Teamfight Tactics (TFT): Patch Notes List 2021
All the Teamfight Tactics (TFT) patch notes released by Riot in 2021. I will update this list over time as soon as proper info for each patch is provided.
Previous: 2020 Patch Notes List
Click a date to reveal the patch notes.
Patch Schedule
This is the planned patch schedule for 2021 released by Riot. Note that patch dates can change at any time for any number of reasons.
11.1 – Wednesday, Jan 6
11.2 – Thursday, Jan 21
11.3 – Wednesday, Feb 3
11.4 – Thursday, Feb 18
11.5 – Wednesday, Mar 3
11.6 – Wednesday, Mar 17
11.7 – Wednesday, Mar 31
11.8 – Wednesday, Apr 14
11.9 – Wednesday, Apr 28
11.10 – Wednesday, May 12
11.11 – Thursday, May 26
11.12 – Wednesday, Jun 9
11.13 – Wednesday, Jun 23
11.14 – Wednesday, Jul 8
11.15 – Wednesday, Jul 21
11.16 – Wednesday, Aug 11
11.17 – Wednesday, Aug 25
11.18 – Wednesday, Sep 9
11.19 – Wednesday, Sep 22
11.20 – Wednesday, Oct 6
11.21 – Wednesday, Oct 20
11.22 – Wednesday, Nov 13
11.23 – Tuesday, Nov 17
11.24 – Tuesday, Dec 8
July 21 - Patch 11.15 - Reckoning: Dawn of Heroes
RISE OF THE SENTINELS
The Sentinels are struggling in their fight against Viego. Those LoL players can't handle the Black Mist without us, so it's time to recruit players with a pension for tactics...Teamfight Tactics.
Starting this patch there'll be an infinitely repeating mission that awards Sentinels points for playing games, including games of TFT. And you don't even have to run the Sentinel trait.
Note: Since we're doing this mid-event, the missions are hidden, but the faster rate of progress should be immediately noticeable.
NEW MISSION: Play 1 PVP matchmade game of Summoner's Rift, ARAM, Ultimate Spellbook, or Teamfight Tactics (excluding Hyper Roll) to earn 600 Rise of the Sentinels points. This mission can be repeated infinitely. It won't appear in your Missions log.
ACTIVATES: With Chapter III of Rise of the Sentinels this week
RANKED
Grandmaster and Challenger Ranked: Let the Race of Heroes Begin!
Just like Festival of Beasts, Grandmaster and Challenger are unlocked immediately, allowing for the true zero-to-hero competition. Challenger and Grandmaster are still limited to the top accounts on each server, but players must have at least 200 LP in Master to reach Grandmaster, and at least 500 LP in Grandmaster to reach Challenger. Good luck gettin’ your name placed right under mine!
Reckoning Ranked Stage II begins this patch!
Your rank has been "soft" reset down one tier below your current standings. For example, if you are currently in Gold II you will now be in Silver II.
If you are very good at this game and currently placed in Master or above, you will be reset to Diamond 4.
You will get five provisional matches after the reset, meaning you will not lose any LP for sub-top-four placements in your first five ranked games of the new stage. You’ll also gain some extra LP for finishing top four, so best of luck!
Ranked rewards for the first half of Reckoning will be distributed in patch 11.16 for those Shadow Item enthusiasts who made it to Gold or higher.
Hyper Roll Tiers
Emote rewards will be earned for players that reach Blue, Purple, and Hyper tier before patch 11.15.
Hyper Roll tiers will not be hard reset. Instead, anyone at Blue or higher will go to the bottom of Blue.
The rewards for Hyper Roll will come in patch 11.16 alongside the rest of the ranked rewards for the first half of Reckoning.
NEW MECHANICS
Thanks to an incredibly good looking author we already have a deep dive article on the new mechanics, but I’ll add a short summary below for your convenience cause I’m so humble and nice.
Radiant Items
With Shadow Items gone, we have an all new set of extremely powerful items, Radiant Items!
Radiant Items are more powerful versions of regular items that should alter your win condition based on the one you choose.
Choose one Radiant Item from five choices at the 3-6 Armory. You’ll only get one, so choose wisely!
Divine Blessing
It’s time to bless this mess.
The Divine Blessing drops when your Little Legend dips below 40 health.
The Divine Blessing grants a high amount of immediate value, offering a combination of the following: items (components), gold (moves everything around me), consumables, Spatula, champions
All players will get the same essential content in their Blessing. We are all equally blessed in the eyes of URF.
Tome of Traits
The newest consumable to hit the books, I mean orbs, can allow you to make Viego into a Sentinel or Lucian into a Forgotten. Just imagine where reading can take you? At least to the end of this sentence.
The Tome has a chance of dropping from the Divine Blessing, but you may also find some books to “borrow” from PvE encounters. Who knew those Krugs were so literate?
The Tome of Traits can be sold to bring up a shop of four emblems to choose from. These emblems can be for any trait, including ones that can’t be built by Spatulas. That’s just the magic of a good book!
SYSTEMS
Loot Orbs
Removing the 4 gold low roll start. Adding more variety to high rolls with the addition of the Tome of Traits.
Lowered the average number of bonus orbs slightly
Increased Small Orbs Average Value: 2.54 ⇒ 3gold
Small Orbs containing two 1-cost champs ⇒ three 1-cost champs
Small Orbs containing one 2-cost champ ⇒ one 2-cost champ + 1 Gold
Small Orbs containing 2 Gold ⇒ 3 Gold
Medium Orbs Average Value: 5.72 ⇒ 5.6 gold
Medium Orbs now have a chance to contain 3-cost + 2-cost drop
Medium Orbs containing Neeko + 2-cost champ ⇒ Neeko + 2-cost champ + 1g
Gold Orbs can now drop the Tome of Traits
Gold Orbs containing Spatula and Neeko’s Help drop rate lowered slightly
Minimum items received is now 10 components + 1 Radiant Item after the 4-7 Raptor Round.
The Armory
We increased the odds of the 4-2 Armory to 100% but pulled back from 5-2 to compensate. The removal of components from 5-2 is our way of saying, “Raptors will be the last place to get components.”
2-2 Armory is now 2 standard components
3-2 is moved to 3-6 and is now 5 Radiant Items
4-2 Armory is now guaranteed, as either 2 components, 3 components, or 3 components + 1 special item.
5-2 Armory is slightly less likely, and will never contain components.
6-2 and 7-2 Armories are unchanged.
Carousel Changes
Stage 5 Carousel can now sometimes contain Componentless (unbuildable) Emblems
Stage 6+ Carousels can now sometimes be all full items
Stage 6+ Carousels can now sometimes contain Componentless (unbuildable) Emblems
Champion Count
It’s an odd change. There’s one less 3-cost in the set.
58 total Champions ⇒ 57 total Champions
Hyper Roll
5 sec added to planning timers in the following Stages: 3-1, 5-2, 6-2, 6-3
Gold income in Stage 7: 6 gold ⇒ 8 gold
Gold income in Stage 8 and onward: 6 gold ⇒ 9 gold
4-1 Armory is likely but not guaranteed and offers either 3 components or 3 components + 1 special item
5-2 Armory is now 5 Radiant Items
6-3 Armory is likely if there is no Armory on 4-1 and has the same offer structure as 4-1
Other armories are unchanged
NEW CHAMPIONS AND TRAITS
Cannoneers (2/4/6)
Locked and loaded on every fifth shot, Cannoneer champions deal a percent of that shot's damage in an explosion around the target as physical damage. Here’s who’s packing the heat:
Senna: Tier 1 Sentinel
Tristana: Tier 2 Hellion
Miss Fortune: Tier 3 Forgotten
Lucian: Tier 4 Sentinel
Sentinel (3/6/9)
At start of combat, the Sentinel with the highest Health gains a shield that grants Attack Speed each time it is applied. When the shield is destroyed or expires, it will pass to the ally with the lowest percent Health. Both the shield and the Attack Speed bonus will increase as you recruit more Sentinels.
Olaf: Tier 1 Skirmisher
Senna: Tier 1 Cannoneer
Irelia: Tier 2 Legionnaire, Skirmisher
Pyke: Tier 2 Assassin
Rakan: Tier 3 Renewer
Galio: Tier 4 Draconic, Knight
Lucian: Tier 4 Cannoneer
Akshan: Tier 5 Ranger
Inanimate
At the start of combat, Inanimate champions summon Hallowed Mist that seeps through their surrounding 1 hexes for a few seconds, granting all allies within damage reduction from enemies outside of the mist.
Gwen: Tier 5 Mystic
Victorious
When a Victorious champion scores a kill, their next attack is empowered to deal 40% of the target's missing Health as bonus magic damage.
Garen: Tier 5 Dawnbringer, Knight
Fiddlesticks
Debuting for the first time in TFT, Fiddlesticks replaces Ryze as an Abomination/Mystic, but also extends the Revenant trait tree!
Fiddlesticks: Tier 4 Abomination, Mystic, Revenant
REMOVED
Removed Traits
No witchcraft can rejuvenate these slayed traits.
Verdant
Dragonslayer
God-King
Coven
Removed Champions
These champs are so last set. Wish I could say they’d be mist.
Warwick
Viktor
Katarina
Trundle
Pantheon
Mordekaiser
Lissandra
LeBlanc
Morgana
Kindred
Ryze
Taric
Darius
TRAIT CHANGES
Reworked Traits
The Monstrosity is now less of an Assassin, and more of a beefcake. With Shadow Items gone, Forgotten champions are more likely to remember victorious combats than old set mechanics.
Abomination REWORKED: The Monstrosity’s Health and AD increases by 20% each Stage, starting from: Abomination 3: Stage 3, Abomination 4: Stage 4, Abomination 5: Stage 5
Ally Deaths Required for the Monstrosity to emerge: 3 ⇒ 2
The Monstrosity now deals 150/200/250 magic damage in the area where it stops charging
The Monstrosity Enrage Lifesteal: 40% ⇒ 60%
The Monstrosity Enrage Lifesteal no longer scales off of AP
The Monstrosity EnrageDuration: 3 ⇒ 5 seconds
The Monstrosity Armor & MR: 40/65/75 ⇒ 40/50/60
The Monstrosity Health: 1000/1600/2200 ⇒ 1000/1400/1800
The Monstrosity Attack Damage: 100/140/180 ⇒ 70/80/90
The Monstrosity Health Per Star Level: 100/160/220 ⇒ 100/140/180
The Monstrosity Attack Damage Per Star Level: 10/14/18 ⇒ 7/8/9
Forgotten REWORKED: (2/4/6/8) Forgotten champions gain bonus Attack Damage & Ability Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.
Adjusted Traits
With traits becoming more difficult (or easier) to hit at different breaking points, we have to make sure that each trait tier feels as powerful as it is difficult to achieve. For example, Nightbringer 8 is now incredibly hard to hit, requiring what are now componentless emblems, while also losing out on Darius. To match the difficulty of achieving Nightbringer 8, we’re making it feel like a true high-roll moment by almost doubling its power! TLDR, Nightbringer 8 should feel like a first, but trying to hit it might end up too hard to achieve.
Assassin Critical Strike Chance: 10/30/60 ⇒ 20/40/75%
Assassin Critical Strike Damage: 25/55/90 ⇒ 30/50/70%
Brawler 6 added, Health: 400/1000/1600
Dawnbringer Max Health Heal: 30/60/90/130% ⇒ 30/55/80/120%
Dawnbringer Healing Ticks: 10/20/25/30 ⇒ 10/15/20/25
Dawnbringer damage amp per proc: 12% ⇒ 10%
Draconic Average Value of 3 trait eggs: 3.25g ⇒ 3.14g
Draconic Average Value of 5 trait golden eggs: 9.25g ⇒ 7g
Hellion is now (2/4/6/8), Attack Speed changed to: 5/30/75/150%
Ironclad Armor: 35/85/170 ⇒ 30/70/125
Mystic 5 added, Magic Resist: 40/100/200 ⇒ 40/80/150/250
Nightbringer Shield max Health scaling: 30/60/90/140 ⇒ 30/60/100/250
Nightbringer Bonus Damage: 20/30/40/50% ⇒> 20/30/40/80%
Ranger 6 added, Attack Speed: 75/180/400
Redeemed AP/Armor/MR: 30/55/95 ⇒ 20/35/75
Revenant 5 added, Revive with 10/25/45/70% Health, taking and dealing 25% more damage upon revival
Skirmisher Shield Max Health Scaling: 25/45/75% ⇒ 20/40/100%
Skirmisher bonus Attack Damage each second: 3/6/12 ⇒ 3/5/15
Spellweaver Starting Ability Power: 25/55/85% ⇒ 25/55/100%
Spellweaver Ability Power per Stack: 2/5/8 ⇒ 2/5/10
CHAMPION CHANGES
Tier 1
Radiant Items and the multiplicative tankiness they provide make super tanks (Garen, Hecarim, Leona, etc.) impossible to kill. This hurts the viability of front-to-back comps and takes too much time out of URF’s day. Expect to see nerfs for many of our tanks below.
Aatrox Armor and Magic Resist: 30 ⇒ 35
Leona Mana nerf: 0/60 ⇒ 0/80
Leona Solar Barrier Damage Reduction: 30/60/250 ⇒ 30/50/200
Tier 2
Beat it like a dead horse, or a pop song. Same diff. Alright MinionsRpeople2, simmer down.
Hecarim Max Mana nerf: 40/90 ⇒ 75/125
Hecarim Spirit of Dread Damage: 250/350/500 ⇒ 200/400/600
Hecarim Spirit of Dread Healing: 250/350/500 ⇒ 350/350/350
Sejuani is now a Brawler in addition to her other traits (Nightbringer, Brawler, Cavalier). \
Sejuani Fury of the North bonus Armor and Magic Resistance: 100/150/300 ⇒ 80/125/250
Syndra Health: 550 ⇒ 600
Syndra’s grabbed units with Force of Will are now untargetable
Syndra Force of Will Damage: 300/400/600 ⇒ 250/350/600
Varus Health: 550 ⇒ 600
Tier 3
With Draconic 5 being easier to hit (thanks Galio!), we’re shipping nerfs to champions that were already strong before the trait was this easy to play.
Ashe Attack Damage: 65 ⇒ 60
Ashe Mana nerf: 50/90 ⇒ 50/100
Ashe Enchanted Arrow Damage: 300/450/750 ⇒ 300/450/650
Ashe is no longer Verdant
Lulu Attack Speed: 0.6 ⇒ 0.7
Nunu Mana Adjustment: 0/75 ⇒ 30/90
Zyra Grasping Roots Damage: 200/350/650 ⇒ 200/300/575
Zyra Grasping Roots Stun Duration: 2/2.5/3 ⇒ 1.5/2/2.5 sec
Tier 4
Aphelios Attack Damage: 75 ⇒ 65
Aphelios Max Mana nerf: 0/90 ⇒ 0/150
Aphelios Dark Vigil Attack Damage Scaling: 140/150/180% ⇒ 350/375/475%
Aphelios Dark Vigil Base Damage: 125/150/300 ⇒ 150/200/400
Aphelios Dark Vigil Number of Targets: 4/4/8 ⇒ 5/5/10
Diana Health: 650 ⇒ 750
Diana Attack Damage: 55 ⇒ 75
Diana Attack Speed: 0.65 ⇒ 0.7
Diana Mana buff: 80/160 ⇒ 70/140
Diana Moonfall Damage: 250/350/1500 ⇒ 300/450/2000
Diana is no longer a Dragonslayer (*looks at buffs above* she still slayin’ tho)
Jax Health: 900 ⇒ 1000
Karma Soulflare Damage: 225/280/700 ⇒ 210/260/700
Vel'koz Health: 650 ⇒ 700
Tier 5
Garen God-King ⇒ Victorious
Garen Mana nerf: 40/100 ⇒ 100/180
Garen God-Lion's Justice max Health percentage Damage: 20/25/200% ⇒ 25/30/200%
Garen God-Lion's Justice Shield Max Health Percent: 35/45/200% ⇒ 40/55/200%
Garen God-Lion's Justice Shield Duration: 4 ⇒ 5 seconds
Heimerdinger Upgrade!!! Damage: 500/650/7777 ⇒ 450/600/3333
Kayle Ascension 1 True Damage: 90/100/1000% ⇒ 80/90/1000%
Kayle is no longer Verdant
Teemo Starting Mana buff: 0/60 ⇒ 30/60
Teemo’s doppelhellion can now trigger Cruel’s passive. It’s a cruel, cruel, world.
ITEMS
With Shadow items gone we swapped around some of the Emblems because it was more fun. Cause who doesn’t want to see Olaf as a Hellion/Cavalier?
Hellion Emblem can now be made with a Bow and Spatula (previously Legionnaire Emblem)
Cavalier Emblem can now be made with a Vest and Spatula (previously Ironclad Emblem)
Chalice of Power Ability Power: 25 ⇒ 30
Dragon’s Claw REWORKED: Grants 200 bonus Magic Resist (including components). On being hit by magic or true damage from an Ability, launch a fireball at the Ability's caster that deals magic damage equal to 30% of their max Health (1 second cooldown).
Hand of Justice REWORKED: The holder gains both of the following: +10 AD and +10 AP and Attacks/Abilities heal for 10% of the damage dealt. At the start of each planning phase, one of these buffs is increased to 40(%).
Infinity Edge ADDED EFFECT: Now also grants +10% Critical Strike Damage
Titan’s Resolve REWORKED: Stacks are now granted on attack rather than on crit. Attack Damage and Ability Power per Stack: 3 ⇒ 2
Trap Claw renamed to Banshee’s Claw
Banshee’s Claw REWORKED: When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability. No longer Unique
Zeke’s Herald Attack Speed: 25% ⇒ 30%
BUG FIXES
They got the jump on me: Assassins will now properly jump slightly before other units move
Tastes like fear: Teemo’s doppelhellion can now trigger the Cruel trait
Not quite resolute: Fixed an issue where Titan’s Resolve could lose its stacks or stop stacking mid combat
Sobriety test: Gragas’s Drunken Rage no longer ignores Banshee’s Claw
Now I’m angry: Sejuani’s Fury of the North now properly deals damage to targets that are CC immune
July 8 - Patch 11.14
LARGE CHANGES
As we prepare for the Dawn of Heroes we have a smaller patch this time around. But, as a reminder we did add some balance tweaks to Redeemed and Hellion in 11.13B.
Traits
We Legionncare.
Legionnaire Attack Speed: 25/60/110/195 ⇒ 25/65/120/200%
Champions: Tier 1
Just cause you don’t feel the pain now, doesn’t mean you won’t feel it doubly tomorrow morning.
Gragas Drunken Rage Damage Reduction: 40/50/60% ⇒ 35/45/60%
Champions: Tier 2
All in favor of renaming Sett’s spell to Heyyy-maker? As in, “Heyyy, wanna give me that sword over there?”
Sett Health: 700 ⇒ 750
Sett Haymaker Attack Damage Scaling: 160/180/200 ⇒ 170/185/200%
Champions: Tier 5
Garen God-Lion’s Justice Shield: 40/50/200% ⇒ 35/45/200%
Garen God-Lion’s Justice Shield Duration: 5 sec ⇒ 4 sec
Volibear Doombringer Damage: 150/250/2000 ⇒ 150/300/5000
Volibear Doombringer Stun Duration: 2.5/3/10 ⇒ 2.5/3.5/10 seconds
SMALL CHANGES
There’s a small amount of small changes that are simply smoothing out some of the edges. That being said, if you miss my writing like I miss your reading, don’t worry, there’s a whole lot more to come with the Mid-Set.
Traits
Forgotten Bonus Ability Power & Attack Damage: 25/60/125 ⇒ 25/60/120
Skirmisher Attack Damage per second: 3/6/10 ⇒ 3/6/12
Spellweaver Base Ability Power: 20/50/80 ⇒ 25/55/85
Champions: Tier 2
Giving some more survivability to a champion where building tank is off-Brand.
Brand Health: 550 ⇒ 600
Champions: Tier 3
Nocturne Health: 600 ⇒ 650
Yasuo Burning Blade Damage: 250/350/700 ⇒ 250/350/650
Yasuo Burning Blade On Hit Damage: 25/35/70 ⇒ 25/35/65
Zyra Grasping Roots Damage: 200/325/700 ⇒ 200/325/650
Champions: Tier 4
Ivern Health 1000 ⇒ 950
Ivern’s Daisy Health: 1500/2500/10000 ⇒ 1500/2400/10000
Rell Max Mana Nerf: 80/140 ⇒ 80/150
Champions: Tier 5
Darius God-Wolf’s Carnage Attack Damage Scaling: 180/220/2000 ⇒ 200/225/2000
Viego Sovereign's Domination Damage per second: 200/300/1500 ⇒ 180/300/1500
EXPERIENCE CHANGES
Here are some SMALL changes for large impact, or maybe it’s the other way around? Regardless, these UX (User Experience) and UI (User Interface) changes are for us to enjoy!
Unit Size
3-star 5 costs now better represent their over 9,000 power level… They’re now huge.
PC Only
Items now appear in the end-of-game screen! Hover over a champion for details.
Tooltips for full items in the Armory now contain the item’s icon and title.
MOBILE Corner
Your device’s battery level is now visible in-game and out of game
Tooltips for full items in the Armory now contain the item’s icon and title
Hyper Roll Ranked Changes
We have a series of Hyper Roll ranked updates that will be great for your climb to Purple Tier while maintaining the competitive integrity of the sacred Hyper Tier rank!
At the end of last week we gave a lil’ boost to your ranked climb in Hyper Roll that makes the climb significantly easier for players as they climb to and through Purple Tier.
This is nice because we will be giving out emote rewards for players that reach Blue, Purple, and Hyper Tier by patch 11.15.
Hyper Roll tiers will not be hard reset come 11.15. Instead, anyone at Blue or higher will go to the bottom of Blue.
The rewards for Hyper Roll will come in patch 11.16 alongside the rest of the ranked rewards for the first half of Reckoning.
DAWN OF HEROES DATES AND MORE!
While I wish you the best in your climb as the Mid-Set approaches, I also wanted to give you the heads up on a couple of dates. You’ll see Dawn of Heroes appear on PBE July 7th. The Mid-Set will head to live servers with patch 11.15 very, very, early in the morning on July 21st. And the Pass and Store Content will activate after my third cup of coffee that day at 11 AM (PDT)!
BUG FIXES
Fixed an issue where if a player had Hellion active and they corrupted an enemy with Viego, that unit would always spawn a Doppelhellion of itself on death even if it wasn't a Hellion
Nunu no longer plays through the consume animation on units with Trap Claw spell shields (despite dealing no damage due to the spell shield)
Double Rainbow: Lux can no longer deal the bonus magic damage from her ability more than once in a single cast if she reaches high enough attack speed
Lux’s bonus magic damage from her ability is now properly blocked by Trap Claw
Fixed an issue where Trundle could drop below 0 max Health when his Subjugate buff ended and become unkillable for the remainder of combat. Now if Trundle were to drop below 0 max Health, he will die instead.
Fixed an issue where Kalista would sometimes stop auto-attacking.
June 23 - Patch 11.13
SYSTEMS
Armory
We added stronger Armory options last patch, and we’re pretty happy with how they turned out. But sometimes the options feel like they’re on totally different power levels, so we’re reforging the options to make them all feel good.
Magnetic Remover and Reforger can no longer appear in the Armory
Two Full Items + Two Special Item Armory replaced with Four Full Items Armory
Two Components + Two Special Item (Neeko’s Help, Loaded Dice, Spatula, Shadow Spatula) Armory replaced with Two Components + Two Full Item Armory
Chances of a 4-2 Armory have been increased
4-2 Chances of seeing a Special Item (Neeko’s Help, Loaded Dice, Spatula, Shadow Spatula) are dramatically reduced
4-2 Chances of seeing an Emblem are slightly lower
4-2 Chances of seeing Components and Full Items are slightly higher.
Chances of a 5-2 Armory have been decreased
5-2 Chances of seeing a Special Item are drastically reduced
5-2 Chances of seeing an Emblem or Component are slightly lower.
5-2 Chances of seeing a Full Item are slightly higher.
6-2 and 7-2 Chances of seeing a Special Item (Neeko’s Help, Loaded Dice, Spatula, Shadow Spatula) or Emblem are lower.
LARGE CHANGES
Expect these changes to significantly impact the current play.
Traits
Skirmisher 6 and 9 still haven’t found their footing after their fall from power in patch 11.11. This should make the big melee vertical feel more like a BIG melee vertical.
Skirmisher Shield: 25/40/60%⇒25/45/75% Max Health
Champions: Tier 1
Being a Can-Tank-erous Cavalier, Kled’s role in Hellion comps has been limited to filling out traits and tanking a couple spells regardless of his star level. We’re giving him and his knightly pal some extra oomph to allow reroll Hellion to Poppy-off, while limiting the buff that power leveling comps get for just running one/two star Hellions in the early game.
Kled now gains bonus damage every 4th attack even while mounted.
Kled Attack Speed: 0.7⇒0.75
Poppy Max Mana Buff: 40/80⇒30/70
Poppy Buckler Toss Damage: 150/250/350⇒150/250/400
Poppy Buckler Toss Shield: 250/350/450⇒250/375/525
Champions: Tier 2
Trundle is designed to be a gigantic hulking carry, but his relationship with one-shotting tanks had to go. In Patch 11.11, we changed the way Trundle scales with Ability Power, as a fix to AP Trundle deleting enemy champions regardless of their stats. But, we didn’t like this change in the long run as it's using a balance lever that lacks clarity. Now, we’re reworking his spell so he’ll still drain a flat percentage of stats (unmodified by AP) from enemies but he’ll then amplify the stats he takes with any AP (scaling normally) that he has.
Kennen Starting Mana Buff: 50/125⇒60/125
Kennen Flame Rush Damage: 150/200/250⇒150/225/350
Trundle Subjugate REWORKED: Trundle drains his target's strength, reducing their Health, Armor, Magic Resist, and Attack Damage by 35% and granting himself 100/130/200% (modified by AP) of the drained stats for 8 seconds.
Trundle Mana Adjusted: 0/60⇒30/80
Champions: Tier 3
Nidalee has had pawblems with her identity as a Dodge and Crit jumpy cat. Her new role, as Attack Speed jumpy cat should allow her to perform as an attack speed carry in her comps, using items like Rageblade and Statikk Shiv. Yasuo’s been hurting like a fourth-degree burn, which is one degree higher than any 3-cost is allowed.
Ashe Enchanted Arrow Damage: 300/400/600⇒300/450/750
Nidalee Aspect of the Cougar REWORKED: Nidalee transforms into a cougar and leaps behind the lowest Health enemy. While in cougar form, Nidalee gains 45% Dodge Chance, 40/50/75% Attack Speed, and her attacks become melee attacks that deal 200/300/600 bonus magic damage every 4th attack.
Nidalee Attack Damage: 65 ⇒ 50
Yasuo Burning Blade Damage: 300/400/750 ⇒ 250/350/700
Yasuo Burning Blade Stacking On Hit Damage: 30/40/75⇒25/35/70
Champions: Tier 4
It’s a Rune Prison-break. Ryze with a Very Dark Blue Buff spelled out a Very Dark fate for his opponents with a chain stun that was the bane of fun. We’re keeping his single target lock-down intact, but he’ll need more evidence before imprisoning secondary targets.
Ryze Attack Speed: 0.75⇒0.8
Ryze’s empowered Rune Prison now stuns secondary targets for half the stun duration (.75/1/2). The main target is still stunned for the full duration (1.5/2/4).
Champions: Tier 5
The goal with our Kayle mini-rework is to create a smoother power progression for TFT’s most powerful late game carry. Expect Kayle to do a bit more early, but deal less AOE damage and have more windows of vulnerability in her final form.
Kayle Health: 500⇒650
Kayle Attack Damage: 60⇒75
Kayle Attack Speed: 1.0⇒1.1
Kayle Number of Attacks per Immunity: 10⇒15
Kayle Ascension 4 AOE Spell Damage: 200/300/10000⇒80/125/4000
Items
Using Sacrificial Infinity Edge will no longer cost Pantheon and Vel’koz everything. Brandbulance can now heal Eclipse Cape users after the first 8 seconds of combat.
Sacrificial Infinity Edge REWORKED: Now deals damage on attack and ability cast rather than on every instance of critical damage.
Sacrificial Infinity Edge NEW TOOLTIP: 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 attacks or casts their Ability, they take true damage equal to 3% of their max Health.
Ionic Spark Damage: 200%⇒250% of Caster Mana
Eclipse Cape Self Burn: Entirety of Combat⇒first 8 seconds of combat
SMALL CHANGES
Life’s like a game of TFT. Add many small changes to consistently maintain a healthy lifestyle by balancing your personality traits or eating the Infernal Souls of your foes —now slightly less spicy.
Traits
Forgotten mustn't forget to build shadow items, if they want to stay ‘S’ tier. S stands for spooky btw.
Abomination Monstrosity Attack Damage: 100/150/200 ⇒ 100/140/180
Abomination Monstrosity Attack Damage Per Star Level: 10/15/20 ⇒ 10/14/18
Dragonslayer Self Bonus Ability Power: 30/80/140 ⇒ 30/70/140
Forgotten Base Attack Damage & Ability Power: 30/70/140 ⇒ 25/60/125
Forgotten Bonus Per Shadow Item: 10%⇒15%
Ironclad Armor: 40/90/180⇒35/85/170
Knight Block Amount: 15/40/80⇒20/40/70
Legionnaire Attack Speed: 25/60/110/180⇒25/60/110/195
Ranger Bonus Attack Speed 70/180⇒75/180%
Redeemed AP/Armor/MR: 30/60/90⇒30/60/100
Renewer HP & Mana Regen: 3/6/10%⇒3/6/9%
Champions: Tier 1
Is that Spell product placement for a TV show airing on Netflix in the distant future?
Ziggs Health 500⇒450
Ziggs Arcane Bomb Damage: 250/350/450⇒250/375/525
Champions: Tier 2
Soraka Mana Reave Increase: 35/35/50% ⇒ 35/35/35%
Varus Holy Arrows Attack Damage Ratio: 150/160/180% ⇒ 150/155/165%
Champions: Tier 3
Sometimes Grasping Roots wouldn’t branch out to enemies in its path. By slightly increasing the hitbox, Zyra’s spell should stun those in its path without a sprout.
Katarina Sinister Blade Primary Damage: 200/250/420⇒180/250/420
Katarina Sinister Blade Secondary Damage: 100/125/210⇒90/125/210
Lee Sin Cripple Damage: 250/350/750⇒250/350/700
Lux Prismatic Illumination Shield: 150/225/400⇒125/200/400
Zyra Grasping Roots hitbox has been increased slightly
Champions: Tier 4
Aphelios Dark Vigil Base Damage: 100/150/300⇒125/150/300
Jax Attack Speed: 0.85⇒0.9
Karma Soulflare Damage: 240/300/700⇒225/280/700
Rell Attract and Repel Shield Amount: 350/500/3000⇒300/450/3000
Taric Starting Mana Buff: 100/200⇒120/200
Champions: Tier 5
Teemo’s Cruelty Infernal Soul Damage: 140/175/666⇒130/160/666
Volibear Starting Mana Buff: 100/200⇒110/200
Items
Archdemon’s Staff of Immortality Mana Ratio: 400%⇒350%
Giant Slayer Maximum Health Threshold: 1750⇒1650
Giant Slayer Bonus Damage: 80%⇒75%
Redemption AOE Damage Reduction: 30%⇒25%
Locket of the Silver Lunari Armor & MR: 70⇒60
BUG FIXES
Fixed a bug where getting 8 Assassins would turn off the Assassin bonus (Thanks PieHat!)
Wolf, Daisy, Heimerdinger’s Turret, and Zz’Rot’s Voidspawn now correctly have 130% base Critical Strike Damage (Thanks Deisik!)
Reforger will no longer reforge Shadow Components into the same Component
Eclipse Cape now properly applies its self burn if equipped mid-combat
Revive effects (e.g., Guardian Angel, Revenant) will no longer trigger if its holder is affected by Kindred’s ability
Teemo will now display correctly in the Shop as costing Health when rolled from a Loaded Dice
June 9 - Patch 11.12
SKYGLASS ORIGINS
It’s time to fight back, but how?
Assemble the missing Skyglass pieces, starting June 15th and ending July 7th 8am PST.
This can be done across 15 total missions, each tied to a piece of the Skyglass.
Earn free rewards for completing missions, with the initial missions providing 10 Star Shards each, and the last three granting a Magical Misfits Little Legends egg and two emotes.
SKYGLASS EGGS AND URF DOWSIE
URF Dowsie isn’t needed to stunt on your opponent, but oh my, it sure helps.
Skyglass Eggs are coming to TFT at 390RP (2.99 Mobile)
Our least expensive eggs yet are for players looking to get any Little Legend from launch to Spirit Blossom. Eggs are also available in bundles.
For the hardcore collectors, Skyglass Eggs have a chance to drop URF Dowsie, our first Mythic tier Little Legend.
LOBBY
PC Only: From the TFT lobby, you can click your portrait to switch between your current Little Legend’s icon and your Summoner icon.
SYSTEMS
Loot Orbs
Loots familiar… New consumables have been added as rare drops from loot orbs
Reforger: Use to reroll items into other items of the same evil/vanilla variant and same tier (completed/uncompleted as well as emblems).
It’s unnatural: Force of Nature and Force of Darkness cannot be rerolled.
Magnetic Remover: Use to remove items equipped to a champion.
Armory
The Armory will appear more frequently, and feature more powerful and varied items. We’re hoping this will encourage flexible play by reducing the consistency of cookie-cutter item combos, and allow for more decisive plays such as adjusting your team composition to fit an item. Say you see a Hellion Emblem in the Armory and are already running Lulu as a Mystic. Picking that Emblem and splashing Hellion 3 will allow you to utilize the full power of those fiery rats.
To create moments for adaptation and variety, we’re also adding more items. To counteract an item overflow, we are removing the 4-2 Armory.
3-2 Armory (Changed): 2 Regular Components ⇒ 1 Shadow, 1 Regular
4-2 Armory (Removed): Removing the 4-2 Armory to prevent against forcing builds and an overabundance of items.
Armory Frequency: Starting on Stage 4, the Second Round of each Stage (4-2, 5-2, 6-2, etc.) has a chance to have an additional Armory. These will have a variety of options including: Consumables (Reforger, Neeko’s, Magnetic Remover, and Loaded Dice), Spatulas, Item Components (Bow, Sword, etc.), Combined Items (Bloodthirster, Riskthirster, etc.), and Emblems (Completed Spatula Items).
Later stage drops are more powerful. A Stage 6+ Armory will no longer offer item components, and later Stage armories can offer Emblems for traits that you are playing.
Hyper Roll Armory: A bonus Armory can appear on 5-2, 7-2, 9-2, etc.
Hyper Roll Basic Armory rounds have been shuffled slightly to accommodate the newly stocked Armory.
Critical Strike Damage
Why Change Crit: With Reckoning we set out to reduce percent damage increases. The multiplicative power of items like the old Fates Hand of Justice made it a core item on too many champions, creating a narrow and stale itemization path. In Reckoning, critical strike has taken the throne as the new king of damage multipliers, leading to a similar situation where items like Infinity Edge and Jeweled Gauntlet are far too dominant on far too many champions.
Our Goal: This change represents an overall nerf to all crit-related effects in the game, a change that should allow for more offensive item diversity, more damage consistency, and more elegant balance solutions in the future for attackers and casters that have previously been reliant on the crits from Jeweled Gauntlet and Infinity Edge builds.
Base Critical Strike Damage: 150% ⇒ 130%
TRAITS
Reach Traits
Several new Reach Trait tiers have been added. They’re a bit reachy, but also quite powerful.
Dragonslayer 6: Now offers Dragonslayers 140 Ability Power and teammates 100 Ability Power
Ironclad 4: Allies gain 180 Armor
Renewer 6: Renewers Heal for 10% of their maximum Health each second, and at full Health, they restore 10% of their Mana instead.
Revenant 4: Revenants will revive with 75% of max Health.
Spellweaver 6: Spellweavers have 80 increased Ability Power and are granted an additional 8 Ability Power Per Cast, stacking up to 10 times.
Skirmisher 9: Skirmishers gain a shield equal to 60% of their max Health at the start of combat, and 10 bonus Attack Damage per second.
Trait Balancing
Viktor has rebuilt the Monstrosity so it no longer behaves like a backline Assassin; it’s bulking season for this below-ground body-builder.
In patch 11.10 we fixed a Dawnbringers bug that prevented them from properly dying to large instances of damage even when their healing effect had yet to trigger. As patches have unfolded, Dawnbringers have been experiencing more sunsets than intended. Instead of bringing back the bug, we’re giving Dawnbringers some more damage to bring when their healing occurs.
Cavalier Damage Reduction: Damage Reduction: 20/30/35% ⇒ 20/25/30%
The Monstrosity now stops charging after slamming into two targets.
The Monstrosity now removes Attack Speed Slows and AD Reduction effects when he casts his spell.
Monstrosity Armor/Magic Resist: 40/50/60 ⇒ 40/60/75
Monstrosity Attack Damage: 100/160/220 ⇒ 90/150/200
Monstrosity Bonus AD: 10/16/22 ⇒ 9/15/20
Dawnbringer Bonus Damage: 10% ⇒ 12%
Redeemed Armor/ Magic Resist/ Ability Power: 30/50/70 ⇒ 30/60/90
Skirmisher Max Health Shield: 20/40/60% ⇒ 25/40/60%
CHAMPIONS
Tier 1
Lissandra 1000 Daggers Primary Damage: 250/300/400 ⇒ 280/330/450
Lissandra 1000 Daggers Secondary Damage: 125/150/200 ⇒ 140/165/225
Vayne Silver Bolts Damage: 65/90/140 ⇒ 70/100/140
Vladimir Max Mana Buff: 0/85 ⇒ 0/80
Tier 2
Brand with Blue Buff had a weird bug that triggered things like Archangel’s and Sacrificial Gauntlet twice even though he was only casting once. To fix this, we increased his Mana lock, which will also double as a slight nerf. With Blue Buff he'll still only have to attack once between casts like he did in 11.11, but he'll wait slightly longer before his next cast.
Ethereal Chains? More like Perennial Chains. For this stop in the notes, LeBlanc’s being moved into a utility role. This’ll help complement the Assassin comps that have plenty of damage carries, and make her feel more helpful as a support Coven. LeBlanc support viable?
Brand Mana Lock after casting: 1 ⇒ 1.5 seconds
Hecarim Spirit of Dread now correctly scales with Ability Power
Hecarim Spirit of Dread Damage: 450/600/1200 ⇒ 250/350/500
Hecarim Spirit of Dread Healing: 300/400/800 ⇒ 250/350/500
LeBlanc Ethereal Chain Damage: 200/250/500 ⇒ 100/150/250
LeBlanc Ethereal Chain Stun Duration: 2 ⇒ 1.5/2/2.5 seconds
LeBlanc Health: 550 ⇒ 600
Nautilus Attack Damage: 65 ⇒ 80
Nautilus Anchor Slam Damage: 150/250/700 ⇒ 200/300/750
Sejuani Attack Damage: 45 ⇒ 65
Thresh Attack Damage: 55 ⇒ 75
Tier 3
True to her roots, Zyra will cast her spell at the same time as before, but will now be able to cast again sooner. This will allow her to trigger things like Spellweaver and Archangel’s faster and allow her to grow into her utility role more clearly. To ensure she’s not becoming an unwanted weed, we’re pruning her damage at 1 and 2 stars.
Katarina Sinister Blade Primary Damage: 200/250/450 ⇒ 200/250/420
Katarina Sinister Blade Secondary Damage: 100/125/225 ⇒ 100/125/210
Riven Blade of the Dawn Attack Damage Bonus: 90/100/150% ⇒ 90/100/130%
Riven Attack Damage: 90 ⇒ 85
Nunu Max Mana Nerf: 0/70 ⇒ 0/75
Zyra Max Mana Buff: 60/120 ⇒ 40/100
Zyra Grasping Roots Damage: 250/350/700 ⇒ 200/325/700
Tier 4
Jax may not need a weapon, but he needs a helping hand. Karma’s caught it bad with Blue Buff. It’s time to call her by her name, and give her a change that she deserves. With these changes Karma joins our twenty other Mana units that all attack once between casts with Blue Buff.
Aphelios Max Mana Buff: 0/100 ⇒ 0/90
Jax Empowered Strike Bonus Attack Speed: 20/25/60% ⇒ 30/35/100%
Karma Mana Lock: 1.25 ⇒ 1.5 seconds.
Karma Max Mana Buff: 0/60 ⇒ 0/50
Karma Mana Reduction Per Cast: 20/20/40 ⇒ 15/15/30
Karma Soulflare Damage: 200/250/600 ⇒ 240/300/700
Vel’koz Attack Speed: 0.65 ⇒ 0.75
Tier 5
Kayle Divine Ascent 3rd Ascension Attacks per Immunity: 7 ⇒ 10
ITEMS
We’ve adjusted the way Sacrificial Gauntlet accepts sacrifices in order to allow repeat casters like Brand, Karma, and Katarina to build it. Also, we’ve renamed Vengeful Trap Claw and my submissions of “Best Friend Claw” and “Friendly Fiend Claw” were coldly rejected.
Archangel's Staff Mana Ratio: 40% ⇒ 45%
Archdemon’s Staff of Immortality Mana Ratio: 350% ⇒ 400%
Bloodthirster Lifesteal: 40% ⇒ 33%
Riskthirster Self Damage: 33% ⇒ 25% of max Health
Hand of Justice Attack Damage and Ability Power: 40 ⇒ 45
Ionic Spark Magic Resist Shred: 40% ⇒ 50%
Sacrificial Gauntlet Self Damage: 15% of max Health ⇒ 100% of max Mana multiplied by Star Level
Titan’s Revenge Damage: 25% ⇒ 20% of pre-mitigation damage taken
Vengeful Trap Claw has been renamed to Banshee’s Claw
BUG FIXES
Brand’s cast no longer counts twice towards on-cast effects such as Archangel’s Staff and Shadow Jeweled Gauntlet
Hecarim’s Spirit of Dread now correctly scales with Ability Power
Vel’Koz will now find a new target for his Lifeform Disintegration Ray if his current target becomes untargetable (Guardian Angel, Revenant)
Stick em with the pointy end: Pantheon will now face his new combat target with Aegis Assault if his current target becomes untargetable (Guardian Angel, Revenant)
Damage ticks from Pantheon’s Aegis Assault can now properly critically strike and be dodged
re-Steeling the credit: Rell is now properly credited for her shielding in the Shields & Healing chart
No longer chasing thunder: Units should no longer attempt to chase Kennen if he dashes very far away
Fixed a rare Kindred bug where Wolf would get stuck in Lamb
May 26 - Patch 11.11
SYSTEMS
User Interface (UI) and User Experience (UX) Buffs!
It’s here.
Recipe hints are now extended. When you right-click or tap an item to view recipe hints, you can then hover or tap the completed recipe to see what the full item does!
You have no mana! Blue Buff and Very Dark Blue Buff now pop off of Champions with no mana
Zz’Rot Portal’s item icon on PC now glows purple instead of green so that it doesn’t look like a Shadow Item
Shop Rates (Standard and Hyper Roll)
TLDR: Reroll for your 2-cost three stars at Level 6 and your 3-cost three stars at Level 7.
Giving clearer and stronger windows to hit 2 and 3 cost champions by differentiating shop rates at Level 6 and 7.
Level 6: 35/35/25/5/0% ⇒ 25/40/30/5/0%
Level 7: 19/35/30/15/1% ⇒ 19/30/35/15/1%
Carousel Shadow Item Rates
Spooky items are spooky fun. So we’re giving you more opportunities to play around with them.
1 Shadow Item: 10% ⇒ 0%
2 Shadow Items: 75% ⇒ 70%
3 Shadow Items: 10% ⇒ 25%
4 Shadow Items: 5% ⇒ 5% (no change)
Loot Orbs (Standard + Hyper Roll)
Neeko starts should feel like a high roll, but they can feel low, especially when you don’t hit 2/3-costs in the shop preventing you from exchanging the Neeko for gold right then and there. By replacing the gold drop with Champions it should feel a lot more like a high roll. Now it’s up to you, whether you want to turn Neeko into gold, or greed for the late game.
Decision Making Buff! All Orbs: Slightly lowered the odds of getting gold and increased the odds of getting champions of equal value.
Blue Orb: Neeko + 2g (8% chance) ⇒ Neeko + 1x Two Cost Champ (6% chance) or Neeko + 1x Three Cost champ (2% chance)
TRAITS
The Monstrosity is supposed to come in like a wrecking ball and bash your enemy’s backline to smithereens. Currently, the Monstrosity Charges in, casts Enrage once, then finds itself in a 1v5, like a pop star at a Chaos Pengu metal concert.
But the real monster here is *gulp* Skirmisher in the early and mid game. To slay that beast, we’re changing the Skirmisher Shield to scale with max health, which is a nerf for 1 star Skirmisher units, relatively neutral for 2 star units, and a buff for 3 star Skirmishers.
Finally, Knight 6 has proven strong in the current meta and will likely get stronger after we nerf Armor and Magic Resist Shreds (see Tier 5 and items), so we’re adding some weak spots in the armor.
Abomination Monstrosity Enrage Cast time reduced by 25%
Abomination Monstrosity Base Health: 1000/1400/1800 ⇒ 1000/1600/2200
Abomination Monstrosity Bonus Health per Star Level: 100/140/180 ⇒ 100/160/220
Abomination Monstrosity Attack Damage: 100/150/200 ⇒ 100/160/220
Abomination Monstrosity Attack Damage Per Star Level: 10/15/20 ⇒ 10/16/22
Forgotten Attack Damage and Ability Power: 30/70/160 ⇒ 30/70/140
Knight Damage Reduction: 15/40/90 ⇒ 15/40/80
Skirmisher Shield: 300/600 ⇒ 20/40% max Health
Spellweaver Ability Power 20/60 ⇒ 20/50
Spellweaver Ability Power Per Cast: 2/6 ⇒ 2/5
CHAMPIONS
Tier 1
Our new stance on a balanced Udyr is something between 11.9 Udyr and the buff we gave him in 11.10.
Udyr Feral Instinct (Tiger stance) Attack Damage: 130/140/200% ⇒ 120/130/180%
Vladimir Transfusion Damage: 250/350/450 ⇒ 300/420/540
Tier 2
Nerfing a champion’s Ability Power ratio is something we try to avoid, but Trundle’s spell in combination with the Dragonslayer trait, created a situation where he could one-shot and nullify a champion regardless of their defenses. To counteract this we’re reducing Trundle’s effectiveness with Ability Power, while also slowing the rate he Subjugates his victims.
And somehow LeBlanc has deceived us all again, chaining together back to back to back appearances in our patch notes.
LeBlanc Ethereal Chain Stun Duration: 1.5/2/2.5 ⇒ 2 seconds
LeBlanc Ethereal Chain Damage: 200/300/600 ⇒ 200/250/500
Sejuani Fury of the North Bonus Armor and Magic Resist: 60/120/300 ⇒ 100/150/300
Soraka Max Mana Buff: 30/80 ⇒ 30/70
Trundle Subjugate Ability Power Ratio: 100% ⇒ 50%
Trundle Subjugate Stat Steal Duration: 6 ⇒ 8 seconds
Varus Holy Arrows Blessing On-Hit Bonus Damage: 40/60/100 ⇒ 40/60/90
Tier 3
Like a true Spartan, Pantheon’s been able to solo tank an entire army, but Dragonslayers are not Spartans, and it’s time we remind Pantheon of that.
Lulu Whimsy Attack Speed: 70/80/100% ⇒ 70/80/120%
Morgana Health: 800 ⇒ 850
Morgana starting Mana Buff: 60/120 ⇒ 80/120
Pantheon Aegis Assault Damage Reduction: 75/80/90% ⇒ 65%
Nidalee Bonus Damage on next attack after dodging/critting: 100/150/375 ⇒ 120/180/450
Riven Blade of the Dawn Attack Damage Bonus: 90/100/130% ⇒ 90/100/150%
Tier 4
Four cost carries have defined Reckoning thus far. And just like my use of ‘thus’, they’ve gotta go. That being said, we’re buffing the worst performing 4-costs by adding some joy to our sad boi and watering Daisy for healthier growth!
Aphelios Attack Damage: 70 ⇒ 75
Draven Spinning Axes Attack Damage Multiplier: 180/200/260% ⇒ 170/180/340%
Draven Spinning Axes Bonus Damage: 150/200/500 ⇒ 150/200/800
Ivern’s Daisy now properly stars up with Ivern
Daisy’s Health will remain the same values but she now gains bonus AD while starring up
Daisy’s Shockwave Damage and Stun Duration will now apply the proper starred up values rather than always using 1 star values
Karma Soulflare Damage: 180/240/700 ⇒ 200/250/600
Jax Empowered Strike Bonus Attack Speed: 30/35/50% ⇒ 20/25/60%
Mordekaiser Max Mana Nerf: 0/70 ⇒ 0/80
Vel’Koz Lifeform Disintegration Ray Damage: 1000/1250/4000 ⇒ 900/1150/4000
Tier 5
TLDR: Darius buffed, Garen power neutral changes.
Resistance shredding provides too much powerful, yet invisible value in the late game. We’re taking some of the shred out of the God-Kings’ kits and putting that power elsewhere with the intention of a power neutral change for Garen and an overall buff for Darius. Without the consistent late game shred, this is almost Garenteed to be a buff for Ironclad and Mystic.
Darius Starting Mana Buff: 30/100 ⇒ 40/100
Darius God-Wolf's Carnage Armor Shred: 70% ⇒ 50%
Darius God-Wolf's Carnage Armor Shred Duration: 10 sec ⇒ 8 sec
Darius God-Wolf's Carnage Healing per Auto after cast: 10% ⇒ 15/20/50%
Darius God-Wolf's Carnage Healing Autos after cast: 3/4/10 ⇒ 2
Darius God-Wolf's Carnage Attack Damage Scaling: 160/200/2000% ⇒ 180/220/2000%
Garen Starting Mana Buff: 30/100 ⇒ 40/100
Garen God-Lion's Justice Magic Resist Shred: 70% ⇒ 50%
Garen God-Lion's Justice Magic Resist Shred Duration: 10 sec ⇒ 8 sec
Heimerdinger Upgrade!!! Damage: 400/600/7777 ⇒ 500/650/7777
Kayle Health: 700 ⇒ 500
Volibear Starting Mana Buff: 80/200 ⇒ 100/200
ITEMS
Similar to the last patch, we’re buffing some of the less utilized items. Of these, Archangel’s and Archdemon’s are getting better scaling ratios than my twitter. The Riskthirster is getting Riskthirstier. Deathblade is stacking up to be a decent item. And Final Whisper might finally see some play.
Also give the reworked Vengeful Trap Claw a try for a spell shield the whole family can enjoy!
Archangel’s Staff Tooltip now specifies that the Ability Power gain applies to the cast that grants the bonus Ability Power
Archangel’s Staff Mana Ratio: 35% ⇒ 40%
Archdemon’s Staff of Immortality Mana Ratio: 300% ⇒ 350%
Riskthirster Bonus Attack Speed Duration: 3 ⇒ 4 seconds
Deathblade & Caustic Deathblade Starting Stacks: 3 ⇒ 4
Hextech Gunblade of Immortality Heal Target: Nearest ally with missing Health ⇒ Ally with lowest percent Health
Final Whisper Armor and MR Shred: 50% ⇒ 70%
Redemption Missing Health Heal: 25% ⇒ 20%
Statikk Shiv & Statikk Stiletto Magic Resist Shred: 70% ⇒ 50%
Vengeful Trap Claw REWORKED: When combat begins, the holder and all allies within 1 hex in the same row gain a shield that blocks the first enemy Ability.
BUG FIXES
Kled will now properly receive start of combat effects before triggering his shield (in order to benefit from effects like Chalice of Power)
Redemption’s healing now shows up on the Shields & Healing combat recap
Stop hitting yourself. Self damage from Shadow Items no longer provide stacks to Titan’s Resolve
Fixed some loading screen tips that weren’t accurate with respect to Hyper Roll
The following Champions’ physical abilities no longer still deal their damage despite triggering Trap Claw: Aatrox, Aphelios, Jax, Kalista, Sett, Varus
Zz’Rot Voidspawn corrupted by Viego now have the proper stats and effects
Fixed a rare issue where units could benefit from the Invoker trait despite it not being active
With a Vengeance! Kalista’s Pierce spear can no longer fail to hit if she dies after casting
Fixed an issue where a Trundle’s Subjugate buff expiring while under the effect of an enemy Trundle’s Subjugate debuff could result in the Trundle becoming unkillable for the remainder of combat
Spawn Camper… Thresh will no longer continue pulling Revenant enemies who are reviving
Thresh can now start gaining Mana immediately after he stops pulling his target
Extra Trolled: Fixed an issue where Trundle would sometimes not correctly lower his target’s Health when casting
May 12 - Patch 11.10
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 peak rank you received.
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)
May 5
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
April 28 - Patch 11.9 - Reckoning
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.
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
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!
April 14 - Patch 11.8
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
March 31 - Patch 11.7
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⇒100/200/600
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
March 17 - Patch 11.6
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
March 3 - Patch 11.5
MID-PATCH UPDATES
Chosen Roll Odds Bugfix March 4th
Fixed a bug where 1 cost Chosens would rarely appear in level 7 shops.
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
February 18 - Patch 11.4
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.
February 3 - Patch 11.3
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...
January 25
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
January 21 - Patch 11.2 - Festival of Beasts
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
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
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
January 6 - Patch 11.1
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.