Teamfight Tactics patch 9.15 notes

Riot·7/30/2019, 6:00:03 PM·3 votes·119,126 views

Hey Tacticians, welcome to the Teamfight Tactics patch 9.15 notes.

This week we're giving the defensive Origins and Classes more beef. Knights, Guardians, and Nobles will now form a more solid frontline and/or give their defensive bonuses to your whole team, but beware of the reworked Void monsters looking to rip through your lines with true damage. We're also decreasing the amount of health players lose every round to open up more viable strategies around win and loss streaks. Rounding out the patch: Ninja trait has been reworked, Demons get nerfed, Dragons now care a little bit about magic damage, and Pirates make more money.

We're aiming to send out the B-side of this patch next Wednesday around noon (PDT). We'll see you then for additional balance and bugfixes.

Take this portal if you're looking for League's patch notes!

Now, let's get into it.
Blake "Riot Beernana" Edwards

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Mid-Patch Updates

1/8/19 Bugfixes

Imperial

  • Imperial bonus no longer incorrectly affects items

Void

  • Void bonus no longer incorrectly grants the pre-update armor penetration to non-Void allies

31/7/19 Frozen Heart and Akali bugfix, Cho'Gath and item balance

Frozen Heart

  • Now works as intended. Frozen Heart can only apply its debuff to any enemy once. If the Frozen Heart holder leaves and returns to an affected unit, the debuff will be refreshed not stacked.

Ionic Spark

  • Now works against assassins as intended.

Thornmail

  • Thornmail Damage: True ⇒ Magic

Akali

  • Akali's ability now critically strikes according to her crit chance as intended, down from always.

Cho'Gath

  • Cho'Gath Ability Damage: 250/500/750 ⇒ 200/400/600

Mordekaiser

  • Let's try this one again, Mordekaiser Health: 500 ⇒ 550

Systems

Win/Loss streaks

We’re making win and loss streaks more beneficial.
  • Win/Loss streak breakpoints: 2/5/8 ⇒ 2/4/7

Class Breakpoints

We’ve added new breakpoints to a few Classes. For...reasons, just don't worry about it ok?
  • Gunslinger 6 ⇒ Gunslingers have a chance to fire 3 additional attacks.
  • Brawler 6 ⇒ All Brawlers gain 1200 extra HP
  • Shapeshifter 6 ⇒ Shapeshifters gain 120% Bonus Health on Transform
  • Blademaster 9 ⇒ Blademasters have a chance to gain 4 extra attacks. (This one is currently possible, good luck)

Player Damage

We’re lowering the damage players take from minions and certain champion tier and star levels.
  • Damage from Spiderlings/Elemental Golem: 2 ⇒ 1
  • Tier 4 (1 Star): 3 ⇒ 2
  • Tier 5 (1 Star): 4 ⇒ 3
  • Tier 3 (2 Star): 4 ⇒ 3
  • Tier 4 (2 Star): 5 ⇒ 4
  • Tier 5 (2 Star): 6 ⇒ 5
  • Tier 4 (3 Star): 7 ⇒ 6

Carousel Stage

  • Available Units: 10 ⇒ 9

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Assassin

We nerfed the Assassins in 9.14b, but we still want them to be functional in other comps (Example Wild Rengar should be viable). So, we’re putting some power into their abilities to avoid synergizing their new power with the Assassin trait bonus. We’ve also made some systemic changes to how Assassins move in combat, and how they acquire their targets. This should add deeper counter-play to Assassin positioning.
  • Assassins jump earlier and their jumps are quicker.
  • Non-Assassin champ movement is slowed for the start of combat.
  • Assassins can be targeted sooner.
  • Evelynn Attack Damage: 60 ⇒ 70
  • Evelynn Ability Damage: 200/250/350 ⇒ 200/300/400
  • Katarina Ability Targets: 3/5/7 ⇒ 4/6/8
  • Rengar Attack Damage: 65 ⇒ 70
  • Rengar Attack Speed: 0.55 ⇒ 0.60
  • Rengar Ability Attack Speed Buff: 0.3/0.5/0.7 ⇒ 0.4/0.7/1.0

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Demon

Demon is proving a little on the strong side, so we’re making adjustments to keep them in check.
  • Demon Mana Burn: 25%/50%/85% chance ⇒ 20%/35%/60% chance
  • Varus Ability Damage: 400/600/800 ⇒ 300/550/800
  • Aatrox Ability Damage: 400/700/1000 ⇒ 250/600/950
  • Aatrox Health: 750 ⇒ 700
  • Morgana Ability Damage: 300/375/450 ⇒ 200/325/450

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Dragon

Dragons being 100% magic immune really shut down a lot of options to fight them. We’re removing that, and giving them a few minor defenses back to compensate.
  • Dragon: 100% Magic Immunity ⇒ 83% Magic Immunity
  • Shyvana Armor: 20 ⇒ 30
  • Aurelion Sol HP: 600 ⇒ 650
  • Aurelion Sol Ability Damage: 250/450/650 ⇒ 250/500/750

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Elementalist

We pulled some of the power out of the Golem, but we still think they should be powerful casters that can also fit into other comps, so we are putting some power back into their abilities.
  • Lissandra Ability Damage: 150/200/250 ⇒ 150/275/400
  • Brand Ability Damage: 175/325/475 ⇒ 200/375/550

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Guardian

Guardians are finding a small niche, but the cost of running one early is a bit much. So we’re buffing their trait bonus, and letting the Guardian’s be a bit tankier as solo units.
  • Guardians: (2) 40 armor per stack ⇒ (2) 50 armor per stack. Guardian’s don’t buff themselves.
  • Braum Armor: 25 ⇒ 75
  • Leona Armor: 55 ⇒ 100

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Knight

Knights are currently a fine two-piece front line at the start, but then immediately fall off at four and six pieces. So, we're going to improve the Knight fantasy by having Knights protect your whole team. Little strikes won’t punch through these defenses!
  • Knights block 20/40/80 damage from basic attacks ⇒ Your team ignores 15/30/55 damage from all sources.
  • Darius Armor: 25 ⇒ 40
  • Garen Armor: 35 ⇒ 40
  • Mordekaiser Armor: 35 ⇒ 40
  • Sejuani Armor: 35 ⇒ 40
  • Sejuani Stun Duration: 2/3.5/5 ⇒ 2/4/6
  • Kayle HP: 800 ⇒ 750
  • Kayle Armor: 35 ⇒ 40

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Ninja

The old Ninja bonus had some pretty big scaling issues, especially combined with the Assassin bonus. We want one Ninja on your team to be an attractive option, and if you can get all four Ninjas then they really turn on as auto-attackers and ability casters.
  • Ninja Trait Bonus: (1) 40% AD/(4) 80% AD ⇒ (1) +40 AD & AP / (4) +60 AD & AP
  • Shen Attack Speed: 0.6 ⇒ 0.7
  • Zed Attack Speed: 0.6 ⇒ 0.65
  • Zed Attack Damage: 60 ⇒ 65
  • Kennen Ability Damage: 400/650/900 ⇒ 225/450/675
  • Akali Ability Damage: 200/375/550 ⇒ 150/275/400

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Noble

Noble should be a very powerful buff when you get it, but the lack of magic resistance proved that wasn’t the case, so we’re adding magic resistance to the trait. We’re also changing the attack speed and damage of many nobles so they can use their buff better, but maintain their DPS.
  • Noble: 100 Armor/+35 Life on Hit ⇒ 60 Armor & MR/+35 Life on hit
  • Vayne Attack Damage: 45 ⇒ 40
  • Vayne Attack Speed: 0.65 ⇒ 0.75
  • Garen Attack Damage: 55 ⇒ 50
  • Garen Attack Speed: 0.55 ⇒ 0.6
  • Garen Ability Damage: 450/585/720 ⇒ 360/585/810
  • Garen: Fixed a bug where he wouldn’t move while spinning. Beyblade is back!

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Pirate

Pirate was likely overnerfed for fear of what it could do to economy builds. We’re making it less likely to get those boots/fish bones, and adjusting some of the champions.
  • Pirate: Average Gold Per Chest: 1.6 ⇒ 1.75
  • Graves Attack Speed: 0.5 ⇒ 0.55
  • Twisted Fate: Improved cast speed
  • Twisted Fate Ability Damage: 100/150/200 ⇒ 150/250/350

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Void

We’re reimagining the Void this patch. These are monsters that, in force, can tear through your defenses you worked so hard to set up. Be afraid of the Void!
  • Void Trait Bonus: All your units ignore 50% armor ⇒ Void units now deal True Damage.
  • Kassadin Attack Damage: 45 ⇒ 55
  • Kassadin Attack Speed: 0.65 ⇒ 0.6
  • Khazix Ability Damage Non-Isolated: 150/250/350 ⇒ 150/300/450
  • Khazix Attack Damage: 50 ⇒ 55
  • Rek’Sai Attack Damage: 40 ⇒ 50
  • Rek’Sai Ability Damage: 150/250/350 ⇒ 200/350/500
  • Rek’Sai Ability Heal: 300/400/500 ⇒ 150/300/450
  • Cho’Gath Attack Speed: 0.55 ⇒ 0.6
  • Cho’Gath Ability Damage: 200/400/600 ⇒ 250/500/750
  • Cho’Gath Ability Knockup: 1.5/2/2.5 ⇒ 1.5/1.75/2

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Yordle

Yordles are in a pretty good spot, but it can feel really bad when the dodge doesn’t work on things it probably should. We’re making a small adjustment, and improving the three-piece so you can throw Yordles into many other comps.
  • Yordles: (3) 25%/(6) 60% Dodge ⇒ (3) 30%/(6) 55% Dodge. Also dodges On-hit effects.
  • Lulu Armor: 25 ⇒ 20
  • Veigar HP: 450 ⇒ 500
  • Gnar AD: 45 ⇒ 50

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Other Champions

There's a few units that we're adjusting apart from their traits: We’re making it more likely for Blitzcrank to get a 2nd grab off. Karthus needs to be just a little scarier. Yasuo isn’t quite pulling off the solo kill stunts he should be as a five-cost unit, so we’re buffing him a bit. Last but not least, Ashe & Kindred aren’t pulling their weight, so we’re giving them more damage.
  • Blitzcrank Mana: 150 ⇒ 125
  • Ashe AD: 60 ⇒ 65
  • Kindred AD: 55 ⇒ 60
  • Morgana: Ability cast time 0.35 ⇒ 0.5 sec to match all other champs
  • Yasuo AD: 65 ⇒ 75
  • Karthus Ability Damage: 350/600/850 ⇒ 400/700/1000
  • Karthus Ability Targets: 4/7/10 ⇒ 5/9/13

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Items

Locket has been redesigned. It still provides valuable shields for the start of combat, but is much less about permanent health.
  • Locket gives a 200 HP Shield ⇒ Locket gives a 250 HP Shield that lasts for 4 seconds.
  • Ionic Spark Damage: 200 ⇒ 150
  • Hush Silence Duration: 5 seconds ⇒ 3 seconds
  • Statikk Shiv Damage: 100 ⇒ 90

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Clarity and VFX changes

  • Akali: Adjusted her ability VFX to closer resemble its real hitbox.
  • Gangplank: Improved barrel placement logic, and they persist if GP dies while the fuse is lit.
  • Kayle: Added cast VFX and adjusted auto-attack missile VFX.
  • Kennen: Changed which animation plays while casting his ability.
  • Morgana: Spell cast time increased to match most other champions.
  • Sejuani: Changed which animation plays while casting her ability.
  • Volibear: Changed which animation plays when he crits.
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    Bugfixes

  • Rek'sai will now be healed by Redemption while burrowed.
  • The Darkin item will no longer give mana to demons when equipping during combat phase.
  • Vayne can no longer apply Silver Bolts onto units in Shen's Spirit Refuge.
  • Frozen Heart will no longer break for a round when selling it's host unit.
  • Dragon's Claw will no longer reduce damage from champion abilities that deal true damage.
  • The play again button will take you back to the same queue you just played (Darkhorse MVP candidate of this patch).
  • Voicechat and party will persist through multiple games.
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    196 Comments

    Rear Naked Choke7/30/2019, 6:44:08 PM78 votes

    The bugs regarding some units sitting stationary and idle for extended periods of time during combat are frustrating.

    alanda7/30/2019, 8:17:54 PM34 votes

    Looking forward to the changes. Something I have seen is that if you wait/play till the end, the screen gets stuck at "skip waiting for stats". This is a fix I would like to see.

    MrPugWings7/30/2019, 9:08:41 PM23 votes

    Can we please just get rid of Cursed Blade though? Or just completely redo what it does. Reducing a units star level is absolutely ridiculous at almost any percentage. What the item does to units goes against everything the game is built around. Hush is another item that is kind of in the same category, but just needs to have either a way lower proc chance or reduce it's silence to 1.5 seconds(since it has a 50% chance to proc). There are of course some other things that still need balancing like maybe something with Glacials, and I feel like there will be a problem with true dmg voids, but for now I feel that the majority has already weighed in on how terrible of an item Cursed Blade is.

    ZeroChaos3147/30/2019, 6:34:46 PM14 votes

    Can the way income is earned be adjusted to be more consistent? Currently win streak is given out before interest, but loss streak is give out at the same time as your other income. Also the pings from losing a fight can delay pirate gold pickup time and make you lose money. Lastly, why do some pirate gold incomes happen immediately after the fight but others wait to spawn the chest until you return from Battle? Please just make all these things work one way so we can better plan our games!

    stTerminator7/31/2019, 12:30:33 AM12 votes

    I think they left a piece out of their patch notes.

    Gunslingers:

    We really like the fact that we can play the game without using our brains and hyper re-rolling gunslingers, so we aren't changing cursed blade even though its fairly unanimous in the community that this item needs reworked or removed in its current state.

    Thevoidwalker3367/30/2019, 7:21:48 PM10 votes

    so u nerf demons (thank god) but not the stupidly annoying being stunned for the whole fight glacials? An on top of it u buff some of them.....sej gets a stun buff are u kidding shes glacial ffs less stuns plz or put a gd diminish on the dam thing or lower the chance do something to them ffs don't buff them..

    Friction7/30/2019, 6:56:43 PM7 votes

    Shapeshifter 6? Isn't there only 5 shapeshifters right now? Elise Gnar Nidalee Shyvana Swain . Guess we are getting a 6th shapeshifter next.

    Kodak7/30/2019, 6:30:31 PM6 votes

    I'm so excited for all these adjustments. This is really gonna shake the meta. Knights look sick early. I feel like Yas is going to be so strong. Early Braum feels amazing with all that armor.

    Jack Prosper7/30/2019, 6:58:25 PM6 votes

    Void units now deal True Damage.

    So, does this apply to item effects applied by your void units with the synergy bonus?

    item 3087 item 3748 item 3285

    [sg-ahri-1]

    Deep Terror Nami7/30/2019, 7:20:00 PM5 votes

    Would like to see two more things;

    1. Lissandra in ult can be healed by Redemption, just like you fixed Rek'sai.
    2. Locket works in a circular aura again so that it works on more than just an assassin comp. The nerf giving it a 4s time limit means most champs that get the shield will almost never get hit while it's up.
    Jack Prosper7/30/2019, 7:05:37 PM5 votes

    Dragon's Claw will no longer reduce damage from champion abilities that deal true damage.

    True damage wasn't dealing true damage? Well that's embarrassing!

    [sg-lulu]

    Kit DoubleEdge7/30/2019, 9:15:43 PM5 votes

    I want to use the skins I bought to dress up my little champions.

    Stexe7/30/2019, 7:35:01 PM4 votes

    Some interesting changes. Definitely makes me want to check stuff out again.

    Still think Demon should get a rework so it isn't so binary. Getting a lucky mana burn when someone is at near max mana is very big compared to getting mana burn any other time. Feels like either it is a huge swing or useless.

    Also, would love it if there was an anti-CC item. Something like Merc Treads or Banshee's Veil as a counter to CC heavy builds like Glacial or Sej/Cho/Morg/Kennen.

    Shumatsu7/31/2019, 5:53:44 AM3 votes

    It's not just the round after selling the unit. Frozen Heart flat out doesn't activate in around 60% of fights even if nothing changes in 10 fights.

    Zombiek0767/30/2019, 7:31:34 PM3 votes

    There aren't 9 Blademasters in the game, Only 6. got kinda confused when I saw that, then I realized it was a typo

    GrandTheiftAuto57/30/2019, 7:38:40 PM1 votes

    Oh yay, another update to this DOTA auto chess competitor. Because riot cares a lot more about TFT than normal rift...

    Sagols7/30/2019, 7:25:23 PM1 votes

    Is it a bug that in an assasin vs assasin match, one comp doesn't jump? I have this trouble few days ago and was trash that my assasins stayed moveless :/