Mid-Patch Updates


Developer's notes
Our initial 14.3 B patch earlier today introduced a bug that would allow Superfan Headliner items to sometimes carry on even when the trait wasn’t active.
Superfan 0
Superfan items now consistently disappear upon deactivation


Developer's notes
Heartsteel has been the big winner of 14.3’s competitive scene, so we’re shipping a nerf to Heartsteel 5 which when combined with Raise the Stakes has led to some incredibly powerful late game boards.
Heartsteel 0
Heartsteel Heart Multiplier: 1/2.25/5.5/18x ⇒ 1/2/5.5/18x


Developer's notes
These changes are incredibly light, but we see an opportunity to ever-so-slightly refine the meta ahead of the set’s biggest competition.
Kayle Ability on-hit damage: 35/55/80% AP ⇒ 35/52/75% AP
Riven Ability damage: 90% AD ⇒ 85% AD
Zed AD: 75 ⇒ 72


Developer's notes
Extended Play is in a tricky spot, overperforming despite having a bug that makes it weaker than intended. Instead of fixing the bug and unintentionally buffing an already strong Augment, we’re choosing to disable it for the sake of consistency & ensuring that we're only seeing expected behavior across all of our Augments.
Heartthrobs is also currently bugged to only boost Hearts from unit kills, which makes it do very little because of the way our rounding works. Since fixing it is a MASSIVE buff, and since our competitive players are Heartsteel extraordinaires (see Heartsteel Cup from last weekend), we’re opting to disable it instead of over-buffing it, or allowing it to continue as a sub-optimal Augment option.
Extended Play
Extended Play has been disabled.
Heartthrobs has been disabled.


Scrappy Inventions
Scrappy Inventions now gives components at the start of the next two stages as intended
Guinsoo's Rageblade
Guinsoo’s Rageblade stacks will no longer sometimes reset when a unit is summoned in combat.



Developer's notes
We’re lowering item drop variance by ensuring players receive the same number of items at each stage. While variance is key to the replayability of TFT, we’ve got quite a lot of that already, so we’re taking some variance out with the difference in item drop timings. There will still be variance in what items you get—as per usual—but you can officially say farewell to gold openers.
All players now get the same number of items at each stage.


Developer's notes
This is a bugfix, but it does impact Headliner Rules, so I’m placing it here as well as in the bugfix section.
Fixed a bug that allowed a Headliner trait to appear multiple times before waiting for 4 shops as intended.



Developer's notes
Swapping in Heartsteel during Stage 5 & 6 consistently allows you to pop off without falling hard. This results in seeing a first place too often, too consistently. So instead of praying for the death of a rockstar, we’re acting with a nerf specific to that moment. But don’t worry, we aren’t Heartsteel-hating here, as we’re giving even MORE Hearts to the Prismatic 10 Heartsteel.
Heartsteel 0
Heartsteel Stage 5 & 6 Hearts per kill: 2 ⇒ 1
Heartsteel Heart Multiplier: 1/2.25/5.5/10x ⇒ 1/2.25/5.5/18x
Punk 0
Punk Attack Damage: 18/30/45% ⇒ 18/30/42%
Punk Health: 180/300/450 ⇒ 180/300/420
Executioner 0
Executioner Critical Strike Chance: Up to 25/100/200% ⇒ Up to 25/80/160%


Developer's notes
You ever natural (natural means hitting your units without rolling) into Olaf 3 and then hit Gargantuan Resolve (the Gold Titan’s Resolve Augment), and then have your power go out? Yeah, me neither—I had to use a lesser duplicator. Olaf’s go-to build has a lot of coincidental Ability Power, making him sustain a bit too hard for a 1-cost.
Olaf Ability healing: 20/25/35% AP ⇒ 20/25/30% AP


Developer's notes
Senna has been missing since we brought down the power of her friends (Qiyanna, Ekko) and the power of her ability to make friends (True Damage Emblem). We’re increasing Senna’s damage across all levels, but especially at that 3-star carry level, to take the subpar out of her subwoofer.
Senna Ability damage: 105/155/225% AP ⇒ 110/165/255% AP


Developer's notes
Brightening up your day at the enemy backliner’s expense with a Lux buff.
Mordekaiser is both highly contested and underappreciated. Our strongest 3-cost 3-star of the patch, Mordekaiser, has uncharacteristically high damage for a tank. We’re maintaining his tankiness, but lowering the temperature on his Face-Melter damage.
A Sett nerf could be interpreted as a Heartsteel loss streak buff if you think about it…
Lux Ability damage: 250/375/550% AP ⇒ 260/390/575% AP
Mordekaiser Ability damage: 220/330/525% AP ⇒ 200/300/480% AP
Mordekaiser Ability finale damage: 220/330/525% AP ⇒ 200/300/480% AP
Sett HP: 950 ⇒ 900
Sett Ability main target damage: 275/420/680% AP ⇒ 250/375/600% AP
Sett Ability cone damage: 130/210/340% AP ⇒ 120/180/290% AP


Developer's notes
Ever since her time as a favorite holder of True Damage Emblem, Caitlyn’s suffered from a lack of damage, or too slow of a cast. We’re fixing one of those in the hopes that she can hunt more champs, without the need of niche Emblem itemization.
While our recent Karthus rework was a significant stride forward, we've noted that his initial cast remains excessively impactful. We’re continuing to lessen the momentum his team gets from that first cast, while raising the AP he gets after each cast—yes that makes Spear of Shojin an even better item on him.
We were a little too spirited with our Twisted Fate nerf last patch, so we’re giving back some power to this slick card dealer in the hopes that he finds a more balanced middle ground to electric slide into.
Caitlyn max Mana buff: 0/90 ⇒ 0/75
Karthus Ability damage: 175/260/580% AP ⇒ 160/240/540% AP
Karthus Ability power per cast: 30% ⇒ 40%
Twisted Fate
Twisted Fate Mana buff: 30/120 ⇒ 30/105


Developer's notes
Lifting our weakest 5-costs; Jhin becomes a heavyweight in the classical music world, and Sona’s melodies uplift more than just your spirit.
Jhin Armor/MR: 30 ⇒ 40
Jhin Health: 850 ⇒ 950
Sona Kinetic Form (Green) ability healing: 5/8/100% HP ⇒ 6/9/100% HP
Sona Kinetic Form (Green) shield duration: 2/2/30 seconds ⇒ 2.5/2.5/30 seconds


Developer's notes
Twin Terror has been tied to Punk and Punk adjacent (Oi, Garage, Glampunk, etc.) comps, allowing them to spike too quickly and too hard.
We’re taking Switching Gears into the Augment shop and oiling the gears for more bang for your swap now that win and loss streaks take more combat to pull off.
Twin Terror I
Twin Terror I: Health: 350 ⇒ 300
Twin Terror I: Attack Speed: 35% ⇒ 30%
Twin Terror II: Health: 500 ⇒ 450
Twin Terror II: Attack Speed: 50% ⇒ 45%
Switching Gears
Switching Gears Gold per swap: 2 ⇒ 3


Developer's notes
Is that a Shock Treatment (Gold Augment) buff I see!?
Runaan's Hurricane
Runaan’s Hurricane Bolt damage: 50% AD ⇒ 55% AD
Statikk Shiv
Statikk Shiv Magic Damage: 30 ⇒ 35


Developer's notes
After lowering the gold per kill last patch, Goldmancer’s Staff could use a bit more kill power.
Goldmancer's Staff
Goldmancer’s Staff Base Ability Power: 30% ⇒ 45%
Deathfire Grasp
Deathfire Grasp Ability Power: 45% ⇒ 50%
Runaan's Tempest
Runaan’s Tempest (Hurricane) Bolt damage: 100% AD ⇒ 110% AD
Statikk's Favor
Statikk’s Favor (Shiv) Damage: 70 ⇒ 80



Developer's notes
Do Emo champions get sad when they’re buffed?
Emo 0
Emo Ability Power: 0/0/10% ⇒ 0/0/20%


Developer's notes
Please let Archangel’s Garen be a thing.
Garen Ability Health gain: 215/230/245% AP ⇒ 215/245/275% AP
Jax Ability slam damage: 230/345/520% AP ⇒ 240/360/560% AP


Developer's notes
Zed’s Headliner bonus was previously not applied to his shadows. We’ve adjusted his bonus to be focused on Zed only, so even though this may read as a nerf, note that it’s simply a 5% AD buff to Headliner Zed.
Vi 250 HP & 15% AD ⇒ 200 HP & 15% AD
Kayle 25% AS ⇒ 20% AS
Zed: +100 HP & Shadow have +10% AD/+10% AS ⇒ +100 HP & +5% AD
Sona: +5% AS and +1% AS per attack ⇒ +5% AS and +2% AS per attack


Developer's notes
Creating a more balanced version of Balanced Budget for 4-2 when drip econ has less impact. Now with even more budget!
And buffing the Augment that has cost players more LP than the trait itself—that’s Heartthrobs, if that wasn’t clear.
Balanced Budget
Balanced Budget: Added Balanced Budget+ which can be offered at 4-2 and gives 9 gold per round.
Balanced Budget will no longer be offered on 4-2.
Bigger Shot
Bigger Shot Bomb damage: 85% AD ⇒ 100% AD
Endless Hordes
Endless Hordes and Endless Hordes+ Health reduction: 20% ⇒ 15%
Heartthrobs extra Hearts: 20% ⇒ 25%
Starter Kit
Starter Kit now grants 4 gold.



Developer's notes
Hey there space cowboy—we’ve got a new section, for an old set. Our main goals here are to do a series of smaller changes to the biggest outliers. The 3.5 Revival is still a fun mode that should be focused on nostalgia and good times over perfect balance, so while this list of changes may look long, we're not trying to ship a patch that forces you to learn a new meta (or even a new comp). TL;DR you can still ME MECH NO PIVOT, but you can do that with more than just mech… just saying.
Battlecast 8 Piece Heal or Damage Amount: 800 ⇒ 1000
Cybernetic Health: 250/550 ⇒ 300/650
Cybernetic Attack Damage: 20%/45% ⇒ 25/50%
Dark Star 8 Piece AD/AP: 50 ⇒ 45
Sorcerer Ability Power: 20/40/70 ⇒ 25/45/75


Developer's notes
We’re taking a pass on lowering Crowd Control and Mana Reave to allow other comps who have been limited by said powers have their galaxy brain moment. Other than that, we’re focused on buffs.
Leona Health: 650 ⇒ 700
Leona Mana: 50/100 ⇒ 40/80
Poppy Health: 650 ⇒ 700
Poppy Ability Shield: 250/325/400 ⇒ 300/375/475
Lucian AD: 50 ⇒ 55
Lucian Second Shot AP Ratio: 175/260/415% AP ⇒ 200/300/450% AP
Xin Zhao Stun Duration: 1.5s ⇒ 1s
Ashe Stun Duration: 1.5/1.5/2s ⇒ 1/1/1.5s
Ashe Ability Damage: 250/375/625% AP ⇒ 225/335/560% AP
Darius Health: 700 ⇒ 750
Darius Ability Damage: 270/405/630 ⇒ 290/435/675
Ezreal Ability Mana Reave: 30% ⇒ 20%
Ezreal Ability Damage: 225/330/575% AP ⇒ 200/300/450% AP
Master Yi Bonus True Damage: 65/100/160% AP ⇒ 50/75/125% AP
Jinx Attack Speed: 0.7 ⇒ 0.8


Fixed a bug where you could find an Akali headliner whilst having an Akali headliner.
Lucian no longer sometimes fires one extra shot.
Lucian’s ability now properly stops scaling at 5.0 Attack Speed (previously it could benefit slightly beyond 5.0)
Lucian’s ability can no longer benefit from attack speed past 5.0 with Nashor’s Tooth.
Fixed a bug where Reforger and Pandora’s Items could never grant Spear of Shojin
Fixed a bug where Pandora's Items could grant the Hyper Roll version of Gamblers Blade outside of Hyper Roll, and vice versa.
Yasuo’s ability tooltip now specifies he deals physical damage.
Amumu’s ability tooltip now shows his Armor to damage scaling at each star level.
Ornn didn’t have a copyright: Artifact Anvils now read “Open an armory of Artifact items” when dragged over the shop, instead of “Open an armory of Ornn items”.
Kayle’s ability tooltip now correctly shows her Shred as 20% instead of 30%.
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