Tools

RANKED REWARDS AND MORE!

NEW RANKED SEASON

Developer's notes
Into the Arcane and into the ranked ladder!
When Into the Arcane 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 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

ITEM BENCH

Developer's notes
Items will now appear in a toolbar on the left side of your screen, allowing for easier visibility, more refined clicking, and a few usability buffs such as the ability to combine items in your inventory, rearrange items with ease, and allowing Removers and Reforgers to now stack! Be sure to check out the full details of our Item Bench improvements with a blog we released earlier about quality of life improvements for Into the Arcane.
Hold up to 20 items/consumables
Combine item components in the Item Bench to create completed items
Consumables now stack
You can now see your items during Carousel (<3)
You can still see other players' items when scouting their board

MATCH HISTORY CHANGE

Developer's notes
In the spirit of game health and competitive integrity, we're removing Augments from the end-of-game screens and match history. These stats are fun and potentially helpful for players with access to them, but we see a direct correlation between the stat and the pick rate, without regard for the current game state in individual games. This results in often incorrect picks (but the stats told me to!?) and a general staleness in the meta (reduced Augment diversity creates reduced comp diversity). That, plus the fact that these stats aren't available in a number of regions due to local regulations, has led us to make the decision to remove Augments from these sources.
Augments will no longer appear in end-of-game screens and Match History

SYSTEMS

SET MECHANIC: THE ANOMALY

Developer's notes
Every game at Stage 4-6 you'll come face to face with the Anomaly, where you choose to roll through the different options offered to pick out the permanent effect you want to inflict upon the unit you send in. Don't worry, they'll probably be fine. Here's a quick TL;DR on the rules, but to get more information about the Anomaly, why it works the way it does, and some examples make sure to check out our article on the mechanic and more.
You can only send one unit into the Anomaly which appears on Stage 4-6
There are 60 Anomaly effects that can be rerolled for 1 gold a piece
The Anomaly's effects are permanent
You will not see repeats unless you exhaust the 60 options…like why?
Even if you sell the unit you sent into the Anomaly, that unit will still have the Anomaly effect when bought or fielded again

OPENING ENCOUNTER

Developer's notes
As mentioned in our quality of life improvements blog, we've moved from Portals to highly curated Opening Encounters. For context, you can check out the most handsome writer's article, but for a full list of Opening Encounters, just keep reading.
No Encounter 10%
Jinx
Jinx, Scuttle Puddle 7.5%
Jinx, Crab Rave 2.5%
Vander
Vander, Triple Gold 15%
Ekko
Ekko, Triple Prismatic 5%
Heimerdinger
Heimerdinger, Prismatic Last 8%
Heimerdinger, Prismatic First 10%
Caitlyn
Caitlyn, Gold Subscription 6%
Sevika
Sevika, Loot Subscription 5%
Ambessa
Ambessa, Wandering Trainer 4%
Powder
Powder, Wind-up Monkey 12%
Vi
Vi, Component Anvils 15%

MANA GAIN CHANGES

Developer's notes
We're slightly lowering the Mana units gain from taking damage after mitigation calculations (Armor & MR).
Mana gained from post-mitigation damage 5% ⇒ 3%

FOUR-STAR CHAMPIONS

Developer's notes
With increased four-star access with the Anomaly, these units have become too attainable to merit their power.
Four-star flat Health bonus: 500 ⇒ 300

MAGNETIC REMOVERS

Developer's notes
Now that they stack, why not?
Magnetic Remover
Magnetic Removers now drop from every PVE round, regardless of if you already have one.
Golden Magnetic Removers now have a unique icon to make them more distinguishable (and Golden)

PRISMATIC ORB

Developer's notes
Incredibly rare but incredibly powerful Prismatic Orbs now have even more power. Just what that power looks like is an extra Item Reforger or gold, cause money is power.
Orbs containing a Spatula or Frying Pan now also have an Item Reforger
Masterwork Upgrade
Masterwork Upgrade + Completed Item Anvil now also has 8g
2 Champion Duplicators + 24g ⇒ 2 Champion Duplicators + 30g
Masterwork Upgrade + 20g ⇒ Masterwork Upgrade + 24g

LEVEL CHANGES

Developer's notes
With Charms no longer taxing a bit of gold in the late game, going to Level 10 is going to be a much more appealing and consistent strategy.
XP needed Level 9 to 10: 76 XP ⇒ 84 XP

ITEM COMPONENT DISTRIBUTION

Developer's notes
12-component games usually leave you feeling short on items. You want three on your tank and three on your carry, but depending on what you're dropped, you might not be able to achieve that, so players often resort to always taking one item Augment to make sure they have enough.
Minimum number of components 12 ⇒ 14

LARGE CHANGES

3RD PARTY FRIENDS

Developer's notes
There's so much content coming with Into the Arcane that we can't possibly cover it with these patch notes. Good thing we have plenty of friends who're more than willing to lend a helping hand.
TFTactics
League Of Graphs
LoL Chess
Mobalytics
Blitz.gg
MetaTFT
OPGG
Tacter
Tactics.tools
TFTPS
TFTAcademy

AUGMENTS ADJUSTED

Developer's notes
With a high-stakes trait (Chem-Baron) back in the game, Tiniest Titan is much more valuable.
Trait Tracker
Trait Tracker Number of Emblems: 6 ⇒ 5
Tiniest Titan
Tiniest Titan Gold Per Turn: 2 ⇒ 1
Tiniest Titan+ Gold Per Turn: 2 ⇒ 1

AUGMENT CYCLING: REMOVED

Developer's notes
We're doing a huge swap of our existing Augments and increasing the total Augment pool from 270 to over 300! In that 300 number, over 60% of them will be new, so to make space for those, we gotta say goodbye to a few…alright, maybe more than a few. The following Augments have been removed:
Item Ladder
Combat Bandages I
Final Resistance
Golden Remover
Help Is On The Way
Help Is On The Way
Partial Ascension
Precise Planning
Row Rejuvenation I
TriForce
AFK
Featherweights
Exiles
Stationary Support I
Keepers I
Silver Veil
A Golden Quest
Ascension
Avenge the Fallen
Balanced Budget
Balanced Budget+
Big Gains
Blossoming Lotus I
Bronze Ticket
Capricious Gloves
Combat Bandages II
Combat Caster
Crash Test Dummies
Double Down
Escort Quest
Explosive Growth
Explosive Growth+
Fine Vintage
Fine Vintage (Note: we plan on bringing this back after fixing some bugs that were discovered on PBE)
Fortune Favors the Bold
Keepers II
Learning to Spell
Magic Wand
Martyr
Metabolic Accelerator
Row Rejuvenation
Sleight of Hand
Stimpack
Three's Company
Tiny Titans
Two Tanky
Unified Resistance II
Vertically Inclined
You Have My Bow
You Have My Sword
Three's a Crowd
Row Rejuvenation II
Stand United
Stars are Born
Two Healthy
An Upgraded Adventure
Blossoming Lotus II
Final Ascension
Giant and Mighty
Impenetrable Bulwark
Marksmen's Toolbox
Spellcaster's Toolbox
Tiny, But Deadly
Unified Resistance
WTForge

RETURNING AUGMENTS

Developer's notes
We're also bringing back two (and a +) fan favorites from sets past.
Underdogs
Salvage Bin
Salvage Bin
Salvage Bin+

CORE ITEMS

Developer's notes
We're using the new set to buff our most unpopular/weak core items (Quicksilver and Gundblade) and ship a few quality-of-life improvements to items that have had a large gap between their power floor and ceiling (Guardbreaker, Giant Slayer), or have suffered from unnecessary randomness (Hand of Justice).For Hextech Gunblade, we're leaning into its identity as a backline item meant for healing allies by moving some of its power from self-healing Omnivamp to ally-healing vibes, cause what says healing vibes more than a sword/gun combo.
Blue Buff
Blue Buff Mana: 20 ⇒ 30
Blue Buff no longer reduces max Mana by 10
[NEW] Blue Buff: Now grants 10 Mana after casting
Deathblade
Deathblade Attack Damage: 50% ⇒ 55%
[NEW] Guardbreaker now grants 10% base Damage Amp
Guardbreaker
Guardbreaker Damage Amp after hitting a shield 25% ⇒ 15% (Total: 25% Damage Amp)
[NEW] Giant Slayer now grants 5% base Damage Amp
Giant Slayer
Giant Slayer Damage Amp against 1750+ HP enemies 25% ⇒ 15% (Total: 20% Damage Amp)
Hand Of Justice
Hand of Justice no longer randomly doubles the Attack Damage and Ability Power or Omnivamp
[NEW] Hand of Justice Attack Damage and Ability Power are doubled above 50% health, and Omnivamp is doubled below 50% health
Hextech Gunblade
Hextech Gunblade Attack Damage and Ability Power: 15 ⇒ 20
Hextech Gunblade Omnivamp: 20% ⇒ 15%
Hextech Gunblade Ally healing: 20% ⇒ 25%
Quicksilver
Quicksilver CC Immunity Duration: 14 ⇒ 18 seconds
Quicksilver Attack Speed per 2 Seconds: 4% ⇒ 3% (Total: 28% ⇒ 27%)

RADIANT ITEMS

Developer's notes
As above, so below when aglow.
Blue Blessing
Blue Blessing Mana: 20 ⇒ 30
Blue Blessing no longer reduces max Mana by 10
[NEW] Blue Blessing : Now grants 10 Mana after casting
[NEW] Demonslayer now grants 20% base Damage Amp
Demonslayer
Demonslayer Damage Amp against 1750+ HP enemies 50% ⇒ 30% (Total: 50% Damage Amp)
Fist of Fairness
Fist of Fairness Attack Damage and Ability Power 50 ⇒ 35
Fist of Fairness Omnivamp 30% ⇒ 20%
[NEW] Fist of Fairness Attack Damage and Ability Power are doubled above 50% health, and the Omnivamp is doubled below 50% health
Hextech Lifeblade
Hextech Lifeblade Omnivamp: 35% ⇒ 30%
Hextech Lifeblade Ally healing: 35% ⇒ 40%
Quickestsilver
Quickestsilver CC Immunity Duration: 30 ⇒ 45 seconds
Quickestsilver AS Per 2 Seconds: 9% ⇒ 7% (Total: 63% no change)
Quickestsilver AS Ramp Duration: 14 ⇒ 18 seconds (matches base)
[NEW] Willbreaker now grants 20% base Damage Amp
Willbreaker
Willbreaker Damage Amp after hitting a shield 50% ⇒ 30% (Total: 50% Damage Amp)

ARTIFACT ITEMS

Developer's notes
Making a few pre-emptive adjustments to ensure none of our Artifacts are left on the dusty shelves of the Magitorium or are too powerful for even the most proficient wielders of Hextech.
Blighting Jewel
Blighting Jewel: Mana: 0 ⇒ 15
Deathfire Grasp
Deathfire Grasp Damage Amp: 30% ⇒ 25%
Deathfire Grasp Mana: 30 ⇒ 15
Hullcrusher
Hullcrusher no longer grants 30% Attack Speed
Hullcrusher Attack Damage/Ability Power: 25 ⇒ 20
Lich Bane
Lich Bane: Attack Speed: 20% ⇒ 30%
Lightshield Crest
Lightshield Crest Armor/Magic Resist: 70 ⇒ 55
Lightshield Crest Shield now has a duration of 5 seconds
Mogul's Mail
Mogul's Mail gold interval: 9 seconds ⇒ 8 seconds
Unending Despair
Unending Despair shield Damage: 160% ⇒ 150%
Unending Despair Health: 400 ⇒ 350

BUG FIXES

Fishing for a fix: Fishbones now better handles champions changing their range mid-combat
Fixed typos with Hullcrusher, Spite, and Statikk's Favor (Radiant Statikk Shiv)
Multiple Eternal Flames now correctly give allies stacking Damage Amp
For Golems spawning and smashing is easily confused: Golem's Smash ability now uses the slam animation instead of spawn animation on cast
No take-backs: Golden Remover can now be used on Thief's Gloves with 1 bench slot open
Fixed a visual issue with the Winstreak VFX on Le Bunny BonBon Bistro arena
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