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RANKED REWARDS AND MORE!

NEW RANKED SEASON

Developer's notes
New set, new ranked season, new ranked goals, new me? New you? New us?
When Magic n’ Mayhem goes live in your region, or after you download the latest mobile patch, you can start climbing
Depending on your rank in the previous season, 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 sub-top 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!
Your Hyper rating will be reset to 500
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

USER INTERFACE AND EXPERIENCE IMPROVEMENTS

UI & UX

Developer's notes
Our Champion Augments (formerly known as Hero Augments) are now a core piece of the TFT Augment experience, so we’re giving them a quality of life buff that acts as a continual reminder for their enhanced ability.
Previously, all champions were shown at the maximum quality, regardless of the “character quality” setting selected on desktop or forced quality settings on mobile devices. We’re correcting this to allow you to lower Champion visual quality for improved performance as needed.
When selecting a Champion Augment, the Ability tooltip icons for that unit will now update to show the Champion Augment icon
TFT Champion visual quality can now be adjusted in the "Champion" quality setting
Damage dealt to shields is now tracked in the combat recap tracker

SYSTEMS

CHARMS

Developer's notes
For full details on our new mechanic be sure to check out charming author’s piece on the mechanic! But for now, here’s a TL;DR.
Charms are single-use effects that you can purchase from your shop.
You can purchase one Charm per round. Once you purchase a Charm, you will not see another that round.
Charms will not appear during PVE rounds.
Charms begin appearing on Round 2-1 and forward. They will appear in every 2 Shops.
On Round 5-1 and forward, Charms will appear in every 3 Shops.
Charm power scales both with Stage they become available and gold price.
Some Charms, such as our trait-linked Charms, require you to be fielding the specific traits to become an option for purchase. You will only see trait-linked Charms for your most active trait.
Charms that impact player combat must be purchased before that combat or will carry onto the next player combat.

LEVELING

Developer's notes
We’d like to see Levels 9 and 10 a bit more, and with Charms (that often cost gold) replacing Encounters (that are sometimes inflationary), you may be down, say, 8 gold or so on hitting Level 10—but don’t worry, we’ll comp that difference right here.
XP needed per level 2/3/4/5/6/7/8/9/10: 2/2/6/10/20/36/48/80/80 ⇒ 2/2/6/10/20/36/48/76/76

BAG SIZES

Developer's notes
We’re adjusting the bag sizes (amount of copies for each champion in the shared pool). We’re making 1 and 2-costs a bit easier to hit, allowing you to hit earlier, but in doing so, we’re lowering their fully starred-up power slightly. In general this should prevent those situations where you don’t hit your reroll carry until Stage 4-5, and end up too far behind the rest of the lobby who has been playing a fast level 8 or even level 9 strategy. This should feel a lot better for low-cost reroll players.
Speaking of reroll buffs, we’re adding one more copy of each 3-cost in the pool. Just by changing that number from 17 to 18, we’re allowing two players to pursue a three star 3-cost without the help of a Champion Duplicator.
Our 4 and 5-cost pools remain unchanged from Inkborn Fables, as we’re happy with the rate that these champions are two and three starred as an accurate reflection of their power. That being said, we’re continuing to monitor these rates and the success of our higher-cost champions, especially as our new mechanic, Charms, affects the space.
Lastly, we’ve added one more 1-cost champion to the set to better fill out the trait web.
1-costs: 22 ⇒ 30
2-costs: 20 ⇒ 25
3-costs: 17 ⇒ 18
4-costs: 10
5-costs: 9
Magic n’ Mayhem contains an extra 1-cost champion compared to previous sets for a total of 14 1-costs and 60 total champions.

MANA

Developer's notes
We’re taking a pass on Mana generation to make it more intuitive and require less math to optimize whether or not a Champion is good with Blue Buff, Spear of Shojin, or some other source of Mana regen.
Mana gained above max Mana from sources besides taking damage is now granted after the cast. Note this does NOT affect Mana gained while mana-locked, only the instance that puts you over. Example: a 0/40 unit with Spear of Shojin would gain 5 Mana after their first cast, as the attack that triggered their cast will carry over the additional 5 Mana now.
Shielded units now gain the correct amount of Mana from taking damage (previously, they gained much less than intended). Note that units are mana-locked when self-shielded, so this mainly affects items like Locket of the Iron Solari and Crownguard.

MONSTERS: PVE AND GOLEMS

Developer's notes
We’re making our PVE rounds more consistent and a bit harder, but in doing so, we’re also allowing you to inspect what they do to help you beat them or lose with your “strongest board.” For Elder Dragon, that buff is very slight, but if you have Shred/Sunder, it should be power neutral. For Murk Wolves and Razorbeaks, we’re making it so they don’t just instantly pop. We’re keeping Krugs as is since they’re already difficult enough for Mages.
With our Dawn of Heroes Revival officially announced in our Dev Drop, we’re preemptively renaming Sentinels to Golems to avoid confusion with the Sentinel trait in the set.
Standard PVE Monsters are now inspectable (Minions, Krugs, Murkwolves, Razorbeaks, Elder Dragon, Rift Herald). Scuttle Crabs are not inspectable because they do not wish to be perceived and do not have Splash Art.
Elder Dragon Health: 12000 ⇒ 10000
Elder Dragon Armor: 0 ⇒ 50
Elder Dragon MR: 0 ⇒ 50
Minions MR: 0 ⇒ 10
Murk Wolves, Big Wolf Health: 1100 ⇒ 1300
Murk Wolves, Small Wolf Health: 360 ⇒ 550
Murk Wolves Armor: 25 ⇒ 15
Murk Wolves MR: 0 ⇒ 15
Razorbeaks Armor: 1 ⇒ 25
Razorbeaks MR: 0 ⇒ 25
Rift Herald no longer takes 20% less damage from attacks
Rift Herald Armor: 50 ⇒ 100
Rift Herald MR: 0 ⇒ 100
All “Sentinels” have been renamed to “Golems”

LARGE CHANGES

3RD PARTY FRIENDS

Developer's notes
There’s so much content coming with Magic n’ Mayhem that we can’t possibly cover it with these patch notes. It’s a good thing we have a few friends in the business of making magic out of mayhem with websites dedicated to helping you learn about the content of Magic n’ Mayhem:
TFTactics
League Of Graphs
LoL Chess
Mobalytics
Blitz.gg
MetaTFT
OPGG
Tacter
Tactics.tools
TFTPS
TFTAcademy

REMOVED PORTALS

Developer's notes
We’re removing some of our least popular Portals to make room for a few new and returning ones.
Vendor Sentinels
Lethal Legends
Larger Legends

PORTALS: NEW AND RETURNING

Developer's notes
A new mechanic and some loot-pinata Golems have brought three new Portals! We also welcome the return of two Portals from past sets.
NEW: Treasure Golems: Start with a Golem permanently equipped with an Unstable Treasure Chest. At stage 3-5, the Golem equips another one (7-1 on Hyper Roll).
NEW: Overachievers: Powerful Charms may appear earlier in the game.
NEW: Castfest: Charms cost 50% less this game
Loaded Carousels: Champions on the carousel hold 2 items instead of 1.
Treasure Armory: On stage 4-7, choose a 5-piece package of powerful loot. (8-1 on Hyper Roll)
Trainer Sentinels has been renamed to Trainer Golems

AUGMENT CYCLING: REMOVED

Developer's notes
With over 140 new and returning Augments (Including Crowns, High-Stakes Augments, Champion Augments, and more), we need to open up some space in the pool. We chose the list below for a couple of reasons: we either had a better replacement that was similar, the Augment was unpopular, or the Augment has been in recent sets too frequently. The following Augments may be taking some time off, but who knows, maybe your favorite will return one set?
The following Augments have been removed:
Switching Gears
Harmacist I
Healings Orbs I
Best Friends 0
Best Friends I
Pick of the Litter
Pick of the Litter+
Gargantuan Resolve
Fully Adapted
Heavy Hitters
Buried Treasures II
Cybernetic Uplink II
Cybernetic Bulk II
Idealism
Harmacist II
Healing Orbs II
Lucky Streak
Shock Treatment
A Cut Above
Stationary Support I
Stationary Support II
Jeweled Lotus I
Gifts From The Fallen
Know Your Enemy
Best Friends 0
Best Friends II
Tons of Stats!
Low Interest Rates
Dynamic Duo
Too Much Candy
Cybernetic Uplink III
Cybernetic Bulk III
Trash to Treasure
Two For One
Harmacist III
Starter Kit
Overwhelming Force
Unleashed Arcana
Stationary Support I
Stationary Support III
Salvage Bin
Salvage Bin
Salvage Bin+
Jeweled Lotus II
Ba-Boom
Hedge Fund
Hedge Fund+
Hedge Fund++
Accomplice

RETURNING AUGMENTS

Developer's notes
We’re bringing back some fan favorites from sets past.
Pandora's Bench
Pandora’s Bench
Spoils of War I
Spoils of War I
AFK
AFK
Spoils of War I
Spoils of War II
Spoils of War III
What the Forge
What The Forge
At What Cost
At What Cost

CORE AND RADIANT ITEMS

Developer's notes
Warmog’s Armor has always been a strong early game item, but it falls a little short in the later Stages. With more bonus Health tacked on, the item should feel better throughout all parts of the game.
Warmog's Armor
Warmog’s Armor Bonus Health: 8% ⇒ 12%
Warmog's Pride
Warmog’s Pride (Radiant) Bonus HP: 15% ⇒ 20%
Warmog’s Pride (Radiant) Healing per second: 1% ⇒ 1.5%

ARTIFACT ITEMS

Developer's notes
Diamond Hands has been one of the strongest Artifacts for a while now. Its power is propped up by the constant stream of gold that may seem small but is incredibly potent when accessed early in the game. A nerf to make Diamond Hands balanced would likely come at the cost of what makes the item interesting, so we’re opting to take it out and replace it with a much more interesting return of an updated Mogul’s Mail! Mogul’s Mail is a defensive Artifact that grants bonus defensive stats, stacking up to (now) 35 times, upon which you’ll gain gold, with even more to come for every 5 seconds the wearer can stay alive. Try using Mogul’s Mail on a super-tank solo frontliner (recommended to add a newly buffed Warmog’s Armor plus Gargoyle’s Stoneplate) with your damage threats sporting a Hextech Gunblade.
Diamond Hands
Diamond Hands has been removed from Artifact pool
Mogul's Mail
Mogul’s Mail has returned to Artifact pool
NEW: Mogul’s Mail: After reaching max stacks, continue gaining 1 gold every 6 seconds.
Mogul’s Mail: Stack Cap: 40 ⇒ 35
Mogul’s Mail: Health Per Stack: 6 ⇒ 7
Mogul’s Mail: Gold on Max Stacks: 2 ⇒ 1

SUPPORT ITEMS

Developer's notes
We’re reworking Needlessly Big Gem to make it more useful throughout the fight. Previously, the Support Item was only picked by comps that could stall long enough to activate the bonus damage and take advantage of the huge 40% increase. Now the bonus damage is immediate but will ramp over the course of 15 seconds if the holder is still alive.
Spite is our hardest Support Item to use correctly, requiring the wearer to die quickly, while being near key enemy units to reduce their offensive stats but close to strong allies to increase their stats. What this meant for Inkborn Fables was typically force Duelist. For Magic n’ Mayhem, we’re making the item much more flexible while still maintaining its spiteful identity. Spite holders can now be positioned to maximize an offensive buff for their allies and, upon dying, will stun all enemies within 2-hexes.
REWORKED Needlessly Big Gem Health: 300 ⇒ 250
Needlessly Big Gem
Needlessly Big Gem is no longer Unique
Needlessly Big Gem: Your team deals 10% bonus damage. Each second the holder is alive, your team deals an additional 1% bonus damage, up to a total of 25%.
REWORKED Spite: Combat start: The holder and all adjacent allies gain 20% Attack Damage and 20 Ability Power. When this unit dies, Stun all enemies within 2-hexes for 2 seconds.

BUG FIXES

Sands of Shurima and Touch of the Void Arenas no longer show the Mobile version of the splash art in loadout
We've fixed VFX glitches seen when scouting with the Shrine of the First Lands Arena
Chop-chop: Gwen no longer clips into scissors when doing taunt emote while scouting
We've fixed some VFX issues with the Battle Academia Arena when it transforms
We've fixed a few Chibi booms to no longer incorrectly disappear when either party scouts during it.
Fixed residual shadows when scouting back and forth between Tournament of Souls and Mecha Prime Zero Arenas
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