Tools

Mid-Patch Updates

DISABLED CHARMS

Developer's notes
Don’t worry, they’ll be back!
Lightning Strike (Charm) has been disabled
Meteor Swarm (Charm) has been disabled

TRAITS

Developer's notes
Faerie and Chrono flew too high too fast with their respective reworks. We’re turning back the clock on a bit of their new power, but are happy overall that their reworks move these verticals into a playable (and more practical) space.
Chrono 0
Chrono 6 bonus AP: 80 ⇒ 70
Chrono 6 bonus AS: 40 ⇒ 35
Faerie Crown
Faerie Crown Damage Amp: 30/45/55/75% ⇒ 30/45/50/60%

CHAMPIONS

Developer's notes
Our reworks to Jinx, Varus, and Smolder left them in a weaker space than intended. For Smolder, we’re significantly buffing his Mana, allowing him to launch fireballs more often. His rework changed his ability to enhance his next four attacks, but during these attacks, he’s locked out of gaining Mana, making the uptime of his power few and far between. As a note, flat damage on Smolder is much better post-rework, so don’t sweat the lack of bows. Veigar got the short end of the nerf stick and was left without enough sting to carry a comp, even when that comp is made up of little bees. We’re almost entirely reverting the nerf but keeping part of the three-star nerf.
Jinx
Jinx Ability duration: 4 sec ⇒ 5 sec
Veigar
Veigar Ability damage: 215/300/425% AP ⇒ 240/330/450% AP
Varus
Varus fireball cluster damage: 40/40/80% AD ⇒ 50/50/100% AD
Smolder
Smolder Mana buff: 30/80 ⇒ 0/40

AUGMENTS

Developer's notes
The greatest tragedy here is that A Golden Quest no longer uses a number related to gold, but hey, at least it’s clickable again.
Combat Bandages I
Combat Bandages I Healing: 130-325 ⇒ 100-220
Combat Bandages I Heal Duration: 2 seconds ⇒ 2.5 seconds
Fine Vintage
Fine Vintage Turn delay: 3 ⇒ 4
A Golden Quest
A Golden Quest gold to trigger: 196 ⇒ 175
Big Gains
Big Gains Health per 2 takedowns: 20 ⇒ 12
Combat Bandages I
Combat Bandages II Healing: 200-500 ⇒ 170-350
Combat Bandages II Heal Duration: 2 seconds ⇒ 2.5 seconds
Pillar of Flame
Pillar of Flame (Shen) Mana reduction: 20 ⇒ 30
Pillar of Flame (Shen) Damage over Time: 33/50/80% ⇒ 40/60/95%
Spider Queen
Spider Queen (Elise) Ability poison damage: 90% ⇒ 110%
BUGFIX: Spin to Win (Wukong) Augment ability AD ratio is now correctly 250% instead of 30%
Unleash The Beast
Unleash the Beast AS: 60% ⇒ 45%
Winter is Coming
Winter is Coming (Frost) Wolf Bonus HP: 300 ⇒ 200
Winter is Coming (Frost) Wolf Bonus AS: 40% ⇒ 20%
What the Forge
What the Forge Health per Artifact: 220 ⇒ 110

BUG FIXES

Sticky Fingers can no longer generate Frying Pan
Spin To Win
Spin to Win (Wukong) Augment ability AD ratio is now correctly 250% instead of 30%

SYSTEM CHANGES

THE GOLDEN FRYING PAN

Developer's notes
The Golden Frying Pan, colloquially referred to as the Frying Pan—or if you’re on a first-name basis with Pengu (readers here are), just the Pan—has arrived, allowing you to cook up previously uncraftable Class Emblems. Emblems lead to some of the most fun and creative moments in TFT, so having craftable access to more of them is good long term even as we look past Magic n’ Mayhem. And with our additional craftable Emblems, there’s no such thing as Uncraftable ones anymore!
Ready to cook? Scope the recipes!
Pan + Sword = Hunter Emblem
Pan + Rod = Mage Emblem
Pan + Bow = Multistriker Emblem
Pan + Tear = Scholar Emblem
Pan + Glove = Warrior Emblem
Pan + Belt = Shapeshifter Emblem
Pan + Cloak = Preserver Emblem
Pan + Armor = Bastion Emblem
Pan + Spatula = Tactician’s Cape Emblem
Pan + Pan = Tactician’s Shield Emblem
Reforging an Emblem can now turn it into any other Emblem

TACTICIAN’S TOOLS; NEW AND REWORKED

Developer's notes
Introducing the Pan has also allowed us to rework the Tactician’s Crown and add two new powerful Tactician’s tools!
For our new Tactician combos with Spatula and Pan, we wanted to keep things relatively simple. Most of their power lies in their +1 team size, but they give enough of an additional bonus to make you feel good about putting them on an extra unit that you don't want to put other combat items on. Even your one star trait-bot deserves to wear a fancy cape every now and then!
Early on in PBE, we heard feedback that accessing specific Spatula verticals would be harder since the pool of these high value items is diluted with the additional Pan. That’s why we’ve added the ability to reforge a Pan into a Spatula, and vice versa. Things like Pandora’s Items will also swap these.
NEW : Tactician’s Shield: Your team gains +1 max team size
Tactician's Shield
Tactician’s Shield: 10% chance to drop 1 gold when the holder dies
NEW : Tactician’s Cape: Your team gains +1 max team size
Tactician's Cape
Tactician’s Cape: 10% chance to drop 1 gold after 10 seconds of combat
REWORKED : Tactician’s Crown: Your team gains +1 max team size
Tactician's Crown
Tactician’s Crown: 10% chance to drop 1 gold when you win combat
Reforging a Spatula turns it into a Frying Pan, and vice versa
Reforging a Tactician’s item turns it into another Tactican’s item
Could the legend be true? Shield, Cape, Crown, and who?

WHERE AND WHEN TO COOK WITH THE PAN

Developer's notes
Now that we know how and what to cook, how are we adding Pans to the Convergence?
Well, as they say, out of the Orbs, Portals, and Charms, into the Frying Pan!
Gold Orbs, Prismatic Orbs, and Carousel now have a chance to have Frying Pans
NEW : Frying Pan Portal: Start with a Frying Pan
NEW : Let ‘Em Cook Portal: Start with a Spatula and a Frying Pan.
NEW : Conjure Frying Pan Charm (15g, Stage 4+): Gain a Frying Pan

ITEM REMOVERS

Developer's notes
Play more flexibly, slam more reliably, and itemize with the confidence of an Item Remover on your bench.
You now gain an Item Remover from the first loot orb dropped each PVE round if you don’t already have one
The drop rate of natural Item Removers has been lowered with the addition of guaranteed Remover drops

FOUR-STAR UNITS

Developer's notes
That’s a lot of stars, but the only star that matters to me is the one that just finished reading this sentence. Hey there.
1-cost champions can now be upgraded to 4-star with three 3-star copies

ARMORIES

Developer's notes
Armories are the shop takeovers where you choose from a selection of Items, Artifacts, etc. They appear from various Augments, Anvils, and even some Champion effects. We’re shipping a quality of life buff here to allow you to fully take advantage of your incredible APM (actions per minute or ability to click really, ridiculously fast).
Reduced misclick lockout from 1.5 seconds ⇒ 0.8 seconds

TOME OF TRAITS

Developer's notes
We’re closing the book on Tome of Traits now that we have new ways to craft Emblems with more straightforward and intuitive rules.
Tome of Traits has been removed from the game
Drops that previously granted Tome of Traits (Prismatic Orbs, Radiant Blessing, Loot Subscription) have been replaced with similar value contents (Support Anvils, Frying Pans/Spatulas, additional Component Anvils, etc.)

SHOP ODDS

Developer's notes
We’re making hitting 4-costs a little more consistent at level 8. Currently, rolling down on level 8 to power spike is higher risk than a lot of reroll strategies that have already spiked, especially when you have to seek out specific 4-costs to button up your comp.
Level 8: 18/27/32/20/3 ⇒ 18/25/32/22/3

LARGE CHANGES

TRAITS

Developer's notes
Chrono’s rework makes the trait more beneficial as a vertical at 6 Chrono. Previously the excess Attack Speed wasn’t helpful for most of the roster, and the time freeze happened so late into a fight that it could already be over before Chrono champions could clock back. Now, we’re shifting the buff more into Ability Power than Attack Speed, increasing the time freeze duration, and letting the pause come two seconds sooner in a fight.
Faerie is most often played at Faerie 2, where the Queen’s Crown grants a significant amount of power. Stretching to hit 4/6 often isn’t worth it in the late game, while Faerie 9 lacks the consistency you’d expect from a chase trait of its caliber. We've reworked the trait to a 3/5/7/9 system, making it more challenging to hit, but more rewarding. At 5, you get the Queenguard’s Armor for diverse tank setups; at 7, a second Crown for dual carries and enhanced healing; and at 9, you'll have three Radiant Faerie items!
Honeymancy had a unique scaling challenge caused by the Bees dealing the same damage at each breakpoint, which didn’t allow for enough balance levers to get the trait into a stable spot. Any buff to the individual Bee output for Honeymancy 5 and 7 also buffed 3, which was already good, and players were rarely encouraged or rewarded for pursuing Honeymancy 7. Now, each breakpoint will offer 5 Bees, but you’ll transfer 2 Bees to an ally on death, making it more beneficial to build a hive full of Honeymancers. We’ve also added specific balance levers to the damage from the bees so we can pack each trait breakpoint with enough stinging power to merit its investment.
With the Golden Frying Pan, high vertical classes and new chase traits are now possible. Since 9 Mage felt underwhelming, we made 10 Mage Prismatic-worthy. At 10, your mages get a massive AP boost and have their max mana set much lower, triggering a wild casting frenzy that's genuinely exciting when hit. The Frying Pan also allows us to re-examine vertical classes like Hunter, Shapeshifter, and Scholar to add new ways to make their highest breakpoint exciting and unique!
Sugarcraft 6 is one of our better-performing verticals on 14.17, and while it’s still dependent on early access and lots of item components, we’re lowering some of the raw ingredients stats that the trait provides—Sugarcrafter mains knead not worry though, many of the trait’s sweetest champions are receiving reworks or buffs that’ll have them rise to the to challenge.
Arcana 0
Arcana, High Arcana Xerath True Damage per 3 charms: 2/4/6/9% ⇒ 2/3/5/8%
Blaster 0
Blaster Base Damage Amp: 12/25/45% ⇒ 15/35/60%
Blaster Damage Amp after cast: 25/50/90% ⇒ 30/60/100%
REWORKED : Chrono Base Timer until effect: 16 ⇒ 14 seconds
Chrono 0
Chrono heal now happens at the start of the time stop rather than the end
Chrono (6) Stun Duration increased to 4 seconds
Chrono (6) AS: 80% ⇒ 40%
Chrono (6) AP: 45% ⇒ 80%
Eldritch 0
Eldritch (3) slightly higher base stats
Eldritch (5) higher base stats in Stage 4+
Eldritch (7) higher base stats in Stage 4+
Faerie 0
Faerie trait breakpoints: 2/4/6/9 ⇒ 3/5/7/9
Faerie (3): 200 HP & Gain Queen’s Crown that grants 30% Amp
Faerie (5): 400 HP & Queen’s Crown at 45% Amp & Gain Queenguard's Armor
Faerie (7): 600 HP & 2nd Crown at 55%
Faerie (9) 900 HP & Items become Radiant
Honeymancy 0
Honeymancy now always grants 5 Bees. Passes 2 on death.
Honeymancy (3): 6% dmg dealt, 3% dmg taken
Honeymancy (5): 8% dmg dealt, 4% dmg taken
Honeymancy (7): 15% dmg dealt, 10% dmg taken, and Bees fire twice as fast
Hunter 0
Hunter (6): Also grants 20% Attack Speed
Hunter AD: 15/45/80% ⇒ 15/40/70%
Hunter post-takedown AD: 30/70/120% ⇒ 35/70/110%
Mage 0
Mage trait breakpoints 3/5/7/9 ⇒ 3/5/7/10
Mage (10): 150% AP ⇒ 140% AP, and Mages cast MUCH more frequently (their max Mana is lowered)
Portal 0
Portal (10) Effect Interval: 2 sec ⇒ 2.25 sec
Portal (10) Bomb Base Damage: 1250 ⇒ 1000
Scholar 0
Scholar (2): 3 mana per attack ⇒ 3 mana per attack and 10 AP
Scholar (4): 6 mana per attack ⇒ 5 mana per attack and 15 AP
REWORKED : Scholar (6) 12 mana per attack ⇒ 10 mana per attack, 20 AP, and Abilities heal an ally for 15% of the damage done
Shapeshifter 0
Shapeshifter max health: 10/16/24/35% ⇒ 10/16/24/30%
REWORKED : Shapeshifter (8): Now also grants 3% HP regen per 2 seconds
Sugarcraft 0
Sugarcraft (6) AD & AP: 40 ⇒ 35
Sugarcraft (6) Bonus HP to team: 150 ⇒ 50
Warrior 0
Warrior Double Damage Amp HP threshold: 60% ⇒ 70%
Warrior Damage & Omnivamp: 10/18/30% ⇒ 10/18/25%
REWORKED : Warrior (6): Now also grants 20% Durability
REWORKED : Witchcraft (4): Now poisons enemies, dealing 4% of their maximum HP per second as magic damage
Witchcraft 0
Witchcraft (8): All Curse Increase: 40% ⇒ 50%

UNITS: TIER 1

Developer's notes
The duration-based nature of Ashe’s output forced her into a limited Attack Speed build that she had to be balanced around. These changes should help open the door for Ashe to carry or just use more items effectively while still having an exciting fight-ending fantasy when heavily itemized for Attack Speed and additional casts.
Nomsy’s role in Dragon is to help finish off targets whittled down by her pals. The problem is, if you’re all in on a single target and end up overkilling a unit, it feels wasted. So we’re making her overkill damage overflow to the closest two enemies, with her Dragon Upgrade extending this to 4!
Twitch’s output scales well into the game with more targets to hit, but his early/mid-game feels too unreliable, as he often fails to hit multiple enemies—rats! This new logic should help him be just a little more consistent during those early stages.
REWORKED : Ashe Ability: For the rest of combat, Ashe fires an additional arrow at a nearby enemy that deals 30% AD + 5/8/12% AP physical damage. This effect stacks.
Ashe
Ashe Max Mana nerf: 30/80 ⇒ 50/100
Jax
Jax Ability Armor/MR Ratio: 40/60/90% ⇒ 40/55/70%
Jayce
Jayce Armor & MR Gain: 35 ⇒ 25
REWORKED : Nomsy Ability: Sneeze fire at the target, dealing 400% AD + 40/60/100% AP physical damage. 50% of overkill damage is dealt to the closest 2 targets.
REWORKED : Nomsy Dragon Upgrade: Deal 555% AD + 40/60/100% AP physical damage instead. Overkill hits 4 targets.
Nomsy
Nomsy Ability projectile speed has been increased
Nomsy Ability now deals damage in a single instance
Nomsy AD: 50 ⇒ 46
Twitch
Twitch Ability logic update: Twitch can now angle his shots slightly to hit more targets, so long as his current target will still be hit!
Twitch’s Ability now correctly states that he Sunders before dealing damage in the tooltip
Warwick
Warwick Ability AD Ratio: 55/55/65% ⇒ 60/60/65%

UNITS: TIER 2

Developer's notes
Ahri’s ability makes her dependent on hitting as many enemies as possible, and her passive makes her too reliant on Arcana and specific itemization. We’re changing her ability so the orb only hits the current target while a ramping number of foxfires seek out nearby enemies to deal the true damage. Ahri should now be easier to slot in with various items, positioning options, and comps.
The windowed output of Cassiopeia’s ability made her reliant on items like Rageblade without viable AP-focused build options. With this rework, she’ll retain her affinity for Attack Speed but now have access to more diversified builds and higher, more reliant baseline power.
Shyvana had a bit of an identity crisis trying to perform both as a strong frontline pseudo-tank and an AP carry. Rather than trying to force the tank aspect on her with the Dragon bonus, we want to empower her current identity as an AP carry. By the time you run 3 Dragon, you have plenty of connections into other compositions that can provide you the frontline this trio will need.
Past our reworks, we’re continuing to lessen damage across the board, focusing on slowing down combat pacing by slightly nerfing many champions’ damage rather than nerfing specific units or traits.
REWORKED : Ahri Ability: Fire an orb at the current target that deals 200/300/460% AP magic damage. Launch 3 foxfires at enemies near the target, each dealing 12/18/27% AP true damage. Gain an additional foxfire this combat.
Ahri
Ahri primary orb is now a single target. It no longer deals damage to targets it passes through, or returns.
Ahri’s orb will now redirect to a new target if the initial target dies mid-flight
Akali
Akali Ability AD%: 250/250/265% ⇒ 260/260/260%
Akali empowered attacks bonus AD: 135/135/150% ⇒ 140/140/140%
REWORKED : Cassiopeia Reworked: Empower the next 3 attacks to deal 135/200/300% AP bonus magic damage
Cassiopeia
Cassiopeia Mana buff: 0/50 ⇒ 0/30
Cassiopeia AS: 0.80 ⇒ 0.75
Cassiopeia Ability now casts instantly
Cassiopeia Ability can now trigger Wit’s End
Kassadin
Kassadin Ability Stab Damage: 110/165/255 ⇒ 110/165/245
Kog'Maw
Kog’Maw Ability AD%: 280/280/290% ⇒ 280/280/280%
Nilah
Nilah Ability AD%: 360/360/380% ⇒ 360/360/360%
Rumble
Rumble Ability Damage: 220/330/515 ⇒ 220/330/495
REWORKED : Shyvana Dragon (3) Bonus: Double the size of the aura. It deals 30% more damage.
Shyvana
Shyvana no longer deals damage the instant enemies enter her aura
Shyvana HP: 800 ⇒ 750
Shyvana Ability Damage per second: 50/75/110 ⇒ 60/90/135
Syndra
Syndra Ability Primary Damage: 215/325/500 ⇒ 220/330/495
Syndra Ability AOE Damage: 105/155/240 ⇒ 110/165/245
Tristana
Tristana Ability AD%: 335/340/350% ⇒ 350/340/340%
Tristana Ability AP: 40/55/90 ⇒ 40/60/90
Zilean
Zilean Initial Damage: 180/270/420 ⇒ 180/270/405
Zilean Secondary Damage: 150/225/350 ⇒ 150/225/340

UNITS: TIER 3

Developer's notes
With Ryze and providing ample multi-target damage, Portal could benefit from a champion who deals some heavier single-target damage to the frontline. Although Ezreal’s blink could get him out of trouble on occasion, we want him to focus on being a stand-and-deliver champion, so his blink will be reserved for getting out of serious trouble.
Hecarim’s passive suggests the dream of a reset champion, but that dream depends on circumstances (enemies being far away), often outside his control as a melee champion. Rather than only powering up when a unit is out of range, charges now trigger after any takedown, giving this horse more opportunity to go buck-wild. We’re also updating the visuals for his charge, which will make the passive more exciting, resolve faster, and allow him to get to cleaving sooner!
Jinx’s ability pushes her in two directions: The true damage tells you she wants to be a tank buster, while the refresh tells you she wants to chew through weaker targets to keep resetting. This update should plant her more firmly as an anti-tank without investing too heavily into true damage which has limited counterplay.
Mordekaiser’s shield scaling with Ability Power that also scaled with the total number of casts left him in a position where he was a serious threat to enemy teams when he was well itemized and took the role of a secondary tank, allowing him to ramp throughout the fight. We’d like him to lean more into his frontline bruiser role with a shield that focuses on serving the clash of early fights rather than something that reaches an unkillable state, so we’re leaning even further into his ramping damage while shifting the shield power into a base value that’s stronger earlier in the fights.
Wukong’s passive combined with his ability’s Armor and MR scaling led to a feast or famine situation where a Wukong with three items performed exceptionally well, while a Wukong without any felt weak. As a standalone threat-like unit in the set, he should feel flexible enough to be played with and without items, as an item holder, or as the capstone of specific compositions when well-itemized. Our rework to his passive here should make his unitemized version feel much better. At the same time, the unkillable solo-frontline Wukong with perfect items will be slightly easier to take down later in a fight.
Even with a nerf to Veigar’s damage last patch, our short king still puts up damage charts that are way too tall. We’re reducing his output by about 10% across the board, which should feel most notable at three stars, where he’s typically scaling well off of Charms.
Bard
Bard Ability Damage: 100/150/240 ⇒ 110/165/255
REWORKED : Ezreal Ability: Fire a blast in a wide line through the current target, dealing 370/370/375% AD physical damage to enemies hit, reduced by 25% for each enemy it passes through. The first target hit takes an additional 150/225/335% AP magic damage. If an enemy is adjacent, blink to safety before firing.
Ezreal
Ezreal Ability blink is reserved for situations where there’s an adjacent threat. Will now blink to the location furthest from the most enemies.
Ezreal recovers from firing slightly faster
Ezreal recovers from blinking faster
REWORKED : Hecarim Passive: On takedown of the current target, empower the next attack to deal 120% AD + 80/120/195% AP physical damage. If the next target is out of range, charge to them.
Hecarim
Hecarim Ability Cleave AD%: 145/145/155% ⇒ 140/140/145%
Hecarim resolves his charges faster, especially at shorter ranges
Hecarim can now attack earlier after resolving a charge
Hwei
Hwei Ability delay before hit: 1.3s ⇒ 1s
REWORKED : Jinx Ability: Gain 125% decaying Attack Speed for 4 seconds. For the duration, attacks fire rockets that deal 100% AD + 16/24/36% AP physical damage and ignore 50% Armor.
REWORKED : Mordekaiser Ability On Cast: 10% Ability Power ⇒ 12% Damage Amp
Mordekaiser
Mordekaiser Ability Shield: 210/250/300 ⇒ 300/350/400
Neeko
Neeko Ability Self Heal: 15% HP + 100 ⇒ 12% HP + 200
REWORKED : Wukong Passive: Combat Start: Gain 40 Armor and Magic Resistance. Lose 1 of each every second.
Wukong
Wukong Armor/MR: 55 ⇒ 50
Veigar
Veigar Ability Damage: 240/330/475 ⇒ 215/300/425

UNITS: TIER 4

Developer's notes
Although Gwen’s Ability is a familiar pattern, she doesn’t have the protective mechanics of bonus Armor and MR, or Shadow Isles’ shield from previous incarnations. This often leads her to cut too close to the edge of her health bar as she attempts to cut down the enemy’s. Instead of adding more defensive stats to allow her to survive as she threads through the frontline, we’re making her much smarter. Now you can expect Gwen to dash to a more optimal position, hit even more foes, snip them faster, and get back to snipping again even sooner, all while prioritizing her safety (unexpectedly so for someone who runs with scissors)!
Varus is meant to be the “Big Boom” caster of the set, but has been seeing some consistency issues. These changes should help him be more reliable in his output. Additional Attack Speed scaling on his cast time will help higher tiers of Pyro feel good on him, though players should still want to build all-out damage for the bigger supernova chunks!
REWORKED : Gwen Ability has new dash logic! She now dashes up to three hexes to the hex furthest from the most enemies that could still snip her target.
Gwen
Gwen Ability Snip Damage: 40/60/180 ⇒ 45/70/210
Gwen Ability tooltip now displays the number of snips the next cast will do
Gwen Ability now takes a fixed amount of time regardless of her total snips
Gwen’s snips’ damage is now a separate number instead of stacking
Gwen recovers from the final snip slightly faster
Olaf
Olaf Mana: 30/80 ⇒ 0/50
Olaf Leap & Cleave AD%: 160% ⇒ 180%
Rakan
Rakan max Mana buff: 60/140 ⇒ 40/120
Rakan Base Shield Value: 80/100/1000 ⇒ 180/200/1000
REWORKED : Varus Ability: Fire a supernova at a cluster of enemies within Attack Range + 1 hexes that deals 500/500/1000% (AD) + 50/75/200% (AP) physical damage to the target and all adjacent enemies. It explodes into a cluster of fireballs, dealing 40/40/80% of initial damage as physical damage to all other enemies within three hexes.
Varus
Varus AD: 70 ⇒ 55
Varus Ability fires earlier in the cast time
Varus Ability cast time resolves slightly faster
Varus Ability cast time now scales slightly more with Attack Speed
Varus no longer ends his animation early to attack from midair
Varus now prioritizes dealing the most total damage, rather than hitting the most targets
Varus now deals damage to secondary targets more reliably by firing at each secondary target within three hexes. These secondary shots will track their target. He’ll still fire a few secondary shots to empty hexes, but this is just for aesthetics.
Varus 3-star now hits in a one-hex-larger radius

UNITS: TIER 5

Developer's notes
You might be sensing a trend of reducing the number of champions that feel like they MUST have Attack Speed items, and Smolder is on that list! We want to provide diversity in his build while still allowing Attack Speed to be one of the better build paths. For the Dragon Upgrade, we wanted to focus on offensive power like the other Dragons. That said, Smolder is meant to benefit less from this bonus than his 1- and 2-cost comrades. Lastly, we put a movement speed cap on Smolder, because in testing this lil flying lizard dude with two Mittens attempted to escape the arena and break into reality.
Xerath’s accomplishing his LIGHTNING LIGHTNING LIGHTNING fantasy as well as his past, present, future Charm-reading fantasy, but his random targeting with infinite range occasionally obliterated backlines in a way that didn’t feel great to be on the receiving end of. Now, he’ll have backline access that’ll increase as the frontline falls, and skillful positioning (read same-side him as enemy carry) can make this access come even earlier.
Milio
Milio Max Mana Buff: 40/120 ⇒ 0/90
Norra & Yuumi
Norra & Yuumi, Norra Base Ability Damage: 180/270/1000 ⇒ 190/285/2000
Norra & Yuumi, Yuumi AD & AP Granted: 6/9/200 ⇒ 3/5/200
Norra & Yuumi, Yuumi Heal: 150/200/3000 ⇒ 150/225/3000
REWORKED : Smolder Ability: Gain 50% Attack Speed for the next 4 attacks. These attacks launch fireballs that deal 185/190/888% AD + 25/40/888% AP physical damage.
Smolder
Smolder Dragon Upgrade: Next 6 attacks instead. Fireballs deal 130% of Fireball Damage as physical damage.
Smolder Ability now empowers a fixed number of attacks.
Smolder Dragon Upgrade now increases the number of Fireballs and the damage they deal
Smolder can now gain a maximum of 1000 bonus movement speed from all sources
REWORKED : Xerath ability now can only target randomly between the closest 5 enemies
Xerath
Xerath ability calculates closest enemies on each blast launch, so killing an enemy gives you access to the next closest enemy
Xerath Ability Damage: 220/330/777 ⇒ 250/375/888

AUGMENTS: NEW/REWORKED

Developer's notes
Arcana and Dragon’s trait Augments return with an all-new effect that’ll have Arcana units conjuring items and Dragons giving you a goal to meet their young friend!
As an incredibly fun Augment with a power ceiling that exceeded that of the Gold tier, we’ve moved Flexible from Gold to Prismatic. Rather than nerfing/removing the part of what made Flexible fun, we’ve opted to lean into the unique playstyle it offers by increasing the rate you get new Emblems and the HP buff you receive for each one.
Lastly, a new Champion Augment is joining the ranks. Pillar of Flame trades Shen’s durability for AOE damage that continues dealing damage each second for 6 seconds. Try Pillar of Flame in a Bastion-heavy comp with Varus, prioritizing items like Bloodthirster, Archangel’s Staff, and a newly buffed Titan’s Resolve for Shen!
REWORKED : Arcane Conduit (banned on 2-1): Arcana champions deal 10% bonus damage. If they start combat holding two items, they gain a recommended third completed item. Gain an Ahri and a Hecarim.
REWORKED : Draconic Mastery (banned on 3-2 and 4-2): Dragons gain 10% Health and 18% Attack Speed. After Dragons score 60 champion takedowns, gain a Smolder. Gain a Nomsy and a Shyvana.
REWORKED : Flexible Tier: Gold ⇒ Prismatic
Flexible
Flexible Number of Stages for Emblem: 2 ⇒ Every Stage
Flexible Team Health Per Emblem: 10 ⇒ 40
Flexible can no longer grant duplicate Emblems
REWORKED : Frosty Frontline has been renamed and reworked to Winter is Coming
Winter is Coming
Winter is Coming: The Frost trait also grants one placeable Frost Wolf equipped with a Protector's Vow. The wolf gains 40% Attack Speed and 300 Health per Frost tier. Gain a Warwick and a Zilean.
NEW : Pillar of Flame (3-2 Only): Gain two Shens. Your strongest Shen’s ability no longer grants damage reduction, but now summons a large molten pillar that damages enemies in a large line.

AUGMENTS

Developer's notes
Though Bandages I & II look sad in our data, we’ve fixed a bug that should make the Augments much more effective throughout the game. Alongside the fix, we’re shipping a compensation nerf that’ll have these Augments ready for combat without being instant clicks.
Restart Mission was previously able to provide multiple two-star copies of the same champion, leading to incredibly early (albeit rare) three stars.
We’ve taken a pass on most of our Champion Augments that have been overperforming consistently across the board. These Augments have generally been too safe and powerful, especially as builds have continued to be optimized.
A Golden Quest was a bit too easy of a quest for the exciting loot it offered. Instead of lowering the power of the loot, we’re increasing the risk of the quest and changing the 161.8 golden ratio requirement to the atomic mass of gold.
We’ve disabled Defensive Arts, which requires you to get to max Incantor stacks (which is difficult and rare) before receiving the increased Mana regeneration buff for Incantors. Having a gold Augment where most of the time some of its power wouldn’t activate, wasn’t something we wanted to continue offering. And with the buff being so hard to activate, simply strengthening the buff Incantors get upon reaching max stacks wouldn’t help.
We’re giving What the Forge another large buff, but this time to improve its early game, where it significantly lags behind other Prismatics. Now, upon selecting the Augment, you’ll receive an Artifact Anvil to kick-start your collection with more control over the outcome.
Called Shot
Called Shot Gold: 2 ⇒ 4
Combat Bandages I
Combat Bandages I Healing: 150-375 ⇒ 130-325
Fixed an issue where Combat Bandages would stop functioning after Stage 4
Fine Vintage
Fine Vintage Turns to Proc: 4 ⇒ 3
Good For Something Chance for Gold: 40% ⇒ 50%
Item Collector I
Item Collector I Base HP: 20 ⇒ 10
Item Collector I HP per item: 5 ⇒ 2
Precise Planning
Precise Planning Gold Dropped: 2 ⇒ 3
Restart Mission
Restart Mission no longer grants duplicate copies of champions
Rolling for Days Rerolls: 9 ⇒ 11
High Horsepower
High Horsepower (Lillia) Bonus Damage: 275% ⇒ 240%
Spider Queen
Spider Queen (Elise) Bonus Damage: 130% ⇒ 90%
Spider Queen (Elise) Duration: 3 ⇒ 4 sec
Witchy Wallop
Witchy Wallop (Poppy) Ability Damage: 85% ⇒ 75%
Zap Attack
Zap Attack (Blitzcrank) Ability Damage: 90/135/205 ⇒ 80/120/180
Sweet Tooth
Sweet Tooth & Sweet Tooth+ (Nunu) 2% Dmg Per 100 HP ⇒ 2% Dmg Per 150 HP
A Golden Quest
A Golden Quest Gold Required: 161.8 ⇒ 196
Avenge The Fallen
Avenge the Fallen Stats: 20 ⇒ 30
Bee-st Friends
Bee-st Friends (Honeymancy) Shield Power: 25% ⇒ 10%
Big Gains
Big Gains HP per Stack: 10 ⇒ 20
Category Five
Category Five Damage: 95% ⇒ 90%
Cauterize
Cauterize (Pyro) Damage Per 3 Cinders: 3 ⇒ 5
Clockwork Accelerator
Clockwork Accelerator AS per Stack: 9% ⇒ 10%
Combat Bandages I
Combat Bandages II Healing: 250-600 ⇒ 200-500
Defensive Arts
Defensive Arts has been disabled
Fortune Favors the Bold
Fortune Favors the Bold 2 through 9 loss heavily lowered in value
Fortune Favors the Bold 10 through 12 loss slightly lowered in value
Heroic Grab Bag
Heroic Grab Bag Gold: 6 ⇒ 9
Item Collector I
Item Collector II Base HP: 40 ⇒ 20
Item Collector II HP per item: 10 ⇒ 5
Little Buddies
Little Buddies no longer counts non-champions
Potions 201
Potions 201 (Witchcraft) AD & AP: 25 ⇒ 20
Press The Attack
Press the Attack (Multistriker) True Damage: 5% ⇒ 4%
Prizefighter
Prizefighters Components Granted: 1 ⇒ 2
Prizefighters Wins per component: 3 ⇒ 4
Sleight of Hand
Sleight of Hand HP: 200 ⇒ 100
Trait Tracker
Trait Tracker Emblems awarded: 5 ⇒ 6
Trait Tracker disabled on Trainer Golems Portal
Hard Commit
Hard Commit Champion Granted Tier: Stage + 1 ⇒ Stage
An Upgraded Adventure
An Upgraded Adventure Starting Units: 4 ⇒ 2
An Upgraded Adventure Loot tables updated
What the Forge
What the Forge now grants an additional Artifact Anvil

CORE ITEMS

Developer's notes
Spam casters have had their run of the Magitorium for our first few patches of Magic n’ Mayhem, and part of the reason is due to their items being a bit more valuable than other more damage-oriented AP options. We’re lowering some of the power of our “cast more” items, and shifting Nashor’s Tooth into a more Attack Speed-focused role, which should open up more build variety across all our mages, witches, wizards, and fae.
All the way back in Inkborn Fables we reduced the AP that Titan’s Resolve grants. This was primarily due to the amount of dual AP/AD scaling that champions like Gnar and Volibear had. Now that our champion kits lean more to one stat than the other, we can give Titan’s Resolve back some AP which should make it more appealing on AP bruisers and tanks alike.
Adaptive Helm
Adaptive Helm Backline Bonus AP: 20 ⇒ 15
Adaptive Helm backline bonus no longer counts time spent while mana locked towards its tick rate
Nashor's Tooth
Nashor’s Tooth AP: 25 ⇒ 10
Nashor’s Tooth AS on Proc: 35% ⇒ 60%
Spear of Shojin
Spear of Shojin AD & AP: 20 ⇒ 15
Titan's Resolve
Titan’s Resolve AP Per Stack: 1 ⇒ 2

RADIANT ITEMS

Developer's notes
They’re glowing with alignment.
Radiant Adaptive Helm Backline Bonus AP: 55 ⇒ 40
Radiant Nashor's Tooth AP: 55 ⇒ 30
Radiant Nashor's Tooth AS on Proc: 65% ⇒ 120%
Radiant Spear of Shojin AD & AP: 50 ⇒ 35
Radiant Titan’s Resolve AP Per Stack: 2 ⇒ 3

ARTIFACTS

Developer's notes
If we had one gold for how many times we’ve had to nerf Mogul’s Mail since its arrival in PBE, we still wouldn’t have as much as the item created in a single combat upon release.
Mogul's Mail
Mogul’s Mail HP Per Stack: 7 ⇒ 5
Mogul’s Mail Gold Delay: 6 ⇒ 9 sec

CHARMS

Developer's notes
We have 9 brand new Charms, including more powerful late-game Charms that can compete with your favorite Summon Dragon. These are pricey but impactful Charms. Before purchasing, be sure to scout, but if you’re in doubt, buy to avoid going out!
Speaking of Summon Dragon, we’re lowering the power and cost. Summon Dragon is simply too much of an outlier for the rest of our Charms, and with the addition of other late-game charms that encourage Charm-rolling (rolling purely to hit a strong combat charm), we want to make sure they’re all similarly appealing.
Desperate Plea is back, but before you (rightfully) raise an alarm, hear me out. Previously, Desperate Plea offered a unique, magical gameplay element, but the complete invulnerability was often used to cheat just one extra placement out at the cost of your opponent’s mental fortitude. We’re returning the unique protection aspect of Desperate Plea but making it so you still want to fight your hardest to survive the lobby, as it no longer grants complete immunity. While, on occasion, this can still eke out a 3rd from a 4th, we expect its lowered impact to be far less frustrating.
NEW : Barrier (6g, Stage 5+) Next combat: Your team gains 1000 Shield, decaying over 5 seconds
NEW : Counterspell (4g, Stage 4+) Next combat: Mana Reave all enemies
NEW : Guild of Thieves (8g, Stage 5+) Gain 3 temporary Thieves Gloves for 1 round
NEW : Infliction (6g, Stage 5+) Next combat: Chill, Burn, Shred, and Sunder enemies for 8 seconds
NEW : Meteor Storm (5g, Stage 5+) Next combat: Combat start: Burn and deal 30% max Health magic damage to 4 enemies
NEW : Paragon (0g, Stage 4+) Next combat: Your team's physical damage is dealt as magic damage
NEW : Reaper (4g, Stage 4+) Next combat: Your units execute enemies that fall below 200 Health
NEW : Summon Golem (8g, Stage 5+) Summon a large Golem equipped with defensive items for 1 round
NEW : Tremors (8g, Stage 5+) Combat start and every 8 seconds, stun all enemies for 1.25 seconds
REWORKED : Desperate Plea (5g, Stage 5+): Next combat: Reduce incoming player damage by 80%
NEW : Conjure Frying Pan (15g, Stage 4+): Gain a Frying Pan
All Fives Gold Cost: 5 ⇒ 8
REWORKED : Conjure Emblem: Gain a random Uncraftable Emblem ⇒ Gain a random Emblem
Lightning Strike: You can now see the true damage from Lightning Strike
Salvager no longer breaks apart Tactician’s Crown
Salvager will not break apart Tactician’s Shield or Cape
Summon Dragon HP: 4000 ⇒ 3200
Summon Dragon AD: 315 ⇒ 270
Summon Dragon Gold Cost: 12g ⇒ 10g

MODES

DOUBLE UP

Developer's notes
The reinforcement timer moved at the start of Magic n’ Mayhem. We’re returning it to the intended 11-second delay, which should reduce the early-game invasions we’re seeing so much of (or not enough off—please help, partner!!!!).
Even with reinforcements coming a bit later, Double Up player damage is a bit too high during Stage 3 and 4. We’re lowering it oh-so-slightly, to allow for potentially one more loss from your partner (cause all my readers are flawless 100 HP Double Up pros).
Minimum Reinforcement Time: 7 secs ⇒ 11 secs
Base player damage in Stage 3 reduced from 6 to 5
Base player damage in Stage 4 reduced from 8 to 7

BUG FIXES

Briar
Briar’s Ravenous now correctly gives 0.8% Damage Amp per missing health instead of 0.6%
Fixed a bug where Camille’s true damage would critically strike less often than intended with Ability Crit
Fixed Briar’s Light Snack tooltip to show correct HP values
Fixed a bug where 8 Scholar would deactivate the trait
Fixed an issue where Deja Vu Augment tooltip and ability didn’t match correctly at 5 AP
Fixed an issue where one of the drops of a Prismatic Orb wasn’t properly giving full value
Bandaged Bandages: Fixed an issue where Combat Bandages would stop functioning after Stage 4
Fixed an issue where Find Your Center granted twice the intended Damage Amp
Fixed an issue where Randuin’s Sanctum would apply its bonuses again when Suspicious Trench Coat clones would spawn
Arcana 0
Arcana Emblem now correctly applies and removes the bonus
Too High: Fixed a bug where High Horsepower Lillia’s ability would resolve instantly without her playing her animation
Say That 10x Fast: Chibi Headliner K/DA POP/STARS Kai’Sa name no longer overruns the loading screen
Players who own House of the Golden Rabbit won't have a high saturation anymore when playing with players who have Heaven's Celestial Arena
Pipped Up: We went through ALL arenas with Interactions and added Pips for every arena with interactions
Radiant Adaptive Helm: Fixed a bug where the tooltip didn’t match the amount of AP given
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