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Teamfight Tactics patch 9.19 notes

Riot··1 votes·84,509 views

Hey Tacticians, welcome to the Teamfight Tactics patch 9.19 notes.

It's a big one this week headlined by the introduction of Kai'Sa and the new Sparring Glove items. We're also making a few small adjustments to the new mystery box system, overall we like the way it's change the game it just needed a few tuning tweaks. We also made a few changes to breathe life into two underperforming Tier 5 champions, Anivia and Miss Fortune. Finally, the first version of match history will make it live sometime later this patch, it's only the bare minimum right now but we'll be adding features over the next few patches.

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

9/26/2019 Bugfixes

  • Fixed a bug where a draw would cause truly heinous amounts of damage.
  • Fixed a bug where players could make copies of Neeko's Help.
  • Thief's Gloves can no longer "steal" Force of Nature as it was causing an assortment of issues.
  • Titanic Hydra damage is now accurately 3% of Max Health.

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Kai'Sa

New Champion

  • Origin: Void
  • Class: Ranger
  • Class: Assassin
  • Cost: 5
  • Health: 700
  • Armor: 20
  • Attack Damage: 55
  • Attack Speed: 1.25
  • Starting/Total Mana: 50/125
  • Ability: Killer Instinct - Kai’Sa dashes to the furthest enemy unit, shielding herself for (300/600/900) and gaining (30%/60%/90%) attack speed for 3 seconds.

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New Items

Sparring Gloves

  • New Component: Gives +10% Critical Strike chance and +10% chance to Dodge chance.
  • When building an item out of Sparring Gloves, the item will convert its core stats to either the offensive (20% Critical Strike chance), defensive (20% Dodge chance) option. Thief's Gloves and Mittens get both.

Infinity Edge

  • Recipe: Sparring Gloves + B.F. Sword
  • Stats: 20% Critical Strike chance
  • Effect: +150% Critical Strike damage

Repeating Crossbow

  • Recipe: Sparring Gloves + Recurve Bow
  • Effect: On death, this jumps to an allied champion and grants an additional 20% Attack Speed & Critical Strike chance.

Jeweled Gauntlet

  • Recipe Sparring Gloves + Needlessly Large Rod
  • Effect: Your spells can crit

Hand of Justice

  • Recipe:Sparring Gloves + Tear of the Goddess
  • Effect: On round start, either gain 40% more damage or 40 life on hit.

Iceborn Gauntlet

  • Recipe: Sparring Gloves + Chain Vest
  • Effect: On dodge, create an expandable zone that lowers Attack Speed by 35%.

Quicksilver

  • Recipe: Sparring Gloves + Negatron Cloak
  • Effect: When CC’d, cleanse the CC. 5 second cooldown.

Trap Claw

  • Recipe: Sparring Gloves + Giant’s Belt
  • Effect: On combat begin, gain a spell shield. When it breaks, stun the champion who broke the shield.

Thief's Gloves:

  • Recipe: Sparring Gloves + Sparring Gloves
  • Effect: This item takes all three item slots. On round begin, copy two random items.

Mittens

  • Recipe: Sparring Gloves + Spatula
  • Effect: This champ also counts as a Yordle

Deathblade

  • Recipe: B.F. Sword + B.F. Sword
  • Effect: On a kill or assist, gain an additional 15 Attack Damage until end of combat (Stacks infinitely).

Giant Slayer

  • Recipe: B.F. Sword + Recurve Bow
  • Effect: Attacks deal an additional 5% enemy max Health as True Damage.

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Systems

Player Damage Adjustments

With the loot changes, we’ve noticed a slight acceleration in game speed leading to players going out much quicker than we intend. So we’re lowering player damage slightly.
  • 1 Star, Tier 2: 2 ⇒ 1
  • 2 Star, Tier 2: 3 ⇒ 2
  • 3 Star, Tier 1: 4 ⇒ 3
  • 3 Star, Tier 2: 5 ⇒ 4
  • 3 Star Tier 3: 6 ⇒ 5

Mystery Box System Adjustments

The new system has been a positive addition to the game, but needs some fine tuning, so we’re making a few adjustments.
  • Common boxes average gold value decreased.
  • Uncommon boxes average gold value decreased very slightly.
  • Slightly lowered the odds of Gold Boxes showing up.
  • Tier 4 units can no longer drop from Uncommon boxes.
  • Slightly increased the odds of Neeko’s Help dropping from all boxes

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Traits

Dragon

Due to how easy it is to get Magic Resist and the lack of options on how to play around it, we’re lowering the strength of Dragon & Dragon’s Claw.
  • Dragon (2): 83% Magic Reduction ⇒ 75% Magic Reduction

Glacial

Glacial Procs are a little too powerful, so we’re making a similar consistency change that we did to Swordbreaker and applying it to Glacial.
  • Glacial Stun duration: 2sec ⇒ 1.5sec
  • Glacial Stun chance: 20/30/45 ⇒ 20/33/50

Void

With the addition of Kai’Sa, we wanted to lower the power of the early Void. However, we still want to open up more build options and reward those who fully commit to the void.
  • (2) One random void champion deals true damage this combat
  • (4) All your void champions deal true damage this combat

Yordle

We’ve removed RFC's ability to ignore dodges, so now it only exists on Wild. Because of that, we’re pulling a bit of power back out of Yordle. The introduction of mittens also means we’re adding a new 9 piece chase option.
  • Yordle Dodge chance: 35%/60% ⇒ 30%/60%/90%

General Trait Adjustments

  • Assassin: (3) 75% Crit damage & 10% Crit chance / (6) 150% Crit damage & 25% Crit chance / (9) 225% Crit damage & 40% Crit chance ⇒ (3) 75% Crit damage & 10% Crit chance / (6) 150% Crit damage & 20% Crit chance / (9) 225% Crit damage & 30% Crit chance
  • Ninja Attack Damage and Ability Power: 50/70 ⇒ 50/80
  • Noble: 25 Heal on hit ⇒ 30 Heal on hit
  • Shapeshifter Bonus Health: 60%/120% ⇒ 60%/100%
  • Ranger: 30%/70% ⇒ 25%/70%

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Champions

Anivia

Anivia has been underperforming for a 5 cost, so we’re changing her identity to be a strong unit that slows the attack speed of the back line.
  • Health: 700 ⇒ 750
  • Attack Speed: 0.6 ⇒ 0.8
  • Starting/Total Mana: 0/100 ⇒ 50/125
  • Ability Targeting: Random ⇒ Furthest Target

Kassadin

Kassadin has proven problematic as a dps champ who can also gain a shield and also drain mana. We’re shifting his identity into a front-line sorcerer and pulling out some of the damage.
  • Attack Damage: 50 ⇒ 40
  • Attack Speed: 0.6 ⇒ 0.55
  • Armor: 25 ⇒ 35
  • Mana Steal & Shield Power: 20/40/60 ⇒ 25/50/75

Miss Fortune

We’re adjusting Miss Fortune to be a powerful auto attacker for gunslingers who rarely casts. When she does cast, it’s a big one!
  • Health: 700 ⇒ 750
  • Attack Speed: 0.85 ⇒ 0.95
  • Mana: 0/75 ⇒ 0/150
  • Ability Damage: 900/1300/1700 ⇒ 1300/2000/2700
  • Ability Targeting: Current Target ⇒ Furthest Target

Tier 1

  • Mordekaiser Mana: 0/100 ⇒ 50/150
  • Mordekaiser Spell Damage: 200/325/450 ⇒ 250/500/750
  • Tristana Spell Damage: 60/90/120 ⇒ 70/110/150

Tier 2

  • Blitzcrank Health: 600 ⇒ 650
  • Blitzcrank Ability Damage: 100/450/800 ⇒ 250/550/850
  • Braum Mana: 0/50 ⇒ 0/75
  • Rek’Sai AS: 0.65 ⇒ 0.6

Tier 3

  • Ashe Mana: 0/100 ⇒ 0/125
  • Katarina Dmg Per Tick: 40/60/80 ⇒ 45/70/95
  • Shyvana Burn Damage: 250/375/500 ⇒ 200/300/400
  • Veigar Spell Dmg: 300/550/800 ⇒ 350/650/950
  • Vi Health: 650 ⇒ 700
  • Vi Spell Damage: 250/450/650 ⇒ 300/500/700
  • Volibear Health: 700 ⇒ 750
  • Volibear Attack Damage: 75 ⇒ 70
  • VolibearAttack Speed: 0.55 ⇒ 0.6

Tier 4

  • Akali Attack Speed: 0.7 ⇒ 0.85
  • Gnar Health: 750 ⇒ 700
  • Gnar Transform Health: 300/600/900 ⇒ 250/450/650
  • Jinx Attack Speed: 0.65 ⇒ 0.7
  • Kindred Attack Speed: 0.65 ⇒ 0.7
  • Kindred Ability Duration: 4/5/6 ⇒ 3/4/5
  • Sejuani Health: 850 ⇒ 800
  • Sejuani Stun Duration: 2/4/6 ⇒ 2/3.5/5

Tier 5

  • Swain Damage per tick: 50/100/150 ⇒ 40/80/120
  • Swain Heal per tick: 40/70/100 ⇒ 30/60/90
  • Yasuo Health: 700 ⇒ 750

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Items

  • Dragon’s Claw: 83% Magic Reduction ⇒ 75% Magic Reduction
  • Frozen Heart: 30% Attack Speed Slow ⇒ 35% Attack Speed Slow
  • Infinity Edge: +200% Critical Damage ⇒ +150% Critical Damage
  • Rapidfire Cannon: No longer grants “Your attacks can’t be dodged”
  • Titanic Hydra: 10% Max Health in a splash ⇒ 3% Max Health to target and adjacent enemies behind them.
  • Zephyr: Now is a Unique item

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Bugfixes

  • Gangplank and Akali now have proper move speed.
  • Ranger’s Focus now properly grants 100% extra attack speed.
  • Ranger’s Focus can no longer stack on itself.
  • Matchmaking is less streaky.
  • Shyvana’s ability tooltip no longer says she prevents healing.
  • Elise Spiderlings now have the correct stats.
  • The range of Lucian’s ability will always equal his attack range.

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89 Comments

Vecturn11 votes

"We’ve removed RFC's ability to ignore dodges, so now it only exists on Wild."

Oh good, I can't wait to get annihilated by an uncontestable Gnar and tier 3 Veigar.

An army comprised of arguably some of the most powerful units in TFT.

So, do Yordles still dodge when frozen?

ErdoS Is Here4 votes

Magic > Yordles. derp

Z3SIeeper1 votes

Do your units gain mana on their attacks if they get dodged?

duvaxP4 votes

Yes

UberChayChay1 votes

Orrrrr you could just build 4 Wilds into your comp. Because in order to get max yordle, you have to get Tier 4 Gnar, and use 6 team slots, when you can get 4 wild with T1 WW/Nidalee, T2 Ahri, and T3 Rengar. You're much more likely to get 4 wilds before you get 6 yordles, and you have more room for other things. And having undodgeable autoattacks synergizes with glacials/rangers/gunslingers which is the stuff that yordle's typically counter. I'm sorry you're mad that your comp get's ruined by a team of at least 6 champions, and you can't counter their counter to your bs with 2 recurve bows.

Terrim1 votes

except the fact that you can turn anyone into a yordle now, Garen yordle is absolutely broken, magic immune while spinning, stuns don't stop his spin, and you can get him to 100% dodge.

Grufferstein1 votes

Blood thirstier RFC Yordle Lv2 Kassadin is fun with yordle 6 void 2

MeknizdAttrition9 votes

Nice Patch, this will get interesting.

"The range of Lucian’s ability will always equal his attack range." Can you do the same thing for Ahri please, you can't give her an RFC because her ability runs short of her attack range.

MaRiTiMuS8 votes

Please please please slow down these TFT patches. It's like with every new patch, the whole meta changes. From a player's perspective, it's just overwhelming which just discourages me from playing any TFT.

DxnTFT7 votes

the kassadin nerfs.. yes

CloudedLogic7 votes

So some thoughts I wanted to throw out there (not the greatest player, but I feel like my grasp on the game is steadily improving).

Firstly, making the "can't be dodged" mechanic wilds only feels like a huge mistake, as I am willing to guess that yordles will invalidate a lot of comp's power, not to mention all the dodge chance you just added to items, and the fact that now assassin's have no way of getting around a PD without dedicating 2-3 extra slots to champs to that don't really help their strategy (as well as making 9 assassin basically suicide to pursue).

Without them being insanely unlucky you'd need wilds or sorcerers to deal with yordles, and the latter can be shut down for the most part with a dragons claw on Gnar/poppy (yes I know they nerfed it but, it still removes a lot of the weakness). Would honestly rather see a last whisper iteration without the effect given to the Giant Slayer, than have repeating crossbow.

Secondly, I like a lot of the new items, but in my mind it kind of exacerbates a current problem, the number of non-random items a player has access to is for the most part rather limited. First pick in each Draft phase gets much more options than each pick after, but the fact of the matter is that (even with the new items being added) the number of items worth going for are fairly limited. Literally every draft before the raptors is pretty much the same thing when I play.

Players in pick order almost always go for Recurve/Spatula > BF > Rod > Negatron/Giant's belt > Chain Vest > Tear.

Adding a new item component doesn't really change that, and it will almost assuredly find itself placed in the order of priority, which until it proves to be stronger or weaker than Recurve will probably be tied with it for picking.

Things I actually liked, the void nerfs, I feel are important, but not too heavy as kai'sa is a perfect capstone champion for them as far as I can see. The 6 shifters nerf, was needed as well, and lastly I like the Anivia changes, as she doesn't get picked all that much in most of my games.

Kind of reserving my judgement for the Glacial changes.

Win Zhao2 votes

i think thats exactly right. you dont get RFC to invalidate PD anymore, that item trump card just wasn't fair. you need to build your comp to counter yordles, either wild or magic damage.

CloudedLogic2 votes

Only in so far as pd is unfair to assassins. I think having an item out to dodge chance should be in the game, the problem was when it was on rfc, which offered too much and requires to much to build.

Tomievader5 votes

What do you mean by matchmaking being less "Streaky?" [sg-lux-2]

CloudedLogic15 votes

I think they mean, you are less likely to run into the same person over and over.

BartVonDoom3 votes

They said that last patch! And the one before... Didn't stop me to run into the same player six times in a row yesterday...

0065 votes

I liked the enhanced loot :(

Jamaican Me Feed4 votes

Lmao why are you buffing Yasuo? He's already good enough to fit into any comp without any synergies

Håppy4 votes

Yikes. That RFC nerf and glacial BUFF is enough to make me stop playing, good thing I never bought into the little legends cash grab.

RalinAura7 votes

Calling the glacial change a buff is a little off the mark. It's a very minor increase in proc chance at 4/6 units for a 25% reduction in duration. It's certainly not going to kill the synergy, but that's never the goal.

Karn Bishop2 votes

It is a buff though to reliability and few comps can deal with it as a result.

Håppy4 votes

Fix Glacials by making it so you can't reapply glacial freeze WHILE GLACIALED. That would make it MUCH more fair.

Dragau42 votes

that's the nerf they need truly, permafreezing is way too common, and now permafreezing will be even more common

Sir Kiss4 votes

Jayce still only goes to 2.5 atkspd when he transforms; should be 5.

SupChalue4 votes

Got up to platinum 4. I like the idea here a lot, but can you please stop shooting yourself in the foot. Making this game a linear strategy to income into late game and actually punishing someone for being ahead early is a horrible idea. There is no reason to want to win the early game at all. It's counter intuitive to be ahead at any point for possibly up to the 3rd carousel. You also managed to contradict yourselves in your patch notes ;Glacial Procs are a little too powerful, so we’re making a similar consistency change that we did to Swordbreaker and applying it to Glacial. Glacial Stun duration: 2sec ⇒ 1.5sec Glacial Stun chance: 20/30/45 ⇒ 20/33/50

The procs are too powerful but have an increased chance to happen at a barely noticeable reduction in duration? Really?

we’ve removed RFC's ability to ignore dodges, so now it only exists on Wild. Because of that, we’re pulling a bit of power back out of Yordle. The introduction of mittens also means we’re adding a new 9 piece chase option. Yordle Dodge chance: 35%/60% ⇒ 30%/60%/90% pulling back a bit on their power huh? So a whopping 5% reduction for 3 and the addition of a 90% option (yes I'm aware it's statistically unlikely to achieve this) Really? That's clown stuff man. Keep the options open for multiple ways to spend your money just a linear train to late game income and see who gets lucky. It's going to get very stale very quickly if every game starts taking 30+ minutes.

Z3SIeeper3 votes

That's a Glacial nerf 100%.

10% higher proc chance with 25% reduced duration = nerf. Not to mention the proc chance is (basically) unchanged at 2/4 which is a huge nerf to building Glacials in the first place.

Jamaise3 votes

That Miss Fortune buff monkaW

vanadous3 votes

WHat the heck is ranger's focus? Ashe's Q?

Keraos3 votes

That's the buff that rangers get that boosts their attack speed.

SpaceClown3 votes

When are we getting TFT Beta Pass V.3??? I'm at 13 and the beta points and quest are pointless until you update it

Fox Kusanagi3 votes

I am not too enthused with TFT it seems fun and all. but when your getting your but kicked every game because you are not able to upgrade your champs because they are not popping up at all, it tends to be less fun because you are weak. whats the deal i know this mode is in beta but their has to be some sort of balance with the items and actually getting champs you need to stop the snowball effect. Just my humble opinion.

Im not complaining just putting it out there that after playing 5 - 6 games in a row, that it seems funny that the same player would get screwed over in every game and not be able actually enjoy the mode.

ASIANGUCCISQUAD3 votes

Happy that they're finally bringing in match history, I'm just curious why it took so long since apps like Overwolf and Blitz have been providing this feature for awhile now.

As for the game, glad the balance team finally realized MF and Anivia were useless not because of their numbers but because of their ult targeting. Void seems really unplayable. It's hard to think of many comps that can effectively use Kassadin, Kha,Reksai, and Cho. I've never seen a sorc + assassin + brawler comp lol. The ranger bugfix also seems like a crazy nerf, but idk if the buff was always stacking or just rarely.

luffyy023 votes

[sg-ahri-1] my gnar health

MrEnds3 votes

FINALLY A MORD BUFF!!

roby96pzs3 votes

wow i'm loving how half the people are going yordle every match already. so fun and interactive to deal with shit that can dodge 90% of your attack.

SkratchKard993 votes

"Zephyr: Now a Unique item."

The one problem I feel is going on with items is how you can stack their Passives by applying the same item to a champion.

Items like RFC, Rage Blade, Spear of Shojin, Warmongs(especially how well it worked with Dragon's Claw. (thanks for nerfing that btw!)). Items like those, when doubled on the right champion, can reak severe havic on the other players by either tearing through everbody, or just becoming near impossible to kill!

How about treat the items similarly as treated playing normal League: getting multiples of the same item increases the basic stats like Attack Speed, Armor, and Mana, but their Passives dont take affect because you already have the one completed item. This way, chapions like Shavannah, Draiven, or Nidalee, dont just pop off on everyone!

mrfatbard3 votes

can you guys put a link to these patch notes from the tft page in the client? that would be nice to have

Summoner SpeII3 votes

kaisa will be broken in 2 game modes ROFL, does riot have a thing for kaisa

pls let me hook 2 votes

shes a tier 5 and those have the best damage & abilities so

OhNobleNarwhal2 votes

Honestly very happy with these changes. The early void nerf may be a little much considering the reasoning was because of the introduction of a 5 cost unit, but they are strong to begin with so we shall see.

Daggerman283 votes

Void Nerf + kassadin Nerf + Reksai AS Nerf makes it unplayable imo

vmost2 votes

RFC nerf is huge too

DianaB2 votes

Still no fix for redemption? Half the time it doesn't heal all allies, especially if they are on low health and makes for an unreliable item.

RalinAura7 votes

I don't think this is actually a bug, at least I've never seen it. I'm guessing you just didn't notice when those allies had grievous wounds applied. They should still heal but only for 20% of the amount.

vmost2 votes

Titanic Hydra: 10% Max Health in a splash ⇒ 3% Max Health to target and adjacent enemies behind them.

In PBE the tooltip is still 6%, and it still does 6% damage. Will it be 3% on live? There are ridiculous edge cases with hydra on 3star jayce.

Win Zhao2 votes

so it used to be 10% divided in a splash? or is it 10% splash now turned to 3% splash? i never thought this item was good, someone correct me if im wrong

Salty Slug2 votes

This item is great on certain characters (ones with high health, like shapeshifters). Before, it only did the damage to everyone it hit except the target. Now it also does damage to the target (making it more effective if the splash doesn't hit anyone).

RalinAura3 votes

They know, that's why they were not shipping it to live as it is on PBE. I expect the PBE would change tomorrow as well (or whenever they do PBE patches, I'm not on it so I don't know). But Mort was reassuring everyone in his stream the other day that TH would not be moving to live as it was. I'm wondering if 3% will feel under-powered or not, time will tell. But I'm happy for the fact that it hits the original target, that was a necessary change, otherwise the item was useless in a 1v1 fight, besides the HP+AS that the components gave. (Which I suppose is still an existing problem with luden's)

Yagura Isobu2 votes

the void change is terrible seems every patch less comps become viable.

Cthulhu Crisis1 votes

Can we please get a keybinding for "Lock Shop"? I have everything mapped to my mouse, but would love to unlock the shop faster with a keybinding.

Great game!

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