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

Teamfight Tactics

Teamfight Tactics patch 11.10 notes

Welcome Reckoners,

Patch 11.10 brings new win conditions by increasing the late game potential of 3 star 3-cost units. We’re also reducing the power on some of the 4 and 5-cost all-stars to open up comp diversity. Finally, we’re buffing underutilized items (Shadow especially) to empower more creative itemization. Oh, and one more thing… We also fixed the Staff Drop Boom.
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Traits

Despite the dark aesthetic of Reckoning, we’re letting all the traits shine!
  • Abomination Monstrosity Base Health: 1000/1300/1600 ⇒ 1000/1400/1800
  • Abomination Monstrosity Bonus Health per Star Level: 100/130/160 ⇒ 100/140/180
  • Abomination Monstrosity Base Attack Damage: 100/130/160 ⇒ 100/150/200
  • Abomination Monstrosity Bonus Attack Damage per Star Level: 10/13/16 ⇒ 10/15/20
  • Cavalier Damage Reduction: 15/25/35% ⇒ 15/30/40%
  • Dragonslayer Trait Dragonslayer Champion Ability Power: 30/70 ⇒ 30/80
  • Dragonslayer Trait non-Dragonslayer Ability Power: 20/50 ⇒ 20/60
  • Forgotten Attack Damage and Ability Power: 30/80/140 ⇒ 30/70/160
  • Knight Damage Reduction: 15/40/75 ⇒ 15/40/90
  • Mystic Magic Resist: 40/100/180 ⇒ 40/100/200
  • Verdant Crowd Control Immunity Duration: 4/6 ⇒ 5/8 seconds

Champions

Tier 1

While not OP, Leona’s excessive tankiness can be a barrier to fun. We’re nerfing her damage reduction, but giving her some base Attack Damage to compensate.
  • Aatrox Deathbringer Strike Attack Damage: 220/240/280% ⇒ 260/280/360%
  • Leona Attack Damage: 50 ⇒ 80
  • Leona Solar Barrier Damage Reduction: 40/80/400 ⇒ 30/60/250
  • Lissandra 1000 Daggers AD Reduction: 40/40/60% 40/40/40%
  • Lissandra 1000 Daggers Primary Damage: 300/400/500 250/300/400
  • Lissandra 1000 Daggers Secondary Damage: 150/200/250 125/150/200
  • Vayne Attack Damage: 25 ⇒ 30
  • Vayne Silver Bolts Damage: 90/120/160 65/90/140
  • Udyr Feral Instinct (Tiger stance) Attack Damage: 110/120/160% ⇒ 130/140/200%
  • Warwick Infinite Duress Damage: 200/300/400 ⇒ 200/300/450

Tier 2

LeBlanc’s been shooting two chains like a rapper out of Georgia. So we’re going to nerf her two times, once in our 11.9B Patch, and another time right here. Like a reference to a below average rapper, a powerful Sett carry comp recently popped out of nowhere, so we’re intervening to remind Sett that he’s a 2-cost now.
  • Brand Sear Damage: 700/900/1400 ⇒ 600/900/1500
  • Hecarim Starting Mana: 0/90 ⇒ 40/90
  • LeBlanc Ethereal Chain Stun Duration: 1.5/2/3 ⇒ 1.5/2/2.5 seconds
  • Allies will no longer chase targets that Syndra is tossing
  • Sett Haymaker Attack Damage Scaling: 160/180/220% 160/180/200%
  • Trundle Attack Speed: 0.7 ⇒ 0.8
  • Trundle Mana: 0/70 ⇒ 0/60
  • Viktor Siphon Power Damage: 300/500/750 ⇒ 300/500/850
  • Viktor Siphon Power Shield: 150/250/375 ⇒ 150/250/425

Tier 3

Grab your reading glasses, cause this is where we go all in on creating alternative win conditions by empowering 3-cost carry compositions. Of note here is the bug fix for Nocturne that will increase the healing of our favorite jumping nightmare blender. The only 3-cost being nerfed here is Morgana, who has seen an absurd amount of play with her multiple traits and strong Crowd Control.
  • Katarina Health: 650 ⇒ 700
  • Katarina Sinister Blade Initial Damage: 200/250/400 ⇒ 200/250/450
  • Katarina Sinister Blade Secondary Damage: 100/125/200 ⇒ 100/125/225
  • Lee Sin Health: 800 ⇒ 850
  • Lee Sin Cripple Damage: 200/300/650 ⇒ 250/350/750
  • Lulu Whimsy Targets: 3/4/5 ⇒ 3/4/6
  • Lux will no longer fail to cast her spell if her target ally was too far away. Friendship knows no bounds.
  • Pantheon Aegis Assault Attack Damage Scaling: 350/400/500% ⇒ 400/450/650%
  • Morgana Soul Shackles Radius: 3 ⇒ 2 Hexes
  • Morgana Soul Shackles Secondary Damage: 200/300/550 ⇒ 250/300/550
  • Nidalee Max Mana Buff: 0/75 ⇒ 0/60
  • Nidalee Bonus Damage on next attack after dodging/critting: 100/150/300 ⇒ 100/150/375
  • Nocturne Bug Fix: Nocturne’s spinning slash now correctly heals him based on how much damage he deals rather than a pre-calculated amount based on his stats (he should now heal a lot more when itemized and hitting multiple enemies)
  • Nunu Max Mana Buff: 0/85 ⇒ 0/70
  • Riven Health: 800 ⇒ 850
  • Riven Blade of the Dawn Cast Time: 0.5 ⇒ 0.3 seconds
  • Riven Blade of the Dawn Bonus Attack Damage: 80/90/100% ⇒ 90/100/130%
  • Yasuo Burning Blade Strike Damage: 300/400/600 ⇒ 300/400/750
  • Yasuo Burning Blade Stacking On-hit True Damage: 30/40/60 ⇒ 30/40/75
  • Zyra Grasping Roots Damage: 250/350/600 ⇒ 250/350/700

Tier 4

The Aphelios changes are meant to be power neutral after the B patch nerf last week. Just make sure you’re building some crit with your swords and bows. Draven’s been looking good, while being totally okay. With a little push into the spotlight, it’s time for him to look good while also being good.
  • Aphelios Bug fix: Dark Vigil can now critically strike
  • Aphelios Dark Vigil Attack Damage: 160/180/220% ⇒ 140/150/180%
  • Aphelios Dark Vigil Base Damage: 150/200/400 ⇒ 100/150/300
  • Draven Max Mana Buff: 0/50 0/40
  • Ivern Ability Power granted to Daisy on recasts is now a flat amount of Ability Power rather than a Percentage
  • Ivern Daisy! Ability Power Bonus: 50/75/300% ⇒ 100/150/300
  • Ivern’s Daisy Damage: 200/250/1000 ⇒ 250/350/1200
  • Mordekaiser Max Mana Nerf: 0/60 0/70
  • Rell Attract and Repel Stun Duration: 2/2.5/8 ⇒ 1.5/2/8 seconds

Tier 5

The Kindred changes below affect Wolf’s gameplay, and not Lamb’s Respite (Lamb’s Ability).
  • Garen God-Lion’s Justice Max Health Shield: 50/50/200% 40/50/200%
  • Heimerdinger Max Mana Nerf: 0/120 ⇒ 0/140
  • Heimerdinger Turret Attack Damage: 150 ⇒ 125
  • Kindred, Wolf’s Damage: 300/550/9999 ⇒ 300/400/9999
  • Kindred, Wolf’s Healing: 150/275/9999 ⇒ 150/200/9999
  • Teemo’s Cruelty Infernal Souls Thrown: 4/6/42 ⇒ 5/6/42

Items

I hope you still have your reading glasses around. Many Shadow items that have steep trade-offs and low play rates have been buffed. And yes, the Monstrosity can now summon Voidlings at a reduced power.
  • Chalice of Power Bonus Ability Power: 30 ⇒ 25
  • Chalice of Malice Bonus Ability Power: 45 ⇒ 40
  • Dark Shroud of Stillness no longer affects the wearer
  • Dragon’s Claw Magic Resist: 200 ⇒ 250
  • Eclipse Cape Self Burn Per Second: 4% ⇒ 2.5% of max Health
  • Evil Giant Slayer Renamed to Spectral Giant Slayer
  • Spectral Giant Slayer Damage Penalty Below Threshold: -15% ⇒ 0%
  • Frozen Dark Heart Attack Speed Slow Debuff: 50% ⇒ 35%
  • Frozen Heart Attack Speed Slow Debuff: 35% ⇒ 25%
  • Fallen Guardian Angel Revive Health: 80% ⇒ 70% of max Health
  • Ionic Dark Spark Ally Damage: 100% ⇒ 50% of max Mana
  • Ionic Dark Spark Ability Power per Cast: 5 ⇒ 10
  • Locket of the Silver Lunari Bonus Resistances: 60 ⇒ 70
  • Sacrificial Gauntlet REWORKED EFFECT: The holder gains 40% Critical Strike Damage, and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus is also applied to the first Ability cast). Each time the holder casts their Ability, they deal 15% of their maximum Health to themselves as true damage.
  • Sacrificial Redemption Heal: 20% ⇒ 25% of missing Health
  • Sacrificial Redemption Self Damage: 10% ⇒ 5% of current Health
  • Spectral Spear of Shojin Damage Penalty: -20% ⇒ -15%
  • Titan’s Resolve Attack Damage and Ability Power per Stack: 2 ⇒ 3
  • Unstable Zz’Rot Portal that arise from summoned units are 50% effective
  • Warmog’s Sacrificial Armor Health Loss Per Second: 100 ⇒ 60
  • Zeke’s Bleak Herald Ally AS Reduction: 25% ⇒ 20%
  • Zz’Rot Portal Voidspawns that arise from summoned units are 25% effective

Ranked Rewards

Ranked rewards will drop throughout the course of this patch!
  • Players who reached Gold or higher at any point in the Fates set will receive the Victorious Protector to me-wow their opponents.
  • Players who managed to reach Gold or higher in both halves of the set will receive the Fates-themed Triumphant Protector as well! Nicely done.
  • If you made it to Gold or higher during the Festival of Beasts, then you’ll be awarded with a Protector emote to celebrate your performance during the back half of Fates. The emote will signal your success through a headdress that reflects the rank you received. Check out the challenger version below.

Bug Fixes

  • Spell Crits from Jeweled Gauntlet and Assassin will continue to work even if the caster dies
  • Dawnbringers will now properly die to large instances of damage even if their healing effect has yet to trigger
  • Lux will no longer fail to cast her spell if her target ally was too far away
  • Allies will no longer chase targets that Syndra is tossing
  • Revenant “revive available” visuals are now properly removed once the revive effect has been triggered
  • Rell’s spell now correctly triggers Trap Claw
  • The Monstrosity no longer gains 100 bonus Health at all trait levels
  • Heimerdinger turret now fires correctly in ghost armies
  • Units will now more responsively recognize that Wolf has moved when he leaps to Lamb to heal her, rather than waiting for his second leap to recognize his new position
  • Staff Drop boom has better sync between staff impact and damage numbers
  • Fixed a bug where stacking multiple Ionic Dark Sparks only granted the AP from one Ionic Dark Spark
  • Verdant no longer blocks the damage from Thresh’s ability
  • Viego will no longer attempt to cast on his target if his target goes untargetable as he reaches full mana (e.g., GA or Revenant)

Teamfight Tactics patch 11.9 notes

Welcome to Reckoning!

Teamfight Tactics: Reckoning is here, along with new champions and traits, the Shadow mechanic, new Armory shops, and Hyper Roll, TFT’s first Lab. Reckoning brings players more dynamic moments to highlight their decision-making like never before. With traits that bring unprecedented flexibility, and new items and units that deepen positional play, we can’t wait to find out what combinations you uncover during the new ranked season.

Reckoning doesn’t just give you tons of new ways to prove your skill: you also have new ways to flaunt your style. Gather your party with the three new Magical Misfits, who’ve banded together to fight against — or for the Black Mist. If fighting the Black Mist with a party of Magical Misfits isn’t enough for you, there’s a whole other party going on at the Splash Party Arena!

There’s a lot to cover, so gather your party and let’s get into Reckoning!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

Balance Changes May 5th

It’s always fun to see the new combinations that arise the first week of a new set, but some of these combos are too strong at the moment. Not to worry, as we have a series of nerfs to answer the most dominant new concoctions. See you next week for another patch, where we’ll be making more balance adjustments as well as some new win cons.

Traits

  • Legionnaire Bonus Attack Speed: 25/60/150/250% ⇒ 25/60/110/180%
  • Revenant Health Percentage on Revive: Heal: 30/75% ⇒ 10/40%

Champions

  • Ziggs Attack Speed: 0.85 ⇒ 0.75
  • Kennen Starting Mana: 50/100 ⇒ 40/100
  • Kennen Flame Rush Damage: 150/200/300 ⇒ 150/200/250
  • Kennen Flame Rush Stun Duration: 1.5/2/3 ⇒ 1.5/2/2.5 seconds
  • LeBlanc Spellcast Mana Lock: 1 ⇒ 1.5 seconds
  • LeBlanc Mana: 0/50 ⇒ 20/60
  • LeBlanc Bugfix: Both chains can no longer hit the same target
  • LeBlanc Bugfix: Now always begins her cast animation immediately at the beginning of her cast time
  • Aphelios Attack Damage: 80 ⇒ 70
  • Aphelios Attack Speed: 0.9 ⇒ 0.85
  • Ivern Daisy! Shockwave Radius: 2 ⇒ 1 Hex
  • Mordekaiser Infernal Rise Damage: 500/650/5000 ⇒ 450/600/5000
  • Volibear Max Mana: 100/170 ⇒ 80/200

Reckoning

Cheatsheet

Details

The cheat sheet 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.

Reckoning Pass and Pass+ Exclusives

Here are some highlights from the brand new 1295RP Pass+ during TFT: Reckoning! You can read more about the Pass and more here! As with past Passes, you’ll get rewards for gathering XP, but to unlock all the exclusives listed below, you’ll want to upgrade to the Pass+.The Pass formally enables Wednesday, 11 AM PST, along with all the other store content.
  • Emotes: God King Faceoff, Evil Grin, Please Ruin Me, and more
  • Booms to celebrate your victories: Infernal Flock, Rune Surge, and Prismatic Smite
  • Star Shards to star-up your favorite Little Legends
  • LL Eggs: Magical Misfit Eggs, and more
  • Arenas: Sanctum of Order, Realm of Harmony, and Court of Chaos
  • Chaos Pengu and Chaos Sprite

Chaos Pengu: When Pengu made contact with the corrupting forces of the Black Mist, Chaos Pengu burst from the Feather Knight we know and love. And—while Chaos Pengu’s hair, dance moves, and rap theme are superior—it’s important to note that Chaos Pengu is just that, superior.


Chaos Sprite: Chaos Sprite has never understood River Sprite. But we’re sure they’d be friends if flames weren't so easily extinguished by water.

Little Legends

The Magical Misfits are here!

Dowsie: Looking to add a mystical mer-mage to your party? Look no further than... wait, where’d that Dowsie go? Oh, right—Dowsie can adapt to nearly all surroundings, so you’ll have to lure them out. And if you are luring one out, stay calm and remember they’re only bashful— until angered, then they might bash-you-full of spells.


Fenroar: So, you want the ghost wolf, Fenroar, to join your party. Fenroar are fiercely loyal warriors. But don’t let the sword intimidate you. They become eternally bound to their Puproar as well as their friends, which they make quite easily after a round or two of fetch the orbs.


Nimblefoot: A cunning master of speed, traps, and thievery, Nimblefoot quickly turns any journey into a mischievous misadventure. Their enchanted red pouch can hold anything and everything, from gold to orbs to… wait, is that cheese?

Sun’s out, Choncc’s out!

Splash Town Choncc: Splash Town Choncc’s dream is winning the Splash Party surfing competition. And with how much napping they do, they’re likely to keep on dreaming.


Lifeguard Choncc: Splash Town locals and tourists alike can feel safer knowing Lifeguard Choncc is on the lookout. On the lookout for the best waves, and Chonccest vibes of course.


Sunkissed Choncc: Lifeguard Choncc may be the best swimmer, surfer, and boogie boarder, but Sun Kissed Choncc is the best at some really important stuff too. Stuff like, humming, belly bongos, playing the ukulele, and Hula dancing!

Arenas

Reckoning has two interactive Arenas available in Bundles and on their own. Whether you enjoy the sun and seagulls, or caves and bats, we’ve got you covered.

Ranked

  • When Reckoning goes live in your region with patch 11.9, you’ll be able to start climbing the ladder in this set's first Ranked stage. As a reminder, Grandmaster and Challenger are unlocked right out of the gates! Best of luck!
  • Everyone will start Reckoning 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!
  • Fates Ranked rewards will be given out on patch 11.10.
  • Players who reached Gold or higher at any point in the Fates set will receive the Victorious Protector to me-wow their opponents.
  • Players who managed to reach Gold or higher in both halves of the set will receive the Fates-themed Triumphant Protector as well! Nicely done.
  • Competitive play in Hyper Roll is going to work a bit differently. Everyone will start in Gray tier and progress throughout a Color system climaxing in Hyper Tier. For information on Hyper Roll Rating click it here.

Hyper Roll

It’s here, TFT’s first official Lab, Hyper Roll, where you can roll faster and harder than a three-star Dango. Here’s a brief overview of the new Lab which you can read more about here.

Reckoning Set Mechanic(s)

Shadow Items are the new set mechanic. You can read about them in detail in our Gameplay Overview Article here.

Shadow Items

  • Shadow Components can appear in every carousel after the first one, as well as in the Armory
  • You only need one Shadow component to create a completed Shadow Item. The other component can be a normal one. Two shadow components also create a completed Shadow Item.
  • When used correctly, Shadow Items are more powerful than base items, but if used carelessly, they can cause your team more harm than good.

The Armory

The Armory is not exclusive to Reckoning, but it is making its debut here. It’s core to Hyper Roll and it will likely stick around for TFT’s future.
  • The Armory is a pop-up shop where you select an item from a couple of options as you would a champion. These items are free, but you can only take one per Armory. You can, and often should, pick up Shadow components here.

Systems

For this set, we’ve spent a lot of time improving some of the lesser-noticed systems in TFT. And here they are for you to notice!

Unit Movement

Champions now evaluate their movements before commiting when chasing enemy units. #WORTH
  • Old: If a unit’s target moves out of their Attack Range, it will move 1 hex to attempt to get back in range, and then re-evaluate its target if still not in range
  • New to Reckoning: If a unit’s target moves out of their Attack Range, it will evaluate if moving 1 hex would put it back into range. If not, it will immediately re-evaluate its target.
  • Assassins now consistently jump first before other champions move at the start of combat.

Mana Generation

In previous sets, if you put a lot of tanky items on a character, they become more efficient at generating mana. Now, stacking defensive items won’t allow you to generate crazy amounts of mana, but it’ll still be good.
  • Old: 6% of damage taken pre-mitigation is gained as mana
  • New: 1% pre-mitigation and 7% post-mitigation damage taken is gained as mana

Ability and Item Conventions Update

Some ability terms and interactions are being updated for consistency.
  • Attack Range is now calculated in Hexes
  • Spell Power is renamed to Ability Power
  • Basic attacks are renamed to just “attacks”
  • All physical damage, from abilities or attacks, can now critically strike and be dodged
  • All Active Abilities (abilities that are not Passive, like Vayne’s Silver Bolts) can now be blocked by Trap Claw
  • Item icons have been updated

Shop Card Glow

I don’t think I can play without this anymore.
  • If you own a copy of a champion, cards of the same champion will glow in your shops.

Shop Odds

During Fates, hitting a 3 star 4-cost was made easier with the Chosen system. With it’s removal, we’re rebalancing some of the Shop odds changes we had to make in order to balance the Chosen system.
  • Level 7: 22/35/30/12/1% ⇒ 19/35/30/15/1%
  • Level 8: 15/25/35/20/5% ⇒ 15/20/35/25/5%

Round Timers

We’ve cut a few seconds out of moments where you’re not doing much to allow for more play time and less ‘dead’ time. This is especially important because we are adding time on a few stages with the new Armory system.
  • Opening Carousel: Time To Gate Opening: 13 sec ⇒ 11 sec
  • Opening Carousel: Pick Time: 10 sec ⇒ 8 sec
  • Stage 1-2 Planning Phase: 12 sec ⇒ 6 sec
  • Stage 1-3 Planning Phase: 20 sec ⇒ 15 sec
  • PVE Rounds Arrival Time: 6 sec ⇒ 4 sec
  • All Carousels Pick Time: 8 sec ⇒ 6 sec
  • All Carousels Additional time for final picks: 5 sec ⇒ 3 sec

Carousel Odds

Less randomness, slightly more Spatulas, still a bit of variance.
  • Stage 2 & 4 Carousel: One of all: 80% ⇒ 76%
  • Stage 2 & 4 Carousel: One of all + 1 Spat: 15% ⇒ 22%
  • Stage 2 & 4 Carousel: 3 Spats + Random Items: 5% ⇒ 2%
  • Stage 3 Carousel: One of all: 30% ⇒ 50%
  • Stage 3 Carousel: 9 Random Components: 50% ⇒ 33%
  • Stage 3 Carousel: One of all + 1 Spat: 15%
  • Stage 3 Carousel: 3 Spats + Random Items: 5% ⇒ 2%

Tiebreaker Update

We added a new tiebreaker, which kicks in if players are still tied after the first two tiebreakers (negative health and health prior to elimination). The new tiebreaker is “won a round more recently.”
  • The Player who won a round more recently in a situation where multiple players are eliminated with the same health and health prior to elimination will finish ahead of the other.

Updated Items

Item Raw Stat Deflations

Most base stats for Component Items and the Completed Items they produce have been reduced. This will slow down the power ramp that Champions experience when getting their items.
  • Spell Power ⇒ Ability Power
  • BF Sword Attack Damage: 15 ⇒ 10
  • Recurve Bow Attack Speed: 15% ⇒ 10%
  • Needlessly Large Rod Ability Power: 15 ⇒ 10
  • Chain Vest Armor: 25 ⇒ 20
  • Negatron Cloak Magic Resist: 25 ⇒ 20
  • Giant’s Belt Health: 200 ⇒ 150
  • Sparring Gloves Crit Chance: 10% ⇒ 5%
  • Some Completed items built from Sparring Gloves lost 5% Dodge instead
  • Infinity Edge did not lose 5% Crit because we want it to still grant 100% Crit Chance

Updated Classic Items

Returning items have been updated to accommodate the changes in Reckoning. These items have deflated raw stats based on their components (see above). A few of these items have been reworked, while many have just been adjusted.
  • The following items are now Unique (don’t stack them, it won’t work well): Trap Claw, Sunfire Cape, Guardian Angel, Frozen Heart
  • Bloodthirster NEW EFFECT: The first time the wearer would fall below 40% Health, they gain a shield equal to 30% maximum Health for 5 seconds. It still gives Lifesteal as well.
  • Dragon’s Claw REWORKED: Grants 200 bonus Magic Resist (including components)
  • Frozen Heart Attack Speed Slow: 50% ⇒ 35%
  • Frozen Heart Radius: 1 ⇒ 2 Hexes
  • Gargoyle Stoneplate Armor and Magic Resist per Enemy: 20 ⇒ 18
  • Hand of Justice Now grants +40 Attack Damage and Ability Power instead of +40% increased damage
  • Luden’s Echo ⇒ Archangel’s Staff
  • Archangel’s Staff (Luden’s Echo REPLACEMENT): Each time the wearer casts their spell, they gain Ability Power equal to 35% of their maximum Mana
  • Quicksilver Crowd Control Immunity shield duration: 10 ⇒ 12
  • Rapid Firecannon Bonus Attack Range: +200% ⇒ +1 Hex
  • Rapid Firecannon Attack Speed: 20% ⇒ 40%, a heavy compensation for losing some attack range.
  • Redemption REWORKED: The wearer radiates an aura to allies within 1 Hex, healing them for 25% of their missing Health every 5 seconds. Allies affected by the aura take 40% reduced damage from area-of-effect attacks.
  • Morellonomicon Healing Reduction: 75% ⇒ 50%
  • Runaan’s Hurricane Bolt Damage: 80% ⇒ 75% of Attack Damage
  • Spear of Shojin now grants Mana On Attack instead of On Hit, thereby removing its synergy with Hurricane.
  • Spear of Shojin Mana per on Attack: 5 ⇒ 8
  • Statikk Shiv can no longer crit
  • Statikk Shiv Magic Resist Shred: On Crit ⇒ On Hit
  • Statikk Shiv Magic Resist Shred: 60% ⇒ 70%
  • Statikk Shiv Magic Resist Shred: 6 ⇒ 5 seconds
  • Statikk Shiv Proc Damage is now 70
  • Titan’s Resolve stacks now increase Attack Damage and Ability Power by 2 instead of increasing damage by 2%
  • Zeke’s Herald Attack Speed: 30% ⇒ 25%
  • Zephyr now pierces CC immunity effects (ie: Quicksilver, Verdant)
  • Zz’Rot taunt now happens immediately. Taunt is an instant effect that no longer compels enemies that are taunted to chase the target for 1 second. Instead, enemies can retarget once if no longer in range.
  • Zz’Rot Health and Attack Damage now scale based on the current Stage (capping at Stage 5) rather than the Star Level of the wearer
  • Summoned Units (Abomination’s Monstrosity), will not spawn a voidspawn in 11.9, but will in future patches at a reduced capacity. This is a temporary fix to a balance issue that recently came up on PBE. This applies to both Zz’Rot and its Shadow counterpart.

Shadow Items

As a reminder, completed Shadow Items are made with a Shadow component and either a regular or a shadow component. They’re powerful, but have trade-offs, which, well, you’ll see. Here’s a list of what each Shadow Item does.

Sacrificial Infinity Edge

Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder critically strikes, they deal 3% of their maximum Health to themselves as true damage.

[Unique - Only One Per Champion]

BF Sword and Sparring Gloves

Dark Shroud of Stillness

When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]

Chain Vest and Sparring Gloves

Trickster's Gloves

At the beginning of each planning phase, the holder equips 2 temporary items. These are always full shadow items.

[Consumes Three Item Slots]

Sparring Gloves and Sparring Gloves

Vengeful Trap Claw

Blocks the first enemy ability that hits the holder, then teleports them to the ability's caster, and causes both units to start targeting each other. They deal 25% increased damage to each other.

Sparring Gloves and Giant’s Belt

Caustic Quicksilver

The holder is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]

Sparring Gloves and Negatron Cloak

Final Whisper

When the holder inflicts a critical hit, both the target's Armor and Magic Resist are reduced by 50% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.

[Unique - Only One Per Champion]

Sparring Gloves and Recurve Bow

Sacrificial Gauntlet

The holder's magic and true damage from their ability can critically strike. The holder gains +40% Critical Strike Damage and 20% Critical Strike Chance. After the holder casts their ability, they lose 15% of their maximum Health.

Sparring Gloves and Needlessly Large Rod

Hand of Vengeance

At the beginning of combat, the holder gains both of the following:

- +40 Attack Damage and +40 Ability Power

- Basic Attacks and abilities heal for 40% of damage dealt

These bonuses expire after each takedown and renew on the next.

Sparring Gloves and Tear

Spectral Spear of Shojin

The holder's attacks restore 14 Mana on-hit. The holder deals 20% less damage.

Tear and BF Sword

Frozen Dark Heart

Reduces the Attack speed of all enemies within 2 hexes by 50%. The Attack Speed of allies (except the holder) within 1 hex(es) is reduced by 50%.

[Unique - Only One Per Champion]

Tear and Chain Vest

Sacrificial Redemption

The holder radiates an aura to all allies on the board except themself, and heals them for 20% of their missing Health every 5 seconds. Each time this happens, the holder damages themself for 10% of their current Health as true damage.

Tear and Giant’s Belt

Chalice of Malice

When combat begins, all of the holder's allies within 1 hex in the same row gain 45 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.

Tear and Negatron Cloak

Statikk Stiletto

Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 70% for 5 seconds. The holder receives -33% Attack Damage.

Tear and Recurve Bow

Archdemon's Staff of Immortality

Each time the holder casts their ability, they gain empty maximum Health equal to 300% of their maximum Mana. The holder then heals for the Health that was gained from that ability cast.

Tear and Needlessly Large Rod

Very Dark Blue Buff

After casting their ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50.

[Unique - Only One Per Champion]

Tear and Tear

Hextech Gunblade of Immortality

The holder's magic and true damage from Abilities heals the nearest ally with missing Health for 60% of the damage dealt. This healing cannot affect the holder.

BF Sword and Needlessly Large Rod

Locket of the Silver Lunari

When combat begins, the holder and all allies within 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.

Needlessly Large Rod and Chain Vest

Mor-evil-lonomicon

When the holder deals magic damage with their ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn. The holder’s ability deals 50% less damage.

[Unique - Only One Per Champion]

Needlessly Large Rod and Giant’s Belt

Ionic Dark-Spark

Enemies and allies within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 100% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 5 Ability Power for the rest of combat.

Needlessly Large Rod and Negatron Cloak

Guinsoo's Sacrificial Rageblade

Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.

Needlessly Large Rod and Recurve Bow

Rabadon's Caustic Deathcap

Grants 100 bonus Ability Power (including components) and -20% maximum Health

Needlessly Large Rod and Needlessly Large Rod

Caustic Deathblade

Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 3). The holder receives -20% maximum Health.

BF Sword and BF Sword

Fallen Guardian Angel

Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 80% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]

BF Sword and Chain Vest

Zeke's Bleak Herald

When combat begins, the holder reduces the Attack Speed of all allies within 1 hex in the same row by -25%. The holder gains +40% Attack Speed for each affected ally.

BF Sword and Giant’s Belt

Riskthirster

Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 3 seconds (does not stack). The holder takes 33% of their maximum Health in true damage at the beginning of combat.

BF Sword and Negatron Cloak

Evil Giant Slayer

The holder's Abilities and attacks do 50% bonus damage. If the target has less than 1100 maximum Health, the holder's Abilities and attacks do 15% decreased damage instead.

BF Sword and Recurve Bow

Titan's Revenge

Every 3 seconds, the holder's next basic attack deals 25% of the total damage they have taken since the last empowered attack as true damage.

Recurve Bow and Chain Vest

Unstable Zz'Rot Portal

When the holder dies, a Construct arises to continue the fight. When it dies it deals 600 true damage to enemies within one hex.

Giant’s Belt and Recurve Bow

Runaan's Untamed Hurricane

The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.

Recurve Bow and Negatron Cloak

Eclipse Cape

Every 1.5 seconds, a random enemy within 3 hexes is burned for 25% of their maximum Health over 10 seconds. Any healing they receive is reduced by 50%. The holder is burned for 4% of their maximum Health every second and any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]

Giant’s Belt and Chain Vest

Warmog's Sacrificial Armor

Grants 1800 bonus Health (including components). The holder takes 100 true damage each second.

Giant’s Belt and Giant’s Belt

Turbulent Zephyr

When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and 30 Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]

Giant’s Belt and Negatron Cloak

Gargoyle Stoneplate of Immortality

The holder heals themself for 45 Health every 2 seconds for each unit targeting them.

Negatron Cloak and Chain Vest

Refracted Bramble Vest

Grants 200 bonus Armor (including components).

Chain Vest and Chain Vest

Refracted Dragon's Claw

Reduces incoming magic damage by 15%.

Negates bonus damage from incoming critical hits.

Negatron Cloak and Negatron Cloak

Rapid Deathcannon

Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within a 2 hex radius.

The holder's attacks can no longer miss.

Recurve Bow and Recurve Bow

Spatula Items

Spatula Items

And because there’s an entirely new roster of traits, here’s a graphic of Spatula Items. Each Completed Spatula Item is now named after the trait it grants the equipped champion. The Item’s icon is also the Trait’s Icon. Here’s a cool graphic from our artist who did the cheat sheet at the top too — thanks artist!

Closing

We made it! Lots of code, sweat, and tears have been poured into this Set and we truly hope you enjoy it to the fullest. Because this is the early days in Reckoning, we’ll be balancing things frequently, so to stay up to date with all the changes by circling back to the Patch Notes, or our socials. Have a great time with TFT: Reckoning, and we’ll be seeing you on the Convergence!

Teamfight Tactics patch 11.8 notes

Welcome to the After, After Party,

It’s the last patch of Fates and we’re sending it off with a BANG! It’s a TFT tradition for the last patch of a set, sometimes the last two patches, to get a little wild. We do this because the patch that World’s tournaments are played on has been locked two patches ago, allowing us to make changes that make more risks in order to prioritize FUN. So, to conclude the Festival of Beasts, we have some minor balance adjustments to the most dominant compositions and then a series of larger changes that’ll be sure to make some truly memorable moments.
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Systems

Lucky Lanterns

Luckier and more frequent Lucky Lanterns.
  • More frequent gold drops with more gold
  • Significantly increased the drop rates of rare items (Neeko’s, Spatula, Force of Nature)
  • Instead of having a 25% chance to not spawn a Lantern, each game will have a 25% chance to drop a Lantern in all 3 Stages

Traits

The Fortune changes will add a bit more variety to the already max’d out for-fun trait. Let us know who figures out what the new Fortune drops are first! Meanwhile, Spirit’s getting a little less spirited after a nerf that I touch on during the items section as well.
  • Fortune: Added a new drop possibility for 3 Fortune 12 Losses (40% Chance)
  • Fortune: Added a cold hearted new drop possibility for 6 Fortune (4% chance)
  • Fortune: Changed the chance to drop ‘The Boot’ in 6 Fortune from 1% ⇒ 4%
  • Spirit Bonus Attack Speed: 20/35% ⇒ 18/30%

Champions

Tier 3

With recent buffs, Darius and Neeko have become powerful carries. But when we pair their current power with our Lantern changes, which will make 3 starring units easier in general, we’re implementing a quick nerf to these already strong reroll powered 3-cost carries.
  • Darius Fortune’s Guillotine Damage Falloff: 25/20/10% ⇒ 25/20/15%
  • Neeko Blooming Burst Damage: 250/350/450 ⇒ 250/325/425

Tier 4

Considering Aurelion Sol is used (almost) exclusively in Mage comps, go ahead and double the numbers on this nerf. And if you aren’t using Aurelion Sol with Mage then you’ve got a lot to figure out in the last patch of Fates.
  • Aurelion Sol Voice of Lightning Damage: 325/500/1400 ⇒ 300/475/1300
  • Kayle Divine Ascension wave Damage: 100/140/350 ⇒ 110/150/350

Tier 5

Here are the fun changes. Fueling clickbait youtube thumbnails for content creators. Feel free to use the titles below:
  • “Azir BREAKS all Riot Games at Once!” Azir Emperor’s Divide Damage: 200/350/8888 ⇒ 225/375/18888
  • “Rito Overnerf ruins gAmE” Lee Sin Health: 1000 ⇒ 999
  • “3-star EPIC Ornn Win-Con!?” Ornn Stampede Damage: 150/250/750 ⇒ 175/275/9999
  • “Samira Nerf Got You Down, Just 3 Star Her!!!” Samira Inferno Trigger Base Damage: 15/25/40 ⇒ 10/20/777
  • “You’ll NEVER Believe…” Sett Showstopper Damage: 40/60/400% ⇒ 40/60/800%
  • “They Buffed Sett Twice!” Sett Showstopper Secondary Damage: 20/30/200% ⇒ 20/30/400%
  • “INSWAIN Swain Nerf” Swain Draconic Ascension maximum Health gain: 60/75/100% ⇒ 60/65/100%
  • “EZ climb to Masters with Zil Buff!” Zilean Rewind Fate Revive Delay: 3.5/3/1 ⇒ 3/2/0.5 seconds

Items

Informa-story: Prior to patch 11.5, folks thought Locket was only useful for win streaking early. Then Spirit Tristana compositions appeared, and players figured out how to play around Locket by not building a frontline. After seeing its power, we promptly nerfed Locket (and Tristana) back in Patch 11.6, and players typically reacted thinking we killed the composition entirely. Alas, it’s Patch 11.8 and we’re nerfing both Spirit and Locket once again due to the power of the mid-game zero frontline compositions.
  • Locket of the Iron Solari Shield: 300/350/450 ⇒ 300/350/400

Teamfight Tactics patch 11.7 notes

Welcome to the After Party,

What a FESTIVAL! We’ve had dragons, Lucky Lanterns, a Chosen revamp, reroll comps, fast 9 comps, and who can forget Choncc! And now that the Fates Worlds patch, 11.6, is locked for the competitors to duke it out on the world stage, we can move on to the after party! Our after party brings more new, fun, and fantastic win conditions with buffs to champs that have been on the outskirts of the Festival until now. Let’s get this after party started!
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Traits

After demoting Vanguard to CarpoolGuard in 11.5, we’re giving it back some tankiness at max rank.
  • Vanguard Armor: 100/250/500/800⇒100/250/500/1000

Champions

Tier 1


Nidalee carry’s going to be feline’ mean spearitied after this one.
  • Nidalee Javelin Toss Damage: 100/175/300⇒100/175/350

Tier 2


Vlad’s been clot up in the late game even when at three stars. The totally not-a-vampire blood mage will feel less like a hemogoblin and more like the behemoth team drainer he was made to be.
  • Vladimir Transfusion Damage: 400/600/900⇒400/600/1000

Tier 3


It’s no axecident that we’re buffing all these lesser played carries. From utilkity carries, to tank carries (see Tier 4), don’t be disarmed by the new furmidable team comps that arise this patch.
  • Darius Fortune’s Guillotine Damage Falloff upon reset: 25%⇒25/20/10%
  • Irelia Bladestorm Disarm Duration: 2.5/3/4⇒2.5/3/5 seconds
  • Yuumi Zoomies Heal: 30/45/75%⇒30/45/90% missing Health

Tier 4


Some of these lesser used 4 cost carries have been shackled to being the team’s tank, or trait top off. But now, they’re erupturing with pig-me-up buffs to help them swinedle a win for you feather or not your opponents are ready. One thing to pay ashention to here is the change in Shen’s mana lock duration, which allows him to build up Mana half way through his shield’s duration at 3 stars.
  • Aatrox Infernal Chains Damage: 400/600/2000⇒400/600/2500
  • Cho’Gath Rupture Damage: 200/400/1500⇒200/400/2000
  • Talon Truestrike Bonus Damage: 100/150/400⇒150/200/600
  • Shen Max Mana Lock Duration: 4/4/8⇒4 seconds
  • Sejuani Firecracker Damage: 100/200/800⇒100/200/1600
  • Xayah Featherstorm Return Damage: 100/200/400⇒100/200/600

Ranked

  • We've made changes in our MMR systems to create more consistency in LP gains/losses. You should see a smoother climb (or fall) going forward.

Bug Fixes

  • Just in time: Fixed a bug where Zilean’s Rewind Fate would fizzle if his initial target died during his cast animation

Teamfight Tactics patch 11.6 notes

Welcome Fated Champions,

After two of our biggest non-set patches, we’re turning our focus to minor nudges to maintain our balanced game state through the global competition season. We’re at a fairly balanced state, so the notes are light this time around, allowing you some extra time to cheer on your favorite competitors as we approach the Fates Championship!
NA Groupie, Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

Balance Changes March 24th

Because this is the patch Worlds events will be played on we are taking extra care to make more minor adjustments. We’re reducing the power of starred-up Tristana and Kayle carries as well as the Mage trait, that have all been performing a smidgen too well. The Neeko buff gives her favorite composition, Vanguard-Mystics, a small buff after our Vanguard nerf last patch.
  • Tristana Rapid Fire on hit magic damage: 30/60/90 ⇒ 40/60/80
  • Neeko Blooming Burst Damage: 200/300/400 ⇒ 250/350/450
  • Kayle Divine Ascension wave bonus damage: 100/150/400 ⇒ 100/140/350
  • Mage Bonus Spell Power: 80/105/135% ⇒ 80/105/130%

Bugfix March 24th

  • Fixed a bug where Veigar’s spell would fail to finish casting if he was stunned mid-cast

Bugfixes March 18th

We oopsied with Frozen Heart’s attack speed slow debuff, allowing the slow to last longer than intended. With all this winter weather, Sett’s had too much time to work on his abs. Beach season isn’t till next set, bro.
  • Frozen Heart’s Attack Speed debuff no longer lingers on a target after the target leaves the item’s radius
  • Sett will no longer retreat to do sit-ups while casting Showstopper

Patch Highlights

Champions

Tier 1

Diana orbits back into the notes with a, *checks moon phase calendar*, buff as the moon waxes (approaches full). Despite her recent buff last patch, Diana is still getting outshined by the sun-dwelling 1 costs. We’re also buffing our favorite battle tops (see Tier 3 as well), so give Warlord a spin.
  • Diana Attack Speed: 0.65 ⇒ 0.7
  • Garen Judgement Damage: 450/675/1125 ⇒ 450/675/1250
  • Tristana Rapid Fire Attack Speed: 60/70/90% ⇒ 60/65/70%

Tier 2

Lulu’s been the overtime Queen for a while with a double cast CC chain plus crazy bonus health. By cutting the double cast on the same unit, we’re giving Overtime Lulu a nUrf. Sinking in win rate with the Vanguard nerf from last patch, Nautilus’ anchor will weigh him down a bit less. Vi’s armor shred is being adjusted to match our new shred debuff tiers, but we’re giving her some more punch as compensation.
  • Lulu can no longer target the same unit twice with Wild Growth in one Mage double cast
  • Nautilus Mana: 75/150 ⇒ 85/150
  • Vi Denting Blow Armor Shred: 40/60/80% ⇒ 40/50/70%
  • Vi Denting Blow Damage: 250/400/800 ⇒ 250/425/850
  • Zed Contempt for the Weak AD Steal: 20/25/30% ⇒ 30/30/30%

Tier 3

The forecast for tonight shows three stars, and a risk of severe Bladestorms. In other news, spinny girl Kat is getting more spin to rip through the mid-game more effectively, go ahead and let her rip.
  • Irelia Bladestorm Damage: 200/300/550 ⇒ 200/300/700
  • Katarina Death Lotus Damage: 600/900/1500 ⇒ 650/1000/1500

Tier 4

We stole two of these changes from the balance team in our spin off game mode, @leagueoflegends. Can you identify which two?
  • Cho’Gath Armor: 60 ⇒ 70
  • Cho’Gath Magic Resist: 40 ⇒ 60
  • Olaf Attack Damage: 90 ⇒ 85
  • Talon Attack Damage: 90 ⇒ 95
  • Talon True Strike Base Damage: 85/135/400 ⇒ 100/150/400

Tier 5

Yone’s got me telling my Vanguard comp, “Tanks for nothing.” But make no Mysticake, this nerf only affects him at three stars. The nerf also aligns him with our new shred debuff tiers.
  • Yone Seal Fate Armor and Magic Resist Shred: 60/60/80% ⇒ 60/60/70%

Items

Locket has been an insane slam item that’s been scaling far too well into the late game. This nerf maintains its identity as an early game slammer, but decreases its effectiveness late game. Last Whisper has been a go to item with the rise of tanks across all regions. We’re giving it a tweak that will ultimately weaken the item.
  • Ornn’s Eternal Winter Attack Speed Slow: 50% ⇒ 35%
  • Last Whisper Armor Shred: 80% ⇒ 70%
  • Last Whisper Shred Duration: 3 ⇒ 5 seconds
  • Locket of the Iron Solari Shield: 300/375/500 ⇒ 300/350/450
  • Sunfire Cape is no longer Unique. Each Sunfire Cape on a unit will search for its own burn target every 2 seconds. Burn baby burn!

Bugs

  • Demoted: Keeper 4 is now properly a silver trait
  • Fixed a bug where Zilean’s Rewind Fate failed to find targets if Zilean was in the Zhonya’s Paradox invulnerable state
  • Get Back Here: Darius no longer fails to deal damage with Fortune’s Guillotine if his target dashes very far away
  • Carve a path: Fixed a bug where Darius had a brief window between chain dunks where he was not unstoppable
  • Talon and Wukong’s spells will now properly proc Trap Claw’s spellshield and stun
  • Fixed a bug where Kennen’s Slicing Maelstrom would occasionally stop casting when hit by another Kennen’s Slicing Maelstrom

Teamfight Tactics patch 11.5 notes

Hey Party People,

Now that the dust has settled after the mid-mid-set set (sound it out y’all), we’re back to tone down the stronger comps and give lift to underperforming comps via champion tweaks. Because most World’s qualifying events will be played on this patch, we have a sizable amount of changes that are more conservative in their nature. We’re trying not to (re)mix things up as much as the last patch. But, if you’re looking for some more reading, and rhymes, be sure to check out the B-patch we shipped last week with tweaks to Nidalee, Nasus, and Olaf.
Retired MC Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

Chosen Roll Odds Bugfix March 4th

  • Fixed a bug where 1 cost Chosens would rarely appear in level 7 shops.

Patch Highlights

System Changes

TFT Debuff Overhaul

Most debuffs in TFT are now part of a shared system. If an effect applies an already-active debuff on a champion, such as multiple instances of an Armor Shred, the strongest debuff will have priority for its duration. Once the strongest debuff has worn off, if there is a weaker debuff of the same type that would have lasted longer, this debuff will continue for the difference of the two’s duration.

Okay, but why? Since you asked, this prevents weird combos of champions/items that would make enemies get -100% Armor, Attack Speed, etc. But also, this change allows players to understand the debuffs at the same pace of our game, which is... pretty fast. Finally, it creates a standard debuff system that we can reference in the future, opening up more unique champion kits for *set 5 spoiler redacted*.
  • Debuffs of the same type no longer stack together.
  • In events where multiple debuffs of the same type occur on the same unit, the strongest will become the priority debuff for its duration.

Chosen Odds

Because we upped the chance of getting a Chosen last patch, folks are hitting 4-costs Chosens too frequently at level 7. They’re supposed to be a high-roll, so we’re bringing it back to being a high-roll.
  • Level 7 Roll Odds: : 0/40/55/5/0% 0/40/58/2/0%

Traits

The OP Sleeper has now been put to sleep. The less sleepy OP trait, has also been put to rest. While the text here is dramatic, the nerfs actually aren’t.
  • Keeper Shield Amount: 150/200/275 150/200/250
  • Vanguard Armor: 100/250/500/1000 100/250/500/800
  • Vanguard Magic Resist: 20/40/70/100 10/25/50/80

Champions

Tier 1

Pretty sure Diana has to be in every patch to fulfill the Lunar Phases fantasy flavor. Other one costs are getting slight buffs to give weaker comps a little love.
  • Diana Pale Cascade Shield Amount: 175/250/350 200/300/450
  • Nasus Wither damage: 350/550/750 350/550/850
  • Nidalee Mana: 0/70 0/60
  • Yasuo Striking Steel Attack Damage Ratio: 180/185/190% 190/200/210%

Tier 2

Lulu go brrrrrrr.
  • Janna Eye of the Storm Shield Amount: 250/300/400 ⇒ 250/275/350
  • Lulu Mana: 80/150 ⇒ 75/140

Tier 3

Making Veigar’s damage a bit taller to allow him to ride the Carry-Go-Round at the carnival.
  • Akali Five Point Strike Damage: 175/250/400 200/275/450
  • Sivir On the Hunt Bonus Attack Damage: 100/200/400 100/200/350
  • Veigar Dark Blossom Damage: 450/600/900 ⇒ 500/650/1000

Tier 4

The Aurelion Sol change allows Trap Claw to stop his second cast. Other than that, this change doesn’t impact him much. I guess you could say, “It’s a Trap… claw!” Morgana hasn’t been shredding Magic Resist for a while now, yet the tooltip still torments us. Sejuani has been a champion you can throw into almost any comp, so we’re giving her stun duration a soft bOink.
  • Aurelion Sol with Mage trait activated now casts his 2nd cast 0.1 seconds later
  • Morgana: Removed the Magic Resist Shred from her tooltip
  • Sejuani Firecracker Stun Duration: 2.5/3/6 2/2.5/8 seconds

Tier 5

Samira is a monster with Deathblade, but lacks the ability to pull the trigger without it. With these changes we hope to open up her buildpaths while also giving her some baseline power when she’s got nothing.
  • Samira Inferno Trigger now deals base physical damage in addition to a percentage of her Attack Damage
  • Samira Inferno Trigger Damage: 0/0/0 ⇒ 15/25/40
  • Samira Inferno Trigger Attack Damage % scaling: 50/60/80% ⇒ 30/40/60%
  • Yone Unforgotten Mana Cost: 20 ⇒ 10

Items

  • Deathblade Starting Stacks: 4 ⇒ 3
  • Statikk Shiv Damage: 60 ⇒ 65
  • Trap Claw’s missile now travels significantly faster. You heard it here second folks, Trap Claw now counters Aurelion Sol.

User Experience (UX) Improvements

The first two changes in this list actually dropped last patch, but they’re here now for you to say, “Oh, I remember that annoyance.” The disabled shop during carousel change shipped early in 11.4B, after originally being scheduled for this patch. The “accident” occurred moments after one of our engineers mistakenly bought the wrong unit in a ranked game.
  • Disabled the SELL hotkey on PC in Round 1. No more selling your only unit by accident and losing to minions, even though they’re people too, so there’s really no shame in doing so.
  • Excluded Target Dummy from army interfaces both in game and at the end game screen.
  • The shop is now properly disabled during carousel rounds, preventing accidental buys when your Little Legends is hopping in and out of portals.

Bugs

  • Jarvan IV now correctly casts his spell when re-casting on the same target with mage cap
  • When multiple copies of Kalista are on the board, they will no longer fail to execute a target if the Kalista that landed the first spear dies
  • Fixed a bug where Galio would sometimes not land on the largest cluster. This sometimes happened when a target was pulled by Aatrox. Galio would determine that the target would be pulled into a large cluster and choose to land on that target, but if Aatrox’s animation wasn’t finished he would pick the target’s starting position as his landing spot and not land on the large cluster
  • Fixed a bug where Tryndamere’s Spinning Slash damage could benefit from the basic attack damage bonus
  • Fixed a bug where Runaan’s Hurricane was consuming a stack of Tryndamere’s Spinning Slash attack damage bonus to deal bonus damage
  • Fixed a bug where, when a player surrendered with a champion holding a trait item, the champion could be re-acquired from the shop or carousel and still have all their items on them
  • Choncc will now, once again, Belly Bop.
  • We are aware of a bug, reported as error #11141, with the player Bertasaurus and are working on a balance change for the competitive scene

Teamfight Tactics patch 11.4 notes

Welcome to the Festival Remix,

I’m your host, MC MR.P2, here to break down the changes in the Festival with an all new freestyle *scratches record*. 11.4 brings a mini-rework to the Chosen system, along with changes to Lanterns, dominant Traits, and reroll carries to promote comp pivots and create new combinations. So turn up that Club 2 beat and get ready for change that’ll make you double check the receipt.
MC Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

Balance Changes February 24th

Champions

We went a bit too far with the Nidalee and Nasus nerfs, but you know what they say about old wounds. Hurricane has proved to be too synergistic with Olaf, making him too powerful with the item, but too weak without it. We're removing the Hurricane interaction, but will be giving him some AD to compensate and open up other build paths.
  • Nasus Mana: 0/80⇒0/70
  • Nidalee Javelin Toss Damage: 100/150/250⇒100/175/300
  • Olaf Ragnarok Cleave effect no longer triggers on Runaan’s Hurricane bolts
  • Olaf Attack Damage: 80⇒90
  • Talon: Fixed a bug where Talon would lose his Mana if his target died as he reached full Mana

Items

  • Quicksilver: Fixed a bug where Quicksilver was preventing damage from Nasus’s Wither and blocking some non-CC debuffs (e.g. grievous wounds, mana reave)
  • Runaan’s Hurricane: Fixed a bug where Runaan’s Hurricane’s bolt was benefiting from damage amp (e.g. Slayer, Giantslayer, Hand of Justice)

Patch Highlights

Systems

Lucky Lanterns

Rollin into Club 2, DJ Ox what ya up to? Loaded up with those dice, Dango life’s lookin nice. Target dummies all around, all these Lucky Lanterns astound. Edge cases swing games, but using em takes brains. So we’re keepin them around, for there’s fun times abound.
  • Stage 3 Lantern: It is no longer possible to get 2 Loaded Dice or 2 Target Dummies
  • Stage 4 Lantern: It is no longer possible to get 2 Loaded Dice or 2 Target Dummies
  • Stage 4 Lantern: It is no longer possible to get 3 Item Components

Chosen

Let it go like Frozen, didn’t roll no Chosen. Maybe in the next shop, bout to break my laptop. Now we get em more times, under all new confines. Chosen bonus stats down, 200 hp sticks around.

Important stuff here. By toning down the power of Chosens and increasing the rate at which you see them we’re aiming to make the feel bad moment of missing your ‘just hit(s)’ less punishing. An increased ‘hit rate’ on Chosens allows you to consistently swap out Chosens as your comp evolves without being punished by not getting a desirable Chosen nor losing out on powerful Trait synergies (see Traits for more).TLDR: more choices for Chosens, Chosens will feel less chosen, choose more Chosens throughout the game.
  • Chosen Base Odds: 33%⇒50%
  • Rolling Odds for Level 4: 60/40/0/0/0%⇒80/20/0/0/0%
  • Chosen Bonus Spell Power: 30⇒15
  • Chosen Bonus Attack Damage: 20⇒10
  • Chosen Bonus Mana Reduction: 25%⇒15%
  • Chosen Bonus Health: 400⇒300 (The bonus 200 health baseline that Chosens receive just for being Chosen is not affected here)

Traits

Traits are too strong, something’s goin wrong. Can’t adapt in mid game, reroll comps put me to shame. Brawler’s AD and Health goin down, Elder still makes me a clown. Warlord, oh lord, this one really strikes a chord. Galio, free-throw, Dragonsoul won’t make ya go.

By decreasing the strength of the dominant traits we can allow players to adapt more effectively to changing game states. Currently, we find that powerful traits lock them into comps based on the first few rounds of the game. This change, paired with our Chosen changes will open up more pathways throughout the game to give players the agency to run more creative, and potentially memey, comps.A note on Dragonsoul: it was performing decently well on 11.3, but the changes to other traits made it dominant during 11.4 testing, resulting in a soulid nerf to the trait. The odd trait out, Cultist, is getting a buff at Cultist 9 to ensure our Supreme Overlord doesn’t get two-shot by anyone running Dragonsoul.
  • Assassin Crit Chance:10/30/55 ⇒ 10/30/50
  • Assassin Bonus Crit Damage:25/60/100 ⇒ 25/55/90
  • Brawler Health: 400/700/1000/1600⇒400/700/1000/1400
  • Brawler Attack Damage: 10/20/60/120⇒10/20/40/80
  • Cultist Supreme Overlord Galio (Cultist 9): Bonus Magic Resist: 20⇒60 (100 total)
  • Dragonsoul Blast Damage: 50% ⇒ 40% max Health
  • Dragonsoul Spell Power and Attack Speed: 40/80/160% ⇒ 40/70/140%
  • Divine True Damage & Damage Reduction: 35/45/55/65 ⇒ 25/40/55/70
  • Duelist Attack Speed: 15/25/40/60% ⇒ 12/20/35/60%
  • Elderwood Armor and Magic Resist: 15/25/40⇒15/20/30
  • Elderwood Attack Damage and Spell Power: 5/10/20⇒5/10/15
  • Warlord Health: 250/500/850⇒250/400/700
  • Warlord Spell Power: 25/50/85⇒25/40/70

Champions

Tier 1

I musta stumbled on a construction site, champs getting nerf hammered with no fight. Diana nerfs again, no this can’t be right. We nerfed her last patch, but she’s back like a satellite. Bad dog so we gotta nerf his bite. These Yasuo numbers, oh what a sight.

(And now a little faster) Nidalee, oh my, oh me, she’s generally, the cause of my therapy. Spears hitting like a felony, teaching me how to spell ‘OP’, these changes coming conscientiously. I can assure thee; tomorrow we’ll be free.

And now let’s get into it. One cost carries are getting nerfed across the board. Nidalee’s mid-close range spears are a lot less deadly, but her long range snipes can deal even more damage than before at max ranges. Overall, this will be a nerf to Nidalee, but it will highlight the occasional max range snipe.
  • Diana Attack Speed: 0.7⇒0.65
  • Diana Pale Cascade Shield: 200/300/450⇒175/250/350
  • Diana Pale Cascade Orb Damage: 90/100/110⇒80/85/90
  • Fiora Mana: Mana: 0/75⇒0/95
  • Nasus Mana: 0/60⇒0/80
  • Nasus Magic Resist: 50⇒40
  • Nasus Wither damage: 400/600/850 ⇒ 350/550/750
  • Nidalee bugfix nerf: fixed a bug where the range calculation was adding 1 extra Hex of distance
  • Nidalee Javelin Toss Damage: 225/300/600⇒100/150/250
  • Nidalee Javelin Toss Bonus Damage per Hex: 20%⇒80%
  • Wukong Crushing Blow Attack Damage Scaling: 250/265/280%⇒240/250/260%
  • Yasuo Striking Steel Attack Damage Scaling: 180/200/225%⇒180/185/190%

Tier 2

Teemo hits my carry, there goes my hail mary. I rage like Tom at Jerry.

But now I got Braum here, maybe he’ll tank a spear. Gunna get his cast off, or end up like mom’s stroganoff.

Nautilus viable, as more than a Fable, go ahead pick him up, as long as you are able.
  • Braum Attack Speed: 0.6⇒0.75
  • Braum Mana: 30/70⇒30/60
  • Nautilus Armor: 45⇒55
  • Nautilus Magic Resist: 30⇒40
  • Nautilus Fabled Shield Damage Reduction: 60%⇒50%
  • Teemo Sporecloud Dart prioritization: Highest Attack Speed⇒Current Target
  • Zed Attack Speed: 0.8⇒0.75

Tier 3

Fable champs boom or bust, getting all three a must. Neeko gets a power thrust, even without Fabled trust.

Hoppin’ in the backline, taking me to level 9. Pop off with no notice, too many targets with Death Lotus.

Past the point of no return, Shyvana carries with the burn. Magic Resist on full blast, survivability is unsurpassed.
  • Irelia Bladestorm Disarm Duration: 2.5/3/3.5⇒2.5/3/4 seconds
  • Katarina Death Lotus number of targets: 4/6/8⇒4/5/6
  • Katarina Death Lotus total Spell Damage: 600/900/1650⇒600/900/1500
  • Kennen Slicing Maelstrom Damage: 150/225/375⇒200/300/400
  • Neeko Blooming Burst: 150/225/375⇒200/300/400
  • Neeko Fabled Bonus Multiplier: 200%⇒150%
  • Nunu Consume Damage: 450/650/1800⇒450/700/1500
  • Shyvana Health: 750⇒700
  • Shyvana Magic Resist: 80⇒60
  • Shyvana Burn Damage: 150/300/600 ⇒ 125/250/500

Tier 4


Olaf blocks AD debuff, Morgana life is gettin tough. Three star balance changes galore, Cho buff sneaks in like the Trojan War.

(And now a nice chant to invoke an Aatrox buff. Works better upon repeating) It’s the rise of the cult, better find an adult, to feed the catapult, demise through the occult.
  • Aatrox Infernal Chains Damage: 350/550/1500⇒400/600/2000
  • Aurelion Sol Voice of Lightning Damage: 325/500/1750⇒325/500/1400
  • Cho’Gath Armor: 40⇒60
  • Cho’Gath updated his Rupture targeting to be slightly less random and hit crowds more frequently, because that’s what crowd control is for.
  • Kayle Divine Ascension Wave Damage: 100/180/500⇒100/150/400
  • Morgana Hallowed Ground Damage: 250/400/2000⇒250/400/1600
  • Olaf Ragnarok Cleave Damage: 40/45/50%⇒50/50/50%
  • Olaf Ragnarok now blocks the AD Reduction debuff
  • Talon Truestrike Attack Damage Scaling: 240/250/275%⇒240/250/300%
  • Tryndamere Spinning Slash now looks for targets in a slightly larger range to spin towards
  • Tryndamere Spinning Slash dash speed increased
  • Tryndamere Mana: 50/100⇒60/100
  • Xayah Featherstorm Attack Damage Scaling: 250/275/325%⇒250/275/350%

Tier 5


High-risk and high-reward, Samira wins with gun and sword. Overpowered, let’s cut the cord, will still be strong and not ignored. Yone’s about to pwn. Unforgotten to well known. Your units, a stepping stone.

(Let’s slow it down for the Adept) Who’s that over there in the corner? Turning your lil legend into a mourner. Brother of the blade like he a Warner. Adept with the Duelists like he’s a foreigner. Here for your comp, he’s a real coroner.
  • Ornn Artifact, Eternal Winter hits until Frozen: 5⇒7
  • Ornn Artifact, Manazane Mana Restore Duration: 8⇒4 seconds
  • Yone Seal Fate Damage: 600/1200/9999 ⇒ 800/1200/20000
  • Yone Unforgotten Damage: 350/600/1500⇒350/750/9999
  • Samira Attack Range: 660⇒420

Items

Stoneplate’s been weak for a while, components best left on stockpile. Shiv’s in the same boat, Bach’s item needs a power bloat.
  • Deathblade AD Per Stack: 20 ⇒ 10
  • Deathblade Starting Stacks: 1 ⇒ 4
  • Gargoyle Stoneplate Bonus Armor and Magic Resist: 15⇒20
  • Statikk Shiv no longer deals bonus damage to Shields
  • Statikk Shiv can now critically strike
  • Statikk Shiv crits reduce the Magic Resist of targets hit by 60% for 6 seconds
  • Statikk Shiv damage: 80⇒60
  • Statikk Shiv Targets Hit: 4/5/6⇒4
  • Sunfire Cape now applies its burn every 2.5 seconds instead of 2. This nerf will result in fewer enemies on fire as the Cape needs slightly more time to heat up.
  • Quicksilver now blocks the AD Reduction debuff

Bugs

  • Fixed a bug where critical strikes triggered by the Executioner trait did not add stacks to Titan’s Resolve.
  • Fixed a bug where combined Ornns don’t give you the proper amount of progress towards making an artifact.
  • Fixed a bug where if your bench is full and you make a 3 star Chosen that Chosen doesn’t get benefits.
  • Fixed a bug where Olaf could be kicked off the board by Lee Sin while Ragnarok was active
  • Fixed a bug where The Boss did not trigger its true damage buff if Sett was healed to full health by sources other than sit-ups (e.g. Anima Visage)
  • Fixed a bug where Zilean wasn’t properly deprioritizing summoned units with Rewind Fate
  • Tryndamere’s Spinning Slash now runs through his attack flow (applies effects like Statikk Shiv's bonus damage or Guinsoo's Rageblade's bonus attack speed)
  • No consistent tempo can be found in reading the rhyming sections of these hip hoppin’ patch notes. Have fun trying to rap it. I dare ya. Double Nasus dare ya.

Teamfight Tactics patch 11.3 notes

Welcome festival-goers,

We're one and a half patches into the festival, but the party's just begun. A big congrats to those who reached Challenger first in their respective regions! The VIP room is now spilling out to the balcony with party-goers battling for Rank 1. This patch brings a mini-rework to Divine, some updates to 1-costs, and a few other changes. We are a bit light on updates here, as the B-patch last week had quite a few. As always, we'll be keeping up with the conversations you're all having throughout the festival and implementing changes as needed.
Rodger "MinionsRpeople2" Caudill

Patch Highlights

Traits

Dragonsoul is getting a vengeful quality of life, or should I say death, improvement, Spirit 4 is losing some of its spirit, and Slayer 6 is embracing its heavy metal late game identity. But the real topic here is Divine. With only its duration scaling in the past, Divine has struggled to find its foothold as a trait worth investing deeply into. We want to make Divine worth devoting your comp to by giving Divine units a powerful moment of ascension that escalates in potency with each level.
  • Dragonsoul: Upon passing the blessing after death, the ally's next basic attack will immediately trigger the Dragon Breath
  • Divine Buff Duration: 3/6/9/15 ⇒ 6 seconds across all
  • Divine Buff Damage Reduction: 45% ⇒ 35/45/55/65%
  • Divine Buff Bonus True Damage: 45% ⇒ 35/45/55/65%
  • Spirit Attack Speed: 20/40% ⇒ 20/35%
  • Slayer Lifesteal: 15-30 / 25-50% ⇒ 15-30 / 30-60%
  • Slayer Damage: 20-45 / 30-75% ⇒ 20-45 / 35-80%

Champions

Tier 1

The changes here are meant to empower some of the underperforming units, so here are some underperforming Brand-dead jokes to accompany them:

What do you call an angry fire on a shooting range?

A Ranging Fire.
  • Brand Attack Range: 660 ⇒ 890
Did you hear about the spider changes?

It's the Elisest we could do.
  • Elise's attacks in Spider Form now increase the cost of her target's next spell by 35/35/50%
  • Elise Health on Spider Form Transformation: 35/40/45% ⇒ 25/30/45%
What did Tristana call Brand at the relay race?

Rapid Fire.
  • Tristana Rapid Fire Attack Speed: 50/60/80% ⇒ 60/70/90%
What do you call a mad Diana?

A lunartic.
  • Diana Pale Cascade Orbs now spawn further away from her body when her size increases (ie: Titan's Resolve)


Tier 3

Okay, one more… What's Darius' favorite beverage?

A Guillotini with extra damage.
  • Darius Fortune's Guillotine Damage: 550/800/1300 ⇒ 550/850/1400

Items

This is part of making our Mana Reave system consistent.
  • Shroud of Stillness Mana Cost Increase: 33% ⇒ 35%

Bugs

  • I was not the first to reach Challenger. I know, I know, we're all disappointed. But let's still give it up for Coralie...

Teamfight Tactics patch 11.2 notes

Welcome to the Festival!

It’s finally here! The Festival of Beasts brings all new traits, champions, and a new mid-set mechanic. Get ready to roll down and level up in all new arenas, alongside all new Little Legend variants. For a breakdown of the rewards you can earn with the Fates II Pass and Pass+ click here. For a deep dive into the new traits, champs, and comps of set 4.5 make another click here. As far as the notes below go, cosmetics and new stuff is at the top, while old stuff that has been changed is towards the bottom. There’s so much new stuff here, so I’ll keep it short with the intro and long with the notes.

What’re you waiting for? Let’s get this party started!
Rodger "MinionsRpeople2" Caudill

Mid-Patch Updates

1/25/2021 Balance Changes

Thanks for joining in on the party and providing ample feedback along the way. Most of these mid-patch balance changes should come as no surprise, cause y’all are the ones rooting for them. We’ll check in again soon, but for now let’s pull the feathers out of our clothes and get back to the party!

Champions

  • Diana Pale Cascade Orbs: 4/5/7 ⇒ 4/5/6
  • Rakan: fixed a bug where Rakan could start to gain Mana while his shield was still active near the end of its duration.
  • Rakan Mana: 40/80 ⇒ 60/120
  • Rakan Disarming Diversion Shield: 300/550/950 ⇒ 200/400/800
  • Zed Contempt for the Weak Attack Damage Steal: 20/30/40% ⇒ 20/25/30%
  • Aurelion Sol Voice of Lightning Damage: 350/550/1750 ⇒ 325/500/1750
  • Xayah Mana Lock after spell cast duration: 1 second ⇒ 1.5 seconds
  • Yone Seal Fate Armor/Magic Resist Shred: 40/40/40% ⇒ 60/60/80%

Tooltip Fix

  • Katarina’s Tooltip has been bugged for a few patches, oops. The correct damage numbers for her spell, Death Lotus will now be accurate on the tooltip: 600/900/1650

New Little Legends Variants

New Arenas

Club 2 and Lunar City are our newest Arenas. Pick them up in a bundle or on their own.

New Fates II Pass and Pass+

  • The Fates II Pass works like prior passes; accumulate XP for free rewards. But, for even MORE rewards, you can purchase the Pass+ for 1295RP.
  • With the Fates Pass+ you can gain access to personalization features that are only available this set with the Pass+. This includes: Little Legends, Booms, Arenas, and more. For more details click here.

All New Bundles!

Bundle

Who’s it for

What’s in it

RP Price

Fates II Pass+ Arena Bundle

Folks who want to earn their way to the party and take in the city sights along the way.

Fates II Pass+

Lunar City Arena

2260RP

Festival of Beasts 2021 Shisa Bundle

Shisa One-trickers looking to throw down a giant staff at each victory; this one's for you.

3 Lunar Revel Shisa Eggs

3 Lunar Beast Shisa Eggs

The Staff Lunar Revel Boom

4350RP

Festival of Beasts 2021 Furyhorn Bundle

For those who want to drive home their victories with a charging Ox, all the while sporting their favorite Furyhorn variant.

3 Lunar Revel Furyhorn Eggs

3 Lunar Beast Furyhorn Eggs

The Ox Lunar Revel Boom

4350RP

Festival of Beasts 2021 Choncc Bundle

This one’s for those who can’t get enough of the Choncc, and also want to give their opponents a sweet taste of defeat.

3 Lunar Revel Choncc Eggs

3 Lunar Beast Choncc Eggs

The Tangerine Lunar Revel Boom

4350RP

Festival of Beasts 2021 Megabundle

You want it all - we got you.

Fates II Pass+

18 Festival of Beasts 2021 Eggs

2 Heroic Hatchling Eggs

3 Lunar Revel Booms

Lunar City Arena

10380RP

Ranked Changes

Grandmaster and Challenger Ranked Changes: Let the Race Begin!

To make the race to Grandmaster and Challenger more exciting, we've changed the unlock process. 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. Grandmaster and Challenger are no longer locked at the start of the season, so the race to be the first in your region starts on day one! Right out of the gates, you can race to have your name below mine!

Region Challenger and Grandmaster Quota Adjustments

Some regions are having their Challenger and Grandmaster slot counts adjusted to match their populations.
  • BR: 50/100 (No Change)
  • EUNE: 50/100 ⇒ 100/200
  • EUW: 200/500 ⇒ 200/400
  • KR: 200/500 ⇒ 300/600
  • LAN: 50/100 ⇒ 30/60
  • LAS: 50/100 ⇒ 30/60
  • NA: 100/200 ⇒ 250/500
  • JP: 20/30 ⇒ 50/100
  • OCE: 50/100 ⇒ 100/200
  • PH: 50/100 ⇒ 20/40
  • RU: 20/30 ⇒ 20/40
  • SG: 20/30 ⇒ 20/40
  • TH: 20/30 ⇒ 20/40
  • TR: 50/100 (No Change)
  • TW: 50/100 (No Change)
  • VN: 300/700 ⇒ 450/900

Fates Ranked Stage II begins this patch!

  • Your rank has been "soft" reset down one tier below you. 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 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 four, so best of luck!

Ranked Rewards Coming to a Patch Near You (Soon)

  • Don’t get too EMOTEional, ranked rewards for gold and above will be coming next patch, 11.3!

Systems

Lanterns

You get a prize, and you get a prize, and you get a prize! Everybody gets a prize! Just not every time.
  • Lanterns are the new mid-set mechanic that can drop at various game times, or not at all. They can contain things like Item Components, Loaded Dice, Gold, and more.

Chosen Shop Odds

Consistency Buff.
  • Level 6: 15/45/40/0/0 ⇒ 0/60/40/0/0
  • Level 8: 0/15/45/40/0 ⇒ 0/0/60/40/0
  • Level 9: 0/0/15/45/40 ⇒ 0/0/0/60/40
  • Reduced the chances of rolling a Chosen slightly, as in you probably wouldn’t have noticed if you didn’t read what you’re reading right now. This outta make it just a tad more difficult to force comps.

Carousel Changes

The best defense is a good offense.
  • Removed the All Defensive Component First Carousel. Replaced it with a 2x Sword, 2x Bow, 2x Rod, 2x Tear, 1x Glove version.

New Traits

Dragonsoul

  • The first Dragonsoul allies to take damage in combat receive the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 50% of the target's maximum Health in magic damage.
  • On death, this blessing passes to the closest Dragonsoul ally without a blessing.
  • (3) Dragonsoul: 1 Blessing of 40% Spell Power and Attack Speed
  • (6) Dragonsoul: 3 Blessing of 80% Spell Power and Attack Speed
  • (9) Dragonsoul: 6 Blessing of 160% Spell Power and Attack Speed

Fabled

They may appear strong alone, but the power of all three together is ineffable.
  • (3) Fabled champions' abilities are empowered from tales of their past valor.

Executioner

  • Executioner attacks and spells always critically hit targets beneath a certain Health threshold.
  • (2) Executioners: below 33% Health
  • (3) Executioners: below 66% Health
  • (4) Executioners: below 99% Health

Slayer

  • Slayers gain Lifesteal that gets stronger as their own Health decreases, and deal bonus damage that scales up based on their target’s missing Health.
  • (3) Slayers: 15 to 30% Lifesteal and Bonus Damage
  • (6) Slayers: 25 to 50% Lifesteal and Bonus Damage

Syphoner

Drain the pain away.
  • All allies heal for some of the damage they deal with spells and attacks.
  • (2) Syphoners: 10% for Allies; 40% for Syphoners
  • (4) Syphoners: 25% for Allies; 100% for Syphoners

Daredevil

Samira makes her TFT debut. Like some other 5 cost units she’s got a new trait that acts as an exception to the rules less daring champion abide by.
  • Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 10% of their max Health and their next attack fires 2 shots, gaining Style.
  • At max Style, they cast their spell.

Blacksmith

Ornn’s breaking the rules, and runnin the jewels. Woo!
  • After each combat a Blacksmith participates in, they will make progress forging an Artifact. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally.
  • Each ally may only equip one Artifact.

New Champions

Nasus

  • Divine/Syphoner
  • Tier 1
  • Wither: Nasus withers the enemy with the highest percent health, dealing 400/600/850 magic damage over 5 seconds, and slowing their attack speed and movement speed by 50% for the duration.

Tristana

  • Dragonsoul/Sharpshooter
  • Tier 1
  • Rapid Fire: Tristana excites her dragon, increasing her attack speed by 50/60/80% and dealing 30/60/90 magic damage on-hit for 3 seconds.

Brand

  • Dragonsoul/Mage
  • Tier 1
  • Dragonfire Pillar: After a brief delay, Brand erupts the ground under the enemy with the highest health in flames, dealing 200/300/500 magic damage to enemies within. If an enemy is caught within the epicenter, they are stunned for 1.5/2/3 seconds.

Vladimir

Actually not a vampire. Still sparkles when given items.
  • Cultist/Syphoner
  • Tier 2
  • Transfusion: Vladimir deals 350/500/750 magic damage to his target. All nearby allies are healed for 40% of damage dealt.

Braum

  • Dragonsoul/Vanguard
  • Tier 2
  • Unbreakable: Braum puts up his shield at the furthest enemy for 4 seconds reducing his damage taken from that direction by 75/80/90%.

Rakan

  • Elderwood/Keeper
  • Tier 2
  • Grand Entrance: Rakan dashes to the furthest enemy within attack range, disarming all units he passes through for 2.5/3/4 seconds and taunting his target. Rakan then shields himself by 300/550/950 for 4 seconds.

Nautilus

  • Fabled/Vanguard
  • Tier 2
  • Impact Crater: Nautilus erupts the ground beneath his target, knocking them up and stunning them for 3/4/5 seconds, and dealing 300/450/1000 magic damage.
  • Fabled Bonus: Nautilus reduces incoming damage by 60% for 5 seconds.

Sivir

  • Cultist/Sharpshooter
  • Tier 3
  • On the Hunt: Sivir rallies allies within 2 hexes, granting them 40/50/70% bonus attack speed for 5 seconds. Additionally, Sivir grants herself 100/200/400 bonus attack damage for the duration.

Shyvana

  • Brawler/Dragonsoul
  • Tier 3
  • Dragon’s Descent: Shyvana dashes up to 2 hexes away from her current target and transforms to her Dragon Form, becoming a Ranged attacker for 60 seconds. While in Dragon Form, Shyvana gains 40/45/50% bonus health, 30/60/120 attack damage and basic attacks apply a burn on enemies hit for 2 seconds, dealing a total of 150/300/600 bonus magic damage.

Darius

Come on and slam, and welcome to the mid-set.
  • Fortune/Slayer
  • Tier 3
  • Fortune’s Guillotine: Darius dunks an enemy dealing 550/800/1300 magic damage. While dunking, Darius is unstoppable. If this kills the target, Darius immediately casts again dealing 25% reduced damage.

Neeko

  • Fabled/Mystic
  • Tier 3
  • Pop Blossom: Neeko throws a seed at a random target that explodes for 150/225/375 magic damage three times, with each explosion increasing the radius by one hex.
  • Fabled Bonus: The third explosion is empowered dealing 300/450/900 magic damage.

Kayle

  • Divine/Executioner
  • Tier 4
  • Ascend: Kayle Ascends, causing her attacks to launch waves that deal 100/185/500 bonus magic damage to enemies hit.

Olaf

  • Dragonsoul/Slayer
  • Tier 4
  • Ragnarok: Olaf gains 150/175/350% attack speed, immunity to crowd control, and his attacks cleave in a cone in front of him for 40/45/50% physical damage for the rest of combat.

Aurelion Sol

This guy is crazy OP in Expedition. Oops, wrong game.
  • Dragonsoul/Mage
  • Tier 4
  • Voice of Lightning: Aurelion Sol breathes lightning in a line towards the farthest enemy, dealing 350/550/1750 magic damage and Overcharging all enemies in the area for 10 seconds. If an enemy is already Overcharged, Aurelion Sol consumes the effect and deals 50% bonus damage.

Xayah

  • Elderwood/Executioner/Keeper
  • Tier 4
  • Featherstorm: Xayah leaps into the air becoming untargetable, invulnerable, and throwing out a fan of feather daggers that deal 250/275/325% AD physical damage to enemies within a cone. Xayah then recalls her feathers, striking enemies for 100/200/400 magic damage per feather.

Cho'Gath

  • Brawler/Fabled
  • Tier 4
  • Rupture: Cho'Gath erupts a large area, dealing 200/400/1500 magic damage and knocking up all enemies for 2/2.5/8 seconds.
  • Fabled Bonus: Cho'Gath additionally knocks up all enemies on the board.

Tryndamere

  • Duelist/Warlord/Slayer
  • Tier 4
  • Spinning Slash: Tryndamere spins towards the most enemies in a line dealing 140% of his attack damage to enemies in his path and empowering his next three basic attacks to do 75/100/200% additional damage.

Swain

  • Dragonsoul/Syphoner
  • Tier 5
  • Draconic Ascension: Swain transforms into his Dragon Form for 6 seconds. While in Dragon Form, he gains 60/75/100% maximum health, deals 75/150/1000 magic damage each second to enemies with 2.5/2.5/5 hexes and breathes a cone of fire every 2 seconds that deals 175/350/5000 magic damage, reduces healing by 50% for the duration and burns 25% maximum health as true damage over 10 seconds.

Ornn

  • Blacksmith/Elderwood/Vanguard
  • Tier 5
  • Stampede: Ornn summons an elemental from behind the furthest enemy to travel towards him, slowing the attack speed of enemies hit by 50% for 3 seconds and dealing 150/250/750 magic damage. If the elemental runs into Ornn, he headbutts it, redirecting it towards another distant enemy, stunning them for 1.5/2/15 seconds and dealing 150/250/750 magic damage.

Samira

  • Daredevil/Sharpshooter/Slayer
  • Tier 5
  • Inferno Trigger: Samira dashes and becomes unstoppable, unleashing 3/3/10 shots per second at 3 enemies within 2.5 hexes for 2 seconds, each shot deals 50/60/100% AD physical damage. For the duration, Samira gains 100% dodge chance.

Removed

Removed Traits

  • Dazzler
  • Dusk
  • Hunter
  • Moonlight
  • Shade

Removed Champions

While all Little Legends are welcome at the Festival, spots like Club 2 and Lunar City are VIP only. And with all the new party-goers, some champions just didn’t make the list. The removal of the champions below allow for new traits to emerge while also making room for a new set of carries.

Here’s a list of those who didn’t make the list. F’s in chat.
  • Lissandra
  • Sylas
  • Aphelios
  • Vayne
  • Thresh
  • Riven
  • Cassiopeia
  • Lilia
  • Warwick
  • Ashe
  • Lux
  • Ezreal
  • Evelynn
  • Kayn
  • Nami
  • Hecarim
  • Jinx
  • Xin Zhao
  • Jhin
  • Ahri

Traits

Balance and Adjustments

  • Assassin: Critical Strike Damage: 30/60/90% ⇒ 25/60/100%
  • Assassin: Critical Strike Chance: 10/25/40% ⇒ 10/30/55%
  • Brawler: Now additionally to Health, grants 20/40/80/150 bonus Attack Damage to the Brawlers
  • Brawler Health: 400/800/1200/1800 ⇒ 400/700/1100/1600
  • Cultist: Galio Health: 800/1400/2000 ⇒ 800/1325/2000
  • Cultist: Galio Attack Damage: 75/160/280 ⇒ 80/175/330
  • Cultist: Galio Star Multiplier: 14% ⇒ 16%
  • Duelist: Attack Speed per Stack: 12/20/35/60 ⇒ 15/25/40/60
  • Elderwood: Armor & Magic Resist Per Stack: 20/30/40 ⇒ 15/25/40
  • Enlightened Mana Bonus: 50/70/100% ⇒ 50/100/150%
  • Fortune: 0 Loss Average Value: 2.5g ⇒ 2.2g
  • Fortune: 1 Loss Average Value: 6g ⇒ 5.5g
  • Keeper Shield: 150/225/350 ⇒ 125/200/250
  • Mage: Double Casting breakpoints reworked from 3/6/9 ⇒ 3/5/7
  • Mage (3): 80% of Spell Power
  • Mage (5): 105% of Spell Power
  • Mage (7): 135% of Spell Power
  • Mystic Magic Resist Bonus: 40/100/200 ⇒ 40/120/300
  • Sharpshooter Number of Bounces: 1/2/3 ⇒ 2/3/4
  • Damage Reduction per Bounce: 55/50/45% ⇒ 65/50/30%
  • Spirit Rework: Spirit will now grant flat attack speed the first time a Spirit unit casts
  • Spirit (2): 20% Attack Speed
  • Spirit (4): 40% Attack Speed
  • Warlord Health: 200/450/700 ⇒ 250/550/850
  • Warlord Spell Power: 20/40/70 ⇒ 25/55/85
  • Vanguard Armor Bonus: 120/300/750/2000 ⇒ 100/250/500/1000
  • Vanguard now additionally grants 20/40/70/100 Magic Resist to the Vanguards

Champion Changes

Tier 1

  • Diana Traits: Moonlight Assasin ⇒ Spirit Assassin
  • Diana Health:500 ⇒ 550
  • Diana Attack Speed: 0.65 ⇒ 0.7
  • Diana Pale Cascade Orb Damage: 70/80/90 ⇒ 90/100/110
  • Diana Pale Cascade Shield: 200/300/400 ⇒ 200/300/450
  • Diana Pale Cascade Orbs: 4/5/6 ⇒ 4/5/7
  • Fiora Riposte Stun Duration: 1.5/2/3 ⇒ 2/2.5/4 seconds
  • Fiora Chosen Bonus: Max Mana Reduction ⇒ Health
  • Nidalee Mana: 0/80 ⇒ 0/70

Tier 2

  • Janna Mana: 30/60 ⇒ 40/70
  • Pyke Traits: Cultist Assassin ⇒Cultist Assassin Slayer
  • Pyke Mana: 75/125 ⇒ 60/120
  • Pyke Phantom Undertow Damage: 125/200/375 ⇒ 100/175/275
  • Teemo Sporecloud Dart Damage: 300/400/900 ⇒ 250/400/900
  • Zed Traits: Ninja Shade ⇒ Ninja Slayer
  • Zed Attack Speed: 0.75 ⇒ 0.8

Tier 3

  • Kalista Attack Speed: 0.9 &rArr 1.0
  • Katarina Death Lotus Tooltip Fix: 600/900/1800 ⇒ 600/900/1650
  • Kindred Traits: Spirit Hunter ⇒ Spirit Executioner
  • Kindred Dance of Dread Damage: 450/650/1000 ⇒ 400/600/1000
  • Veigar Attack Speed: 0.6 ⇒ 0.65

Tier 4

Morgana’s getting trait and ability swaps that improve upon her identity as a dazzling drain tank. She’ll still be dazzling, but she’ll be doing even more drain tanking with the new Syphoner trait at the cost of her Magic Resist shred. Morg’s tool tip may be a bit dazzled with her new changes. Expect a fix to that later, but for now know that her spell DOES NOT SHRED MAGIC RESIST.
  • Aatrox Infernal Chains Damage: 250/450/1250 ⇒ 350/550/1500
  • Morgana Traits: Enlightened Dazzler ⇒ Enlightened Syphoner
  • Morgana Tormented Shadow no longer heals Morgana for a portion of the damage dealt. Spell now reduces enemy Attack Damage by 40% while they remain inside.
  • Morgana Tormented Shadow no longer shreds Magic Resist
  • Sejuani Mana: 70/150 ⇒ 80/160

Tier 5

Azir’s Crowd Control and Sand Soldiers have made him a must pick for just about any situation. By sanding down some of his CC, maybe some other players will shuffle him back into the pool so I can get to 9 Warlords more consistently. Speaking of consistency, Yone’s been far too strong as a mid game power grab, so we’re giving him a mini-rework. Yone’s now going to have to defeat his marked opponents faster if he’s to truly conquer his demons.
  • Azir Emperor’s Divide Knock Up Duration: 2 ⇒ 1.5 sec
  • Azir Emperor’s Divide Slow Duration: 4 ⇒ 3
  • Lee Sin God Fist Damage: 250/450/1000 ⇒ 200/375/1000
  • Yone Seal Fate Armor and Magic Resist Reduction: 60% ⇒ 40%
  • Yone Seal Fate Shred and Unforgotten Execute Marker now only lasts for 8 seconds
  • Yone Unforgotten Damage: 200/400/1000 ⇒ 350/600/1500
  • Yone Unforgotten no longer deals missing health damage. Instead, Unforgotten will deal additional percent damage based on the target’s missing health for up to 100% additional damage

Items

Turns out making a bunch of aura items to empower one super carry that then grabs a Hurricane and goes to town is a bit strong. Giantslayer is giving players Jack and the Beanstalk flashbacks, and that’s just not okay, because giants are people too. The new set has more healing mechanics (syphoner, slayer), so trimming some power from Hand of Justice and Hextech Gunblade will help prevent cases of extreme over-healing.
  • Chalice of Power Spell Power: 35 ⇒ 30
  • Giantslayer Max Damage: 90% ⇒ 80%
  • Hand of Justice Damage & Healing: 45% ⇒ 40%
  • Hextech Gunblade Max Shield: 400 ⇒ 300
  • Hurricane Bonus Damage: 90% ⇒ 80%
  • Statikk Shiv Bounces: 3/4/5 ⇒4/5/6
  • Zeke’s Herald Bonus Attack Speed: 35% ⇒ 30%
  • Zz’Rot Portal Construct now gains bonus 0/0/10/20/40/80/120/200 Armor and MR based on the Stage

Teamfight Tactics patch 11.1 notes

Welcome to the Journey's end,

The first patch of the new year is our last patch before the Festival of Beasts! We're light on changes this time around, but heavy on hype for the end of the season and the start of the festival! So scroll down to get the lowdown then hit the ranked ladder cause there'll be a soft reset at the start of 4.5!
Rodger "MinionsRpeople2" Caudill

Systems

Board Cycling Improvement

I don't see dead people.
  • Cycling through boards with hotkeys now skips dead players. [PC only]

Champions

Tier 1

Sharpshooter has been a bit too sharp in the mid game. The three star Vayne nerf and the two star Teemo nerf should dull their shots a tad.
  • Vayne Silver Bolts Damage: 50/90/140 ⇒ 50/90/130

Tier 2

HUGIFY! Having Lulu give bonus health while the Elderwood trait gives bonus armor and magic resistance resulted in a very tanky frontline for any comp with a splash of Elderwood/Mage.
  • Hecarim Spirit of Life Damage and Healing: 250/400/600 ⇒ 250/400/750
  • Lulu Mana: 60/120 ⇒ 80/150
  • Teemo Chosen Stat: Mana ⇒ Spell Power
  • Teemo Sporecloud Dart Damage: 300/450/900 ⇒ 300/400/900

Tier 3

No surprises here…
  • Kalista Health: 550 ⇒ 650
  • Veigar Mana: 0/45 ⇒ 0/55

Tier 4

Aatrox has made a new year's resolution to be a better frontliner. Two star Jhin's damage has been a noncomfourmer that allowed four him to be fourced into comps that should fourgo him. Unlike my spelling, we'll be fixing that. Finally, Morgana's 4.5 identity as a draintank is coming a patch early. Try positioning her towards the frontline with a morellonomicon, armor, and magic resistance.
  • Aatrox Health: 800 ⇒ 900
  • Aatrox Armor: 40 ⇒ 70
  • Ahri Mana: 0/80 ⇒ 0/75
  • Ahri Attack Speed: 0.75 ⇒ 0.8
  • Jhin Whisper Ad Multiplier: 444/500/1234% ⇒ 444/475/1234%
  • Morgana Health: 750 ⇒ 850
  • Morgana Armor: 30 ⇒ 60
  • Morgana Attack Range: 3 Hexes ⇒ 2 Hexes

Tier 5

  • Lee Sin Armor and Magic Resist: 50 ⇒ 60

Bugs

  • Fixed an issue where some champions would fail to cast when affected by the slow from Azir's Emperor's Divide.
  • Sett's Showstopper now properly fails when blocked by Trap Claw instead of still dealing AOE secondary damage
  • Brains before gains: Sett will no longer interrupt Showstopper to go do sit-ups.
  • Sett's been spending too much time in Night City: Fixed a bug that caused Sett to stop attacking and casting when Showstopper's initial dash was interrupted by a state change (e.g. Guardian Angel, Zilean's Rewind Fate).
  • Fixed a bug where 11 Fortune loss was giving more Neeko's than intended
  • Fixed a bug where Yone was shredding more Armor and Magic Resist than intended.
  • Recipe hints now exclude components spawned from Thieves Gloves.