Teamfight Tactics

GamesWindowsmacOSMobile

Round-based auto-battler set in the League of Legends universe, rebalanced every patch.

Latest 17.9 · · Windows · macOS · Mobileby Riot GamesWebsite

Release activity

Release activity — 25 releases across 25 days in the last year. Each cell is one day; darker means more releases that day. Older weeks are hidden at this screen width.
MayJunJulAug
SundayNo releases on Apr 26, 2026No releases on May 3, 2026No releases on May 10, 2026No releases on May 17, 2026No releases on May 24, 2026No releases on May 31, 2026No releases on Jun 7, 2026No releases on Jun 14, 2026No releases on Jun 21, 2026No releases on Jun 28, 2026No releases on Jul 5, 2026No releases on Jul 12, 2026No releases on Jul 19, 2026No releases on Jul 26, 2026No releases on Aug 2, 2026No releases on Aug 9, 2026
MondayNo releases on Apr 27, 2026No releases on May 4, 2026No releases on May 11, 2026No releases on May 18, 2026No releases on May 25, 2026No releases on Jun 1, 2026No releases on Jun 8, 2026No releases on Jun 15, 2026No releases on Jun 22, 2026No releases on Jun 29, 2026No releases on Jul 6, 2026No releases on Jul 13, 2026No releases on Jul 20, 2026No releases on Jul 27, 2026No releases on Aug 3, 2026No releases on Aug 10, 2026
Tuesday1 release on Apr 28, 2026No releases on May 5, 20261 release on May 12, 2026No releases on May 19, 2026No releases on May 26, 2026No releases on Jun 2, 20261 release on Jun 9, 2026No releases on Jun 16, 20261 release on Jun 23, 2026No releases on Jun 30, 2026No releases on Jul 7, 20261 release on Jul 14, 2026No releases on Jul 21, 20261 release on Jul 28, 2026No releases on Aug 4, 20261 release on Aug 11, 2026
WednesdayNo releases on Apr 29, 2026No releases on May 6, 2026No releases on May 13, 2026No releases on May 20, 20261 release on May 27, 2026No releases on Jun 3, 2026No releases on Jun 10, 2026No releases on Jun 17, 2026No releases on Jun 24, 2026No releases on Jul 1, 2026No releases on Jul 8, 2026No releases on Jul 15, 2026No releases on Jul 22, 2026No releases on Jul 29, 2026No releases on Aug 5, 2026No releases on Aug 12, 2026
ThursdayNo releases on Apr 30, 2026No releases on May 7, 2026No releases on May 14, 2026No releases on May 21, 2026No releases on May 28, 2026No releases on Jun 4, 2026No releases on Jun 11, 2026No releases on Jun 18, 2026No releases on Jun 25, 2026No releases on Jul 2, 2026No releases on Jul 9, 2026No releases on Jul 16, 2026No releases on Jul 23, 2026No releases on Jul 30, 2026No releases on Aug 6, 2026
FridayNo releases on May 1, 2026No releases on May 8, 2026No releases on May 15, 2026No releases on May 22, 2026No releases on May 29, 2026No releases on Jun 5, 2026No releases on Jun 12, 2026No releases on Jun 19, 2026No releases on Jun 26, 2026No releases on Jul 3, 2026No releases on Jul 10, 2026No releases on Jul 17, 2026No releases on Jul 24, 2026No releases on Jul 31, 2026No releases on Aug 7, 2026
SaturdayNo releases on May 2, 2026No releases on May 9, 2026No releases on May 16, 2026No releases on May 23, 2026No releases on May 30, 2026No releases on Jun 6, 2026No releases on Jun 13, 2026No releases on Jun 20, 2026No releases on Jun 27, 2026No releases on Jul 4, 2026No releases on Jul 11, 2026No releases on Jul 18, 2026No releases on Jul 25, 2026No releases on Aug 1, 2026No releases on Aug 8, 2026

25 releases in the last year

Patch notes

17.9

Teamfight Tactics patch 17.9

Added 1
  • Enchanted Wilds set goes live on August 26th
Changed 18
  • Shepherd Mana buff changed from 0/50 to 0/40
  • Shepherd AP Per Cast changed from 15 to 10
  • Shepherd Summon Shield Duration changed from 4s to 3s
  • Shepherd Tail Sweep Damage changed from 200/230/275 AP to 200/300/400 AP
  • Shepherd 7 Shepherd Wave Damage changed from 220 AP to 300 AP
  • Twisted Fate now always grants gold if a 9 is rolled regardless of star level, and takes 15% max health true damage if a 1 is rolled

It’s our final dedicated patch for Space Gods before Enchanted Wilds arrives on live. Note that, for those of you dedicated to space travel, you’ll still be able to play Space Gods even when Enchanted Wilds is live for a limited period. So for this final dedicated patch we’ve got some fun and exciting twists to keep space, the place. Rodger "Riot Prism" Caudill Katie "Riot Ukime" Guo PATCH HIGHLIGHTS ENCHANTED WILDS Our newest set, Enchanted Wilds, will go live at the end of patch 17.9, on August 26th. To learn more about the set, check out our latest Dev Drop, or shorter bite-sized content.

  • Dev Drop: Enchanted Wilds
  • TFT Enchanted Wilds in 60 Seconds
  • TFT Set 18's Mechanic: Wisps!
  • The Wildest 5-costs of Set 18 LARGE CHANGES Large, like the verdant forest of Wisps and new champions to find in the Enchanted Wilds. TRAITS Giving some love to the Shepherd so the summon can feel more impactful, casting more often, scaling more throughout the fight, and have a powerful Shepherd (7) damage impact.
  • Shepherd Mana buff: 0/50 ⇒ 0/40
  • Shepherd AP Per Cast: 15 ⇒ 10
  • Shepherd Summon Shield Duration: 4s ⇒ 3s
  • Shepherd Tail Sweep Damage: 200/230/275 AP ⇒ 200/300/400 AP
  • Shepherd 7 Shepherd Wave Damage: 220 AP ⇒ 300 AP UNITS: TIER 1 It’s all in the heart of the cards. Twisted Fate will now have much higher high-rolls and much weaker (and tilting) low-rolls.
  • Twisted Fate now always grants gold if a 9 is rolled, regardless of star level. If a 1 is rolled, Twisted Fate takes 15% max health true damage.
  • Twisted Fate Minimum Damage: 200/305/460/800 AP ⇒ 30/45/70/120 AP
  • Twisted Fate Maximum Damage: 450/675/1015/1725 AP ⇒ 680/1020/1550/2650 AP UNITS: TIER 2 Through partial reworks and big buffs we’re creating new high damage carries or just making sure Gwen can cut above the B-tier. By adopting her Champion Augment into her base ability, Meepsie is channeling her inner DIVE, truly going out with a bang, bang, bang, bang.
  • Gwen Groove Threshold: 40% ⇒ 50%
  • Gwen Primary Target Damage: 145/220/410 AP ⇒ 155/235/440 AP
  • Milio has a 40% chance to cast an additional time at an additional target that can also bounce to new targets.
  • Milio Primary Spell Damage: 255/380/575 AP ⇒ 200/300/470 AP
  • Milio Bounce Damage: 85/130/190 AP ⇒ 60/90/150 AP
  • Meepsie Role: Magic Tank ⇒ Magic Fighter
  • Meepsie Mana: 50/100 ⇒ 0/55
  • Meepsie Base AD: 65 ⇒ 20
  • Meepsie Base AS: 0.55 ⇒ 0.65
  • Meepsie Spell Replaced with Champion Augment’s “Big Bang”
  • Meepsie Passive Damage: 40/60/90 AP ⇒ 30/45/70 AP
  • Meepsie Spell Damage: 240/360/560 AP ⇒ 180/270/425 AP
  • Meepsie Bonus Passive Damage Per Meep: 60% ⇒ 50%
  • Meepsie Stun Duration: 1.25/1.5/1.75s ⇒ 1/1/1.5s UNITS: TIER 3 More Gold, more Attack Speed, more Damage. Whether you’re printing gold with reroll Lulu, or giving your Rhaast a Sterak’s to become the AD Bruiser you know from Summoner’s Rift… anything is rhaasstible.
  • Lulu Medallion Gold Dropped: 1/3/5 ⇒ 1/4/7
  • Maokai Base Attack Speed: 0.6 ⇒ 0.7
  • Maokai NOVA Selector Max Health Damage: 8% ⇒ 12%
  • Rhaast Spell Duration: 2s ⇒ 1s
  • Rhaast Spell Damage: 120/180/300 AD ⇒ 400/600/1000 AD UNITS: TIER 4 Annnnnd even more gold.
  • Tahm Kench Oracle gold per round increased UNITS: TIER 5 If you still haven’t played Zed yet by somehow low rolling your Augments all set, this is your best chance to change that. Zed’s formally entered the set, but with his entrance we’re giving him a decent sized nerf due to his newfound availability.
  • Zed Invader Zed Augment removed
  • Zed Added to the base champion roster
  • Zed Base Health: 1300 ⇒ 1100
View originalPermalink
How 17.9 went
17.8

Teamfight Tactics patch 17.8

Added 1
  • Choncc's Classic Treasure replaces Choncc's Lore & Legends with League Classic PvE monsters, Kayle's tribunal, and past classic items like Heart of Gold
Changed 18
  • Anima Squad (5) loot table now offers 9 Gold, 2x 4-cost, or 3x Tiny Duplicators + 3g instead of Thieve's Gloves or Voyager Emblem
  • The Annihilator AP reduced from 30% to 25% and Mana Regen reduced from 5 to 4
  • Iceblast Armor Stun Duration reduced from 2s to 1.5s and Shield Amount reduced from 25% to 20%
  • Lioness' Lament Armor and Magic Resist reduced from 30 to 25 and Resist Steal reduced from 4 to 3
  • Anima Squad (5) loot option 2x 5-cost + 1g changed to 1x 5-cost + 3g
  • Anima Squad (5) loot option Challenger Emblem + 1g changed to Challenger Emblem only

Time to get class(ic)y! Choncc’s Lore & Legends is getting a Classic twist and becoming Choncc’s Classic Treasure, so queue up and take a stroll down memory lane if you’re a LoL enthusiast or just enjoy the fun, loot-powered chaos entering the Convergence! We’ve also got a smaller patch for Space Gods that brings a few changes that’ve slipped in from the Enchanted Wilds. Rodger "Riot Prism" Caudill Katie "Riot Ukime" Guo PATCH HIGHLIGHTS ENCHANTED WILDS We're hard at work on our next set, Enchanted Wilds, which will go to PBE on July 28th. To learn more about the set, check out our latest Dev Drop, or shorter bite-sized content.

  • Dev Drop: Enchanted Wilds
  • TFT Enchanted Wilds in 60 Seconds
  • TFT Set 18's Mechanic: Wisps!
  • The Wildest 5-costs of Set 18 CHONCC’S CLASSIC TREASURE Choncc’s Lore & Legends is getting a Classic twist! Get ready for League Classic PvE monsters, Kayle’s tribunal, past classic items like Heart of Gold, and more!
  • Choncc’s Classic Treasure goes live shortly after the patch deploys
  • Brings League Classic elements to Choncc’s Lore & Legends LARGE CHANGES Large, like my anticipation for Enchanted Wilds TRAITS Anima Squad is very good and quite easy to hit (I heard the tech is to roll for it on 2-5). We’re lowering the power of its strongest cashout items while adjusting a few of the Anima (5) loot drops. Morgana is picking up a new trait, Conduit, so with the class getting an additional (and powerful) tank, we’re giving it a slight nerf. Psionic (4) still hasn’t had its chance to unleash its full potential. We’re tuning up the Psionic items to encourage further commitment to the trait.
  • Anima Squad Items:
  • The Annihilator: AP: 30% ⇒ 25%, Mana Regen: 5 ⇒ 4
  • Iceblast Armor: Stun Duration: 2s ⇒ 1.5s, Shield Amount: 25% ⇒ 20%
  • Lioness’ Lament: Armor + Magic Resist: 30 ⇒ 25, Resist Steal: 4 ⇒ 3
  • Anima Squad (5) Loot Table:
  • New Options: 9 Gold / 2x 4-cost / 3x Tiny Duplicators + 3g
  • Removed Options: 1x Thieve’s Gloves / Voyager Emblem
  • Adjusted Options: 2x 5-cost + 1g ⇒ 1x 5-cost + 3g, Challenger Emblem + 1g ⇒ Challenger Emblem, 1x Component + 5g ⇒ 1x Component + 2g
  • Conduit (5) Ally Mana: 3 Mana Regen ⇒ 2 Mana Regen
  • Psionic (4) Items:
  • Biomatter Preserver: Base Health: 550 ⇒ 650, Increased Healing: 22% ⇒ 30%
  • Drone Uplink: 2nd Drone Damage: 20% ⇒ 30%
  • Malware Matrix: Damage Amp: 10% ⇒ 15%, Cleave Damage: 75% AD ⇒ 100% AD
  • Target-Lock Optics: AP/AD: 20% ⇒ 30%, Heal: 20% ⇒ 30% UNITS: TIER 1 Briar and Twisted Fate have had their patches, but it’s been a few since these 1-costs have made it to the mid-game as itemized carries.
  • Briar AD: 35 ⇒ 40
  • Twisted Fate Maximum Spell Damage: 410/610/920/1565 AP ⇒ 450/675/1015/1725 AP UNITS: TIER 2 N.O.V.A. reroll with Jax popped up in the meta after our Tactician’s Crown when players finally realized how good Akali is. We’re lowering her N.O.V.A. strike bleed damage to keep her from cutting above the rest of our reroll comps. A bit of the magic from Enchanted Wilds has leaked into Space Gods, bringing Gnar the Brawler trait he has as a 5-cost in our next set.
  • Akali N.O.V.A. Strike Damage per Second: 15/22/28 AD ⇒ 14/18/25 AD
  • Gnar is now also a Brawler UNITS: TIER 3 Two-tanky (Gold Augment) uses Samira’s passive and knockup to become one of our most consistently dominant comps. We’re lowering the duration and damage on her passive so that clicking the Augment is less of a guarantee for top four. Diana has some powerful Arbiter combinations, but there’s more to cook up here, so we’re giving her a little lift in cast frequency (and a small shield nerf) that will allow for even more combos!
  • Miss Fortune Replicator Damage AD: 275/415/660 AD ⇒ 300/450/675 AD
  • Miss Fortune Conduit Spell Damage AD: 80/120/190 ⇒ 90/135/225 AD
  • Samira Passive Damage: 55/80/130 AD ⇒ 45/68/115 AD
  • Samira Knockup Duration: 1s ⇒ 0.75s
  • Diana Mana: 0/50 ⇒ 0/40
  • Diana Shield: 275/325/515 AP ⇒ 230/280/450 AP UNITS: TIER 4 As an Invoker in our next set, Morgana is also benefiting from the enchanting powers of Set 18. We’re adding the similar mana-focused class to her, alongside a small compensation nerf to invoke some new Conduit boards!
  • Morgana is now also a Conduit
  • Morgana Mana: 30/80 ⇒ 45/95
  • Morgana Base Heal: 600/700 AP ⇒ 550/650 AP
  • Riven Small Cast Damage: 90/135 AD ⇒ 100/150 AD
  • Riven 3rd Cast Damage: 160/240 AD ⇒ 180/270 AD UNITS: TIER 5 Speaking of Augments that give free top-fours, don’t sleep on this one.
  • Zed Health Penalty: 33/40% ⇒ 25/35% AUGMENTS
  • Cosmic Restart Rerolls: 8 ⇒ 15
View originalPermalink
How 17.8 went
17.7

Teamfight Tactics patch 17.7

Added 3
  • Vex joins the Stargazers trait
  • Shen gains Timebreaker as an Origin
  • Choncc's Treasure limited mode returns Set 16 Lore & Legends
Changed 13
  • Anima Squad trait breakpoint changed from 3/6 to 3/5
  • Anima Squad max breakpoint rewards reduced across the board
  • Replicator spell effectiveness increased from 22/45% to 22/50%
  • Rogue AD/AP increased from 12/25/40/55% to 12/25/45/60%
  • Ezreal takedowns per drone reduced from 8 to 7
  • Talon spell damage AD increased from 400/600/1000/1700 to 400/600/1100/1850
Removed 1
  • Support for 2GB/3GB mobile devices ended starting July 22nd

It's a Legendary patch full of buffs! But the buffest one of all is Choncc (believe you me, Choncc's all muscle), who's bringing back Set 16, Lore & Legends, in his own Choncc style (Choncc's Treasure). But looking past our favorite pink (or whatever color of variant you run Choncc in) dragon is a patch full of all buffs and adjustments (and one nerf), so read on as Vex joins the Stargazers and Shen changes the timeline. Rodger "Riot Prism" Caudill Katie "Riot Ukime" Guo PATCH HIGHLIGHTS ENCHANTED WILDS We're hard at work on our next set, Enchanted Wilds, which will go to PBE on July 28th. To learn more about the set check out our latest Dev Drop, or shorter bite-sized content.

  • Dev Drop: Enchanted Wilds
  • TFT Enchanted Wilds in 60 Seconds
  • TFT Set 18's Mechanic: Wisps!
  • The Wildest 5-costs of Set 18 CHONCC'S LORE & LEGENDS Starting this patch, Set 16 will return with Choncc's Lore & Legends! It's Choncc's Treasure on a set that brought all (ehh, most) of Runeterra to life with Unlockables. So take a trip down memory lane with the limited mode!
  • Choncc's Treasure on Lore & Legends goes live shortly after the patch deploys
  • Brings back Set 16's roster with Choncc's Treasure's fun-fueled loot MOBILE MINIMUM SPEC CHANGES As we continually develop Teamfight Tactics, we occasionally update the minimum system requirements to continue playing. Starting July 22nd, we'll be ending support for 2GB/3GB mobile devices. Players on these devices will need to upgrade in order to continue to play TFT on mobile. ESPORTS The Tactician’s Crown has concluded, and a new global champion has been crowned. Congratulations to NAME REDACTED FOR THOSE WHO WANNA WATCH THE VODS for earning the favor of the Space Gods and making history as the best TFT player in the world during Set 17. Watch the finals VOD here and stay up to date with @CompeteTFT on X. Don’t forget to claim your Compete Card at competetft.com, and stay tuned for more details as Set 18 approaches. LARGE CHANGES Large, like the patch full of buffs ahead of us! TRAITS Anima Squad (6) is an exciting drip econ trait that turns your journey to the trait into a steady infusion of econ power. But it's not much of a journey if you just die before you can stabilize your board. We're bringing the trait down to a (5) piece, meaning you can now hit it without an Emblem, but more importantly, you can access it early with an Emblem. This'll be a huge buff for the trait, so we're also lowering the power of the rewards across the board. Replicator (2) has seen a lot of success in pro play, but did you know there was a Replicator (4)? The trait's pretty hard to work into a comp as a (4) piece, so we're giving it a sizable buff to help it get onto boards near you. Similar to Replicator, Rogue's never been a class worth investing deeply into—perhaps it's because of the unit's roguish loner nature, but more likely because going deep into the trait means missing out on core tank/utility units. Lastly, we've got a nerf for Timebreaker (4), which is now easier to hit with Shen changing the timelines and gaining it as an Origin. We'll talk more about just this, but if you want to time travel, you can just scroll faster to Units: Tier 5.
  • Anima Squad Trait Breakpoint: 3/6 ⇒ 3/5
  • Anima Squad Max Breakpoint Rewards:
  • 2 5-costs + 5g ⇒ 2 5-costs + 1g
  • Voyager Emblem + 3g ⇒ Voyager Emblem
  • Challenger Emblem + 5g ⇒ Challenger Emblem + 1g
  • 2x Lesser Champ Duplicator + 5g ⇒ 2x Lesser Champion Duplicator
  • Random Component + 5g ⇒ Random Component + 2g
  • Replicator Spell Effectiveness: 22/45% ⇒ 22/50%
  • Rogue AD/AP: 12/25/40/55% ⇒ 12/25/45/60% UNITS: TIER 1 Ezreal's going to acquire additional drones faster which should bring his reroll fantasy into reality. Alongside a new Timebreaker in the line-up we expect to see a higher, and different cap to his board. Talon is great early game, but he falls off faster and more than our other 1-costs. We're giving him more damage at three and four-stars to bring him up to the par of our lowest cost units (1-costs), but that doesn't make us value them any less.
  • Ezreal Takedowns Per Drone: 8 ⇒ 7
  • Talon Spell Damage AD: 400/600/1000/1700 ⇒ 400/600/1100/1850 UNITS: TIER 2 While we have seen Zoe in a few meta comps, TFT's best celestial ping pong player has never been the supreme carry in a comp. It's time to serve up a buff!
  • Zoe Secondary Spell Damage AP: 34/51/77 ⇒ 36/54/88 AP UNITS: TIER 3 Urgot had one patch of reroll dominance early on in Space Gods, but this unstoppable dreadnought has been feeling rather stoppable since his decline. A decent AD buff should bring back his Sword-heavy carry builds.
  • Diana Shield AP: 275/325/475 ⇒ 275/325/515 AP, Spell Damage AP: 60/90/145 ⇒ 60/90/160 AP
  • Urgot Transformed Passive Damage: 225% AD ⇒ 250% AD UNITS: TIER 4 Master Yi is our worst-performing 4-cost, so we're giving him a Mana buff that should have him entering his Psi-State (where he attacks and moves faster) earlier and with less down time.
  • Master Yi Mana: 30/70 ⇒ 20/60 UNITS: TIER 5 With 17.7 we're taking a bigger swing on making sure our Legendary units feel Legendary. Starting with Graves, who is having ALL his upgrades reduced to 1 gold. This should make him less of an econ burden and allow you to upgrade him whichever way you see fit. We're also updating Shen with a new look and Origin trait, Timebreaker. A long time ago (during early iterations of the set), Shen was a Timebreaker, but we made him more of a flexible splashable Threat-like unit on release to allow for more comps that rolled into him to add him. With the return of his Origin trait we don't expect him to be less splashable—he still has the same power and utility as last patch—but we do expect to see a new high-cap for him as a Timebreaker carry. The trait will give him lots of Attack Speed, which he loves, so now you'll be able to itemize with more damage or survivability to create a new cap for this Timeline breaking trait. Speaking of new traits, we've got another 5-cost getting one too, but don't get too excited, we know she wouldn't. Vex is getting a new look to join the Stargazer roster. This is going to be a considerable buff to her, especially since many Vex comps already run Nunu for frontline. So to go along with this big buff, we've got a compensation nerf to keep Vex from rising above her Shadow. Finally, we're returning Zed to his past power. While the numbers are going down, those are percentage HP penalties, meaning Zed's clones will be slightly tankier than before.
  • Graves Upgrade Costs all reduced to 1
  • Shen New Trait: Timebreaker
  • Shen Skin updated
  • Vex New Trait: Stargazer
  • Vex Skin Updated
  • Vex Active Spell Damage: 140/210 AP ⇒ 130/195 AP
  • Zed Health Penalty: 33/45% ⇒ 33/40% AUGMENTS While Vex and Timebreaker are getting nerfs, they're mostly getting adjusted or buffed with the new additions to their kits/play patterns. The only ACTUAL nerf of this patch is for Birthday Reunion, an Augment that continues to outperform despite our nerf last patch. Other than that single nerf, we've got a patch full of buffs for our most fun and set specific Augments. So chase that Apex Primordian or Nasus stacking dream!
  • Bonk! Base AS: 0.75 ⇒ 0.8
  • Birthday Reunion Gold: 3 ⇒ 1
  • Heart of the Swarm Apex Primordian Resists: 60 ⇒ 75, Mana: 30/90 ⇒ 30/70, Passive Sword Damage AD/AP: 50 ⇒ 75
  • Stellar Combo 2nd Hit Damage: 110/165/275/470 AD ⇒ 125/185/315/525 AD, 3rd Hit Damage: 200/300/475/800 AD ⇒ 210/315/520/885 AD, 5 Nova Strike Damage: 120/180/270/405 AD ⇒ 135/200/300/515 AD
  • Termeepnal Velocity Mana: 10/55 ⇒ 10/50 BUG FIXES
  • Fixed a bug where Slice of Life was giving its 5-cost at the wrong time.
View originalPermalink
How 17.7 went
17.6

Teamfight Tactics patch 17.6

Changed 21
  • Anima Squad (6) removed 15g cashout and 3x 4-cost cashout, replaced 2x Lesser Duplicator with 2x Lesser Duplicator + 5g, and made Component/Emblem rewards more likely
  • Arbiter Input Rerolled Last Turn increased Attack Speed from 35/55% to 40/65%, Resists from 45/70 to 55/80, Shield from 44/66% to 48/70%, and Gold from 30% to 35%
  • N.O.V.A. (5) increased Caitlyn Headshot Damage from 40% to 50%, Akali Damage from 12/18/24/30% AD to 15/22/28/34% AD, and Kindred Damage Amp from 10% to 15%
  • Arbiter Output Combat Start Shield Duration increased from 8s to 10s
  • Meeple (7) Gold per 2-cost Cloned decreased from 5 to 3
  • Mecha AD/AP changed from 25/45/35% to 25/40/40%

Welcome back party people! Patch 17.6 is a smaller patch with a few buffs, specific nerfs, and a sweeping pass on Augments. The balance of the set is in a good spot right now, and we don’t want to shake too much up ahead of our regional tournaments. But where things are shaking up is Pengu’s Party, which has quite a few balance changes to keep the party going! This will be a three week long patch (one week longer than usual), with 17.7 coming on July 15th to allow Rioters to take a week long break. Rodger "Riot Prism" Caudill Katie "Riot Ukime" Guo PATCH HIGHLIGHTS MOBILE MINIMUM SPEC CHANGES As we continually develop Teamfight Tactics, we occasionally update the minimum system requirements to continue playing. Starting July 22nd, we’ll be ending support for 2GB/3GB mobile devices. Players on these devices will need to upgrade in order to continue to play TFT on mobile. LARGE CHANGES Large, like the announcement we made about migrating to Unreal. TRAITS Anima (6) is back on the buff list, this time with a small, but focused buff to ensure you’re able to spike faster with your initial rewards. We’ve also got a few Arbiter buffs for the combos that are feeling a bit Arbitrary. One of the biggest winners of last patch was reroll Gnar, which didn’t actually stay at Level 6 to slow roll for long. Instead, Gnar enjoyers opted to play for Levels after collecting enough Gnars, and then print the rest with Meeple (7). We don’t think Gnar is that far off in terms of balance, but the consistency of this comp is held together by its access to Level 9 through Meeple’s econ rewards. We’re shipping a small and targeted econ nerf here for Meeple (7), and going light on the Gnar nerf in an effort to keep the comp viable without the consistent dominance. N.O.V.A. has a few fun fantasies with the Striker Selector, but too few of them haven’t been viable. We’re shipping buffs to the least selected, so keep your eyes out for new N.O.V.A. carries that’ll change the acronym to Nerf Overdue Very Appealing. Okay, not likely to take them into a “need nerf now” situation, but you try making an acronym out of N.O.V.A. With our Shepherd AP nerf in our mid-patch update for 17.5 we’re able to move more power into the Summon itself and a few of the carries found in Shepherd comps. This should result in a much stronger summon, especially at Shepherd (7).

  • Anima Squad (6)
  • 15g cashout removed
  • 3x 4-cost cashout removed
  • 2x Lesser Duplicator ⇒ 2x Lesser Duplicator + 5g
  • More likely to receive Component/Emblem rewards
  • Arbiter Input - Rerolled Last Turn:
  • Gain Attack Speed: 35/55% ⇒ 40/65%
  • Gain Resists: 45/70 ⇒ 55/80
  • Gain Shield: 44/66% ⇒ 48/70%
  • Gain Gold: 30% ⇒ 35%
  • N.O.V.A (5) Bonuses:
  • Caitlyn Headshot Damage: 40% ⇒ 50%
  • Akali Damage: 12/18/24/30% AD ⇒ 15/22/28/34% AD
  • Kindred Damage Amp: 10% ⇒ 15%
  • Arbiter Output: Combat Start Shield Duration: 8s ⇒ 10s
  • Meeple (7) Gold per 2-cost Cloned: 5 ⇒ 3
  • Mecha AD/AP: 25/45/35% ⇒ 25/40/40%
  • Shepherd (5) Tail Sweep Damage: 200 AP ⇒ 230 AP
  • Shepherd (5) Health Multiplier (Stage 4-6): 6.5/7.25/8.5x ⇒ 6.75/7.8/9.5x
  • Shepherd (7) Shield: 430 AP ⇒ 460 AP
  • Shepherd (7) Tail Sweep Damage: 200 AP ⇒ 275 AP
  • Shepherd (7) Health Multiplier (Stage 4-6): 6.5/7.45/9.5x ⇒ 6.75/8/10x UNITS: TIER 1 As our only champion that rolls dice and deals cards, Twisted Fate has found himself low-rolling and drawing bricks—which should hit hard, no? We’re giving him some much-needed buffs that’ll hopefully return him to a board, card table, or gambler’s den near you.
  • Twisted Fate Min Ability Damage AP: 190/285/430/730 ⇒ 205/305/460/800
  • Twisted Fate Max Ability Damage AP: 380/570/860/1460 ⇒ 410/610/920/1565 UNITS: TIER 2 With a targeted Meeple (7) nerf for the Gnar reroll comp, we’re able to go light with our nerf here. Mordekaiser and a Heat Death (Champion Augment) buff in one patch!?
  • Gnar Base AD: 50 ⇒ 48
  • Mordekaiser Initial Shield: 350/425/550 ⇒ 350/450/625
  • Mordekaiser Shield Channel: 75/90/105 ⇒ 75/100/115 UNITS: TIER 3 Our 3-costs are all very close in terms of balance, but Viktor’s Psionic Storm is just a tad under the weather.
  • Viktor Ability Damage: 190/290/500 ⇒ 200/300/530
  • Lulu Altar Spell Damage: 150/225/375 AP ⇒ 160/240/400 AP
  • Lulu Serpent Spell Damage: 140/210/335 AP ⇒ 150/225/360 AP UNITS: TIER 4 With Shepherd’s AP share in check, we’re able to buff Karma and LeBlanc in hopes they can find homes in their AP Shepherd flex lines and others alike. As a Threat-like tank, if Morgana can’t do the tanking, she’s just a nice passive trait for your team. With more HP gain and ally healing, this Dark Lady should now bring more light to your boards.
  • Aurelion Sol Non-Mech Spell Damage: 320/480 AP ⇒ 335/505 AP
  • Karma Split Damage AP: 570/855 ⇒ 630/945
  • LeBlanc Passive Damage AP: 62/93 ⇒ 66/99
  • LeBlanc Sigil Damage: 85/130 AP ⇒ 95/145 AP
  • Morgana Health Gain AP: 525/625 ⇒ 600/700
  • Morgana Ally Heal AP: 100/150 ⇒ 125/185
  • Master Yi Spell Damage AD: 50/75 AD ⇒ 55/85 AD
  • Nami Primary Spell Damage: 440/660 AP ⇒ 460/690 AP
  • Nami Secondary Spell Damage: 110/165 AP ⇒ 125/185 AP UNITS: TIER 5 Shen’s Attack Speed will no longer decay over the course of his ability, but he’s still mana locked so he won’t chain cast with absurdly high amounts of Attack Speed. Expect him to be more exciting as he now consistently hits faster and always buffs himself with his ability.
  • Shen will always gain his Attack Speed bonus after casting his ability, even if it does not hit himself.
  • Shen’s Attack Speed buff no longer decays when buffing Shen. Other allies receive the same decaying buff. AUGMENTS The bulk of our balance focus for this patch is Augments, so expect a very long list with a few highlights here. With this pass, one of our goals is to make Augments more general and less specific to lobby shapes/builds. Things like Best Friends I/II—which previously only granted Armor—now gets both Armor and Magic Resist, while Blood Offering will also grant AP in addition to AD, making it a solid take for AP comps. We’re also buffing many of our Augments that just haven’t been hitting the mark in terms of power. You’ll notice quite a few buffs for Augments that provide Thief’s Gloves. On the nerf list, we’ve got some overdue nerfs for Birthday Reunion, Expedition, and Self Destruct (Gragas). We’ve also got nerfs to Restart Mission that remove its powerful interaction with open fort-style (not playing a full board to lose streak + econ) Augments that took away the tradeoff for the Augment. We’ve opted to disable Critical Success, which in most cases was very weak and sometimes never cashed out. But in situations where you could build a bunch of crit items early, it could provide a fast and powerful spike. Overall, the Augment required too specific of a set up to be worth rebalancing. We moved Loot Singularity’s (Dark Star) cashouts around to grant components earlier and keep it on pace with other Gold Augments. We also reworked the final cashout and removed the impossible-to-achieve ones, but Cashout 16 will be VERY hard to hit.
  • Loot Singularity:
  • Cashouts 17-20 removed
  • 30 Matter: 1 Reforger/Remover ⇒ 1 component
  • 70 Matter: 1 component ⇒ 1 Reforger/Remover + 1 gold
  • 150 Matter: 1 Lesser Duplicator ⇒ 1 Component
  • 300 Matter: 1 Component ⇒ 1 Lesser Duplicator + 1 gold
  • Cashout 16 Threshold: 555 ⇒ 777
  • Cashout 16 Reward: Ahri’s Aura/Varus’ Obsession/Soraka’s Miracle + 3 Removers
  • Band of Thieves II Turn Delay: 8 ⇒ 6
  • Band of Thieves II+ Turn Delay: 6 ⇒ 5
  • Best Friends I/II now also grants Magic Resist. Armor/Magic Resist: 13/22 ⇒ 9/14
  • Birthday Reunion initially grants 3 gold. 2-star 2-cost champion granted at Level 5.
  • Blood Offering HP Loss: 20% max HP ⇒ 15% max HP. Shield Amount: 30% max HP ⇒ 20% max HP. Stats Granted: 10% AD ⇒ 12% AP and AD
  • Bodyguard Training Base Resists: 10 ⇒ 15
  • Build-a-Bud Gold: 8 ⇒ 10
  • Contract Killer (Pyke) Bonus Tank Damage: 60% ⇒ 75%
  • Critical Success Disabled
  • Deadlier Caps Rabadon Deathcaps also grant 1 Mana Regen.
  • Early Learnings Initial AD/AP: 8 ⇒ 5
  • Expedition Gold: 20 ⇒ 15. Made Mutually Exclusive to 1 Player
  • Forged in Strength Health Threshold: 35 ⇒ 30
  • Forward Thinking Rounds: 5 ⇒ 6, Gold: 70 ⇒ 62
  • Going Long Initial Gold: 13 ⇒ 16
  • Golden Gamble Gold: 1 ⇒ 2
  • Golden Gamble+ Gold: 2 ⇒ 3
  • Heat Death (Mordekaiser) Active Ability Damage AP: 50/75/115 ⇒ 55/82/140
  • High Voltage Bonus Damage: 20% ⇒ 25%
  • Late Game Specialist no longer exclusive with Level Up! Gold: 30 ⇒ 27
  • Living Forge Rounds: 8 ⇒ 9
  • Lucky Gloves 2-1 version also grants 4 gold
  • Pilfer Gold for TG: 21 ⇒ 19
  • Recombobulator Also grants 3 free rerolls
  • ReinFOURcement Gold: 5 ⇒ 7
  • Restart Mission mutually exclusive from: Expedition, Clear Mind and AFK
  • Restart Mission 2* 2-costs: 3 ⇒ 2
  • Retribution Removed
  • Retribution Bonus Crit Chance: 15% ⇒ 25%
  • Self-Destruct (Gragas) Ability Damage AP: 250/375/600 ⇒ 225/335/550
  • Shimmerscale Essence Rounds: 6 ⇒ 7
  • Timestream also grants all allies 100 Health. AS Per Reroll: 0.25% ⇒ 0.3%
  • Treasure Hunt Gold Per Chest: 16g ⇒ 18g. 5th Treasure Chest is now always 1 Artifact Anvil + 4 Gold
  • Two Tanky Health: 450 ⇒ 375. Shield Amount: 40% ⇒ 35%
  • Urf’s Gambit Gold: 6 ⇒ 3
  • Wise Spending Gold: 3 ⇒ 1 PENGU’S PARTY Demacia, Honeymancy, and Storyweaver Kayle have all been partying a little too hard this anniversary, so as to avoid them not getting an invite for Pengu’s next party, we’re going to nerf them here and keep the sustainable (and balanced) party vibes going. We've also got some buffs to some underperforming Anniversary traits that haven't quite been able to get into the party spirit! We also have a few bugfixes for Pengu’s Party. Notably one for the 920 and 1000 Ixtal cashouts that should now provide their promised powerful rewards.
  • Nitro Bonus HP Per Stage on R-0B0T and T-H3X: Stage 3: 100 > 150, Stage 4 300 >> 380
  • Nitro T-H3X Laser AP Damage: 580 >> 610
  • The Crew Base Rocket Damage: 95 >> 105
  • The Crew Upgraded Rocket Damage: 120 >> 130
  • Bronze Honeymancy Damage Per Bee: 12 >> 10
  • Prismatic Honeymancy Damage Per Bee: 25 >> 21
  • Demacia Mana Reduction per rally: 8% >> 7%
  • Bronze Demacia: Armor/MR: 15 >> 12
  • Prismatic Demacia: Armor/MR: 20 >> 15
  • Demacia Galio Ally Shield Grant: 400/550/2000 %AP >> 360/500/2000 %AP
  • Prismatic Overlord AD/AP Gain: 35 >> 40
  • Prismatic Mountain Permanent HP per round: 60 >> 70
  • Pyro Attack Speed per 5 Cinders: 2.0% >> 2.25%
  • Prismatic Coven Mana to Give when ally cast: 8 >> 10
  • Storyweaver Kayle Active AP Damage 125/250/390/730 >>125/250/390/700, Passive Damage: 15/35/45/85 >> 15/35/45/80 BUG FIXES
  • Fixed a bug with Soraka’s Blessing of Prosperity where the tooltip on the God Prop displayed the wrong numbers.
  • Fixed a bug where Two Tanky could create an additional copy of the Shepherd Summon.
  • Pengu’s Party Ixtal 920 and 1000 Cashouts will now properly grant their associated loot.
  • Pengu’s Party Nitro Fixed a bug where R-080T incorrectly showed their splash as T-H3X on mobile.
  • Pengu’s Party Overlord will now chomp allies before piloting the SuperMech if the Overlord is also the Mech-Pilot.
  • Pengu’s Party Shimmerscale: Draven's Axe Now shows stacks on it during the planning phase.
View originalPermalink
How 17.6 went
17.5

Teamfight Tactics patch 17.5

Changed 18
  • Samira Mana requirement increased from 0/60 to 0/65
  • Samira Ability CC Duration decreased from 1.25s to 1s
  • Stargazer and Serpent Poison Damage increased from 18/35/50% to 25/45/60%
  • Shepherd Summon Bonus AP Per Cast decreased from 20 to 15
  • Shepherd Summon Shield adjusted from 125/300/300 AP to 100/275/430 AP
  • Space Groove (7) Bonus decreased from 15% to 10%
Fixed 1
  • Pengu's Party No Encounter has been properly disabled
Removed 1
  • LeBlanc's Stage 3 Augments removed

Space is the place to party with Pengu! With a heavier balance-focused micropatch last week, we've got a smaller balance patch prepared for 17.5, primarily focused on buffing champions that haven't been able to find their footing in the zero-grav environments of SPACE GODS. Past that, we're doing a bigger sweep of our Augments, with many nerfs focused on our overperforming econ Augments and buffs to the less clicked Combat Augments. Rodger "Riot Prism" Caudill Katie "Riot Ukime" Guo Mid-Patch Updates JUNE 10THBALANCE CHANGES While 17.5 has seen a relatively stable meta early on, the bug fixes we added the day before the patch went live offset many of our intended meta changes that were tested the week prior. We're following up very quickly with some balance changes now that we have more data on how Serpent/Samira bug fixes impacted the meta. And since we’re shipping a micropatch anyways, we’re also adding a Shepherd nerf, as the trait has become a very inexpensive and consistent way for Fast 9 comps to stabilize in the mid-game.

  • Samira Mana nerf: 0/60 ⇒ 0/65
  • Samira Ability CC Duration: 1.25s ⇒ 1s
  • Stargazer, Serpent Poison Damage: 18/35/50% ⇒ 25/45/60%
  • Shepherd Summon Bonus AP Per Cast: 20 ⇒ 15
  • Shepherd Summon Shield: 125/300/300 AP ⇒ 100/275/430 AP
  • Space Groove (7) Bonus: 15% ⇒ 10%
  • Two Tanky (Augment) Health: 500 ⇒ 450 PENGU’S PARTY BUG FIX
  • Pengu’s Party: “No Encounter” Encounter has been properly disabled PATCH HIGHLIGHTS PENGU'S PARTY Pengu's Party is back with patch 17.5 through patch 17.6, and every single past set has an iconic trait to show off! Here is a refresher on how Pengu's Party works for our first time attendees. You'll queue up in the world of Space Gods, but along with the fickle Gods, Pengu is here to offer traits from past sets. For more information, be sure to check out our article on the mode here! SYSTEMS OPENING ENCOUNTERS Delaying Augments, a core component to direction and game plan in TFT, doesn't feel good.
  • LeBlanc's Stage 3 Augments Removed ADJUSTED GOD BLESSINGS Buffs to our least divine God Blessings should have them feeling more clickable in the right scenarios.
  • Soraka Shield Blessing 450/550/650/800/800 ⇒ 500/600/700/800/900
  • Aurelion Sol Low HP Quest 18 gold ⇒ 21 gold LARGE CHANGES Large, like Leona stocks in 17.4. TRAITS In the mid-patch update last week we hit a lot of the overperforming Arbiter outputs, but there are still a few that are overproducing Leonas, so we're following up on those. Meeple (7) is about printing Meeples (and more), but it's very rarely run since Meeple (5) gives the same bonus HP and is generally seen as more worthwhile for the board you're running. We're moving some power from (5) to (7) and adding a bit more heft to the Prismatic as well. With Meeple (5) coming down, we're also going to be moving some power around for the units so they can flex better into other comps. We've got two bug fixes for Serpent that should result in the trait being power-neutral or even a very small buff for variations that aren't running Xayah as their primary carry.
  • Arbiter, Every 3 Attacks, Gain Leona: 8/12% ⇒ 5/8%
  • Arbiter, Every 3 Attacks, Gain Armor: 12/18 ⇒ 10/16
  • Arbiter, Spend 50 Mana, Gain Leona: 10/15% ⇒ 9/12%
  • Meeple Flat HP bonus: 100/400/400/500 ⇒ 100/350/450/550
  • Meeple (10) Meeplord Abilities: Big Slam Primary Damage: 1100 AP ⇒ 1500 AP, AoE Slam Damage: 700 AP ⇒ 1000 AP, Stun Duration: 1.5s ⇒ 3s, Stun Spell Damage: 150 AP ⇒ 400 AP
  • Space Groove Health Regen Per Groovian: 0.95% ⇒ 0.85%
  • Stargazer, Serpent, Fixed a bug where the poison was doing more damage than intended.
  • Stargazer, Serpent, Fixed a bug where the poison damage was calculated after damage mitigation rather than before.
  • Stargazer, Serpent Poison Damage: 20/40/60% ⇒ 18/35/50% ANIMA We’ve seen a lot of players use a 300 Anima cashout to tempo and pivot into a different non-Anima focused reroll line. While this is fine, we also want utilizing the Anima units after these tempo-style cashouts to be a more competitive strategy, so we’re lowering the econ value of the cashout, while buffing many of the Anima items, focusing on the bonus stats these items give to Anima units.
  • 300 Anima Tech: 2* Illaoi + 7 gold ⇒ 2* Illaoi + 3 gold
  • 300 Anima Tech: 2* Aurora + 7 gold ⇒ 2* Aurora + 3 gold
  • 300 Anima Tech: 3* Briar + 7 gold ⇒ 3* Briar + 3 gold
  • 300 Anima Tech: 2* Jinx + 15 gold ⇒ 2* Jinx + 7 gold
  • 400 Anima Tech: 3 Duplicator Cashout: Added Reforger instead of Remover
  • 400 Anima Tech: All other 400 Cashouts except 3* Jinx cashout contain a bonus Reforger
  • 500 Anima Tech: 2 Tier 2 Items + 10g + 6 Lesser Duplicators ⇒ 2 Tier 2 Items + 2* Fiora + 2* Aurora + 3* Briar
  • Tier 1 Items: Guiding Hex Aurora AP: 9 ⇒ 12
  • Tier 1 Items: Rocket Barrage Attack Damage: 10% ⇒ 15%, Jinx Bonus Damage: 35% ⇒ 40%
  • Tier 1 Items: Savage Slicer Briar Bonus Hits: 10 ⇒ 15
  • Tier 1 Items: Tentacle Slam Illaoi Bonus Effectiveness: 35% ⇒ 45%
  • Tier 2 Items: The Annihilator Damage Store: 20% ⇒ 25%, Mana Regen: 3 ⇒ 5
  • Tier 2 Items: Searing Shortbow, Ability Power: 40 ⇒ 45, Attack Damage: 10% ⇒ 15%
  • Tier 2 Items: UwU Blaster Attack Damage: 25% ⇒ 30%
  • Tier 3 Items: Evolved Embershot Ability Power: 40 ⇒ 45 UNITS: TIER 1 Right now there are a few 1-costs that are just too weak even when itemized and upgraded early on. Nasus has always been carried by Leona, and Teemo has fallen off since the 17.3 reroll heavy patch, so we're returning him to his 17.3 power now that we've got some of the other reroll outliers in check. Finally, Veigar is just a bit too niche right now so we're giving him an appropriately sized buff to get him standing tall enough to reach the meta.
  • Caitlyn Headshot Damage AD: 170/255/510/875 ⇒ 190/285/540/925
  • Ezreal Ability Damage AD: 160/240/365/620 AD ⇒ 170/255/380/650 AD
  • Nasus Flat Health gained: 250/350/550/750 ⇒ 300/400/600/800
  • Teemo Spell Damage: 65/95/170/300 ⇒ 70/105/190/325
  • Veigar Spell Damage AP: 310/465/700/1190 ⇒ 330/495/750/1200 UNITS: TIER 2 A few 2-cost comps are doing well in 17.4, but there are a few that still aren't playable. Akali and Bel'Veth should lift melee reroll lines, while Mordekaiser can provide a better frontline for the reroll lines that utilize Conduit.
  • Akali Spell Damage AD: 37/56/84 ⇒ 39/59/88
  • Bel'Veth Spell Damage AD: 20/30/45 >> 22/33/50
  • Gwen Attack Speed: 0.85 ⇒ 0.8
  • Gwen AoE Spell Damage: 75/110/190 AP ⇒ 75/110/215 AP
  • Mordekaiser Initial Shield: 300/375/500 ⇒ 350/425/550 UNITS: TIER 3 Fizz is the one Rogue that isn't able to find success past Stage 3. He's got a fun play pattern building up to his Megalomeep (yes I know it's called a Mega Meep in the tooltip) and with Meeple (5) coming down and Gwen slowing down (a bit), we're able to give him a decent sized buff to help Megalomeep chomp down! Ornn's been the biggest benefactor of our recent Space Groove buffs and while we're happy to see this line dance its way back into the meta, the synergy of our trait (HP regen) and unit buffs from 17.4 had Ornn end up being a bit too tanky.
  • Fizz Dash Damage AP: 120/180/290 ⇒ 140/210/310
  • Ornn Groove Duration: 3s ⇒ 2.5s UNITS: TIER 4 With Leona printing in check, we're able to give LeBlanc a small buff to her final active cast. Rammus is getting an adjustment that should have him less tied to Meeple, making him a better tank in Bastion splashes.
  • Kindred Base AD: 55 ⇒ 58
  • LeBlanc Sigil Damage: 80/120 ⇒ 85/130
  • Rammus Meeple bonus Damage Reduction per Meep: 4 ⇒ 3
  • Rammus Mana buff 20/90 ⇒ 20/80 UNITS: TIER 5 Fast 9 was one of the best ways to play 17.5 before our mid-patch update. We pulled back the power of Vex a bit too far with our nerfs to the strategy, so we're returning some of that here while also giving Bard a buff in the hopes he can perform as a primary carry soon.
  • Bard Spell Damage: 220/330 >> 240/360
  • Vex Spell Damage: 130/195 AP ⇒ 140/210 AP AUGMENTS We're taking a very large balance pass on our Augments with a focus in nerfing long overperforming econ Augments and buffing combat Augments that haven't found a foothold. Now that 1-cost reroll isn't as dominant, we're able to give a lot more initial power to Early Learnings. Heart of the Swarm doesn't provide enough power to consistently survive in Prismatic lobbies. Now it's going to give a two-star Rek'Sai AND a two-star Briar. With verticals struggling this set we're able to give more power to Augments like Little Buddies and Climb the Ladder.
  • Bonk! (Nasus) Spell Damage: 280/420/670/1000 AD ⇒ 290/435/730/1250 AD
  • Buried Treasures Rounds of Items: 4 ⇒ 5
  • Call to Chaos: Radiant Lucky Item Chest + 15g ⇒ Radiant Lucky Item Chest + 8g, 58 Gold ⇒ 52 Gold, 64 XP ⇒ 58 XP, Rerolls: 40 ⇒ 36
  • Care Package Gold reduced for all rewards
  • Continuous Conjuration Magic Damage Needed: 38,000 ⇒ 42,000
  • Climb the Ladder Bonus AD/AP: 6% ⇒ 7%
  • Cry Me a River Enhanced Mana Regen: 3 ⇒ 4
  • Early Learnings Initial AD/AP: 1% ⇒ 8%
  • Forge a Friend Gold: 2 ⇒ 5
  • Healing Orbs I/II Heal: 220/500 ⇒ 250/575
  • Heart of the Swarm (Primordian) Initial Briars: 1 ⇒ 3
  • A Magic Roll Pile of Champions: Number of 2* 3-costs: 2 ⇒ 1, Number of 2* 2-costs: 1 ⇒ 2, Number of 2* 1-costs: 0 ⇒ 1
  • Late Game Specialist Gold: 36 ⇒ 30
  • Level Up! Initial XP: 10 ⇒ 6
  • Little Buddies Health: 55 ⇒ 65, Attack Speed: 6% ⇒ 7%
  • Risky Moves Gold: 30 ⇒ 26
  • Savings Account Initial Gold: 4 ⇒ 2
  • Slammin'+ Initial Gold: 8 ⇒ 4
  • Sunfire Board Duration: 15s ⇒ 18s
  • Tiny, but Deadly Attack Speed: 30% ⇒ 33%
  • Upward Mobility Rerolls per Level: 2 ⇒ 1
  • U.R.F Attack Speed: 15% ⇒ 20%, Mana Regen: 2 ⇒ 3
  • Win Out Initial XP: 6 ⇒ 10 ARTIFACTS We've got nerfs to two of our best Artifacts that are also responsible for Shimmerscale Essence (Augment) being a bit too strong.
  • The Collector Attack Damage: 40% ⇒ 35%
  • Mogul's Mail Health Per Stack: 8 ⇒ 5 RADIANT ITEMS A while ago we took a pass on Radiant Items, making them double the power of their core version. This was nice on paper, especially for comprehension, but some stats are just more multiplicative than others, so we're making more adjustments to these to keep them on par with where we want Radiant Items to be in terms of power.
  • Deathblade Attack Damage: 110% ⇒ 100%
  • Protector's Vow Shield Amount: 40% ⇒ 50%
  • Morellonomicon Ability Power: 40 ⇒ 35
  • Quicksilver Base AS: 30% ⇒ 40%
  • Rabadon's Deathcap Ability Power: 110% ⇒ 100%
  • Rageblade Base AS: 20% ⇒ 25%
  • Red Buff Attack Speed: 90% ⇒ 80% PENGU’S PARTY
  • Ixtal Cashout Breakpoints: 25//35/50/80/120/150/200/250/300/350/400/4450/500/550/625/700/800/900/1000 ⇒ 25//35/50/80/120/150/200/250/300/350/400/4450/500/550/625/710/830/920/1000
  • Glacial Prismatic Proc Chance: 25% ⇒ 30%
  • Honeymancy Bronze: Damage Dealt Percent: 7% ⇒ 6%, Damage Received Percent: 11% ⇒ 9%, Damage Per Bee: 15 ⇒ 12
  • Honeymancy Prismatic: Damage Dealt Percent: 10% ⇒ 9%, Damage Received Percent: 18% ⇒ 16%, Damage Per Bee: 30 ⇒ 25
  • Demacia Galio: Shield Amount: 500/600/2000% AP ⇒ 400/550/2000% AP
  • Storyweaver Kayle: Spell Damage:125/250/390/780 ⇒ 125/250/390/730 AP
  • The Crew Base Rocket Damage: 90 ⇒ 95, Base Damage to trigger rocket threshold: 440 ⇒ 420
  • Hacker H4ck3d Armor/MR Debuff: 30% ⇒ 35%
  • Mech-Pilot: Super Mech can no longer be abducted by Bard's Ability. BUG FIXES
  • Fixed a bug where components could fail to appear in Pengu's Blessing.
  • Fixed a bug where scouting boards during Realm of Gods would hide Blessings for longer than intended.
  • Fixed a bug where the Apex Primordian could spawn on the wrong side of the board.
  • Fixed a bug where Meeplords could spawn on the wrong side of the board.
  • Fixed a bug with Samira interacting poorly with increasing amounts of Critical Strike Chance.
  • Fixed a bug where Prismatic Ixtal didn’t grant 2 hp at the start of combat.
  • Fixed a bug where Pyro Cinders dropped incorrectly on certain PVE rounds.
  • Fixed a bug where Honeymancy bees follow the mascot units to the sidelines.
  • Fixed a bug where Bard can abduct MightyMech.
View originalPermalink
How 17.5 went
17.4

Teamfight Tactics patch 17.4

Changed 19
  • Rework Input/Output offering distribution for Arbiter to enable more diverse compositions
  • Rework Psionic items to have more general stats so they are not locked to specific traits
  • Increase Ezreal base AD from 40 to 45
  • Decrease Talon ability damage from 430/645/1000 AD to 400/600/1000 AD
  • Decrease Zoe ability damage from 73/110/180% AP to 68/102/180 AP
  • Increase Aurelion Sol Mech ability damage from 82/123 AP to 86/130 AP
Fixed 3
  • Fix bug where Arbiter could grant 2 triggers without Arbiter 3 active
  • Fix bug where Arbiter's Economy triggered more often than intended
  • Fix bug where Varus' Boon was granting incorrect amount of health
Removed 3
  • Remove Misfits augment from 4-2 offering
  • Temporarily disable Ekko's Patience artifact due to a bug
  • Disable Chest of Greed due to a bug

Arbiter Input: 17.4 is focused on enabling as many comps as possible through buffing underperforming champions and Traits, but also making some of our more niche lines more usable in a wider variety of games. To do this we’re reworking the Input/Output offering distribution you see with Arbiter and reworking Psionic items to be more general so you aren’t locked out of either Trait based upon their output options or items. Arbiter Output: Rodger "Riot Prism" Caudill Katie "Riot Ukime" Guo Mid-Patch Updates JUNE 1STCHAMPIONS We’re following up 17.4 with a patch that aims to broaden strategies by nerfing the most dominant ones (Vex/Blitzcrank fast 9, Xayah, and Arbiter Leona/Zoe) and shipping buffs to a few units that have fallen out of the meta.

  • Ezreal Base AD: 40 ⇒ 45
  • Talon Ability Damage: 430/645/1000 AD ⇒ 400/600/1000 AD
  • Zoe Ability Damage: 73/110/180% AP ⇒ 68/102/180 AP
  • Aurelion Sol Mech Ability Damage: 82/123 AP ⇒ 86/130 AP
  • Morgana Mana: 30/90 ⇒ 30/80
  • Xayah Base AD: 52 ⇒ 49
  • Blitzcrank max Mana nerf: 20/100 ⇒ 30/120
  • Vex Ability Damage: 30/45 AP ⇒ 27/40 AP TRAITS With our Arbiter rework this patch, Leona generation jumped in its consistency due to the ability to create multiple copies a round, especially at (3) Arbiter, where our nerfs are primarily focused on. Space Groove as a vertical has been struggling for a couple patches despite a number of buffs to the units, and with a necessary nerf to their capstone units, we’re able to swing bigger with a buff to the power of the trait itself.
  • Arbiter, Gain Leona, Every 3 Attacks: 10/18% ⇒ 8/12%
  • Arbiter, Gain Leona, Spend 50 Mana: 12/20% ⇒ 10/15%
  • Arbiter, Gain Leona, Every 4 Seconds: 15/22% ⇒ 14/18%
  • Arbiter, Gain Leona, Each Interest: 20/30% ⇒ 20/25%
  • Space Groove (3) Groove Duration: 3s ⇒ 4s
  • Space Groove Heal Per Groovian: 8.5% max HP ⇒ 9.5% max HP
  • Space Groove AS Per Groovian: 11% ⇒ 12%
  • Stargazer Huntress Base AS: 12% ⇒ 15%
  • Stargazer Medallion Base Damage Amp: 12% ⇒ 15% AUGMENTS Misfits is a far less risky Augment to choose on 4-2, where you’ll know if you’re able to get to level 9 and swap to a mostly Legendary, trait-heavy, board.
  • Misfits no longer offered on 4-2 MAY 29THBUG FIXES We’ve got four bug fixes as we head into the weekend. Our Arbiter fixes should be a decent nerf to the over-performing “Spam Leonas” strategy and return our Leona production to normal values. Ekko’s Patience was in some instances doing double the intended damage. Fixing the damage here and now is a riskier change, so we’re opting to disable it for the remainder of the patch allowing us to fix and more rigorously QA it.
  • Fixed a bug where Arbiter could grant 2 triggers without Arbiter 3 active.
  • Fixed a bug where Arbiter’s Economy triggered more often than intended.
  • Ekko’s Patience (Artifact) has been temporarily disabled due to a bug.
  • Fixed a bug where Varus’ Boon was granting the incorrect amount of health. MAY 29THBUG FIXES We’ve got four bug fixes as we head into the weekend. Our Arbiter fixes should be a decent nerf to the over-performing “Spam Leonas” strategy and return our Leona production to normal values. Ekko’s Patience was in some instances doing double the intended damage. Fixing the damage here and now is a lot riskier of a change than we’d want to do, so we’re opting to disable it for the remainder of the patch allowing us to fix and more rigorously QA it.
  • Fixed a bug where Arbiter could grant 2 triggers without Arbiter 3 active.
  • Fixed a bug where Arbiter’s Economy triggers triggered more often than intended.
  • Ekko’s Patience (Artifact) has been temporarily disabled due to a bug.
  • Fixed a bug where Varus’ Boon was granting the incorrect amount of health. PATCH HIGHLIGHTS SYSTEMS GOD BOON Only one God Boon to adjust this patch, as most of our changes are geared towards enabling new lines through champion/Trait buffs. But the change we do have is specific to the overperforming Anomaly Specialist role which performs exceptionally well in unintuitive situations. Due to its damage not scaling with other stats, the Anomaly is best slotted on a no item Gnar/Caitlyn since it doesn’t actually benefit from other stats like the HP might on the Tank role. It will likely still be a decent option this coming patch with the correct tech, but for now we are choosing to balance it around this tech.
  • Ekko’s Boon: Specialist Star Damage: 85 ⇒ 70 GOD OFFERRINGS
  • Chest of Greed disabled due to a bug LARGE CHANGES Large, like the amount of comps we want to see thriving in the meta! TRAITS A major area we can affect to boost comp diversity is through trait buffs and partial reworks (one of which, Arbiter, will have its own full section after this one). But even with buffs, we do have to bring a nerf to one trait that’s dominating with the help of a spare Spatula (Dark Star). When we see N.O.V.A. (5) being played it’s almost exclusively with the Emblem, and then occasionally Maokai. With buffs to Aatrox, Akali, and Kindred N.O.V.A. (5) strikes we hope to see these champions played as carries (primary or secondary) in their own comps. For Aatrox this is simply a buff to his Champion Augment comp. Meeple’s Emblem is only good on a few champions, which isn’t the goal with our Emblems. Plus, we think more champions should get to pursue their childhood dreams of becoming a Meeplenaut, so we’re shifting it to a more general HP and damage amp bonus. Let the peeps meep. Psionic items are becoming far more general in their stats so you can play more lines with them. The idea here is that they will have their best users, but they can be used on more than just one and adapt for that champion’s role. One call-out here is Target-Lock Optics, which is being completely reworked to be good on any AP or AD champion that switches targets. Imagine how fast this baby ramps with Fishbones… As an added note, the Biomatter Preserver (tank Psionic item) remains unchanged since it was already a more general tank option. Space Groove has been out of orbit from boards ever since their Emblem’s interaction with Riven was nerfed. The trait and comp can use a buff, as many of the Groovians struggle in less groovy comps too, so we’re going lighter here, with just a buff to Space Groove (7), leaving room to buff the individual units as well later on. Finally, we’re buffing our struggling Stargazer patterns so the trait is more of a "how can I play this pattern?" and less of a "is this pattern playable."
  • Challenger Attack Speed: 15/22/40/55% ⇒ 15/28/42/55%
  • Dark Star (6) Bonus: 85% ⇒ 70%
  • Dark Star (6) Mini Dark Hole HP: 30% of Dark Star HP ⇒ 25% of Dark Star HP
  • N.O.V.A (5) NOVA Bonuses:
  • Aatrox Damage: 50% of spell damage ⇒ 65% of spell damage
  • Akali Bonus Bleed Per Shuriken: 10% ⇒ 12%
  • Akali Bleed Damage: 10/14/18 AD ⇒ 12/18/24 AD
  • Kindred Damage Amp: 5% ⇒ 10%
  • Kindred Mark Timer: 5s ⇒ 4.5s
  • Meeple Emblem Bonus: 1 Mana Regen Per Meep ⇒ 50 Health + 4% Damage Amp Per Meep
  • Psionic (2) Drone Uplink Damage Amp: 15%
  • Psionic (2) Malware Matrix:
  • Damage Amp: 10%
  • Attack Speed: 15%
  • Omnivamp: 10%
  • Attack Champion: Dealing physical damage to an enemy reduces the target's Armor by 2.
  • Magic Champion:Dealing magic damage to an enemy reduces the target's Magic Resist by 2.
  • Psionic (2) Sympathetic Implant:
  • Damage Amp: 10%
  • Attack Speed: 15%
  • Mana Regen: 2
  • Every 5 seconds, gain: Magic Champions: 1 Mana Regen, Attack Champions: 15% Attack Speed
  • Psionic (2) Target-Lock Optics:
  • AD: 10%
  • AP: 10%
  • AS: 20%
  • When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage, Magic Champions: 7% Ability Power
  • Psionic (4) Radiant Effects unchanged.
  • Psionic (4) Radiant Drone Uplink Damage Amp: 20%
  • Psionic (4) Radiant Malware Matrix:
  • Damage Amp: 10%
  • Attack Speed: 15%
  • Omnivamp: 10%
  • Psionic (4) Radiant Sympathetic Implant:
  • Damage Amp: 10%
  • Attack Speed: 20%
  • Mana Regen: 4
  • Every 5 seconds, gain: Magic Champions: 1 Mana Regen, Attack Champions: 15% Attack Speed
  • Psionic (4) Radiant Target-Lock Optics:
  • AD: 20%
  • AP: 20%
  • AS: 30%
  • When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage, Magic Champions: 7% Ability Power
  • Sniper Baseline Damage Amp: 18/24/28% ⇒ 18/25/35%
  • Space Groove 7 Space Groove Bonus: 10% ⇒ 15%
  • Stargazer Fountain Stargazer Healing: 2.5% ⇒ 3%
  • Stargazer Fountain (5) Bonus AD/AP Per 2s: 7% ⇒ 9%
  • Stargazer Huntress Teamwide Attack Speed: 15% ⇒ 12%
  • Stargazer Huntress Stargazer Attack Speed: 12/35/55% ⇒ 15/45/70%
  • Stargazer Huntress Mark Number: 3/5/7 ⇒ 3/5/9
  • Stargazer Serpent Magic Damage: 25/40/60% ⇒ 20/40/60%
  • Stargazer Mountain Attack Speed: 10% ⇒ 8%
  • Stargazer Mountain Durability: 6% ⇒ 5% ARBITER Arbiter currently has some viable outputs, but the Trait’s far too conditional, often resulting in situations where you check your Arbiter options to see if you hit one of the few you can play and want to play before pivoting to a more general A-tier comp. At the end of the day, there will always be Arbiters you may not want to play—that’s just how a Trait with such high variability works—but we’re taking a huge pass on the Trait to guarantee you see a wider range of options each game while removing any dead Inputs/Outputs. In making this Trait less conditional, we’re guaranteeing you see one Input from our Consistent, Conditional, or Economy Based pools, and one Output from our Offense, Defense, or Economy Based pools. Past that, we’ve got a substantial balance pass for the Trait and a few new combinations for the Conditional Input to provide Defensive and Economy Based Outputs. Oh, and you also have the chance of getting two Leonas now if you exceed 100% Leona Output probability.
  • Arbiter Inputs are now grouped into three categories; One input from each category will always be offered
  • Consistent:
  • Every 4 Seconds:
  • For each Arbiter Star Level:
  • Conditional:
  • When an Arbiter Attacks 3 times
  • When an Arbiter spends 50 Mana
  • Economy Based:
  • For each interest you would gain
  • If you rerolled last turn
  • Arbiter Outputs are now grouped into three categories; One output from each category will always be offered
  • Offense:
  • Gain Ability Power
  • Gain Attack Speed
  • Defense:
  • Gain permanent max HP
  • Gain a % Health Shield
  • Gain Armor and Magic Resist
  • Economy:
  • % Chance to gain gold
  • % Chance to gain a Leona
  • When gaining Gold/Leona, if a player’s chance exceeds 100%, they will use any excess chance for a second roll at the rewards, with a maximum of 2 triggers. Ex: If a player ends combat with a 150% chance to gain a Leona, they will gain 1 Leona and then have a 50% chance at gaining a second Leona.
  • New Combinations:
  • Attack 3 Times + Gain 12/18 Resists
  • Attack 3 Times + Gain 3/5% Gold Chance (max 2/3)
  • Attack 3 Times + Gain 10/18% Leona Chance
  • Adjusted Combinations:
  • Every 3 Attacks:
  • Gain Ability Power: 5/8 ⇒ 6/9
  • Gain Attack Speed: 3/5% ⇒ 4/6%
  • Every 4 Seconds: Gain Attack Speed: 11/17% ⇒ 14/20%
  • For each Interest you would gain:
  • Gain Resists: 12/18 ⇒ 14/22
  • Shield Duration: 4s ⇒ 8s
  • If you rerolled last combat:
  • Gain Ability Power: 30/45 ⇒ 25/40
  • Gain Attack Speed: 30/45% ⇒ 35/55%
  • Leona Chance: 50/100% ⇒ 70/125%
  • Gold Chance: 22% ⇒ 30%
  • Shield Duration: 4s ⇒ 8s
  • For Each Arbiter Star Level:
  • Gain Attack Speed: 7/8% ⇒ 8/9%
  • Shield Duration: 4s ⇒ 8s
  • Removed Inputs:
  • First time an Arbiter drops below 40% Health
  • When an enemy dies
  • When an Arbiter deals 10 instances of damage
  • Removed Outputs:
  • Arbiters gain Mana
  • Gain a % chance of a Reroll UNITS: TIER 1 A board of only 1-cost three-stars shouldn’t be able to win the game, but with some extra power from perfect conditions (correct Augments, a few high rolls here and there, great itemization, enough tempo to get to higher levels), they should have a good chance at it. So for 17.4, we’re reverting our nerf to Twisted Fate from 17.3, which went too far in weakening the comp even when the stars align, while also adding an Aatrox buff that should be most felt at three-stars. Aatrox has been struggling for a while, so we’re looking forward to seeing him become worth the rolls and a serious threat in Stellar Combo (Champion Augment) lines.
  • Aatrox Heal: 300/375/575 AP ⇒ 325/400/650 AP
  • Twisted Fate Minimum Damage AP: 180/270/405/690 ⇒ 190/285/430/730
  • Twisted Fate Maximum Damage AP: 360/540/810/1380 ⇒ 380/570/860/1460 UNITS: TIER 2 As with our Twisted Fate revert, we also have a revert of our 17.3 Bel’Veth nerf. We never intend to completely remove a comp with a nerf, and the Primordian Queen’s absence has been missed. With nerfs to the comp in other ways (Briar, Marauder) remaining from 17.3, we don’t expect this comp to reign supreme as it once did in our mid-tier elos, but if you have the spot for it, enjoy! Here’s a weird change: Jax. Currently Jax’s flat damage reduction scales with AP, making items like Crownguard weirdly good on him, and VERY good at countering champions like Ezreal/Corki. We’re making this flat damage reduction a flat number that only scales with his star levels, so save your AP Jax for the Howling Abyss. With a substantial change to Arbiter we’re making it easier than ever to run Zoe as a carry, but even then she could use a little love. Between these two changes don’t be surprised seeing Arbiter Vanguard comps reappear!
  • Bel’Veth Spell Damage AD: 18/27/41/69 ⇒ 20/30/45/77
  • Gnar Base AS: 0.7 ⇒ 0.75
  • Gwen Resists: 45 ⇒ 50
  • Gwen Single Target Damage AP: 145/220/380/650 ⇒ 145/220/410/700
  • Jax Flat Damage Reduction: 15/20/25 AP ⇒ 20/25/30 (no AP scaling)
  • Zoe Spell Damage: 68/102/153% AP ⇒ 73/110/180 AP UNITS: TIER 3 Even though she’s been seen in a few comps, she’s never had her time as the primary carry. Aurora’s buffs should add a bit more consistency to her reroll Voyager lines and potential outs with Anima cashouts alike! Rhaast’s Redeemer aura has been a much sought after backbone of many comps. We’re flattening the buff and nerfing it, so in those Emblem ensemble games when it seems like everyone is chasing Rhaast you won’t get the short end of the stick (err kayn?) with just a measly one-star. With Drone Uplink becoming a bit more flexible we’re able to give Viktor a light buff without the fear of him returning to his release prominence.
  • Aurora Split Damage AP: 370/555/890 AP ⇒ 400/600/960 AP
  • Lulu Mountain Spell Stun Duration: 0.5s ⇒ 0.25s
  • Miss Fortune (Replicator) Spell Damage: 250/375/600 AD ⇒ 275/415/660 AD
  • Ornn Base Health: 850 ⇒ 950
  • Rhaast Redeemer Attack Speed: 2/2.5/3% ⇒ 2/2/2%
  • Rhaast Redeemer Bonus Resists: 2/2.5/3 ⇒ 2/2/2
  • Viktor Spell Damage: 185/275/475 AP ⇒ 190/290/500 AP UNITS: TIER 4 Corki’s suffered from success, being fairly flexible (happy with a couple swords) and quite strong; he's on the most wanted list for far too many players in the lobby. Now that she’s a tank, it doesn’t make a ton of sense for Morgana to have two range, in fact, it may get in the way of her new job…tanking. Nami actually does a lot of damage, but much of it is often lost in overkill damage. We’re adjusting her ability to cast more often so even when she does lose a portion of her damage to overkill, she’s already closer to her next cast.
  • Corki Missile Damage: 30/44% AD ⇒ 28/42% AD
  • Corki Meeple Rocket Damage: 120/180% AD ⇒ 110/165% AD
  • Morgana Range: 2 ⇒ 1
  • Morgana Shield HP Scalar: 10% ⇒ 15%
  • Nami Mana: 25/70 ⇒ 20/65
  • Xayah Base AD: 50 ⇒ 52
  • Xayah Spell Main Target Damage: 10/15% AD ⇒ 25/40% AD UNITS: TIER 5 Graves has one of the highest ceilings in TFT, but his base power is too low, resulting in him being so narrowly situational (you must have HP to sacrifice to upgrade him, you must have Graves items, you must hit him), that he’s rarely played. We’re giving him a solid base buff, while nerfing his most powerful upgrade in the hopes that he’ll be more clickable more often, and less punishing if selected later in the game. Shen’s getting his first cast off faster, while Zed is getting his first off later. Now this is lore-accurate game balance.
  • Fiora Spell True Damage: 40/60 AD ⇒ 37/56 AD
  • Graves Base AS: 0.7 ⇒ 0.75
  • Graves Laser Ballistics Falloff Per Target: 40% ⇒ 60%
  • Shen Mana: 10/70 ⇒ 20/70
  • Shen Spell Damage: 20/30 AP ⇒ 25/40 AP
  • Zed Clone Health %: 33/40% ⇒ 33/45%
  • Zed Mana: 50/100 ⇒ 40/100 AUGMENTS Nerfs to our powerful combat Augments, and buffs to the fun ones that just haven’t been hitting. One buff to call out especially is Exalted Adventure, which is getting more gold as a reward, but also a lot stronger with a patch full of 2-cost buffs!
  • Shieldmaiden (Leona) Mana: 10/40 ⇒ 20/50
  • Self-Destruct (Gragas) Spell Damage AP: 280/420/630 AP ⇒ 250/375/600 AP
  • Reach for the Stars (Jax) Spell Damage: 170/250/450 AP ⇒ 160/240/420 AP
  • One Two Three Num 1-costs: 1 ⇒ 2
  • Booster Pack Total Value: 10g ⇒ 12g
  • Charge Transfer I Damage Amp: 5% ⇒ 7%
  • Charge Transfer II Damage Amp: 8% ⇒ 10%
  • Climb the Ladder I Stats: 3 ⇒ 3.5
  • Climb the Ladder II Stats: 5 ⇒ 6
  • Exalted Adventure Rewards increased ~15%
  • Hard Commit Gold Per Stage: 4 ⇒ 3
  • Heroic Grab Bag Gold: 4 ⇒ 5
  • Heart of Steel Health Per Growth: 12 ⇒ 16
  • Heart of the Swarm Also grants 2 Tiny Duplicators
  • Heart of the Swarm Apex Primordian AS: 0.6 ⇒ 0.9
  • Heart of the Swarm Apex Primordian Mana: 30/100 ⇒ 30/90
  • Hold the Line Bonus AD: 9% ⇒ 8%, Bonus AP: 10% ⇒ 9%
  • Group Hug I Resists: 7 ⇒ 6
  • Group Hug II Resists: 10 ⇒ 9
  • Kahunahuna Bonus True Damage: 125% AD ⇒ 100% AD
  • Luxury Subscription Gold Per Trigger: 5 ⇒ 7
  • Mace’s Will No longer offered on 2-1
  • Sweet Treats Health Per Item: 20 ⇒ 16
  • Sunfire Board No longer offered on 2-1
  • Timestream Health Per Reroll: 2 ⇒ 7 RADIANT ITEMS I’m sorry Lulu, but Radiant Nashor’s Tooth cannot turn you into a 6-cost.
  • Radiant Adaptive Helm Non-Tank AD/AP: 25 ⇒ 40
  • Radiant Adaptive Helm Mana Regen: 6 ⇒ 7
  • Radiant Dragon’s Claw Percent Max Health: 22% ⇒ 28%
  • Radiant Gargoyle’s Stoneplate Resists Per Enemy: 25 ⇒ 20
  • Radiant Guinsoo’s Rageblade Attack Speed Per Second: 14% ⇒ 16%
  • Radiant Nashor’s Tooth On-Crit Mana On Attack: 8 ⇒ 6 ARTIFACTS
  • Blighting Jewel MR Reduction: 4 ⇒ 6
  • Ekko’s Patience Damage Amp: 40% ⇒ 45%
  • Luden’s Tempest AD/AP: 55% ⇒ 60%
  • Yasuo’s Bladework Attack Speed: 10% ⇒ 20% EMBLEMS Rogue Emblem has been our most powerful Emblem of 17.3 by a longshot, and that’s not even a Trait in this set. We’re nerfing that one and buffing Arbiter Emblem, which should be a lot more fun with our Arbiter rework.
  • Arbiter Emblem Attack Speed: 20% ⇒ 30%
  • Rogue Emblem Omnivamp: 40% ⇒ 25% CHONCC’S K.O. COLISEUM CHANGES Prismatics are a bit too easy to access with Choncc’s access to cookware.
  • Star Guardian Prismatic Breakpoint 10 ⇒ 11
  • Soul Fighter Prismatic Breakpoint 10 ⇒ 11
  • Fixed a bug where if a Mighty Mech is killed at the beginning of combat by a 3-star 5-cost champion while the "And I’ll Form the Head!" Augment causes units to become invulnerable.
  • Fixed a bug where reputation tracked by the "Crowd Favorite" augment does not progress when fielding the amount of Soul Fighters required for the prismatic Trait.
  • Fixed a bug related to the "And I'll Form the Head" augment, where the Mighty Mech dying during transformation caused units to become invulnerable. BUG FIXES
  • He’s just sleeping: Fixed a bug where Nunu and Willump could rarely revive himself during combat
  • Fixed a tooltip bug where Morgana was listed as a 5-cost in Pengu’s Blessing
  • Fixed some instances where Master Yi’s dash would target the incorrect enemies
  • Timebreaker’s Tooltip in Tocker’s Trials corrected
  • Dark Star 6’s mini Black Holes no longer benefit from Exiles and Two Tanky
  • Luden’s Tempest tooltip corrected
  • Loot Singularity properly disabled in Tocker’s Trials
  • Soraka’s Miracle functions properly when a champion is equipped with more than one
  • Soraka’s Miracle’s champion heal will now wait until the current heal ends before triggering again
  • Fixed a bug where Samira’s Passive could trigger more than intended against targets immune to Crowd Control
  • Fixed some instances where the Double Up cannon would disappear after Realm of the Gods Rounds
  • Level up and Upward Mobility are now mutually exclusive with Wise Spending
  • It’s hard to count while concussed: Fixed a bug where Boxing Lessons’s HP would update incorrectly
  • Steamroll+ properly grants 1 gold per win.
View originalPermalink
How 17.4 went
17.3

Teamfight Tactics patch 17.3

Added 3
  • Ahri Blessing Wealth at Stage 3 permanently grants a champion 8% Attack Damage and Ability Power and 12% chance on Takedown to generate 1 gold
  • Soraka Divine Empathy at Stage 3 gains a random component at 66 and 33 player Health
  • Soraka Blessing Prosperity at Stage 2 and 3 permanently grants a champion 80 Health and an additional 4/6 Health for each interest earned
Changed 18
  • Item component selection has moved from God Offering to Pengu Offering, with each champion having a unique component attached and bonus gold removed from champion selections
  • Kayle's Boon HP Per Item reduced from 15 to 10
  • Soraka's Boon HP Per Missing Player Health increased from 2 to 2.5
  • Varus's Boon HP Per Star Level reduced from 18 to 15 and no longer counts Dark Star Black Holes and Zed clones
  • Random loot on Stage 2 can no longer grant a Pocket Recombobulator
  • Random Offering can no longer roll Ahri's Chest of Greed
Removed 1
  • Thresh Pandora's Seat blessing removed

Are we Space Gods players, or are we Space Gods prayers? 17.3 Brings new God Blessings, Boon balancing, an adjustment to component distribution in the Realm, new Augments, and a rework to Morgana as a flexible 4-cost tank! All that comes alongside a patch full of balance changes with the overall goal of lifting struggling comps and freshening up the meta! Bless up, Katie "Riot Ukime" Guo Rodger "Riot Prism" Caudill PATCH HIGHLIGHTS 17.3 MAY 13TH MID-PATCH UPDATE BUG FIXES

  • Aurelion Sol’s ability no longer exceeds its visual range
  • New Recruit ( Augment) now correctly provides plus one to team size
  • Loot Singularity (Augment) incorrectly can grant a spatula as a reward
  • Retribution (Augment) does not apply its 15% bonus Crit Chance
  • Arbiter no longer generates more rewards than intended SYSTEMS REALM OF THE GODS We’ve got a lot of big changes this patch, but this should be the most felt! We’re moving Item Component selection from the Space Gods to Pengu’s Offering with the goal of increasing player agency. This will allow you to focus on what God Blessing/Boon you want without that component you really need getting in the way.
  • Item component selection has moved to the Pengu Offering instead of the God Offering:
  • Each champion will have a unique component attached.
  • Bonus gold has been removed from champion selections
  • Pengu offering tables have been adjusted. GOD BOONS No God choice should be monotheistic based upon the power of their end game Boon. We’re doing some rebalancing to make sure each Boon feels situationally powerful based upon your strategy.
  • Kayle’s Boon: HP Per Item: 15 ⇒ 10
  • Soraka’s Boon: HP Per Missing Player Health: 2 ⇒ 2.5
  • Varus’s Boon: HP Per Star Level: 18 ⇒ 15. No longer counts Dark Star Black Holes and Zed clones for its bonus. NEW GOD BLESSINGS Feeling blessed? We’ve got two powerful new Blessings for you to ponder your fealty with.
  • Ahri
  • Blessing: Wealth [Stage 3]: Permanently grant a champion 8% Attack Damage and Ability Power, and a 12% chance on Takedown to generate 1 gold.
  • Soraka
  • Divine Empathy [Stage 3]: At 66 and 33 player Health, gain a random component.
  • Blessing: Prosperity [Stage 2, 3]: Permanently grant a champion 80 Health, and an additional 4/6 Health for each interest you earn. ADJUSTED GOD BLESSINGS Thresh– same path for everyone, felt to gamble. Pandora’s bench was fun and iconic, but we couldn’t have it as an augment. We really wanted to keep it in the game but it’s just not good for the game. We swung, and we missed… pretty badly.
  • Thresh
  • Pandora’s Seat (Thresh) Removed
  • Random loot on Stage 2 can no longer grant a Pocket Recombobulator
  • Random Offering can no longer roll Ahri’s Chest of Greed
  • Chances for a Golden Remover on Stage 2 reduced
  • Craftsmanship (Kayle) Initial Reforger: 2 ⇒ 1
  • Duplicator Bundle (Varus) Tiny Duplicators: 5 ⇒ 4
  • Starcrossed Upgrade (Varus) Now only Stage 3. [Adjusted] Your next shop contains all 2-cost units. The first one you buy is free and upgraded to 2-star.
  • Steamroll/Steamroll+ (Evelynn) Also grants +1 gold immediately and after every win. OPENING ENCOUNTERS ADJUSTMENTS We’ve gone through and banned Augments that had too much synergy with Opening Encounters. We’ve also lessened the impact of two of our Encounters (Double Duplicators and Reroll Opener) that leaned too heavily into one strategy.
  • Artifact Anvil Banned Augments:
  • Apotheotic Forge
  • Forged in Strength
  • Portable Forge
  • Living Forge
  • Sweet Treats
  • Double Duplicators: [Adjusted] Gain a Tiny Champion Duplicator. On 3-5, gain a Lesser Champion Duplicator.
  • Double Duplicators Banned Augments:
  • Heroic Grab Bag
  • Heroic Grab Bag+
  • Heroic Grab Bag++
  • Team Building
  • Emblem Ensemble Banned Augments:
  • Branching out
  • Branching out+
  • Cosmic Restart
  • Cursed Crown
  • Flexible
  • Hard commit
  • Legion of Threes
  • New Recruit
  • Spreading Roots
  • Spreading Roots+
  • Tactician’s Kitchen
  • Trait Tree
  • Trait Tree+
  • Urf’s Gambit
  • Urf’s Grab Bag
  • We Stick Together
  • Reroll Opener Rerolls: 8 ⇒ 5
  • Reroll Opener Banned Augments:
  • Calculated Loss
  • On a Roll
  • Patience is Virtue
  • Prismatic Ticket
  • Rolling for Days PVE MONSTERS Have we gone soft? Stage 3-7 PvE has felt exceptionally tough this set, especially for our Anima players really looking to guarantee the loss. So while we could have added a “Get good” caption to Gromp upon the PvE victory, it’s probably better to keep their difficulty in line with other sets.
  • Stage 3-7 Gromp Base AD: 500 ⇒ 350 LARGE CHANGES Large, like the need for a tank on my level 8 roll down… oh, hello Morgana. TRAITS Anima (6) is tough to turn into a comp that can shift your momentum from loss-streak to boss-streak. But now, we’ve got a huge buff for the trait that allows you to continually get loot after each player combat regardless of if you won, or did that other thing that I try not to do. Marauder is over-performing across all its breakpoints so we’re giving it a small nerf that combined with another small Master Yi nerf should keep the comp from raiding the lobby. The Fountain formation for Stargazer is back, with a rework that will allow multiple comp variations to be played! Champions that drink from the Fountain’s hexes will heal every two seconds, and the longer the fight goes on the more Stargazer champions can stack AD and AP! One more small change for Stargazer comes with additional hexes to the left hand corner for the Huntress formation—now you can play Xayah in both corners and still get hit by that Nunu cast!
  • Anima Squad (6) Loot gained every win ⇒ After every player combat
  • Arbiter Deal Damage Input Resists Gained: 16/24 ⇒ 12/18
  • Marauder AD: 20/40/60% ⇒ 18/35/55% AD
  • Stargazer Fountain Re-enabled: Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 2.5% and gain stacking Attack Damage and Ability Power every 2 seconds.
  • Stargazer (3) Fountain: 4% AD/AP
  • Stargazer (5) Fountain: 7% AD/AP
  • Huntress Hexes added to the left-hand corners UNITS: TIER 1 One reason some champs haven't found success, is that some 1-cost lines start strong and don't really fall off late-game, which is over the line for where we want 1-costs. With these 1-costs in check and some buffs coming up for less successful units, we’re sure to see some new stars in the meta.
  • Briar Base AD: 40 ⇒ 35
  • Leona Base AR/MR: 45 ⇒ 40
  • Leona Spell Damage: 140/210/315/535% Resists ⇒ 120/180/270/460% Resists
  • Twisted Fate Minimum Damage AP: 190/285/430/730 ⇒ 180/270/405/690
  • Twisted Fate Maximum Damage AP: 380/570/860/1460 ⇒ 360/540/810/1380
  • Teemo Damage AP: 70/105/190/325 ⇒ 65/95/170/300 UNITS: TIER 2 While Akali hasn’t found success as a carry, many of the comps she’s slotted into are quite strong. With nerfs to things like Briar and Bel’Veth here, and Master Yi later on we’re able to sneak in a buff to this Shuriken slinging Armor shredding ninja. Jax’s flat damage reduction can make champions that rely on consistent tickles of damage feel far less effective. I mean, do you know how annoying crying in zero-gravity with a helmet on is—cause Corki and his 21 instances of damage certainly do.
  • Akali Spell Damage AD: 34/50/80/135 ⇒ 37/56/84/140
  • Bel’veth Spell Damage AD: 20/30/45/77 ⇒ 18/27/41/69
  • Gnar Base AD: 45 ⇒ 50
  • Jax Flat Damage Reduction AP: 15/25/35/45 ⇒ 15/20/25/30
  • Jax Shield AP: 400/470/550 ⇒ 400/450/500
  • Jinx Spell Damage AD: 29/44/65 ⇒ 29/44/70 UNITS: TIER 3 A huge focus of this patch is lifting comps that haven’t been seeing much play. Our 3-cost changes don’t differ here, as we’ve got buffs for Diana, Fizz, Miss Fortune, Ornn, Samira, and Kai’Sa (JK not her). It’s no secret that Kai’Sa with the right set-up can outperform many 4-costs. We’re lowering her missile damage quite a bit even though it looks small since she fires 16 with each cast.
  • Diana Shield: 250/290/375 AP ⇒ 275/325/475 AP
  • Diana Orb Damage: 50/75/120 AP ⇒ 60/90/145 AP
  • Fizz Dash Damage AP: 110/165/265 ⇒ 120/180/290
  • Kai’Sa Spell Damage AD: 32/48/77 ⇒ 30/45/72
  • Lulu Serpent Pattern MR Shred: 5/7/10 ⇒ 4/6/8
  • Lulu Serpent Pattern Spell Damage: 150/225/360 ⇒ 140/210/335
  • Miss Fortune Challenger Secondary Hit Damage: 30% ⇒ 35%
  • Miss Fortune Challenger Spell Damage: 120/180/290 ⇒ 130/195/315
  • Miss Fortune Conduit Spell Damage: 72/108/172 ⇒ 80/120/190
  • Ornn Shield AP: 100/150/500 ⇒ 125/200/500
  • Samira AD Spell Damage: 360/540/860 ⇒ 375/560/900 UNITS: TIER 4 In general we’re trying to lift the AP 4-costs closer to where our AD ones already are but beyond that we have a few more goals with 4-costs including the addition of a semi-new one; Morgana. For Aurelion Sol, an AP buff to his non-Ultimate Mecha form should bring him safely into the space as a playable unit, while champions like LeBlanc only needed a tiny buff to return to playability. We’ve also got a mini-rework for Xayah. Currently, her ability wants you to get as many autos in as you can since it lasts a set amount of time. If you attack a lot then that’s really good, but unfortunately attacking a lot was the only thing that really mattered, and if you happened to get hit by a snowball stun in the uptime, it meant her ability was partially wasted. By swapping her ability to be a set amount of attacks, we make AS is less critical to stack, opening up more builds like the occasional Sword, and making that snowball that you totally positioned around, less punishing. Alright, let’s talk Morgana. Never has a fallen angel felt like such a guardian angel for your board with her rework that’s swapped her from a 5-cost Magic Fighter to a 4-cost Magic Tank. She’s still going to be just as flexible (maybe more), which is important, as she’ll fill the need for a late-game tank that many of us have been looking for. With her teamwide Durability passive, she can be played without items, with utility items as a secondary tank, or she can be itemized with things like Crownguard, Warmog’s, Spirit Visage, or whatever leftover tank items you get.
  • Aurelion Sol Mech Form Fighter Damage: 78/118/275 ⇒ 82/123/275
  • Aurelion Sol Non-Mech Beam Damage: 185/280/2000 ⇒ 320/480/2000, Falloff: 60% ⇒ 80%
  • Karma Spell Secondary Damage AP: 150/225 ⇒ 180/270
  • Leblanc Spell Damage AP: 70/105 ⇒ 80/120
  • Master Yi Omnivamp: 15% ⇒ 10%
  • Nami Spell Damage: 410/615/5000 ⇒ 440/660/5000
  • Nunu Base Mana: 40/155 ⇒ 40/145
  • Xayah Spell Duration: 4 seconds ⇒ 6 attacks. Spell deals 10/15/200 AD bonus damage per feather to her current target.
  • Morgana:
  • Moved to a 4-cost
  • Role: Magic Fighter ⇒ Magic Tank
  • Dark Lady: Your team gains 4% Durability, increased to 10% when Morgana is in her Dark Form.
  • Mana: 20/60 ⇒ 30/90
  • Attack Speed: .90 ⇒ .65
  • HP: 800 ⇒ 1300
  • Resists: 50 ⇒ 70
  • AD: 50 ⇒ 60
  • Ability Rework: Transform for 3 seconds, gaining 525/625/2500 AP + 10% HP Health and tethering to nearby champions. Over the duration, deal 100/150/3000 AP magic damage to the closest 3 enemies and restore 100/150/3000 AP health to the closest 2 injured allies. UNITS: TIER 5 Everyone wants to build HP on Shen and play him like a bruiser, but he was designed to be a higher damage fighter. Instead of fighting momentum, we’re shifting his ability and stats to make HP much better on him, so you can play him like a tanky version of Riven, or just throw that spare Warmog’s on him to work in a pinch. Sona’s been struggling to make an impact even as a secondary carry. She’s getting a damage buff to make her a better itemized carry, while also getting a quality of life update to her ability so she doesn’t occasionally prioritize backliners. Zed’s been unlocking LP with optimized builds and an odd interaction with Bruiser Emblem. We’re fixing the Bruiser Emblem interaction, but even then we’re reducing his clone health a bit more at two and three stars.
  • Shen Shield HP Scalar: 10% ⇒ 15%
  • Shen Passive Attack Damage: 40/60 AP ⇒ 20/30 AP + 1% max HP
  • Shen Base Health: 1200 ⇒ 1300
  • Sona Ability targeting adjusted to sort by nearest Row rather than nearest unit. Less likely to target backliners with early casts.
  • Sona Debris Damage: 280/420 AP ⇒ 300/450 AP
  • Sona Large Cast Damage: 680/1050 AP ⇒ 720/1100 AP
  • Zed Clone Health Reduction: 33% ⇒ 33/40/40%
  • Zed: Fixed an interaction where Bruiser Emblem would grant his clones more Health than the original Zed. NEW AUGMENTS New trait-linked Augments are joining the roster that’ll add unique twists to playing a vertical or a splash. Concentration and Timestream look to make a splash trait the center-focus of your comp, while Loot Singularity turns Dark Star into an econ trait! Heart of the Swarm is also back after a bug had us temporarily disabled it upon its release–it also activates at level 9 now so Apex Primordian fans rejoice! There’s a lot to explore with comp building here so enjoy the fresh Augments!
  • Concentration: Conduit Abilities last 25% to 50% longer, depending on the Ability. Gain a Zoe and a Mordekaiser.
  • Heart of the Swarm: All 3-star champions now count towards Swarmling power. At level 9, while fielding 6 unique 3-star champions, Primordians summon the Apex Primordian. Gain a Briar, Bel'veth, and 2-star Rek'sai.
  • Loot Singularity: When the Black Hole consumes enemies, it turns them into space matter. After acquiring enough, the Black Hole turns it into loot! Gain a Cho'gath and a Lissandra. Space matter and loot quality increase each time. Gain 2/3/4 space matter depending on Dark Star breakpoint.
  • Tour of the Galaxy: Voyagers gain 130 Health, 13% Attack Damage, and 13% Ability Power, increased by 10% each time you fight a new player. You prefer to fight players you haven't fought recently. Gain a Pyke and a Meepsie.
  • Timestream: Timebreakers gain 2 Health and 0.25% Attack Speed every time you reroll (including free rerolls). Gain an Ezreal and a Pantheon. ADJUSTED AUGMENTS Our new (and old) Champion Augments have not been able to keep pace with the set. We’re buffing most of them, some that need just a tiny bit of love (Bonk!) and others that could use a lot more power to reach the stellar tier. Since we’re past the fourth of May, we’re able to safely nerf May the Fours Be With You, which may in fact be a buff since there’s one more 4 in the tooltip… Vampiric Vitality was never an exciting Augment to pick unless you were trying to make an epic comeback with Anima, but even then you’re better off with an Augment that you can spike hard and fast with.
  • Shieldmaiden (Leona): Primary Target Health Ratio: 28% of Leona’s max HP ⇒ 24% of Leona’s max HP
  • Shieldmaiden (Leona): Secondary Damage: 180/270/405 AD ⇒ 200/300/480 AD
  • Termeepnal Velocity (Poppy) AS: 0.7 ⇒ 0.75
  • The Big Bang (Meepsie) Falloff Per Hex: 45% ⇒ 35%
  • Bonk! (Nasus) Resists: 40 ⇒ 45
  • Heat Death (Mordekaiser) Mana: 20/50 ⇒ 10/40
  • Heat Death (Mordekaiser) Shield: 225/250/300 AP ⇒ 175/200/400 AP
  • Reach for the Stars (Jax) Spell Damage: 155/230/375 AP ⇒ 170/250/450 AP
  • Stellar Combo (Aatrox) 2nd Cast Damage: 100/150/2250 AD ⇒ 110/165/275 AD
  • Stellar Combo (Aatrox) 3rd Cast Damage: 160/240/360 AD ⇒ 200/300/475 AD
  • Stellar Combo (Aatrox) Isolation Multiplier: 250% ⇒ 200%
  • Flexible HP Per Emblem: 40 ⇒ 30
  • Jeweled Lotus Critical Strike Chance: 20% ⇒ 10%
  • Kahunahuna Bonus True Damage: 150% AD ⇒ 125% AD
  • May the Fours Be With You Health: 254 ⇒ 144
  • The Tower Health: 600/900/1500/2000 ⇒ 450/700/1250/1600
  • New Recruit: 4-2 version added that grants 2 4-costs
  • Vampiric Vitality II Removed ITEMS Currently, Edge of Night is just a bit over budget. Between its stats, its aggro-drop, and the missing health heal, it’s trespassing on Sterak’s Gage’s survivability while having even stronger utility/survivability and decent offensive stats. A small nerf on the survivability aspect of the item should keep it off the edge of OP.
  • Edge of Night Missing Health Heal: 30% ⇒ 20% ARTIFACTS With our relatively recent design philosophy around Artifacts, as sharper (but not too sharp) items that lie between Core items and Radiant in power, we’ve accepted that not every Artifact should be in every set, and that rotating them in and out based upon the set’s needs, or sometimes thematic provides a fresher experience. For Space Gods, we likely should have rotated Horizon Focus out on release, as its performance with champions like (Mountain) Lulu, and to a lesser extent, Maokai, proved to be too sharp for our power framework. So stuck between a Mountain and tree, we’ve cast Horizon Focus off to see it again with a future set on the horizon. Sometimes, disabling an interaction is enough to keep an Aritfact in the right place for the set.
  • Horizon Focus Disabled
  • Titanic Hydra: Xayah will only trigger the AoE effect on her primary basic attack. SMALL CHANGES Small, like the actions we take that make us who we are. AUGMENTS Sometimes buried things rise to the surface on their own. Like that one cringe childhood memory that won’t leave you alone. Everyone knows. Exclusive Customization has been more of an econ-light Augment than an item Augment. With many of our econ Augments nerfed, Exclusive Customization was left out, but as with it’s Gamba Augment cousin, now’s the time to continue to deflate our Augment economy.
  • Buried Treasures Rounds: 5 ⇒ 4
  • Cosmic Restart Rerolls: 11 ⇒ 8
  • Exclusive Customization I Gold: 10 ⇒ 7
  • Exclusive Customization II Gold: 10 ⇒ 7
  • Golden Gamble+ Gold: 4 ⇒ 2
  • Golden Gamble++ Gold: 12 ⇒ 6
  • Mace’s Will No longer grants Attack Speed. Critical Strike Chance: 20% ⇒ 25%
  • Retribution Also grants the holder 15% Critical Strike Chance. ARBITER Previously Star Level linked Cause and Effects for Arbiter from (2) to (3) didn’t actually improve the trait’s effect. This was originally designed with the idea that the improvement is in the Arbiter being starred up themselves, but that didn’t encourage comps with 3 Arbiters and LeBlanc often felt left out 8(.
  • The following Arbiter Star Level Outputs (Effects) have been adjusted as the trait goes from (2) to (3):
  • AP Gained: 7/7 ⇒ 7/8
  • AS Gained: 7/7 ⇒ 7/8
  • Chance to Gain Leona: 12/12% ⇒ 12/13%
  • Chance to Generate Gold: 8/8% ⇒ 8/9%
  • Chance to Generate Reroll: 12/12% ⇒ 12/13%
  • Max HP Shield Gained: 7/7 ⇒ 7/8
  • Permanent Max HP Gained: 12/12 ⇒ 12/13
  • Resists Gained: 10/10 ⇒ 10/11 BUG FIXES
  • Varus’s Obsession now will only target champions as the strongest Tank.
  • Fixed a bug where Solo Plate could update its Health during combat.
  • Malware Matrix’s Armor Reduction is now properly reduced on Attacks with modified On-Hit Effectiveness, such as Graves and Xayah.
  • Graves’ Fragmentation Rounds no longer count as Critical Strikes for Battle Bunny Crossbow.
  • I cee what you did here: Fixed a typo in Kayle’s Boon.
  • Fixed instances where Dark Star’s Supernova could update mid-combat.
  • Hold the Line and Twin Guardians are now mutually exclusive.
  • This isn’t ARAM: Howling Abyss Encounter grants the correct number of starting champions.
  • Fixed some rare cases where Bard and Viktor’s ability could fail
View originalPermalink
How 17.3 went
15.9

Teamfight Tactics patch 15.9 notes

View originalPermalink
How 15.9 went
15.8

Teamfight Tactics patch 15.8 notes

View originalPermalink
How 15.8 went
15.7

Teamfight Tactics patch 15.7 notes

View originalPermalink
How 15.7 went
15.6

Teamfight Tactics patch 15.6 notes

View originalPermalink
How 15.6 went
15.5

Teamfight Tactics patch 15.5 notes

View originalPermalink
How 15.5 went
15.4

Teamfight Tactics patch 15.4 notes

View originalPermalink
How 15.4 went
15.3

Teamfight Tactics patch 15.3 notes

View originalPermalink
How 15.3 went
15.2

Teamfight Tactics patch 15.2 notes

View originalPermalink
How 15.2 went
15.1

Teamfight Tactics patch 15.1 notes (2025)

View originalPermalink
How 15.1 went
14.8

Teamfight Tactics patch 14.8 notes (2025)

View originalPermalink
How 14.8 went
14.7

Teamfight Tactics patch 14.7 notes (2025)

View originalPermalink
How 14.7 went
14.6

Teamfight Tactics patch 14.6 notes (2025)

View originalPermalink
How 14.6 went
14.5

Teamfight Tactics patch 14.5 notes (2025)

View originalPermalink
How 14.5 went
14.4

Teamfight Tactics patch 14.4 notes (2025)

View originalPermalink
How 14.4 went
14.3

Teamfight Tactics patch 14.3 notes (2025)

View originalPermalink
How 14.3 went
14.2

Teamfight Tactics patch 14.2 notes (2025)

View originalPermalink
How 14.2 went
14.1

Teamfight Tactics patch 14.1 notes (2025)

View originalPermalink
How 14.1 went
13.8

Teamfight Tactics patch 13.8 notes (2025)

View originalPermalink
How 13.8 went
13.7

Teamfight Tactics patch 13.7 notes (2025)

View originalPermalink
How 13.7 went
13.6

Teamfight Tactics patch 13.6 notes (2025)

View originalPermalink
How 13.6 went
13.5

Teamfight Tactics patch 13.5 notes (2025)

View originalPermalink
How 13.5 went
13.4

Teamfight Tactics patch 13.4 notes (2025)

View originalPermalink
How 13.4 went
13.3

Teamfight Tactics patch 13.3 notes (2025)

View originalPermalink
How 13.3 went
14.24

Teamfight Tactics patch 14.24 notes

View originalPermalink
How 14.24 went
14.23

Teamfight Tactics patch 14.23 notes

View originalPermalink
How 14.23 went
14.22

Teamfight Tactics Patch 14.22 Notes

View originalPermalink
How 14.22 went
14.21

Teamfight Tactics patch 14.21 notes

View originalPermalink
How 14.21 went
14.20

Teamfight Tactics patch 14.20 notes

View originalPermalink
How 14.20 went
14.19

Teamfight Tactics patch 14.19 notes

View originalPermalink
How 14.19 went
14.17

Teamfight Tactics patch 14.17 notes

View originalPermalink
How 14.17 went
14.16

Teamfight Tactics patch 14.16 notes

View originalPermalink
How 14.16 went
14.15

Teamfight Tactics patch 14.15 notes

View originalPermalink
How 14.15 went
14.14

Teamfight Tactics patch 14.14 notes

View originalPermalink
How 14.14 went
14.13

Teamfight Tactics patch 14.13 notes

View originalPermalink
How 14.13 went
14.12

Teamfight Tactics patch 14.12 notes

View originalPermalink
How 14.12 went
View all

Discussion