop Boop. What’s that, you ask? Well, remember when I mentioned that Duckbill was part of a band—of course you do, that was just a couple sentences ago! Well, Gloop and Duckbill are in the same band, but there’s one other member you’ll meet in a second. First, check out the Gloop variants below: Honeybuzz, Fireborn, Pop Groove, Sugarcone, Pizza Time, Hextech, and Arcade!

Gloop’s a retired beatboxing champion, emphasis on the tired.



I can’t understand how Piximander plays flowers like instruments. Sounds about as complicated as their skin care routine, which I hear costs an arm and a leg. But don’t worry—they regenerate. Check out their variants below: Honeybuzz, Shimmering, Rio, Hextech, Chemtech, Spotted, and Fruity Tooty!

Remember, the pursuit of knowledge demands you ax-o-lotl questions. And hopefully those questions are about the new Arenas, cause that’s up next! But not before I play spoiler on the most futuristic music collab to hit the Convergence!


Arenas

Gizmos & Gadgets brings us two interactive arenas, available in bundles and on their own for 1380 RP.

Bundles

Speaking of bundles, check out the ones below!

Bundle

Contents

Price

Gizmos & Gadgets Pass+ Bundle

  • G&G Pass+
  • Pixiemander 1 Star
  • Duckbill 1 Star
  • Gloop 1 Star
  • 2 Bonus Ingenious Inventor Eggs

3206 RP (24.99 Mobile)

Gizmos & Gadgets Sisters Bundle

  • G&G Pass+
  • Jinx Arena
  • Vi Arena
  • Chibi Vi
  • Chibi Jinx

6500 RP (49.99 Mobile)

Gizmos & Gadgets Megabundle

  • G&G Pass+
  • Jinx Arena
  • Vi Arena
  • Chibi Jinx
  • Chibi Vi
  • Chibi Ekko
  • 12 Ingenious Inventor Eggs
  • 9 Bonus Ingenious Inventor Eggs

12990 RP (99.99 Mobile)

Ranked

Ranked Rewards

  • Reckoning Ranked rewards will be given out on patch 11.23 (that’s next patch).
  • Players who reached Gold or higher at any point in Reckoning will receive Victorious Nixie!
  • Players who managed to reach Gold or higher in both halves of the set will receive the Reckoning-themed Triumphant Nixie as well! Nicely done.
  • Competitive play in Hyper Roll is also rewarded! Emotes for Blue, Purple, and Hyper players will drop alongside other rewards in patch 11.23.

New Ranked Season


We talked about changing the ranked climb almost a month ago in our Reckoning Learnings article. And now we’re implementing the first (but not last) of these quality of life changes.
  • Players will no longer be demoted in rank for tiers Iron to Master.
  • Players will still be demoted in divisions, eg. Platinum I to Platinum II
  • Grandmaster and Challenger will still allow for demotion
  • When Gizmos & Gadgets goes live in your region, you’ll be able to start climbing the ladder in this set's first ranked stage.
  • Everyone will start G&G 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 Details

Coming next patch (11.23) is TFT’s first cooperative mode, Double Up, where you can send units and items to your partner's board, and hop over to help out if they’re struggling. Our most talented writer has an article explaining everything you need to know to get started on Double Up!

Hextech Augments

You can get into the nitty gritty on the new set mechanic, Hextech Augments, in our mechanic overview article here. But if you want the TL;DR, continue reading below.

Hextech Augments TL;DR

  • Mold your strategy around the three Hextech Augments chosen during the following stages: 1-4, 3-3, 4-5.Your Augments will appear on your Hexcore, visible to all players.
  • There are three tiers of Augments, ranging from least powerful to most powerful. Some Augments are unique to one tier, while others have multiple versions across different power tiers.
  • All players get access to Augments of equal power at the same time, although the specific Augments offered may vary.
  • There are a lot of Augments to get excited about, so read the Augmented Strategies section for some examples.
  • Augments will be adjusted for Hyper Roll and Double Up!

Systems

Loot Orbs

Neeko has been offering her help a bit too often in Dawn of Heroes, and with Hextech Augments providing more opportunities to get help from our favorite chameleon-gal, we're reducing her presence in PVE orb drops.
  • Slightly reduced the drop rate of Neeko’s Help from Blue and Gold Orbs

Item Changes


With Gizmos & Gadgets we have an opportunity to update our existing items with learnings from the item-heavy mechanics of TFT: Reckoning. Some items are getting a new look, while one we think so FONdly of is getting a new look and name. Finally, some items have been given new functionality to meet the modern setting of Gizmos & Gadgets! Interested in checking out the why behind the changes? Then click href="https://www.leagueoflegends.com/en-us/news/game-updates/items-regadgetized/">here!
  • Archangel’s Staff REWORKED: During combat, the holder gains 25 Ability Power every 4 seconds.
  • Banshee’s Claw REWORKED: When combat begins, the holder and all allies within 1 hex in the same row gain a shield that blocks the damage and effects of the first enemy ability, up to 600 damage.
  • Banshee’s Claw: Stacking Banshee’s Claw will increase the damage it blocks but won’t increase the number of shields.
  • Bramble Vest NEW: Now grants 80 Armor (including components).
  • Bramble Vest AOE Damage: 80/100/150 60/80/120
  • Deathblade REWORKED: Now grants 50/75/100 bonus Attack Damage (including components)
  • Dragon’s Claw: Fireball cooldown: 1 0.5 seconds
  • Dragon’s Claw: Fireball max Health percentage damage: 30% 18%
  • Giant Slayer bonus damage Health Threshold: 1600 1800
  • Hand of Justice Bonus AP/AD or Omnivamp: 35 30
  • Hextech Gunblade: No longer grants a shield for overhealing
  • Hextech Gunblade NEW: Now additionally heals the lowest health ally
  • Jeweled Gauntlet NEW: Now additionally grants 10 AP
  • Jeweled Gauntlet bonus critical strike damage: 40% 30%
  • Quicksilver NEW: Now additionally grants 20% Attack Speed
  • Rapid Firecannon total Attack Speed: 40% 50%
  • Runaan’s Hurricane NEW: Now additionally grants +10 AD
  • Runaan’s Hurricane REMOVED: No longer triggers on-hit effects
  • Statikk Shiv NEW: Now additionally grants 15% Attack Speed

Hyper Roll

Hyper Roll is getting a number of adjustments in response to the new set’s changes. One such adjustment is it’s movement from Lab status to game mode—Hyper Roll will stick around for the foreseeable future.

Gizmos & Gadgets Hyper Roll Adjustments

  • The Radiant Item Armory has been removed.
  • The Augment Armory will now appear at the following rounds: 3-1, 5-2, 7-2
  • Some Augments will be disabled in Hyper Roll for gameplay fluidity and balance purposes.

Hype Level Adjustments

This should allow for more precise control of your Tactician while maintaining the hype required to ride play Hyper Roll.
  • Tactician movement speed decreased from 200% to 175%.

Item Armory Timings


We’ve adjusted when players see the Armory to avoid overlap with Hextech Augment timings.
  • Expect the component Armory to appear at the following stages: 3-2, 4-2 ,6-2
  • Expect the completed item Armory to appear at the following stages: 8-2, 9-2

Item Armory Adjustments


Expect to see the occasional Neeko’s Help, Loaded Dice, and Spatula in the component Armory. We’ve also increased the chance of getting emblems in the completed item Armory to compliment those harder-to-hit reach traits in G&G.
  • Component Armory: 70% chance of 3 components.
  • Component Armory: 20% chance of 3 components + Neeko’s Help or Loaded Dice
  • Component Armory: 10% chance of 3 components + 1 Golden Spatula.
  • Completed Item Armory: 75% chance of 4 items (1 offensive, 1 defensive, 1 utility, 1 random)
  • Completed Item Armory: 15% chance of 3 items (1 offensive, 1 defensive, 1 utility) + 1 tailored emblem.
  • Completed Item Armory: 10% chance of 2 items (2 random) + 2 tailored emblems.

Economy Adjustments


You’ll earn less gold in the very early game, but more gold starting at 3-1, continuing into the late game.Total gold has been increased from 85 to 107.
  • Starting Gold: 8 ⇒2
  • 1-1: +0 ⇒+0
  • 1-2: +0 ⇒+0
  • 2-1: +2 ⇒+4
  • 3-1: +3 ⇒+8 (Minimum gold by 3-1 is now 14 instead of 13).
  • 3-1: +3 ⇒+2
  • 4-1: +4 ⇒+6
  • 4-2: +4 ⇒+3
  • 5-1: +5 ⇒+7
  • 5-2: +5 ⇒+4
  • 6-1: +6 ⇒+12
  • 6-2: +6 ⇒+5
  • 6-3: +6 ⇒+5
  • 7-1: +8 ⇒+16
  • 7-2: +8 ⇒+8
  • 7-3: +8 ⇒+8
  • 8-1: +9 ⇒+17
  • 8-2 (and subsequent rounds): +9 ⇒+9

Round Time Adjustments


We’re adjusting the length of the planning phase for when you need that big brain moment to be more than a moment.
  • Reduced the planning phase for no-Armory combats from 30 to 25 seconds.
  • Added 5 seconds to the first round of each stage starting at 3-1.
  • Added 10 seconds to 8-1 to better support late-game roll downs.

Hyper Roll Gameplay Adjustments

  • Yordles: The Yordle (3) trait gives two bonus Yordles while standard TFT gives one.
  • Mercenaries: The luck of your Mercenary dice is based on your Tactician’s remaining health rather than the length of your loss streak. The lower your health, the better the dice.
  • Tahm Kench gains twice as many stats from eating units.

The End

We made it! We’re thrilled to see how you all tinker and theorycraft your way to 1st place (every game)! We’ve been hard at work creating our most inventive set to date, but expect frequent balance changes in the early days of Gizmos & Gadgets. Stay up to date with all the changes by circling back to the most recent patch notes, or our socials. We hope you have a blast with TFT: Gizmos & Gadgets, and we’ll be seeing you on the Convergence!

Teamfight Tactics patch 11.21 notes

Welcome to the final patch of Dawn of Heroes!

With Gizmos & Gadgets on the horizon, the last patch of Dawn of Heroes delivers a few balance updates to close out the set! This one will be quick considering our BIG end of set changes came in patch 11.20. But just cause it’s a shorter patch, doesn’t mean you have to stop reading here. We’ve got plenty of G&G content written by your favorite writer for his favorite audience—more Gizmos & Gadgets info at the bottom! Finally, remember to hit those ranked goals cause this is the last patch to push for ranked rewards which will be distributed with patch 11.23!
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Large Changes

Large, like my excitement for Gizmos & Gadgets!

Traits

Don’t be mystified by this buff. Players weren’t leaning hard into the higher tiers of Mystic, so we’re adding incentives they can’t magically resist.
  • Mystic Magic Resist: 40/80/150/250 ⇒ 40/80/175/300

Champions: Tier 3

Make it Rain like G&G spoilers, so if you’re grasping at straws here’s a spoiler for ya. Both of these champions will return in G&G!
  • Miss Fortune Make it Rain Damage: 250/375/600 ⇒ 250/375/550
  • Zyra Grasping Roots Damage: 200/300/575 ⇒ 200/300/525

Champions: Tier 4

This will not impact the 3-star Vel’Koz that you saw most recently at Worlds.
  • Lucian Attack Damage: 70 ⇒ 75
  • Vel’Koz Lifeform Disintegration Ray Damage: 900/1150/4000 ⇒ 850/1100/4000

Champions: Tier 5

Akshan just jumps in and assassinates his foes oftentimes without them having the chance to retaliate or retarget the Sentinel. With less Health, he’ll be punished more when his foes do retarget him. Despite having the healthiest diet in the set, Kayle still hasn’t had her time to shine in the Dawn of Heroes—well, that’s about to change.
  • Akshan Health: 850 ⇒ 800
  • Kayle 3rd Ascension Immunity: Every 15th Attack ⇒ Every 12th Attack
  • Kayle Final Ascension Damage: 80/125/4000 ⇒ 90/150/4000

Small Changes

Small, like my time spent sleeping during G&G’s release.

Traits

  • Abomination Stage Health and Attack Damage Scaling: 16% ⇒ 13%
  • Legionnaire Attack Speed: 25/75/135/250% ⇒ 25/70/135/250%
  • Sentinel Attack Speed: 20/80/500% ⇒ 20/80/600%

Champions: Tier 1

After being forced to play AP carry Poppy in a charity stream, our devs finally realized why I haven’t hit Challenger (yet). A quick buff to Poppy’s damage will have my one-trick Candyland build Poppy-ing off!
  • Poppy Buckler Toss Damage: 150/250/400 ⇒ 150/250/450

Champions: Tier 2

Adding more force to Syndra’s spell.
  • Syndra Force of Will Damage: 250/350/600 ⇒ 250/350/650

Champions: Tier 5

Snip… more like Snipe!
  • Gwen: 3-Star Gwen’s snips now reach a much larger area
  • Heimerdinger Upgrade!!! Damage: 400/600/3333 ⇒ 425/600/3333

Gizmos & Gadgets Copypasta

With so much excitement around the release of Gizmos & Gadgets, it can be hard to keep all the dates straight, so allow this blurb to help. Gizmos & Gadgets comes to PBE on October 19th, then goes live just after that on November 3rd (patch 11.22). The Gizmos & Gadgets Pass will be available later that day at 11:00 a.m. PT. Double Up will be the last thing hitting live servers on November 17th (patch 11.23), giving us a full patch to learn the ins and outs of the new set.

But, if you want more information, I’ll even throw in a couple of links to articles written by the love of my life!

Bug Fixes

  • Running with Scissors: Gwen’s Ability’s base damage and percent Health damage no longer roll for crits separately. If Gwen’s Ability critically strikes, both portions of her damage will crit simultaneously.