Tools
Official Riot patch notes

Mid-Patch Updates

TRAITS

Developer's notes
We’re seeing a few Bilgewater items perform too well for even the Black Market to sell, so we’re lowering the power ceiling to better match other Silver Serpent options, which should have us seeing more pirate-tactics emerge as competitive choices.
“Noxians—I hate these guys.” Ezreal, but not us, cause we’re buffing Noxus (7) in the hopes of a more powerful Atakhan in the mid to late game.
With our Yordle nerfs in our first mid-patch update keeping fast-nine Yordle strategies in check, we’re now able to add a bigger buff for reroll Yordle strategies, further increasing the bonus HP and Attack Speed your three-star Yordles grant each other.
Bilgewater 0
Bilgewater Black Market item, Barknuckles Armor/MR: 45 ⇒ 35
Bilgewater Black Market item, First Mate’s Flintlock starting AS Removed
Bilgewater Black Market item, Pile O’ Citrus Health: 700 ⇒ 600
Bilgewater Black Market item, Pile O’ Citrus Bonus Serpents: 20 ⇒ 10
Bilgewater (10) Cannon Damage: 750 ⇒ 500
Noxus 0
Noxus (7) Health Multipliers Stage 4: 4.75x ⇒ 5x
Noxus (7) Health Multipliers Stage 5: 6.25x ⇒ 6.5x
Noxus (7) Health Multipliers Stage 6: 8.5x ⇒ 8.7x
Noxus (10) Health Multipliers All Stages: 40x ⇒ 50x
Yordle 0
Yordle three-star Additional Bonus: 50% ⇒ 100%

UNITS: TIER 1

Developer's notes
Piltover as a trait and comp is our worst-performing trait when not used as a splash. Instead of buffing the Invention Modules, we’re addressing their core units who’re typically required to unlock T-Hex, their premiere carry (who’s also been a bit hit or miss). With the core Piltovans a bit more worthy of board space, hopefully we can usher in a Progress Day worthy of attending.
Caitlyn
Caitlyn Base AS: 0.7 ⇒ 0.75
Sona
Sona Ability Damage: 120/180/270 AP ⇒ 130/195/300 AP

UNITS: TIER 2

Developer's notes
One comp that was all but missing from the Paris Open was reroll Yasuo, and while the comp can find moments of success of the back of the better brother (no @’s please), Yasuo’s been too much of a dead weight for his brother, which is really saying something given how used to coming back from the dead Yone is.
Orianna
Orianna Split Damage: 100/150/250 AP ⇒ 120/180/300 AP
Yasuo
Yasuo Ability Damage: 78/118/180 AD ⇒ 85/125/190 AD
Yasuo Ability Damage: 6/9/14 AP ⇒ 8/12/18 AP

UNITS: TIER 3

Developer's notes
The doctor is in.
Dr. Mundo
Dr. Mundo Mana buff: 0/80 ⇒ 0/60
Gwen
Gwen Health: 800 ⇒ 850
Gwen Resists: 50 ⇒ 55
LeBlanc
LeBlanc Primary Target Damage: 250/375/580 AP ⇒ 270/405/630 AP
LeBlanc Secondary Target Damage: 140/210/325 AP ⇒ 150/225/350 AP

UNITS: TIER 4

Developer's notes
Lux tends to spend more time being sold for Sylas than time spent on end-game victory screens. We’re giving her a small buff to the two-target burst component of her laser that’ll help Demacia purist boards and Sylas fans looking to reignite the two’s spark by picking up additional copies even after she’s used to break Sylas out of unlock-jail.
Miss Fortune is just a tad over the three-star 4-cost power bar, but with her being easier to three-star via the Black Market, we’re going extra hard with our nerf here.
With early Rift Herald unlocks, a 1200 HP body is often enough to tempo into the mid-game, making for a healthier road to a fast 9 and Baron.
Lux
Lux Primary Target Damage: 310/465 AP ⇒ 330/500 AP
Miss Fortune
Miss Fortune three-star Damage: 5000 AD ⇒ 3000 AD
Nasus
Nasus Mana: 0/80 ⇒ 10/70
Rift Herald Base HP: 1200 ⇒ 1100HP
Rift Spell Base Durability: 30% ⇒ 25%
Skarner
Skarner Shield: 725/875 AP ⇒ 750/950 AP
Singed
Singed Heal: 10/50/500 AP ⇒ 12/65/500 AP

UNITS: TIER 5

Developer's notes
With one end-game board coming down a tad, we’re also lifting our two low-performing end-game carries. And while T-Hex still can’t physically clap, he’ll surely be able to clap other boards more often.
Aurelion Sol
Aurelion Sol 60 Stardust Bonus Damage: 12% ⇒ 15%
Aurelion Sol 400 Stardust Bonus True Damage: 25% ⇒ 33%
T-Hex
T-Hex Laser Damage Per Second: 120/200 AD ⇒ 135/240 AD
T-Hex Reduced Damage Per Enemy Hit: 15% ⇒ 18%
T-Hex Max Reduced Damage: 45% ⇒ 55%

ITEMS

Darkin 0
Darkin Bow AD: 25% ⇒ 10%
Darkin Scythe Slash Damage: 100% basic Attack Damage ⇒ 200% basic Attack Damage
Darkin Staff Mana Regen: 1 ⇒ 2

AUGMENTS

Developer's notes
Taking a pass to make sure our worst-performing Augments are worthy of your precious clicks.
Abondance de ceintures
Belt Overflow Bonus Belt HP: 75 ⇒ 85
Ami trapu I
Big Friend I Durability: 9% ⇒ 10%
Tentative de comeback
Comeback Story Health Per Missing HP: 4 ⇒ 5
Mannequins de choc
Crash Test Dummies Dummy Resists: 30 ⇒ 40
Volonté de la couronne
Crown’s Will AP: 10% ⇒ 12%
Crown’s Will Armor: 8 ⇒ 10
Océan de larmes
Cry Me a River Enhanced Mana Regen: 2 ⇒ 3
Cry Me a River Delay: 10s ⇒ 12s
Volonté de la massue
Mace’s WIll AS: 6% ⇒ 8%
Mana du protecteur
Promised Protection Additional Mana: 15% ⇒ 18%
Lithoplastron solo
Solo Plate Bonus HP: 10% ⇒ 15%
Volonté de la lance
Spear’s Will AD: 10% ⇒ 12%
Mailles en or
The Golden Dragon Bonus Health: 500 ⇒ 600
Sauter une classe
Win Out Free Rerolls: 5 ⇒ 2

BUG FIX

Fixed an issue where Aphelios, Ekko, Tryndamere, and Kindred’s attacks from their ability would not interact with Critical Strike Chance properly.
Fixed an issue where Atakhan would become untargetable after he dies to enemies with Glass Cannon I/II
Fixed an issue causing more souls to be obtained than intended in Double Up for Shadow Isles

TRAITS

Developer's notes
We're hitting Yordle (6) pretty hard as one of the bigger engines for fast 9, but the trait as a reroll trait isn't overperforming, so we're shipping quite a few compensation buffs to many of the low-cost Yordles later on.
As for Bilgewater, our nerf is aimed at strategies that use Bilge-toggling to access powerful items/units for econ before transitioning to a mostly Legendary board. With a few changes we're making it harder to farm Serpents unless you're staying in Bilgewater (5) or (7) for an extended duration.
Bilgewater 0
Bilgewater Lucky Doubloon Bonus Serpents per Takedown: 3 ⇒ 1
Bilgewater (5) Item Cost: 60/100 ⇒ 60/80
Bilgewater Serpents Per Round: 18/30/55 ⇒ 15/35/65
Ionia 0
Ionia Transcendence Magic Damage: 20/25/30/60% ⇒ 22/28/33/70%
Ionia Spirit Health: 15/20/30/65% ⇒ 20/25/35/75%
Shadow Isles no longer drops souls while reinforcing in Double Up
Yordle 0
Yordle 6 Piece Rerolls: 2 > 1

UNITS

Developer's notes
Here we're focused on buffs for the few in our roster of 100 that aren't worthy of their cost, while nerfing a couple of overperforming 5-costs.
Some call-outs here: Our 2-cost rerolls landed a bit weak with Tryndamere and Yasuo.
For Diana, we're nerfing her around her best-in-slot build: an Attack Speed focused build that allows her to cast a lot, AND deal a surprisingly high amount of physical damage. So, we're lowering her AD and her base AS to align her Titan's/Rageblade build with other, more AP-focused builds (which are performing fine).
Many of our 5-costs are getting tuned to keep them in check with their tier and rarity to Unlock. Lucian & Senna, Fiddlesticks, Kindred, and Sylas are all end-game carries that are dominating final boards. Meanwhile, some of our other 5-costs aren't able to keep up with their Legendary expectations.
For Sylas, we tested around boards with and without 4 Arcanist (has Annie and Tibbers), but regardless of the comp, he was having too much impact taking out un-itemized units almost by accident, all the while threatening carries in the back with his Lux laser.
Blitzcrank
Blitzcrank Shield: 350/425/525 AP ⇒ 400/480/600 AP
Lulu
Lulu Primary Ability Damage: 265/400/600 AP ⇒ 285/425/635 AP
Lulu Secondary Ability Damage: 110/165/250 AP ⇒ 120/180/270 AP
Rumble
Rumble Shield: 325/400/500 AP ⇒ 350/430/550 AP
Rek'Sai
Rek'sai AS: 0.8 ⇒ 0.85
Teemo
Teemo Primary Damage: 125/185/285 AP ⇒ 130/200/300 AP
Teemo DoT Damage: 30/45/70 AP ⇒ 35/55/85
Tryndamere
Tryndamere AS: 0.7 ⇒ 0.75
Yasuo
Yasuo Ability Damage: 72/108/165 AD ⇒ 76/115/175 AD
Darius
Darius Heal: 160/190/220 AP ⇒ 180/220/280 AP
Jinx
Jinx Passive Ability Damage: 38/57/100 AD ⇒ 42/63/110 AD
Malzahar
Malzahar AS: 0.75 ⇒ 0.8
Diana
Diana AS: 0.9 ⇒ 0.80
Diana AD: 50 ⇒ 45
Kai'Sa
Kai'sa AD Form Base AD: 55 ⇒ 60
Kai'sa AD Form Mana: 20/70 ⇒ 20/60
Kai'sa AP Form Mana: 20/40 ⇒ 10/30
Nidalee
Nidalee Tank Damage Multiplier: 50% ⇒ 60%
Nidalee Fighter Damage Multiplier: 25% ⇒ 30%
Aurelion Sol
Aurelion Sol Spell Damage: 325/575 AP ⇒ 350/615 AP
Fiddlesticks
Fiddlesticks Stun Duration: 1.75s ⇒ 1.25s
Kindred
Kindred Base AD: 78 ⇒ 73
Ryze
Ryze AS: 0.85 ⇒ 0.9
Senna/Lucian Mana nerf: 0/60 ⇒ 0/70
Sylas
Sylas, Lux Damage: 325/540 AP ⇒ 300/475 AP
Sylas, Garen Damage: 700/1050 AP ⇒ 670/1000 AP
Zaahen
Zaahen Ability Damage: 80/120 AD ⇒ 90/135 AD
Zaahen Secondary Damage: 25% of base ⇒ 40% of base
Zaahen Casts to Execute: 25 ⇒ 22

AUGMENTS

Developer's notes
Overall, we're bringing down the overperforming Augments with a focus on the econ-linked ones. At the same time, we're buffing some of our worst performing Augments that aren't linked to fast-nine strategies.
Barrage d'artillerie
Artillery Barrage (Rumble) Ability Damage: 24/36/54 ⇒ 27/40/60/80
Héraut de la ruine
Bringer of Ruin (Noxus) Atakhan Permanent Health: 30 ⇒ 40
Appel du chaos
Call to Chaos Ranged/Melee Golem AD Bonus: 30% ⇒ 20%
Chefs cuisiniers
Cooking Pot Permanent Health: 40 ⇒ 50
Demacia à tout jamais
Demacia Forever Health Per Rally: 7 ⇒ 4
Dragons gardiens
Dragonguards Jarvan IV Resist Damage: 220% ⇒ 185%
Expérience à tout prix
Going Long Gold: 12 ⇒ 4
Gredin
Hustler Immediate Gold: 3 ⇒ 1
Protection infinie
Infinity Protection Gold: 8 ⇒ 4
Gants porte-bonheur
Lucky Gloves+ 3rd Sparring Glove Delay: 2 ⇒ 4 turns
Duplication
Max Build Rerolls: 7 ⇒ 5
Bataille de nourriture
Mess Hall Projectile Damage: 30 ⇒ 25
Fin de partie
Late Game Scaling no longer grants XP at the end of PVE rounds. The tooltip will be updated to clarify this in Patch 16.2. No longer grants 2 XP immediately.
Chapardage
Pilfer Gold Required: 25 ⇒ 35
Revanche de Silco
Silco's Revenge (Zaun) HP% Damage: 45% ⇒ 40%
Crescendo aléatoire
Slice of Life now stops after granting 2 ⇒ 1 5-cost champion.
Thorn Plated Armor Stage 4 Amp: 125% ⇒ 100%
Thorn Plated Armor Stage 5+ Amp: 210% ⇒ 170%
Sauter une classe
Win Out Rerolls at Level 10: 8 ⇒ 5
Win Out Will no longer be offered in the Prismatic Party encounter.

ITEMS

Developer's notes
Our best performing Item both due to its flexibility and sheer stats is getting a bit less stat heavy.
Casque adaptatif
Adaptive Helm Non-Tank/Fighter AD/AP: 15 ⇒ 10
Casque adaptatif de la lumière
Radiant Adaptive Helm Non-Tank/Fighter AD/AP: 30 ⇒ 20

BUG FIXES

Ryze
Ryze to the occasion: Ryze now correctly benefits from trait buffs the first round he is in
Zaahen
Zaahen now correctly ends his spell against untargetable units
Jinx
Jinx (should) no longer get stuck after switching weapons
Nidalee
Nidalee no longer remains untargetable when reinforcing in Double Up
Can't killean with the Zilean: Zilean no longer fails to cast after leveling up the player
Axiom Augments now properly apply their buff in situations where the board becomes invalid
Thorn-Plater Armor fixed so the stage scaling works in Stage 3
Fixed an issue where Lucky Gloves could grant permanent stats to champions
Units like Diana or Graves who check if they are the strongest now correctly check as part of ghost armies
Casualties of Foodfight Tactics: Mess Hall projectiles no longer can kill enemies protected by Kindred's Ability.
Expédition d'Ixtal
Ixtal Expeditionist can now appear as an augment selection.
Bataille de nourriture
Mess Hall projectiles no longer can kill enemies protected by Kindred's Ability.
Expédition d'Ixtal
Ixtal Expeditionist can now appear as an Augment selection.

LORE & LEGENDS DEV DROP TEASER AND DEV DROP

Developer's notes
Missed the Dortmog reveal? Relive it now—heck, put it on a loop while you queue for your first game—some say that's lucky.
Lore & Legends Dev Drop Teaser
Lore & Legends Dev Drop
Lore & Legends Gameplay Overview !

RANKED REWARDS AND MORE!

NEW RANKED SEASON

Developer's notes
Whether you're climbing the ranked ladder or just trying to fill out your Lorefinder, there's an option for you!
When Lore & Legends goes live in your region, or after you download the latest mobile patch, you can start climbing.
Depending on your rank in the previous set, you will start anywhere from Iron II to Silver IV. This is true for both Double Up and Standard ranked.
You will get 5 provisional matches after the reset, meaning you will not lose any LP for bottom 4 placements in your first 5 ranked games of the new stage. You'll also gain extra LP for finishing top 4, so best of luck!
Note that there's still a 24h period of delay between mobile and PC going live
During that time, Mobile players who have not yet gotten the new set in their region won't be able to climb the ladder on the old set

TFT MOBILE NOTIFICATION REWARDS

Developer's notes
For our players on TFT Mobile, never miss an update and get rewarded for opting in to notifications. If you're not opted in, you'll get one reminder on your first login of a new set release. After that point, you can choose to opt in or out of notifications at any time. You'll be granted the following rewards for each Set you opt in:
First Set: 50 Treasure Tokens
Second Set: 250 Treasure Tokens
Third Set: 50 Treasure Tokens
Fourth Set: 250 Treasure Tokens
Fifth Set: Emote

SYSTEMS

SET MECHANIC: UNLOCKABLES

Developer's notes
For more information (and examples) on the new Unlockable Champions mechanic, check out our gameplay overview article. As for here, we're just going to cover the core rules.
40 additional champions enter the Convergence as Unlockables that you can add to your draft pool, giving them a chance to appear in your shop. These champions will have a little lock icon in the top right of their portrait in Team Planner that unlocks once you gain access to them.
Once Unlocked, the unit will appear in the furthest right slot of your shop on your next roll
Unlocked units have the same amount of copies as other units of their tier. Note that units above 5 gold still count as Legendary (gold shop border) units and have the same unit pool sizes (9 for Legendary units).
If multiple players Unlock the same Unlockable units they will be taking copies from the same shared Unlocked pool.
If you Unlock a unit and do not have a copy of it on your board/bench, you will see it less often. If you continue to not purchase this unit and not have it on your board or bench, it will appear less and less down to a minimum of 20% of the normal appearance rate for that unit. This is to keep your shop focused on the units you want to field. If at a later point in the game you purchase this previously ignored unit from the shop, they return to the pool as normal.
If you sell an Unlockable unit, it returns to that unit's pool as normal.
For 4- and 5-cost Unlockables, if a small number of players have them Unlocked, the odds of them appearing after you have 3 copies become much worse based on the total copies in the pool. So if one player has a champ unlocked, buying 9 copies is much harder than a standard champion. This is to ensure three-starring them is roughly equivalent to three-starring a regular unit that can be contested. Note, once four players have that unit unlocked, their weight (frequency) returns to normal as they can be adequately contested.
As a reminder, Unlocks do not carry over from game to game.
Finally a clarifying statement about Bilgewater shops. They behave like normal shops. Once a Bilge shop is activated and has a Bilgewater unit in it, that unit is temporarily removed from the pool as if it were bought or in a standard shop offerings. Once the shop refreshes, it returns.

PLAYER DAMAGE

Developer's notes
Players take damage based upon each stage, and one more for each unit remaining on the battlefield. We're adjusting the flat damage to make Stage 3 more meaningful, rewarding tempo play and strong flexible boards. With Lore & Legends we expect fast 8/9 strategies to be much more consistent (this is due to more powerful late game units with Unlockables and XP/Level odds changes). So, to make sure Stage 3 still has impact (and tempo play/reroll is viable), we're slightly increasing the player damage. Our damage reduction for Stage 4, along with XP changes, should make the mid-game feel a bit longer and reliable to play for.
Player Damage (Flat) Stage 3 Base Damage: 5 ⇒ 6
Player Damage (Flat) Stage 4 Base Damage: 8 ⇒ 7

EXPERIENCE TO LEVEL

Developer's notes
Getting to Level 8 will be a bit harder, but hitting your desired 4-costs will be much more consistent and rewarding. Going from 8 to Level 9 and 10, will be a bit easier, rewarding you for building a strong Level 8 board.
XP To 8: 48 ⇒ 60
XP to 9: 76 ⇒ 68
XP to 10: 84 ⇒ 68

SHOP ODDS

Developer's notes
Making it to Level 8 and 9 will now feel much more comfortable to roll for your desired 4- or 5-costs—just remember to have a bit of gold when you do get there.
Level 8: 17/24/32/24/3% ⇒ 15/20/32/30/3%
Level 9: 12/18/25/33/12% ⇒ 10/17/25/33/15%

CAROUSEL

Developer's notes
With Prismatic Traits now mostly (Ionia and Yordle have Augments) reliant on hitting Level 10 with two Emblems, we want to make sure that it is viable to pursue them, so we're increasing the odds of seeing Spatulas and Pans on Carousels
Stage 2 & 4 Carousel Odds of seeing 1x Spat/Pan: 11% ⇒ 15%
Stage 2 & 4 Carousel Odds of seeing 3x Spat/Pan: 1% ⇒ 3%
Stage 3 Carousel Odds of seeing 1x Spat/Pan: 12% ⇒ 15%

ROLES

Developer's notes
Last set we removed Assassin from our Roles Revamped rework. We're adding it back with a rework for our extended roster.
Assassins take 15% less damage from all enemies except the current target

CHAMPION MOVEMENT

Developer's notes
Do not think, just do. Champions now enter the flow state faster than you can say Mihaly Csikszentmihalyi.
Champions will now begin moving to new hexes slightly faster. This should resolve occasional issues with champions stuttering when pathing multiple hexes to start attacking their next target, especially at higher movement speeds.

OPENING ENCOUNTERS

Developer's notes
New set, new Opening Encounters. Overall, Opening Encounters should have a lower impact than previous sets.
The big swap here is from Wandering Trainer to Ryze's Emblem Ensemble, which instead of giving you a Golem with three Emblems, simply gives you three random Emblems. Overall, Wandering Trainer is one of our most popular Opening Encounters, and it has been so since its early Portal versions. But the amount of impactful RNG here, along with our move back to two-Emblem Prismatics, would allow for hitting Prismatic Traits too early if we kept Wandering Trainer around. Swapping to Emblems means you will still have to hit Level 10 to activate any of our super powerful Prismatic trait breakpoints, while also maintaining the excitement of an Opening Encounter that asks you to adapt your comp so dramatically!
Golden Gala 6.2% Twisted Fate deals out all gold tier Augments this game.
Prismatic Party 4.1% Seraphine turns all Augments to prismatic tier this game.
Prismatic Finale 4.1% Zilean ages the last Augment to be prismatic this game.
Prismatic Opener 4.1% Galio's entrance turns the first Augment to prismatic this game.
3-Cost Start 7.2% Start with a random 3-cost champion this game.
2-Cost Start 4.1% Start with a random 2-cost champion this game.
Upgraded Start 6.2% Ekko upgrades your starting champion to 2-star.
Component Anvils 6.2% Poppy grants you two component anvils.
Scuttle Puddle 6.2% Rift Herald fills the game with crabs carrying bonus loot.
Loot Subscription 5.2% Zoe gives you highly varied loot at the start of each stage!
Emblem Ensemble 4.1% Ryze grants you 3 random Emblems to begin your journey.
Gold Subscription 5.2% Tahm Kench grants you gold at the start of every stage.
Augment Round Swap 6.2% LeBlanc manipulates Augments to be offered earlier this game.
No Encounter 5.2% It's a calm day in Runeterra. No Opening Encounter this game.
Howling Abyss 7.2% Gain 5 random 1-costs to fight on the Howling Abyss.
Silver Scrapes 7.2% The final two players gain 70 gold for an epic final fight.
Reckoner Arena 6.2% Draven rewards gladiators with gold whenever an opponent falls.
Scouting Party 5.2% Teemo's scouting party has found +1 Augment reroll for all Augments!

LARGE CHANGES

3RD PARTY FRIENDS

Developer's notes
There's always so much to cover with a new set! Good thing we have plenty of friends who're more than willing to lend a helping hand with things like comp guides, pretty cheat sheets, and more!
TFTAcademy
LoL Chess
Mobalytics
Blitz.gg
MetaTFT
OPGG
Tacter
Tactics.tools
TFTactics
TRACKER.GG

AUGMENT CYCLING: REMOVED

Developer's notes
The following Augments are lost to time in the Grand Library:
All That Shimmers
Another One and Another One+
At What Cost
Backup Dancers
Blazing Soul
Ami trapu I
Big Friend II (Big Friend I still exists as “Big Friend”)
Blood Rage
Caretaker's Chosen
Climb the Ladder I/II
Cloning Facility
Couronne de la reine
Crownguarded
Cybernetic Uplink I/II
Diversified Portfolio I/II
Evil Beyond Measure
Final Ascension
Gold For Dummies
Golden Quest
Greater Moonlight
Howling Gale
Investment Strategy I/II
Item Collector
Fureur du kraken
Kraken's Fury
Max Cap
Moonlight
Piercing Sight
Pocket Recombobulator
Psychic Forge
Pluie d'or
Raining Gold+ (Raining Gold still exists)
Reroll Transfer
Scapegoat
Destin argenté
Silver Destiny++
Scoreboard Scrapper
Tesla Coil
Tomb Raider I/II
Vampiric Vitality
Water Lotus I/II
Young and Wild and Free

RETURNING AUGMENTS

Developer's notes
Bringing back some fan favorites, from Kent's favorite Celestial Blessing (which now has a new powerful shield for its Prismatic version) to Prism's preferred and elegant NO SCOUT NO PIVOT. We've also made some adjustments to returning Augments, such as Cruel Pact to keep in line with our XP changes, Binary Airdrop to allow for the full team Binary value dream, and NO SCOUT NO PIVOT to allow you to slot in a 4- or 5-cost later on in the game and gain the benefit for them!
The following Augments have been uncovered alongside Ixtali artifacts and Shuriman ruins:
Bande de voleurs II
Band of Thieves II now has a + and ++ version that are only available on specific rounds
Bande de voleurs
Band of Thieves now grants another TG after a delay
Bande de voleurs II
Band of Thieves II (2-1): After 8 player combats (stage 3-5)
Band of Thieves II+ (3-2): After 6 player combats (stage 4-3)
Band of Thieves II++ (4-2): After 3 player combats (stage 4-6)
All Band of Thieves II versions are exclusive from each other
Largage binaire
Binary Airdrop no longer has a unit limit
Binary Airdrop temporary item is now completely random instead of tailored to the champion's role
Binary Airdrop now also grants 2 item components immediately
Bénédiction céleste I
Celestial Blessing I/II/III Omnivamp: 10/15/25% ⇒ 12/18/25%
Celestial Blessing I/II/III Shield: 200/300/400 ⇒ 200/400/1000
Clockwork Accelerator is no longer available on 2-1
Mannequins de choc
Crash Test Dummies
Couronne maudite
Cursed Crown now also grants your team 4% Durability
Lotus précieux I
Jeweled Lotus I is no longer available on 2-1
Jeweled Lotus I Crit Chance: 15% ⇒ 20%
Lotus précieux II
Jeweled Lotus II is no longer available on 2-1
Jeweled Lotus II now additionally grants 10% Crit Damage
Armure improvisée I
Makeshift Armor I/II
Obstination
NO SCOUT NO PIVOT: Instead of the bonus stats being attached to individual champions, the bonus stats are now a teamwide aura that increases each combat. Bonus stats now apply teamwide instead of to champions only, meaning Training Dummies and summons will be buffed
NO SCOUT NO PIVOT HP Per Round: 14 flat HP ⇒ 1% HP
Relances étoilées
On a Roll
Liberté conditionnelle
Titanic Titan

AUGMENTS ADJUSTED: SILVER

Developer's notes
New set, new (and larger) roster, and more Augments adjusted to match! Of note is our buff to Kingslayer which will be much more consistent, and a much sharper Glass Cannon.
Meilleurs amis I
Best Friends I is no longer offered on 2-1
Best Friends I AS & Armor: 12 ⇒ 10
Évolution chaotique
Chaotic Evolution HP: 100 ⇒ 80
Chaotic Evolution AD/AP/AS: 10% ⇒ 8%
Mannequinification
Dummify HP Per Stage: 1000 ⇒ 1200
Composants funéraires
Eye for an Eye+ Deaths Required: 16 ⇒ 18
Canon de verre I
Glass Cannon I Starting Health: 90% ⇒ 75%
Glass Cannon I Damage Amp: 13% ⇒ 17%
Entre les PO et l'enclume
Iron Assets Gold: 4 ⇒ 3
Keepers I Shield Strength: 145 ⇒ 130
Kingslayer now grants 1 gold per player combat regardless of combat outcome
Lategame Specialist Gold: 33 ⇒ 36
Forge à retardement
Latent Forge Turns to wait: 8 ⇒ 10
Placébo
Placebo+ Gold: 15 ⇒ 14
Préparation I
Preparation I is no longer offered on 3-2
Reroll Transfer Gold: 3 ⇒ 1
Jour de relance I
Rolling for Days I Rerolls: 11 ⇒ 10
Second souffle
Second Wind I is no longer appears on 2-1
Destin argenté
Silver Destiny Gold: 3 ⇒ 2
Survivant
Survivor now grants 3 gold immediately
Survivor Gold: 92 ⇒ 100

AUGMENTS ADJUSTED: GOLD

Developer's notes
Know Your Enemy now lets you Know Your Enemy.
Patience
Aura Farming Unlock Round: 4-3 ⇒ 4-5
Meilleurs amis I
Best Friends II is no longer offered on 2-1
Best Friends II Armor: 20 ⇒ 18
Ami trapu I
Big Friend II Damage Reduction: 10% ⇒ 13%
Bronze pour la vie I
Bronze For Life I Damage Amp Per Trait: 3% ⇒ 2.5%
Océan de larmes
Cry Me a River Delay Timer: 15 ⇒ 10 sec
Cycle épique
Epoch Rerolls each Stage: 2 ⇒ 3
Coup de chance
Exclusive Customization Gold: 5 ⇒ 10
Croissance explosive
Explosive Growth now grants XP the turn you take it
Explosive Growth Additional Rounds: 4 ⇒ 3
Explosive Growth XP Granted: 8 ⇒ 7 (total: 32 over 4 turns ⇒ 28 over 3 turns)
Explosive Growth+ now grants XP the turn you take it
Explosive Growth+ Additional Rounds: 4 ⇒ 3
Explosive Growth+ XP Granted: 11 ⇒ 10 (total: 44 over 4 turns ⇒ 40 over 3 turns)
Canon de verre I
Glass Cannon II Starting Health: 90% ⇒ 75%
Glass Cannon II Damage Amp: 20% ⇒ 30%
Destin doré+
Gold Destiny Gold: 4 ⇒ 3
Carrousels trafiqués
Hard Bargain HP: 4 ⇒ 6
Hard Bargain Gold: 9 ⇒ 10
Orbes de soins I
Healing Orbs II Heal: 400 ⇒ 440
Healing Orbs II no longer appears on 2-1
Relances imposantes
Hefty Rolls HP per roll: 7 ⇒ 8
Besace héroïque
Heroic Grab Bag++ Gold: 13 ⇒ 10
Haute tension
High Voltage Percent Increase: 15% ⇒ 20%
Gredin
Hustler Gold granted Immediately: 3 ⇒ 5
Hustler now grants 2 XP a turn
Keepers II Shield Value: 230 ⇒ 210
Copieur !
Know Your Enemy now allows you to see the exact player you're fighting next
Sauvetage in extremis
Last Second Save no longer available on 2-1
Last Second Save Heal: 22% ⇒ 20%
Gants porte-bonheur
Lucky Gloves+ now additionally grants another Sparring Gloves after 2 player combats
Bataille de nourriture
Mess Hall Tier: Prismatic ⇒ Gold
Mess Hall now deals flat magic damage, scaling with AD and AP
Mess Hall now fires 2 projectiles instead of 1
Quiet Quitting Gold: 16 ⇒ 24
Banc de Pandore
Pandora's Bench Tier: Silver ⇒ Gold
Pandora's Bench no longer appears on 4-2
Pandora's Bench now additionally grants a Lesser Champion Duplicator
Pandora's Bench Gold: 5 ⇒ 4
Chapardage
Pilfer now has an additional effect. The first time you gain 30 gold worth of champions through Pilfer, gain a Thief's Gloves.
Pilfer: If the first champion killed is one you haven't unlocked, you will gain the gold value of the champion
Résistance acharnée
Plot Armor Initial Armor/MR: 10 ⇒ 8
Préparation I
Preparation II is no longer offered on 3-2
Preparation II HP per stack: 45 ⇒ 50
Time Skip XP: 28 ⇒ 32

AUGMENTS ADJUSTED: PRISMATIC

Developer's notes
No one needs 5 belts, and they especially don't need 5 Rods. What they need is one Rod, one Rod that ends with a “ger”... Rodger.
At What Cost XP: 4 ⇒ 12
Abondance de ceintures
Belt Overflow Belts: 5 ⇒ 4
Belt Overflow Belts Bonus HP: 60 ⇒ 75
Bronze pour la vie II
Bronze For Life II Damage Amp Per Trait: 3% ⇒ 2.5%
Bronze For Life II Durability Per Trait: 1.5% ⇒ 2%
Trésors enfouis
Buried Treasures is now only available on 2-1
Appel du chaos
Call to Chaos New Rewards: 6 unique components, Spatula + Frying Pan + 2 Component Anvils, Radiant Lucky Item Chest + 15g + 1 Remover, 2 Completed Item Anvils + 1 Golden Egg
Call to Chaos Removed Rewards: 3x Sniper's Focus, 3x Hullcrusher, 5 Random Emblems, 3* 3-cost and 20 gold
Call to Chaos RNGolem Bonus Stats: Bonus AD: 0% ⇒ 30%, Bonus Resists: 25 ⇒ 40
Call to Chaos Ranged Golem: AS: 50% bonus ⇒ 20% base (0.75 AS)
Call to Chaos Ranged Golem Artifact: Sniper's Focus ⇒ Rapid Firecannon
Call to Chaos Ranged Golem Gains 3 Range by default
Call to Chaos Melee Carry Golem: AS: 50% bonus ⇒ 20% base (0.75 AS)
Call to Chaos Melee Carry Golem Completed Item: Quicksilver ⇒ Bloodthirster
Call to Chaos Melee Carry Golem Artifact: Death's Defiance ⇒ Mittens
Call to Chaos Melee Carry Golem Radiant: Sterak's ⇒ Titan's Resolve
Call to Chaos Tank Golem Artifact: Innervating Locket ⇒ The Indomitable
Lames tueuses
Deadlier Blades Tier: Gold ⇒ Prismatic
Deadlier Blades 1% AD per 5 takedowns ⇒ 2% AD per 3 takedowns
Coiffes mortelles
Deadlier Caps Tier: Gold ⇒ Prismatic
Deadlier Caps 1% AD per 4 takedowns ⇒ 2% AP per 3 takedowns
Grandeur et démesure
Giant and Mighty size scaling adjusted
Giant and Mighty no longer offered on 2-1
Giant and Mighty Flat Health: 300 ⇒ 200
Giant and Mighty HP%: 4% ⇒ 10%
Expérience à tout prix
Going Long Gold: 15 ⇒ 12
Going Long XP per Turn: 4 ⇒ 5
Tenir le front
Hold the Line is now additionally available on 3-2
Hold the Line buff now updates during the Planning Phase as players move their units around. Visual effects have been added to show that units are being buffed
Hold the Line Buff Targeting: Back row ⇒ Back 2 rows
Hold the Line now includes summoned units like Training Dummies both for the front row unit count and for receiving the buff
Invested now calculates free rerolls based on the player's gold before they gain gold for the round.
Destin prismatique
Prismatic Destiny Gold: 5 ⇒ 4
Prismatic Destiny+ is now available on 3-2, granting 10 gold
Quality Over Quantity Bonus HP: 4% ⇒ 7%
Shopping intensif
Shopping Spree now has a new icon
Abondance de glaives
Sword Overflow Swords: 5 ⇒ 4
Sword Overflow AS per Sword: 2% ⇒ 3%
Mini-Tacticien
Tiniest Titan Gold Per Round: 1 ⇒ 2
Tiny but Deadly no longer offered on 2-1
Abondance de baguettes
Wand Overflow Rods: 5 ⇒ 4
Wand Overflow AS per Rod: 5% ⇒ 7%

ITEMS

Developer's notes
With new sets being such a huge moment, we're taking some time to make sure our core items don't become too legendary or unclickable to the point of lore.
Casque adaptatif
Adaptive Helm Mana Regen: 2 ⇒ 3
Adaptive Helm Tanks & Fighters Armor/MR: 35 ⇒ 45
Soif-de-sang
Bloodthirster AD/AP: 20% ⇒ 15%
Armure roncière
Bramble Vest HP %: 7% ⇒ 9%
Bramble Vest Auto Reduction: 8% ⇒ 5%
Linceul de la congruence
Evenshroud HP: 150 ⇒ 250
Manteau de la nuit
Edge of Night proc no longer cleanses damage over time effects
Tueur de géants
Giant Slayer AD/AP: 20 ⇒ 15
Fureur du kraken
Kraken's Fury Bonus AS: 40% ⇒ 30%
Kraken's Fury AD Per Attack: 4% ⇒ 3.5%
Lance de Shojin
Spear of Shojin AP: 10% ⇒ 15%
Gage de Sterak
Sterak's Gage Shield Duration: 5s ⇒ 4s
Armure de Warmog
Warmog's Armor HP: 600 ⇒ 500
Warmog's Armor Max HP: 12% ⇒ 15%

RADIANT ITEMS

Developer's notes
All Radiant items are now EXACTLY two times their base model in stats. Any exceptions are light and only because the core effect cannot be duplicated (e.g. Edge of Night, Last Whisper, Infinity Edge).
Casque adaptatif
Adaptive Helm Mana Regen: 4 ⇒ 6
Adaptive Helm Marksman & Caster AD/AP: 60% ⇒ 30%
Bâton de l'archange
Archangel's Staff Base AP: 55% ⇒ 60%
Archangel's Staff Proc: 35 AP every 4 sec ⇒ 40 AP every 5 sec
Soif-de-sang
Bloodthirster AD/AP: 45% ⇒ 30%, MR: 20 ⇒ 40
Bloodthirster Shield: 40% ⇒ 50%
Armure roncière
Bramble Vest Armor: 100 ⇒ 130, Max HP: 15% ⇒ 18%
Bramble Vest Auto Reduced Damage: 25% ⇒ 10%
Bramble Vest Damage Proc: 175 ⇒ 200
Lame funeste
Deathblade AD: 105% ⇒ 110%
Griffe de dragon
Dragon's Claw MR: 115 ⇒ 150, Max HP: 15% ⇒ 18%, Health Regen: 10% ⇒ 5%
Manteau de la nuit
Edge of Night Armor: 20 ⇒ 40
Proc no longer cleanses damage over time effects
Linceul de la congruence
Evenshroud Base MR: 30 ⇒ 40
Evenshroud Bonus Armor/MR: 70 ⇒ 50
Lithoplastron de gargouille
Gargoyle Stoneplate HP: 250 ⇒ 200, Armor/MR for each target: 15 ⇒ 20
Gargoyle Stoneplate Removed HP Regeneration
Tueur de géants
Giant Slayer AD/AP: 50% ⇒ 30%, AS: 20% ⇒ 30%, Damage Amp: 20% ⇒ 30%, Bonus Amp vs Tanks: 25% ⇒ 30%
Lame enragée de Guinsoo
Guinsoo's Rageblade AP: 30% ⇒ 20%, Base AS: 25% ⇒ 20%, Stacking AS: 13% ⇒ 14%
Main de la justice
Hand of Justice AD/AP: 35% ⇒ 30%, Omnivamp: 20% ⇒ 24%
Pistolame Hextech
Hextech Gunblade Mana Regen: 1 ⇒ 2
Lame d'infini
Infinity Edge, AD: 65% ⇒ 75%
Étincelle ionique
Ionic Spark Shock Range: 3 ⇒ 2, Shock Damage: 200% ⇒ 300%
Removed HP Regeneration
Gantelet précieux
Jeweled Gauntlet AP: 70% ⇒ 75%
Fureur du kraken
Kraken's Fury MR: 20 ⇒ 40, AS: 25% ⇒ 20%, Stacking AD: 7% ⇒ 8%, Bonus AS: 80% ⇒ 60%
Dernier souffle
Last Whisper AS: 25% ⇒ 40%, Crit: 55% ⇒ 40%
Morellonomicon
Morellonomicon HP: 150 ⇒ 300, AP: 50% ⇒ 40%, Mana Gen: 3 ⇒ 2, Burn Duration: 8 ⇒ 10 sec
Dent de Nashor
Nashor's Tooth AS: 10% ⇒ 20%, HP: 200 ⇒ 300, Crit: 35% ⇒ 40%
Vœu du protecteur
Protector's Vow Mana Start Bonus: 20 ⇒ 40, Mana on Proc: 20 ⇒ 30, HP Shield: 45% ⇒ 40%
Mercure
Quicksilver MR: 30 ⇒ 40,AS: 40% ⇒ 30%
Coiffe de Rabadon
Rabadon's Deathcap AP: 80 ⇒ 100, Damage Amp: 50% ⇒ 30%
Buff rouge
Red Buff AS: 65% ⇒ 90%, Damage Amp: 10% ⇒ 6%
Lance de Shojin
Spear of Shojin AP: 25% ⇒ 30%
Visage spirituel
Spirit Visage Damage Reduction: 18% ⇒ 20%, Mana Gen: 2 ⇒ 4
Cœur intrépide
Steadfast Heart Crit: 20% ⇒ 40%, Base Durability: 16% ⇒ 20%, Health Cutoff: 40% ⇒ 50%, Buffed Durability: 30% ⇒ 36%
Fléau vengeur
Striker's Flail HP: 150 ⇒ 300, AS: 25% ⇒ 20%, Crit: 35% ⇒ 40%, Damage Amp Per Stack: 8% ⇒ 10%, Buff Duration: 8 ⇒ 5 sec
Cape solaire
Sunfire Cape Max HP: 12% ⇒ 16%, Proc Timer: 1.5 ⇒ 2 sec, Hex Range: 3 ⇒ 2, Buff Timer: 8 ⇒ 10 sec
Détermination du titan
Titan's Resolve Armor: 35 ⇒ 40, AS: 30% ⇒ 20%, AP/AD per stack: 3% ⇒ 4%
Bâton du vide
Void Staff AP: 60% ⇒ 75%, AS: 60% ⇒ 30%, Mana Gen: 3 ⇒ 2
Armure de Warmog
Warmog's Armor Bonus HP: 20% ⇒ 30%
Warmog's Armor Removed Health Generation

NEW ARTIFACTS

Developer's notes
As we alluded to in our set Learnings article, we're swapping out quite a lot of Artifacts this time around. Some of these will even contribute to the new Darkin trait, while others bring fun fantasies inspired by past mechanics, or fill holes left by Artifacts rotating out.
Arc des Darkin
The Darkin Bow
Bâton des Darkin
The Darkin Staff
Égide des Darkin
The Darkin Aegis
Faux des Darkin
The Darkin Scythe
Gantelet du Néant
Void Gauntlet
Jus chapi-chapo
Cappa Juice
Pacte éternel
Eternal Pact
Hachette infernale
Hellfire Hatchet
Clone des ombres
Shadow Puppet
Égide de l'aube
Aegis of Dawn
Égide du crépuscule
Aegis of Dusk

REMOVED ARTIFACTS

Innervating Locket
Unending Despair
Deathfire Grasp
Manazane
Spectral Cutlass
Tricksters Glass

ADJUSTED ARTIFACTS

Developer's notes
We're also rebalancing Artifacts with the goal of making them less sharp than before, while still being more specific than core items. Overall, Artifacts should be more powerful than our core items, especially on their preferred users, but less powerful than our Radiant Items. We know that this may take some time to get right, especially with 100 champions available to cook up powerful combos with, but we've made a considerable effort to this end with the sweeping Artifact balance changes below.
Joyau putréfiant
Blighting Jewel AP: 50 ⇒ 60
Blighting Jewel Flat MR Shred: 4 ⇒ 2
Blighting Jewel Mana Granted at 0 MR: 3 ⇒ 2
Blighting Jewel Ability damage can only trigger its effect on an enemy once every 0.5 seconds.
Cœur de l'aube
Dawncore AD & AP: 15% ⇒ 10%
Refus de la mort
Death's Defiance AD: 10% ⇒ 25%, AS: 25% >> 15%, Armor: 30 >> 40
Collecteur d'or
Gold Collector AD: 25% ⇒ 40%, Crit Chance 30% >> 20%
Paradoxe de Zhonya
Zhonya's Paradox AP: 40% ⇒ 25%, Armor/MR: 30 ⇒ 25
Fracasse-coques
Hullcrusher Armor/MR: 35 ⇒ 50, HP Bonus: 600 ⇒ 400, AD/AP Bonus: 20% ⇒ 10%
Tremblelames
Flickerblades AS: 15% >> 12%, AS per attack: 6% ⇒ 5%
Flickerblades AD Per 5 autos: 3% ⇒ 2%, AP Per 5 autos: 4% ⇒ 2%
Lame du parieur
Gambler's Blade AS: 35% ⇒ 45%, AP: 10% ⇒ Removed
Luden's Echo Bolts Fired on kill: 3 ⇒ 2
Mailles du magnat
Mogul's Mail HP: 100 ⇒ 300
Mogul's Mail HP per stack: 10 ⇒ 5
Mogul's Mail Gold delay: 10 ⇒ 12 seconds
Moufles
Mittens Attack Speed: 75% ⇒ 65%
Mittens 25% Durability ⇒ 15% Damage Amp
Mittens Passive Chill immunity ⇒ Chill & Burn/Wound immunity
Rapid Fire Cannon AS: 75% ⇒ 65%
Rapid Fire Cannon now has 5% Damage Amp
Prowlers Claw AD: 30% ⇒ 35%, Crit Chance: 50% ⇒ 45%, Critical Strike Bonus: 60% ⇒ 50%
Au bout du rouleau
Wit's End HP: 300 ⇒ 400, AS: 30% ⇒ 25%, Armor/MR 30 ⇒ 20
Wit's End Proc Damage: 42/60/75/90/100 ⇒ 30/45/65/85/100
Wit's End Magic Vamp: 35% ⇒ 30%
Concentration du sniper
Sniper's Focus Bonus Range removed
Sniper's Focus AD: 15% ⇒ 20%, AP: 15% ⇒ 20%, AS: 15% ⇒ 20%
Sniper's Focus [REWORK] Gain 40% Damage Amp against targets 4 or more hexes away.
Fléau de liche
Lich Bane AP: 30% ⇒ 55%, AS: 30% ⇒ 10%
Protège-bras du savant
Seeker's Armguard AP: 40% ⇒ 25%, Armor/MR: 30 ⇒ 10
Seeker's Armguard Added 20% Omnivamp
Seeker's Armguard Passive changed to “On takedown gain 20 Armor, MR, and Ability Power”
Seeker's Armguard on-kill effect Removed
Poignard de Statikk
Statikk Shiv AP: 40% ⇒ 15%, AS: 40% ⇒ 50%
Statikk Shiv Base Damage: 40 >> 30
Talisman de l'ascension
Talisman of Ascension Health: 600 ⇒ 450
L'indomptable
The Indomitable HP: 400 ⇒ 500, Armor/MR: 25 ⇒ 20, Max Health: 10% ⇒ 12%
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