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Teamfight Tactics patch 9.15 notes

Riot··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 Choke78 votes

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

    Kruton13 votes

    I love Aatrox cuz he's a Daddy but holy fk he loves to stand still for no reason and lose me rounds for no reason. Same for Zed...

    Shrooblord12 votes

    I think Shyvana getting rooted in-place while transforming is potentially the worst.

    PR Sakko5 votes

    I think if you position properly they don't stand still. They will if they don't have access to any target because they are body blocked. I.e. 6 assassin comps or comps with a lot of melees in general.

    SheGotStretched13 votes

    positioning does not fix it ive seen it multiple times where ill have one champion on the filed and hes chillin there doin nothing and hes not rooted or stunned or anything.. hes just standing there

    IT me JT3 votes

    Exactly, its not a bug its just no clear tile pathing is available to that melle attack champion.

    Lisianthus2409 votes

    there have been times in my games when i have one champ left and the enemy had one champ left and they both just stood there. i understand that if there is no path there is no path, but there are also bugs.

    IT me JT3 votes

    That is not a bug, that happens when the enemy placement does not allow melle to get into attack range.

    If the enemy back themselves into a corner with good tile placement and your front line consist of 2-3 big melle champs, if they cannot walk up and get into combat they just dont move, they will move again and start attacking once a clear path for them to attack opens up.

    Figured people realized this, its a counterplay strat vs someone going heavy melle and no ranged.

    Ignis Fatuus4 votes

    I think its still an issue, Ive had my melees freeze because there was no path originally for a short time, but when a path does open up and melee is still frozen. I think that's the situation hes talking about. Its when that path opens up, and they are still frozen, but I think that has to do with who the AI is targetting, for example if the AI is targetting a completely surrounded unit, then it should be able to retarget to a new one that isn't, but a lot of times that doesn't happen, so they kinda just sit there and die.

    LightsShadow7 votes

    you are correct about the pathing, I use this to my advantage a lot. but when you have a varus and an enemy tristana who are the only 2 champs left on the field stand there and do nothing until time that is NOT a pathing issue.

    alanda34 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.

    Sadistic Lozer5 votes

    Logged in to upvote.

    MrPugWings23 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.

    Tititienne9 votes

    I think it would be better if it only reduced the damage output of the target for a few seconds instead of lowering their star level until the end of the round.

    Currently it is such a good offensive item because of the health drop when going to lower star levels, though considering its recipe it should be more defensive.

    ZeroChaos31414 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!

    Rear Naked Choke11 votes

    you get pirate money immediately when the fight takes place in your arena. you get it afterwards when you teleport back to your arena from an opponents

    Tititienne7 votes

    If I am not mistaken, only the 1 gold for winning a PvP fight is gained before interest (actually as soon as the battle is over), not the win streak gold which is gained along the interest gold.

    But yeah, the pirate gold gain needs to be more consistent as it can impacts interest gold when you fight on your arena but not when you fight on someone else's arena.

    BWSxDIAZ4 votes

    You get 1 gold before interest every PvP battle you win. It's intended to work that way. You get the win/loss streak with interest gold

    stTerminator12 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.

    Thevoidwalker33610 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..

    DUDE BRO1 votes

    Nerf demon buff slightly, mega buff demons. Now Aatrox can 1-shot your team even easier!

    Tititienne4 votes

    Aatrox was nerfed

    Agent Zuul3 votes

    I haven't seen a full glacial team win. Demons are prevalent every game: you think gunslingers are strong because they beat everything? Nah, they dominate early and mid game bc they're one of the few comps that can operate while being mana burned.

    LeeSinToUrHeart3 votes

    ive won so many times with full glacials and just building around voli. its stupid how much you can just make essentially the entire enemy team stand still

    IT me JT2 votes

    Hell, Trist excels and does MORE dps when mana burned

    Friction7 votes

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

    Tititienne5 votes

    Same thing with gunslingers (Tristana Graves Gangplank Lucian MissFortune ) and brawlers (Warwick RekSai Blitzcrank Chogath Volibear ). It is probably for an upcomming feature (they have stated they want to add champions from a new origin) though why implement it now?

    DeathBot66615 votes

    Probably just a way of teasing the new characters. Get people to speculate who's going to be added.

    Yszaru9 votes

    Maybe they will add a spatula combo for these origins?

    Vaughnsta7 votes

    Vi Piltover, Brawler. Caitlyn Piltover, Gunslinger possibly Kayn as Demon, Shapeshifter or Udyr as Wild, Shapeshifter. If they do add Piltover as the next origin that could also add Orianna and Heimerdinger as Sorcerers giving Orianna her ult to bring some serious CC to sorc or they could make her more a support and allow her to shield multiple allies with her E I could see Heimerdinger being similar to say venomancer from AC and placing turrets, possibly placing some passively like GP Barrels and then once he hits max mana turns one of his turrets into the Ult version I'm not 100% sure what they would do with Jayce Camille and Ezreal they could even go as far to make an Inventor class for Heimerdinger and Jayce. it is possible they would make Camille a Robot even though she isn't exactly a robot I could see it. I don't know if they'd add in Jinx as a Pilty or reserve her for Zaun if/when they add in champs like Zac Viktor Ekko DrMundo etc.

    MikaGeeks2 votes

    Piltovians would be interesting! Gunslingers Caitlyn and Jinx + Brawler Vi? And maybe some kind of faction buff on that I think would be nifty.

    iFightBears4 votes

    Udyr would be the most obvious candidate for shapeshifter with Kayn being the #2 as for gunslingers Jhin and Caitlyn are probably the most probable imo as for brawlers you have a stupid large amount of the cast to choose from lol.

    Kodak6 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 Prosper6 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]

    Tititienne1 votes

    Probably not, as the Imperials trait does not apply to items

    Jack Prosper2 votes

    If true, then at least we can indirectly scale it from stat modifiers: Herald, Wild Synergy, Sorcerer Synergy, Rageblade, etc.

    Jack Prosper5 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]

    Turtle Repairman2 votes

    they didnt have true damage before its for the void change

    InsertCleverName4 votes

    What about Vayne? Vayne

    Deep Terror Nami5 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.
    Kit DoubleEdge5 votes

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

    Stexe4 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.

    Zombiek0763 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

    DUDE BRO17 votes

    item 3153 item 3153 item 3153

    Shumatsu3 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.

    Sagols1 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 :/

    Justinihilator3 votes

    That's because assassins are invisible at the beginning of a round. If you played against an assassin comp that was 100% assassin there is no one to target so they don't move. Same thing happens when you go against the wolves and you play all assassins - no one moves.

    GrandTheiftAuto51 votes

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

    The Plot In Y0U7 votes

    the rift game has an update to you noob

    CloudIsFeeding3 votes

    Don't mind him he's a Pepega

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