Tools
Official Riot patch notes

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
Big Friend I
Big Friend II (Big Friend I still exists as “Big Friend”)
Blood Rage
Caretaker 0
Caretaker's Chosen
Climb the Ladder I/II
Cloning Facility
Crownguard
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
Kraken's Fury
Kraken's Fury
Max Cap
Moonlight
Piercing Sight
Pocket Recombobulator
Psychic Forge
Raining Gold
Raining Gold+ (Raining Gold still exists)
Reroll Transfer
Scapegoat
Silver Destiny
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:
Band of Thieves II
Band of Thieves II now has a + and ++ version that are only available on specific rounds
Band of Thieves
Band of Thieves now grants another TG after a delay
Band of Thieves 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
Binary Airdrop
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
Celestial Blessing 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
Crash Test Dummies
Crash Test Dummies
Cursed Crown
Cursed Crown now also grants your team 4% Durability
Jeweled Lotus I
Jeweled Lotus I is no longer available on 2-1
Jeweled Lotus I Crit Chance: 15% ⇒ 20%
Jeweled Lotus II
Jeweled Lotus II is no longer available on 2-1
Jeweled Lotus II now additionally grants 10% Crit Damage
Makeshift Armor I
Makeshift Armor I/II
NO SCOUT NO PIVOT
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
On a Roll
On a Roll
Titanic Titan
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.
Best Friends I
Best Friends I is no longer offered on 2-1
Best Friends I AS & Armor: 12 ⇒ 10
Chaotic Evolution
Chaotic Evolution HP: 100 ⇒ 80
Chaotic Evolution AD/AP/AS: 10% ⇒ 8%
Dummify
Dummify HP Per Stage: 1000 ⇒ 1200
Eye For An Eye
Eye for an Eye+ Deaths Required: 16 ⇒ 18
Glass Cannon I
Glass Cannon I Starting Health: 90% ⇒ 75%
Glass Cannon I Damage Amp: 13% ⇒ 17%
Iron Assets
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
Latent Forge
Latent Forge Turns to wait: 8 ⇒ 10
Placebo
Placebo+ Gold: 15 ⇒ 14
Preparation I
Preparation I is no longer offered on 3-2
Reroll Transfer Gold: 3 ⇒ 1
Rolling For Days I
Rolling for Days I Rerolls: 11 ⇒ 10
Second Wind
Second Wind I is no longer appears on 2-1
Silver Destiny
Silver Destiny Gold: 3 ⇒ 2
Survivor
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.
Aura Farming
Aura Farming Unlock Round: 4-3 ⇒ 4-5
Best Friends I
Best Friends II is no longer offered on 2-1
Best Friends II Armor: 20 ⇒ 18
Big Friend I
Big Friend II Damage Reduction: 10% ⇒ 13%
Bronze For Life I
Bronze For Life I Damage Amp Per Trait: 3% ⇒ 2.5%
Cry Me A River
Cry Me a River Delay Timer: 15 ⇒ 10 sec
Epoch
Epoch Rerolls each Stage: 2 ⇒ 3
Exclusive Customization
Exclusive Customization Gold: 5 ⇒ 10
Explosive Growth
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)
Glass Cannon I
Glass Cannon II Starting Health: 90% ⇒ 75%
Glass Cannon II Damage Amp: 20% ⇒ 30%
Gold Destiny
Gold Destiny Gold: 4 ⇒ 3
Hard Bargain
Hard Bargain HP: 4 ⇒ 6
Hard Bargain Gold: 9 ⇒ 10
Healing Orbs I
Healing Orbs II Heal: 400 ⇒ 440
Healing Orbs II no longer appears on 2-1
Hefty Rolls
Hefty Rolls HP per roll: 7 ⇒ 8
Heroic Grab Bag
Heroic Grab Bag++ Gold: 13 ⇒ 10
High Voltage
High Voltage Percent Increase: 15% ⇒ 20%
Hustler
Hustler Gold granted Immediately: 3 ⇒ 5
Hustler now grants 2 XP a turn
Keepers II Shield Value: 230 ⇒ 210
Know Your Enemy
Know Your Enemy now allows you to see the exact player you're fighting next
Last Second Save
Last Second Save no longer available on 2-1
Last Second Save Heal: 22% ⇒ 20%
Lucky Gloves
Lucky Gloves+ now additionally grants another Sparring Gloves after 2 player combats
Mess Hall
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
Pandora's Bench
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
Pilfer
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
Plot Armor
Plot Armor Initial Armor/MR: 10 ⇒ 8
Preparation 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
Belt Overflow
Belt Overflow Belts: 5 ⇒ 4
Belt Overflow Belts Bonus HP: 60 ⇒ 75
Bronze For Life II
Bronze For Life II Damage Amp Per Trait: 3% ⇒ 2.5%
Bronze For Life II Durability Per Trait: 1.5% ⇒ 2%
Buried Treasures
Buried Treasures is now only available on 2-1
Call to 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
Deadlier Blades
Deadlier Blades Tier: Gold ⇒ Prismatic
Deadlier Blades 1% AD per 5 takedowns ⇒ 2% AD per 3 takedowns
Deadlier Caps
Deadlier Caps Tier: Gold ⇒ Prismatic
Deadlier Caps 1% AD per 4 takedowns ⇒ 2% AP per 3 takedowns
Giant and Mighty
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%
Going Long
Going Long Gold: 15 ⇒ 12
Going Long XP per Turn: 4 ⇒ 5
Hold the Line
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.
Prismatic Destiny
Prismatic Destiny Gold: 5 ⇒ 4
Prismatic Destiny+ is now available on 3-2, granting 10 gold
Quality Over Quantity Bonus HP: 4% ⇒ 7%
Shopping Spree
Shopping Spree now has a new icon
Sword Overflow
Sword Overflow Swords: 5 ⇒ 4
Sword Overflow AS per Sword: 2% ⇒ 3%
Tiniest Titan
Tiniest Titan Gold Per Round: 1 ⇒ 2
Tiny but Deadly no longer offered on 2-1
Wand Overflow
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.
Adaptive Helm
Adaptive Helm Mana Regen: 2 ⇒ 3
Adaptive Helm Tanks & Fighters Armor/MR: 35 ⇒ 45
Bloodthirster
Bloodthirster AD/AP: 20% ⇒ 15%
Bramble Vest
Bramble Vest HP %: 7% ⇒ 9%
Bramble Vest Auto Reduction: 8% ⇒ 5%
Evenshroud
Evenshroud HP: 150 ⇒ 250
Edge of Night
Edge of Night proc no longer cleanses damage over time effects
Giant Slayer
Giant Slayer AD/AP: 20 ⇒ 15
Kraken's Fury
Kraken's Fury Bonus AS: 40% ⇒ 30%
Kraken's Fury AD Per Attack: 4% ⇒ 3.5%
Spear of Shojin
Spear of Shojin AP: 10% ⇒ 15%
Sterak's Gage
Sterak's Gage Shield Duration: 5s ⇒ 4s
Warmog's Armor
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).
Adaptive Helm
Adaptive Helm Mana Regen: 4 ⇒ 6
Adaptive Helm Marksman & Caster AD/AP: 60% ⇒ 30%
Archangel's Staff
Archangel's Staff Base AP: 55% ⇒ 60%
Archangel's Staff Proc: 35 AP every 4 sec ⇒ 40 AP every 5 sec
Bloodthirster
Bloodthirster AD/AP: 45% ⇒ 30%, MR: 20 ⇒ 40
Bloodthirster Shield: 40% ⇒ 50%
Bramble Vest
Bramble Vest Armor: 100 ⇒ 130, Max HP: 15% ⇒ 18%
Bramble Vest Auto Reduced Damage: 25% ⇒ 10%
Bramble Vest Damage Proc: 175 ⇒ 200
Deathblade
Deathblade AD: 105% ⇒ 110%
Dragon's Claw
Dragon's Claw MR: 115 ⇒ 150, Max HP: 15% ⇒ 18%, Health Regen: 10% ⇒ 5%
Edge of Night
Edge of Night Armor: 20 ⇒ 40
Proc no longer cleanses damage over time effects
Evenshroud
Evenshroud Base MR: 30 ⇒ 40
Evenshroud Bonus Armor/MR: 70 ⇒ 50
Gargoyle Stoneplate
Gargoyle Stoneplate HP: 250 ⇒ 200, Armor/MR for each target: 15 ⇒ 20
Gargoyle Stoneplate Removed HP Regeneration
Giant Slayer
Giant Slayer AD/AP: 50% ⇒ 30%, AS: 20% ⇒ 30%, Damage Amp: 20% ⇒ 30%, Bonus Amp vs Tanks: 25% ⇒ 30%
Guinsoo's Rageblade
Guinsoo's Rageblade AP: 30% ⇒ 20%, Base AS: 25% ⇒ 20%, Stacking AS: 13% ⇒ 14%
Hand Of Justice
Hand of Justice AD/AP: 35% ⇒ 30%, Omnivamp: 20% ⇒ 24%
Hextech Gunblade
Hextech Gunblade Mana Regen: 1 ⇒ 2
Infinity Edge
Infinity Edge, AD: 65% ⇒ 75%
Ionic Spark
Ionic Spark Shock Range: 3 ⇒ 2, Shock Damage: 200% ⇒ 300%
Removed HP Regeneration
Jeweled Gauntlet
Jeweled Gauntlet AP: 70% ⇒ 75%
Kraken's Fury
Kraken's Fury MR: 20 ⇒ 40, AS: 25% ⇒ 20%, Stacking AD: 7% ⇒ 8%, Bonus AS: 80% ⇒ 60%
Last Whisper
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
Nashor's Tooth
Nashor's Tooth AS: 10% ⇒ 20%, HP: 200 ⇒ 300, Crit: 35% ⇒ 40%
Protector's Vow
Protector's Vow Mana Start Bonus: 20 ⇒ 40, Mana on Proc: 20 ⇒ 30, HP Shield: 45% ⇒ 40%
Quicksilver
Quicksilver MR: 30 ⇒ 40,AS: 40% ⇒ 30%
Rabadon's Deathcap
Rabadon's Deathcap AP: 80 ⇒ 100, Damage Amp: 50% ⇒ 30%
Red Buff
Red Buff AS: 65% ⇒ 90%, Damage Amp: 10% ⇒ 6%
Spear of Shojin
Spear of Shojin AP: 25% ⇒ 30%
Spirit Visage
Spirit Visage Damage Reduction: 18% ⇒ 20%, Mana Gen: 2 ⇒ 4
Steadfast Heart
Steadfast Heart Crit: 20% ⇒ 40%, Base Durability: 16% ⇒ 20%, Health Cutoff: 40% ⇒ 50%, Buffed Durability: 30% ⇒ 36%
Striker's Flail
Striker's Flail HP: 150 ⇒ 300, AS: 25% ⇒ 20%, Crit: 35% ⇒ 40%, Damage Amp Per Stack: 8% ⇒ 10%, Buff Duration: 8 ⇒ 5 sec
Sunfire Cape
Sunfire Cape Max HP: 12% ⇒ 16%, Proc Timer: 1.5 ⇒ 2 sec, Hex Range: 3 ⇒ 2, Buff Timer: 8 ⇒ 10 sec
Titan's Resolve
Titan's Resolve Armor: 35 ⇒ 40, AS: 30% ⇒ 20%, AP/AD per stack: 3% ⇒ 4%
Void 0
Void Staff AP: 60% ⇒ 75%, AS: 60% ⇒ 30%, Mana Gen: 3 ⇒ 2
Warmog's Armor
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.
The Darkin Bow
The Darkin Bow
The Darkin Staff
The Darkin Staff
The Darkin Aegis
The Darkin Aegis
The Darkin Scythe
The Darkin Scythe
Void 0
Void Gauntlet
Cappa Juice
Cappa Juice
Eternal 0
Eternal Pact
Hellfire Hatchet
Hellfire Hatchet
Shadow Puppet
Aegis of Dawn
Aegis of Dawn
Aegis of Dusk
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.
Blighting Jewel
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.
Dawncore
Dawncore AD & AP: 15% ⇒ 10%
Death's Defiance
Death's Defiance AD: 10% ⇒ 25%, AS: 25% >> 15%, Armor: 30 >> 40
Gold Collector
Gold Collector AD: 25% ⇒ 40%, Crit Chance 30% >> 20%
Zhonya's Paradox
Zhonya's Paradox AP: 40% ⇒ 25%, Armor/MR: 30 ⇒ 25
Hullcrusher
Hullcrusher Armor/MR: 35 ⇒ 50, HP Bonus: 600 ⇒ 400, AD/AP Bonus: 20% ⇒ 10%
Flickerblades
Flickerblades AS: 15% >> 12%, AS per attack: 6% ⇒ 5%
Flickerblades AD Per 5 autos: 3% ⇒ 2%, AP Per 5 autos: 4% ⇒ 2%
Gambler's Blade
Gambler's Blade AS: 35% ⇒ 45%, AP: 10% ⇒ Removed
Luden's Echo Bolts Fired on kill: 3 ⇒ 2
Mogul's Mail
Mogul's Mail HP: 100 ⇒ 300
Mogul's Mail HP per stack: 10 ⇒ 5
Mogul's Mail Gold delay: 10 ⇒ 12 seconds
Mittens
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%
Wit's End
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%
Sniper's Focus
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.
Lich Bane
Lich Bane AP: 30% ⇒ 55%, AS: 30% ⇒ 10%
Seeker's Armguard
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
Statikk Shiv
Statikk Shiv AP: 40% ⇒ 15%, AS: 40% ⇒ 50%
Statikk Shiv Base Damage: 40 >> 30
Talisman Of Ascension
Talisman of Ascension Health: 600 ⇒ 450
The Indomitable
The Indomitable HP: 400 ⇒ 500, Armor/MR: 25 ⇒ 20, Max Health: 10% ⇒ 12%
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