Teamfight Tactics patch 13.15 notes

AuthorRodger “Riot Prism” Caudill
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Welcome Soul Brawlers!

It’s the last patch of Soul Brawl and the Choncc Dome, and we’ve turned to lighter balance changes, two heavier reworks (Piltover, Shifting Sands), and a new Region Portal replacing Lavender Sea!

Let’s get into it!
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

SOUL BRAWL AND THE CHONCC DOME

As a reminder, the Soul Brawl mode, the Choncc Dome Event, and Soul Fighter themed cosmetics are live from July 19th (afternoon PT) to August 15th (afternoon PT). Read more about the game mode, event, and cosmetics here.

SYSTEM CHANGES

PVE LOOT ORBS


We’re shifting item distribution to prevent situations where you have a major item disparity (despite being up in gold) prior to Raptors. The change here ensures everyone in the lobby has more of their components earlier so it's easier to commit to a direction, and also makes Raptors less hectic (5 components is too much to think about in one turn).
  • Lowered the average number of items given at Raptors and distributed the items to Krugs and Wolves. On average, expect to see 1 more of your components at Krugs or Wolves instead of at Raptors.

REGION PORTALS


With some of our lowest pick rates, Lavender Sea and Shifting Sands are being replaced completely and reworked respectively.

The Hall Of The Nine may lie in the eastern Freljord, below the Frostguard Citadel, but its location is that of a material gateway to unknown horrors… well, for us they are known, ‘cause they’re the Void. This new Region Portal grants players the same loot selected from a highly varied pool at the start of each stage.

Shifting Sands is shifting to grant all players Pandora’s Bench—which means the actual Pandora’s Bench Augment won’t be available on this Portal.
  • REMOVED: Lavender Sea has been removed
  • NEW: The Hall Of The Nine has been added
  • The Hall Of The Nine: At the start of each stage, everyone gets the same loot from a highly varied pool. In Hyper Roll, loot comes every other stage.
  • Petricite Forest has been renamed Ehrenmount.

LARGE CHANGES

Large, like my love for T-Hex.

TRAITS


Bastion had its moment earlier in the set as a stall tactic for Rageblade stacking Kayle, but now neither of those are what they used to be. We’re giving a small amount of early resists to the lower levels of Bastion to nudge the trait into a playable state.

Noxus is extremely reliant on players activating it early to gain stacks, which eventually turns into snowballing the game. Starting Noxus late makes it difficult to play the comp. We're shifting some power away from the stacks and into the base so that it's easier to get started with Noxus. Stacking is still vital for the trait, but the ceiling is reduced so that the comp snowballs a little less obNoxusly.

Even with our substantial Rogue buffs in 13.14, Rogue struggles to seal the deal after diving into the backline like a seal into the lap of a polar bear. We’re both increasing their bleed damage AND targeting after diving to prevent further arctic simile use.

Making a choice between T-Hex and loot is a difficult one that often leads to regret when you feel you made the wrong choice, and shame for selling your beloved robo-dinosaur friend.

No one wants to recreate the Chicxulub disaster (the asteroid that wiped out the dinosaurs), even when selling T-Hex for parts is the right call, and when T-Hex is too powerful, the trait suffers from being too low risk. We’re adjusting the trait so you will keep your T-Hex power AND get a large set of loot upon cashing out (winning), and in doing so we’re preventing TFT’s Chicxulub disaster entirely—phew! We’ve had to make some adjustments to the loot tables and T-Hex power to accommodate this change, but in general, expect 20% of the cashout power to be in T-Hex and 80% in your big ol’ loot cashout!

Void is a terror in the early game, but falls off as the game goes on. We’re making the scaling smoother for the summons to ensure it’s neither too dominant early, nor too weak late.

We’re shipping some Quality of Life (QoL) buffs for Zaun. The mod categorization changes should make Zaun 2 less painful to play (No longer will you get Hextech Exoskeleton when you have Zeri+Jinx), and the mod removals should make the comp easier to play since you don't have to constantly replace your units.
  • Bastion Armor & MR: 20/50/100/240 ⇒ 25/55/100/240
  • Noxus Stat Increase Per Stack: 10% ⇒ 5%
  • Noxus Maximum Stat Increase: 70% ⇒ 35%
  • 3 Noxus Stats: 160 HP/16% AP and AD ⇒ 170 HP/17% AP and AD
  • 6 Noxus Stats: 300 HP/30% AP and AD ⇒ 340 HP/34% AP and AD
  • 9 Noxus Stats: 500 HP/50% AP and AD ⇒ 600 HP/60% AP and AD
  • Rogue Bleed Health percentage: 40% ⇒ 50%
  • Rogue jump logic adjusted to more consistently move to the correct target
  • Piltover: You will now gain both T-Hex Power and loot when you win! The T-Hex’s power has been brought down significantly to compensate. At lower loss streaks, the majority of the trait’s power will be in the loot. At higher loss streaks, the T-Hex’s power will be increased more so!
  • Piltover: The T-Hex can no longer be sold for loot
  • Piltover: The T-Hex no longer starts with 1 Charge
  • Piltover loot tables have been adjusted
  • T-Hex Base Armor & MR: 15 ⇒ 25
  • T-Hex Armor & MR per Power: 2 ⇒ 1
  • T-Hex Health per Power: 65 ⇒ 45
  • T-Hex now has new power breakpoints!
  • T-Hex 20 Power: 2-star and Hextech Breath unlocked
  • T-Hex 40 Power: 3-star
  • T-Hex 80 Power: 4-star
  • T-Hex star levels are purely visual indicators so you can estimate the T-Hex’s strength. Stats are based on the T-Hex’s current Power.
  • T-Hex Charges item now displays estimated loot value on victory
  • T-Hex Progress item no longer displays estimated loot value when the T-Hex is sold because the T-Hex can no longer be sold
  • Piltover (6) average loot value has been increased
  • Slayer Amp Threshold: 60% ⇒ 66%
  • Technogenius Goldinator Execute Threshold: 10% ⇒ 12%
  • Void Rift Herald starting Mana buff: 60/120 ⇒ 80/120
  • Void Rift Herald Base Health: 950 ⇒ 1050
  • Void Rift Herald Stage 3 Health Multiplier: 0.85x ⇒ 0.8x
  • Void Rift Herald Stage 5 Health Multiplier: 1.15x ⇒ 1.2x
  • Void Rift Herald Stage 6+ Health Multiplier: 1.25x ⇒ 1.3x
  • Void Baron Base Health: 1100 ⇒ 1250
  • Void Baron Stage 4 Health Multiplier: 0.85x ⇒ 0.9x
  • Void Baron Stage 6 Health Multiplier: 1x ⇒ 1.15x
  • Zaun: Your first Zaun mod will always be an offensive mod (Robotic Arm, Virulent Bioware) or a hybrid mod (Adaptive Implant, Shimmer Injector). Your second mod will always be a hybrid mod or a defensive mod (Unstable Chemtank, Hextech Exoskeleton). You can’t get double hybrid mods. Your third mod will always be the remaining category.
  • Zaun mods can now be removed by benching the modded unit.

UNITS: TIER 1


Our change to Cassiopeia should be noticeable when she has high Attack Speed from things like Shurima’s Ascension, or if you are (for some reason) playing AS Cassiopeia.

Demacia 3 might be the worst opening board in the game. We’re giving some love to the core 1-costs (Kayle and Poppy) of the trio in hopes that they can live up to the Elite title.

Malzahar’s shield-busting utility and strong early game damage have made him something of a menace. We’re shipping a small nerf to him, mostly to compensate for the buffs to his friend (Swain), but also to account for an improvement in his targeting.
  • Cassiopeia Twin Fang cast time reduced
  • If Cassiopeia’s target dies as Twin Fangs is about to fire, she will retarget to the nearest enemy
  • Kayle AD: 25 ⇒ 30
  • Malzahar Bugfix: Malzahar will now consistently pick the best angle to cast
  • Malzahar can now only hit up to 2 units with Call of the Void, down from 3 units
  • Malzahar Call of the Void Damage: 200/300/450 ⇒ 185/280/420
  • Samira Flair cast time reduced
  • Samira Flair is now targeted and can no longer be blocked by other units
  • Poppy Steadfast Hammer Shield: 290/310/330/350 ⇒ 310/330/350/350

UNITS: TIER 2


Kassadin has become the quiet powerhouse of the 2-costs, dishing out excess damage in addition to providing tankiness and utility. We’re happy with the tankiness and utility, but we see a damage nerf as unaVoidable.

With our nerf for Soraka’s healing in our mid-patch update for 13.14, we’re looking to continue down the road of reducing her healing while also opening up the potential for her as a viable supportive carry—emphasis on the carry part.

Teemo is REALLY weak until he reaches four stars, where he becomes swole teemo and blows up entire boards. We’re giving him some additional help across all star levels, but especially early.
  • Galio Shield of Durand Damage Reduction: 20/20/25% ⇒ 20/20/30%
  • Kassadin Force Pulse Damage: 150/225/325 ⇒ 135/200/300
  • Sett Facebreaker Damage: 200/300/465 ⇒ 180/270/420
  • Soraka Astral Infusion Empowered Heal: 40% ⇒ 33%
  • Soraka Astral Infusion Damage: 115/170/265 ⇒ 125/185/290
  • Swain max Mana buff: 40/80 ⇒ 30/70
  • Swain Demonflare Bonus Health: 450/475/500 ⇒ 450/500/550
  • Swain Demonflare Damage Per Tick: 25/40/60 ⇒ 35/50/75
  • Taliyah starting Mana nerf: 20/60 ⇒ 0/60
  • Teemo Noxious Trap Damage: 200/300/465/500 ⇒ 230/350/535/535
  • Teemo Multicasted Noxious Trap mushrooms now prefer to bounce to targets behind the original target.

UNITS: TIER 3


Even though it is by a thin margin, Akshan still reigns as the strongest 3-cost. We’re trimming down on his AD in hopes that he can still be a viable carry, but maybe you’ll want to use your AD items on your Aphelios instead.

The only thing Jayce can reliably bring to a comp is Piltover, and a nice buff to your other Gunners. Unreliable carries like Jayce are often avoided because losing rounds due to missing a high cost ability is frustrating. With this quality of life change we’re increasing his reliability a lot, making him much better for holding items and adding ambient damage when he is used for his vital traits.

Rek’Sai is the definition of a thresholdy unit, where if she can get to a strong enough point (three stars with perfect items), she can take over a fight. We’re trying to make her a little more consistent to play at 1 and 2-stars so the path to her final form is less painful.
  • Akshan Attack Damage: 65 ⇒ 60
  • Garen Judgement Damage Per Tick: 72/75/80% ⇒ 75/75/85%
  • Jayce’s Acceleration Blast nows tracks its target
  • If Jayce’s target dies while he’s beginning his cast of Acceleration Blast, he will retarget to the nearest enemy
  • Rek’Sai Furious Bite AD ratio: 300/300/315% ⇒ 315/315/315%
  • Rek’Sai will now always heal if she dives or if her target dies.
  • Rek’Sai now takes damage amp and critical strikes (if applicable) when deciding whether she will dive through her target.

UNITS: TIER 4


Kai’Sa can still find success in Challenger comps with Spear of Shojin, but without those stars aligning, she fails to make Icathian Rain more than a drizzle. With a Mana buff, we’re hoping she may still be usable without the Challenger/Spear of Shojin combo, but you’re still going to want Spear of Shojin on her.

Last patch we buffed Gwen and adjusted her AI to allow her to stick to her target more easily, but we did her wrong: sticking to her target meant she missed out on the AOE part of her spell. We’re updating her decision making again to improve her consistency.

Our Urgot adjustments increase his reliability as a carry via meaningful QoL improvements. The faster procs mean faster Mana generation (since his procs count as attacks) so we're slightly nerfing his Mana to compensate.
  • Azir Arise! Damage: 95/140/500 ⇒ 100/150/550
  • Kai’Sa Mana: 40/140 ⇒ 30/125
  • Urgot lockout time between Disdain passive procs have been reduced
  • Urgot max Mana nerf: 30/90 ⇒ 40/100
  • Urgot Disdain AD ratio: 275% ⇒ 250%
  • Urgot Disdain Damage: 50/75/500 ⇒ 40/60/500
  • Gwen now prefers to hit multiple targets with Snip Snip! when possible.

UNITS: TIER 5


There is a lot of Ryze in this section, as we’re taking a very heavy balance pass on all 10 versions of him (Yes, Ryze is 10 different 5-costs in our game—wild). We’re generally flattening the power level across the different regions, but also making some regions like Bandle City and Shadow Isles more user friendly.
  • Ahri Essence Thief steal Damage: 115/170/1000 ⇒ 100/150/1000
  • Bandle City Ryze starting Mana nerf: 50/75 ⇒ 30/75
  • Bandle City Ryze cast time: 2.5s ⇒ 2s
  • Bandle City Ryze Bench selection: Random Unit ⇒ Most expensive Unit
  • Bandle City Ryze Mana for Summoned Unit: 25/40/200 ⇒ 25/70/200
  • Demacia Ryze Shield: 720/1080/9999 ⇒ 600/900/9999
  • Demacia Ryze Damage: 250/375/999 ⇒ 300/450/999
  • Freljord Ryze Portal Duration (Cast time and Stun duration): 3s ⇒ 2s
  • Freljord Ryze Damage: 300/450/2000 ⇒ 300/450/3500
  • Freljord Ryze at 3-stars now summons a much larger storm
  • Ionia Ryze Cast Time: 3.5s ⇒ 2s
  • Ionia Ryze Attack Speed: 50/60/300% ⇒ 30/40/300%
  • Ionia Ryze now deals 175/275/3500 magic damage when Stunning enemies
  • Noxus Ryze Cast Time: 2.5s ⇒ 2s
  • Piltover Ryze Cast Time: 2.5s ⇒ 2s
  • Piltover Ryze Damage: 250/375/1999 ⇒ 275/425/3000
  • Piltover Ryze Area Shared Damage: 12/15/500% ⇒ 15/20/500%
  • Shadow Isles Ryze Cast Time: 2.5s ⇒ 2s
  • Shadow Isles Ryze Health on return from death: 40/60/100% ⇒ 40/80/300%
  • Shadow Isles Ryze Cast Target: Strongest Ally ⇒ Lowest Health % Ally
  • Shadow Isles Ryze marked units will revive even if Ryze has previously died
  • Shurima Ryze Cast Time: 2.5s ⇒ 2s
  • Shurima Ryze Damage: 150/225/2000 ⇒ 175/275/2500
  • Targon Ryze Cast Time: 6s ⇒ 4s
  • Targon Ryze Target % max Health Damage: 15/20/100% ⇒ 18/25/100%
  • Zaun Ryze base Portal Count: 3/6/25 ⇒ 5/8/25
  • Zaun Ryze Damage Per Portal: 155/230/2006 ⇒ 110/200/2006
  • Zaun Ryze Gold Per Bonus Portal Past 50g: 15g ⇒ 20g
  • Sion Reanimation Health Decay: 12/8/0% ⇒ 15/10/0%

LEGEND AUGMENTS

  • Lee Sin On a Roll has been replaced with Bronze Ticket.
  • Pumping Up III Base attack speed 10% ⇒ 12%
  • It Pays To Learn II XP & Gold 18 ⇒ 16
  • It Pays To Learn III XP & Gold 24 ⇒ 20
  • Seeing Double I Gold 1 ⇒ 2
  • Seeing Double II Gold 8 ⇒ 10
  • Seeing Double III Gold 3 ⇒ 4
  • Small Forge Gold 6 ⇒ 4
  • Medium Forge Gold 10 ⇒ 7

AUGMENTS


We’re adding an additional balance lever for On a Roll which suffered after our nerf to the max free rerolls the Augment provides in a round.

Risky Moves is almost always the right move. We’re rolling back some on the gold the Augment grants to make you question your risk/reward decision making.

A Cut Above is especially powerful with its ability to grant a full item AND kickstart your economy. We’re nerfing the consistency at which it does kickstart your econ, since accessing a small amount of gold early game can have a large impact on your cumulative interest!

Despite Sett being strong, his carry Augment, The Boss, is on the weaker side. Currently, the best use of this Augment is to use Sett as a tank and tempo to fast 9, but with these changes he will be able to go do sit-ups earlier in the fight, and then reenter the fray as a fully shredded carry ready to do even more shredding…of enemy carries. These buffs may look exceptionally strong—they are, but part of that reason is because we are nerfing Sett as a unit (see Tier 2).

We’re taking a large balance pass on our Crown Augments, with larger nerfs to both Noxus Crown and Shadow Isles, while making more power neutral adjustments to the rest of them to grant you more usable items for your crown comps. For our adjusted Crown Augments, you should feel good about slamming these items right away, as well as have a late game option to use the items. These aren’t necessarily buffs for the Augments, but they’ll definitely make them more intuitive and easy to use.
  • On a Roll now additionally grants 2 gold.
  • Risky Moves Gold: 35 ⇒ 30
  • Medium-End Shopping has been disabled
  • A Cut Above Gold drop chance: 40% ⇒ 33%
  • Built Different II Health: 180/240/300/360 ⇒ 200/275/350/425
  • Dedication Units of a trait required: 5 ⇒ 4
  • Multicaster Heart removed
  • Parting Gifts now always prefers to pass completed items instead of components.
  • Perfected Repetition also stacks on Multicaster’s repeated casts
  • Perfected Repetition AP Per Stack: 10 ⇒ 5
  • Perfected Repetition Maximum AP: 60 ⇒ 70
  • Ravenous Hunter stacking bonuses cap: 50 ⇒ 40
  • The Boss Sit Up Health Threshold: 40% ⇒ 60%
  • The Boss Health Restored Per Situp: 15% ⇒ 10%
  • The Boss % AS and AP Per Situp (max 4): 35% ⇒ 40%
  • Three’s A Crowd now only counts unique champions
  • Two Healthy now only counts unique champions
  • Two Healthy Health: 111 ⇒ 100
  • Spectral Supplies temporarily Disabled
  • Stable Evolution bonus Health: 70 ⇒ 60
  • Stable Evolution Bonus AD and AP: 7% ⇒ 6%
  • Noxus Crown Grants an Infinity Edge ⇒ Grants a Sparring Gloves
  • Shadow Isles Grants a Statikk Shiv ⇒ Grants a Tear of the Goddess
  • Challenger Crown Grants a Rapid FireCannon ⇒ Grants a Hand of Justice
  • Demacia Crown Grants a Gargoyle’s Stoneplate ⇒ Grants a Guinsoo’s Rageblade
  • Shurima Crown Grants a Bloodthirster ⇒ Grants a Protector’s Vow
  • Slayer Crown Grants a Bloodthirster ⇒ Grants a Titan’s Resolve
  • Juggernaut Crown Grants a Titan’s Resolve ⇒ Grants a Bloodthirster
  • Piltover Crown Grants a Zeke’s Herald ⇒ Grants a Giant Slayer.

ITEMS


With our Morellonomicon change, expect it to be a viable item on Ashe or even Senna for the big AOE applications.
  • Locket of the Iron Solari Shield: 250/300/350/400 ⇒ 275/325/375/425
  • Morellonomicon now applies on any damage from Abilities instead of only magic or true damage from Abilities

ORNN (FORGE) AND SHIMMERSCALE ITEMS


Bringing the bottom up and the top down for our Shimmerscale and Ornn Items. Of note is a considerable buff to our weakest Ornn item, Hullcrusher, which should now be more than viable, especially early game!

Our adjustments for Deathfire Grasp are aimed to shift the item away from blowing up an individual unit instantly to instead becoming a more consistent damage amplifier.
  • Determined Investor (Shimmerscale) Gold Granted: 10 ⇒ 5
  • Diamond Hands (Shimmerscale) Health: 400 ⇒ 300
  • Mogul’s Mail (Shimmerscale) Base Health Per Stack (max 40 stacks): 8 ⇒ 6
  • Goldmancer’s Staff (Shimmerscale) AP: 20% ⇒ 25%
  • Draven’s Axe (Shimmerscale) AD: 10% ⇒ 15%
  • Needlessly Big Gem (Shimmerscale) Health: 500 ⇒ 600
  • Sniper’s Focus Damage Amp: 8% ⇒ 10% per hex
  • Deathfire Grasp Damage Buff Duration: 8 ⇒ 10 seconds
  • Deathfire Grasp Bonus Damage to Marked Target: 50% ⇒ 35%
  • Eternal Winter Health: 300 ⇒ 200
  • Hullcrusher Armor & MR: 30 ⇒ 40

SMALL CHANGES

Small, like the chances of getting a three star 4-cost!

UNITS


We’re focusing on adjusting our three star 4-costs here to ensure no one is significantly better/worse than the other. Three cost 4-stars should all be possible win conditions, but still not completely guaranteed.

Gwen is adjusted in the above Large changes section, but the changes here are specifically targeted at her three star balance. Additionally it’s worth mentioning that we significantly buffed Azir at three stars in addition to a smaller buff to his one star version in the large changes. Finally, Urgot is being buffed as well through the lockout cadence adjusted earlier, which will have a significant impact on his strength at three stars.
  • Aphelios Chakram AD ratio: 8/8/40% ⇒ 8/8/30%
  • Gwen Snip Snip! Mist Duration: 3/3/6 ⇒ 3/3/5
  • Gwen Snip Snip! Damage: 100/150/500 ⇒ 100/150/400
  • Kai’Sa Icathian Monsoon Damage: 75/111/300 ⇒ 75/111/240
  • Lux Torrent of Light Damage: 735/1100/3333 ⇒ 735/1100/2750
  • Lux Torrent of Light Shred: 15/15/50 ⇒ 15/15/40
  • Shen Ki Barrier Ally Shield: 275/350/1800 ⇒ 275/350/2000
  • Shen Ki Barrier Damage: 240/360/2000 ⇒ 240/360/2500

AUGMENTS


By adding a Magnetic Remover to our Augments that grant items, you can instantly slam those items and immediately benefit from the full power of the Prismatic Augment, without having to sell your slammed unit when you hit your desired carry. You’ll also be able to better optimize your carry’s items if they already have their slots filled—just pop that remover and slam away!
  • Blinding Speed also grants a Magnetic Remover
  • Impenetrable Bulwark also grants a Magnetic Remover
  • Overwhelming Force also grants a Magnetic Remover
  • Unleashed Arcana also grants a Magnetic Remover

GAME MODES

HYPER ROLL

  • Frequent Flier rerolls needed for reduced cost rolls: 10 rerolls >> 15 rerolls
  • Return on Investment rerolls for Tactician’s Crown: 22 rerolls >> 28 rerolls

BUG FIXES

  • Burnt out: Due to a critical bug we’ve temporarily disabled the Mana Burn Augment
  • Buried Treasures no longer states that it grants 0 gold in its tooltip
  • Ghosts of the Void: Void now works correctly on ghost armies.
  • Critical Strike Chance tooltip now clarifies that excess strike chance is converted to bonus critical damage
  • Warlord’s Palace’s tooltip now correctly displays the reroll cost as 1 gold
  • Fixed a bug where you could be offered multiple hero Augments.
  • Fixed a bug where Freljord Ryze could Chill and Stun CC-immune targets.
  • Ahri no longer targets the farthest unit on the board with Essence Theft when her current target dies
  • The Risky Move Augment’s player damage now happens instantly instead of after a minor delay
  • Tossed cutlery: Fixed a bug where the component offered by Salvage Bin could be a Spatula.
  • Items and consumables can no longer be used on the champion in the God Willow’s Grove during combat
  • Fixed a bug where Noxkraya would grant double the item bonuses to units on away boards.
  • Not the final spark: Fixed a bug where placing a mana item on Lux while she was casting could reset her cast.
  • Darkin can no longer fail to grant its buff to an ally if the ally dies while the blade is traveling
  • Frequent flicker: Frequent Flier no longer causes the shop roll cost to flicker.
  • Too blessed: Units will no longer proc the Stellacorn’s Blessing Augment’s effect if they attempt to heal while at full Health
  • Where does a soul go? The Thresh’s Sanctum region portal will now grant its loot orbs to the correct location whether the player is home or away (top left corner of the board)
  • The Glasc Industries region portal will no longer spawn an away player’s coins on their home board
  • Where the Forge? The What the Forge augment no longer grants its Ornn Items to a player’s home board if they’re fighting on another player’s board
  • Fixed how neighboring players to the Tournament of Souls Arena would see spillover VFX when the Tournament of Souls arena transformed


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