Tools
Official Riot patch notes

REVIVAL: REMIX RUMBLE

Developer's notes
From patch 14.4 (May 14th) to July 29th, Remix Rumble returns with a couple of updates to mix things up for longtime fans and new DJs alike! The Revival brings back your favorite music festival lineup with K/DA, True Damage, Pentakill, Heartsteel, DJ Sona, Maestro Jhin, and Jazz Bard (<3) alongside the Headliner mechanic and a music mixing system that’ll have you mixing your track as you build your comp! To learn more about the revival, check out the article. TL;DR below:
Updated bag (unit pool) sizes: 1-costs: 50 copies, 2-costs: 40 copies, 3-costs: 30 copies, 4-costs: 12 copies, 5-costs: 10 copies
New Augments
New Opening Encounters
Cyber City Hacks appear alongside the Remix Rumble mechanic of Headliner

SIMPLYFYING COSMETICS TIERS

Developer's notes
Starting in patch TFT14.5 (patch after this), we'll simplify TFT's cosmetic rarity tiers to ensure they're straightforward and consistent. To learn more about the update, check out the article. TL;DR below:
Little Legends released prior to patch 14.5 in the Rare and Epic tiers will be combined into the new Standard tier.
Non-upgradable Little Legends and Booms are designated as three-star content.

SYSTEMS

PVE LOOT

Developer's notes
At the start of Cyber City, Hacks provided enough loot to typically fully itemize two carries and a primary tank. We've since lowered the amount of total loot you get, but we're still seeing games have ever-so-slightly too much on average. With our loot changes in 14.4 you can expect to see about 1 less Item Component and in a few cases 1 less Silver/Blue Loot Orb.
The most extreme example of the above is Scuttle Puddle and Crab Rave. Not even a crab can hold all those items, so we're reducing the total component drops by two.
Generally lowered the amount of loot you get from PVE rounds
Scuttle Puddle and Crab Rave no longer add two additional components

BLACK MARKET AUGMENT HACK

Developer's notes
Black Market Augments are some of the most exciting moments in Cyber City, but they're far too rare for how many total Black Market Augments there are. We're increasing the odds of seeing these highly illegal Augments, but if you're a law-abiding Cyber citizen, who fears the illicit market, you can always click the middle or right-most option—we won't judge.
Slightly increased odds of Black Market Augment Hack appearing on 2-1

HACK: GOLEM ARMORY

Developer's notes
Gold Generator Golem was almost always the wrong pick. We loved the risky energy of the option, but what if we made it sometimes worth the risk? Introducing the RNGolem, equipped with a random Emblem, Artifact, and Radiant item. RNGolem could be your way to a Prismatic Trait, an amazing item combo, or just a faster grey screen. They can be your knight in shining armor or the trash heap that you still haven't taken out.
The Gold Generator Golem has been replaced with the RNGolem. This Golem is equipped with a random Emblem, a random Artifact, and a random Radiant Item.

HACK: EGGS

Developer's notes
We're removing our worst-performing 13-turn egg drop and buffing another to make our highest-risk Egg more consistent… how eggcellent.
Improved the power of the 13 turn egg

LARGE CHANGES

TRAITS

Developer's notes
Oftentimes, upon cashing out with Cypher you drop to 3 to pivot to a more expensive board. With our Cypher (4) and (5) buffs here, we hope to see more boards field LeBlanc and Vi.
Divinicorp is intended to be played as a splash trait and a vertical, but we're seeing most of its success in splashing into other comps. With a buff to Divinicorp's deeper breakpoints, we hope to see this corporation establish its monopoly throughout Cyber City.
Nitro (4) is rarely worth fielding past building your Robot faster. We're tinkering with the bot's lasers to make this laser show more than just for show.
While a solid splash in some end-game boards, Vanguards are almost never being fielded as a class vertical. We're adding some more guard to the trait to open up more super-carry comps that rely upon a van full of frontliners.
Cypher AD/AP After Cashout: 30/45/65% ⇒ 30/50/70%
Divinicorp 0
Divinicorp Bonus Stats: 100/110/125/140/160/180/200% ⇒ 100/110/125/140/165/190/210%
Golden Ox Base Damage Amp: 12/22/25% ⇒ 12/24/26%
Nitro 0
Nitro Chrome: 2/3/6/12 ⇒ 2/3/7/25
Nitro 4 Piece Laser Damage: 425/450/475/500 ⇒ 460/490/520/550
Techie 0
Techie AP: 20/50/85/125 ⇒ 20/50/90/130
Vanguard Durability while shielded: 10% ⇒ 12%
Vanguard 6 Piece Durability: 16% ⇒ 18%

1-COST UNITS

Developer's notes
Vomit harder.
Kog'Maw
Kog'maw AD: 50 ⇒ 53

2-COST UNITS

Developer's notes
Naafiri has seen some success in reroll A.M.P. comps, especially alongside 5 A.M.P. and an Artifact (or Hyperfangs). We're taking some of her Alpha burst damage down so she doesn't make her target, and the carry behind them disappear instantly.
Last patch, we changed Twisted Fate to make him less reliant on Rageblade, and while that was a success, it left this Card Shark feeling like a Card Megalodon.
Illaoi
Illaoi Armor/MR: 45 ⇒ 50
Naafiri
Naafiri Alpha AD Damage: 175% ⇒ 165%
Shyvana
Shyvana Mana: 40/105 ⇒ 50/100
Shyvana HP Gain: 200/250/300 ⇒ 200/270/340
Skarner
Skarner Mana: 25/80 ⇒ 25/70
Skarner Spell Damage Armor%: 150/225/350 ⇒ 170/255/385
Twisted Fate
Twisted Fate Empowered Card Damage: 265/400/595 ⇒ 245/365/550

3-COST UNITS

Developer's notes
Nitro, Shyvana, and Elise are all getting buffs, which should read a huge buff for Nitro reroll. The comp's currently performing as one of our worst in Cyber City, so it's much needed, and there's a future where we even have to buff it again to ensure its viability.
Elise
Elise Mana: 0/55 ⇒ 0/50

4-COST UNITS

Developer's notes
Brand and Street Demon/Strategist have been the big winners of Patch 14.3. We're shipping a few changes to his ability to prevent casts from coming too close together, alongside a Neeko nerf to keep the comp in check.
Miss Fortune and Zeri are so close to viable duo-carries. With a small buff to the two of them be sure to try out Exotech Dynamo comps when you find yourself loaded up on bows, swords, and a lot of gold!
Brand
Brand Mana: 25/70 ⇒ 10/70
Brand's ability now always arrives at his target after .75 seconds. This is similar timing to a current throw at 4 hexes, but will be much faster for long-range throws!
Brand's Mana Lockout is now a fixed duration of 1.9 seconds. Previously, it was .5 seconds after the missile landed. (Between 1.4 and 2.9 based on distance from target)
Miss Fortune
Miss Fortune AD: 50 ⇒ 53
Neeko
Neeko Mana 30/85 ⇒ 30/90
Vex
Vex Primary Spell Damage 190/285/1100 ⇒ 180/270/1100
Zeri
Zeri AS: 0.75 ⇒ 0.8

5-COST UNITS

Developer's notes
Renekton two-star is in a tough spot. We're improving his scaling across the board to make him a better carry when itemized. We also added a silly little (big) AP ratio to make AP builds an option (warning: they won't be good).
This Kobuko change is for sure going to rock the meta.
Renekton
Renekton Mana 70/150 ⇒ 70/140
Renekton Ability Cast 300% AD + 30/40% AP ⇒ 100% AD + 260/400% AP
Renekton HP Gain on Cast 400/550/10000 ⇒ 400/650/10000
Renekton Double Strike AD% 175% ⇒ 180%
Renekton Triple Strike AD% 270% ⇒ 300%
Three-Star Kobuko's Shield no longer expires.

SILVER AUGMENTS

Developer's notes
He doesn't need a weapon, he needs a Champion Augment.
Adaptive Angriffe
Adaptive Strikes (Jax) Shield: 250/300/350 AP ⇒ 300/350/400 AP
Adaptive Strikes (Jax) Base Damage: 120/180/270 AP ⇒ 130/200/300 AP
Vorbereitung I
Preparation I HP Per Stack: 20 ⇒ 30
Entfesselter Wolf
Wolf Unchained (Sylas) Health Gain: 180/210/240 ⇒ 220/250/280
Wolf Unchained (Sylas) Base Damage: 300/450/675 ⇒ 330/500/750

GOLD AUGMENTS

Developer's notes
Making 10,000 IQ smarter, Bronze for Life livelier, Flatline flatter, Golems smaller, and High Voltage less electric.
10.000 IQ
10,000 IQ Units Granted: Leblanc + Ekko ⇒ Yuumi + Ekko.
10,000 IQ Clarified that the Gold Reward is always granted after 5 rounds.
10,000 IQ Guaranteed Gold Reward: 2 ⇒ 8.
10,000 IQ Reward: Random completed item ⇒ Completed Item Anvil
Einmal Bronze, immer Bronze I
Bronze for Life I Damage Amp per Trait: 3% ⇒ 3.5%
Gunst des Beschützers
Caretaker's Favor Grants items retroactively if picked at higher levels than the level thresholds. Note: Caretaker's Chosen already worked this way.
Immer höher hinauf I
Climb the Ladder II Stats: 6 ⇒ 5
Kybernetische Implantate II
Cybernetic Implants II No longer appears on 2-1
Bei den Fischen
Flatline Execution Percent: 12% ⇒ 10%
Golemifizierung
Golemify HP Percent: 70% ⇒ 60%
Golemify AD Percent: 60% ⇒ 50%
High Score no longer grants Cyberbosses Attack Speed per High Score
High Score Rewards are slightly reduced at each High Score.
Hochspannung
High Voltage Damage Increase: 25% ⇒ 15%
Feindliche Übernahme
Hostile Takeover Banned in Double Up
KEIN UMSEHEN, KEIN WECHSELN
No Scout No Pivot HP Per Turn: 12 ⇒ 14
No Scout No Pivot AD/AP per Turn: 1.5% ⇒ 2%
Viererpaar
Pair of Fours HP: 404 ⇒ 344
Pair of Fours 4 costs granted: 2 ⇒ 3
Vorbereitung I
Preparation II HP Per Stack: 35 ⇒ 45
Geistige Verbindung
Spirit Link Base HP Regen: 6% ⇒ 5%

PRISMATIC AUGMENTS

Developer's notes
Cybernetic Implants takes a few items to deliver its Prismatic's worth of power, so we're pushing it to later Augment offerings. We're also updating Wise Spending to avoid the incredibly high-roll synergies with some of our other Augments. Lastly, we've opted to disable Future Sight, which, despite receiving a nerf earlier this set, continues to overperform and outrage enemies.
Blue Battery AP: 15 ⇒ 5
Einmal Bronze, immer Bronze II
Bronze for Life II: Damage Amp per Trait: 3.5% ⇒ 4%
Dicke Freunde I
Bulky Buddies III HP: 330 ⇒ 300
Kybernetische Implantate II
Cybernetic Implants III No longer appears on 2-1
Future Sight Disabled
Enorme Entschlossenheit
Gargantuan Resolve (and +) Armor/MR increase: 50% ⇒ 80%
Bindende Verpflichtung
Hard Commit Grants 3g on selection and every stage.
High End Shopping Gold Granted: 6 ⇒ 12
Einkaufsbummel
Shopping Spree Gold Granted: 4 ⇒ 2
Weise Ausgaben
Wise Spending XP Gained: 2XP Per Reroll ⇒ 3XP Per 2 Rerolls. Effect only counts for rerolls purchased with gold. Tooltip rephrased.

ITEMS

Bastion 0
Bastion Emblem Armor/MR to AP: 10% ⇒ 20%
Dynamo 0
Dynamo Emblem Damage Amp per 10 mana Spent: 1% ⇒ 1.5%
Schützen-Emblem
Marksman Emblem Armor Shredded: 2 ⇒ 3
Schlächter-Emblem
Slayer Emblem Healing Increase: 25% ⇒ 33%
Manazane
Manazane Starting Mana 15 ⇒ 5
Manazane AS 15% ⇒ 10%
Manazane AD 15% ⇒ 10%

SMALL CHANGES

TRAITS

Developer's notes
Underperforming chase traits up, Street Demon 7 down.
Anima Squad 7 Piece Armor/MR: 35 ⇒ 40
AMP 4 Piece HP: 400 ⇒ 300
AMP 4 Piece Charge Power: 3 ⇒ 4
Bastion 0
Bastion 6 Piece Base Armor/MR: 70 ⇒ 75
Dynamo 0
Dynamo 4 Piece Mana Regen: 10 ⇒ 11
Exotech 0
Exotech Flux Capacitor AD: 20% ⇒ 25%
Marksman 4 Piece AD Bonus: 20% ⇒ 25%
Rapidfire 4 Piece AS per stack: 10% ⇒ 11%
Street Demon 7 Piece Stats: 17% ⇒ 16%

BUG FIXES

Always split: Fixed a missing armory choice in one of the Stage 3 variants of the To Split or Not to Split hacked encounter
Big if true: Stage 3 Big Carousel no longer has an extra unit with no item
But that's what Transit is for!? Anima Squad's Final Transit can no longer hit other boards
Spilleng is hard: Tome Carousel banner announcement is now spelled correctly
Street Demon empowered hexes now show the correct stats during the planning phase
Markierungsrausch
Tagging Spree now correctly grants attack speed to non-Street Demons
Two-Star 3-Cost carousel now works
More like Missed Fortune: Fixed a bug where Miss Fortune's first wave could fire in an odd direction
Fixed a bug where 3-Star Kobuko wasn't doing the intended damage after his rework
Meisterwerk-Aufwertung
Masterwork Upgrade no longer duplicates an item when used on a unit during combat who stars up after combat
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