Tools
Official Riot patch notes

STREAMER MODE

Developer's notes
Streamer mode is primarily for our friends at League, but it’s worth noting here, as target griefing your favorite streamer by holding their units is unfortunately a thing. We’re now allowing for players to enter Streamer mode, with three levels to opt into.
Hide Other Names: This will hide other players’ game names on your screen only. Your identity will still be visible to other players in-game.
Hide My Name: This will hide your RiotID and game name to all other players in-game, and in third-party apps, but your account progression (Profile Pic, Ranked Border, etc.) will still be visible.
Hide My Everything: This will hide your RiotID, Game Name, and all of your account progression to all other players in-game and in third-party apps. If you’re looking to be anonymous, then this is the mode you’ll want to select.

LARGE CHANGES

NEW POWER UPS

Developer's notes
You've heard of Double Up, but have you ever heard of Double Down (a unique mechanic in 2XKO to use a Super Attack)? To celebrate the release of 2XKO, our teams collaborated to bring a taste of the fighting game community into TFT.
2X Contender: Vi, Ahri, Darius, Yasuo, Jinx, Braum, and Ekko gain 4% Damage Amp and 2% Durability for each unique copy fielded. This unit gains 75% more. Champions (Secondary): Vi, Ahri, Darius, Yasuo, Jinx, Braum, Ekko
2XKO: After two takedowns, stun enemies within 2 hexes for 2 seconds and gain 35% Damage Amp for the rest of combat. Champions (Primary): Naafiri, Jayce, Darius, Volibear, Braum
Attempt #37: Ekko's spell prioritizes the closest enemy, but he heals 20% Max Health on cast and deals 6% more magic damage each time his spell hits the target. Champions (Primary): Ekko
Corner Carry: Gain 30% Attack Speed. At 75% and 25% health, dash to the safest position and gain infinite range. Champions (Primary): Ashe, Kai’Sa, Xayah, Jinx
Denting Blows: Vi's spell now shields for instead of heals, but is increased by 25%. When this occurs, Vi quickly strikes 4 times, each hit reducing the target’s resists by 5. Champions (Primary): Vi
Double Down: Gain 18% Damage Amp. When this unit casts, your other Powered Up unit gains 20% of the Mana spent. Champions (Primary): Ezreal, Janna, Ahri
Fury Break: Gain 25% Attack Speed. When your other Powered Up unit dies, gain a burst of 300% Attack Speed that decays over 4 seconds. If you die first, give them the burst instead. Champions (Primary): Gnar, Kayle, Xayah, Kog’Maw, Jinx, Ashe, Ziggs, Zyra, Twisted Fate
Noxious Trap: Damage you deal Burns, Wounds, 20% Shreds, and 20% Sunders enemies for 4 seconds. Champions (Secondary): Malzahar, Senna, Janna, Twisted Fate
Quick Tag: On death, spawn a unit of the same role with the same number of items. This unit is 1 cost lower, and has 15% reduced Health. Champions (Secondary): Yasuo, Darius, Braum
Rocket Grab: At combat start, gain a 20% Health shield for 4 seconds. When your target dies, pull the next target into melee range and regain the shield. Champions (Primary): Kennen, Rakan, Neeko, K’Sante. Champions (Secondary): Darius
Snax Time: Braum's casts also throw 5 Poros at random enemies. Each deals 200% of Braum's Base Attack Damage as physical damage. Champions (Primary): Braum
Stalking Dart: Every 10 Mana Ahri gains fires a foxfire dart towards her target, dealing 5% of her spell's damage as magic damage. Champions (Primary): Ahri
Super Mega: Jinx gains 20% Attack Damage. Every 3rd cast is twice as big, and splits 50% more damage among enemies hit. Champions (Primary): Jinx
Tentacle Smash: After 4 seconds, stun enemies within 3 hexes for 1 second. Repeat every 9 seconds. Champions (Primary): Vi, Sett, Poppy, Zac, Dr. Mundo, Aatrox
Wind Wall: Yasuo gains 60% Crit Chance, and takes 15% reduced damage from non-adjacent enemies. Champions (Primary): Yasuo

OPENING ENCOUNTER

Developer's notes
We’re disabling Artifact Anvil Encounter to allow more room for flexible play early.
Artifact Anvil Encounter is disabled

TRAITS

Developer's notes
In its current state, Crystal Gambit is too good a late-game cashout trait and splash. Their vertical is also overperforming, partially due to the cashouts they can transition into dominant late-game boards. Now you’ll need a pretty powerful cashout to take the top of the lobby.
7 Mech is great, but getting there feels like a requirement, and having to hit Yone makes it rather risky. So we're lowering the gap between 5 and 7 (and putting some power in Yone), so that it's less feast or famine when playing Mech.
We’re adjusting Lulu’s Monster Trainer bag sizes (amount of copies in the pool) to solve for bag manipulation and generally simplify distribution. There will now be 22 copies of Lulu in the pool, and those copies are shared across all Monsters, so if someone has eight copies of Smolder and another two players have eight copies of Rammus and six copies of Kog’Maw no one else can get a Lulu naturally from the shop.
Star Guardian’s trait bonuses are a bit too strong from Xayah and Jinx. We’re lowering them slightly, as those two are the best contributors to the trait’s damage, but we have more specific nerfs targeted at the ceiling of Star Guardian comps in our Augments and Power Ups.
Crystal Gambit Stage 4 Multiplier: 2x ⇒ 1.85x
Crystal Gambit (7) Piece Reward Multiplier: 150% ⇒ 130%
Mighty Mech (5) Mech Mana: 50/100 ⇒ 40/80
Mighty Mech (7) Mech 3rd Cast Damage: 600 AP ⇒ 480 AP
Monster Trainer no longer has unique bag rules. All Monster Trainer champions will now count as 1 unit.
Bag Size for Lulu: 18 ⇒ 22
Soul Fighter 0
Soul Fighter Health: 120/240/450/650 ⇒ 120/240/425/600
Star Guardian Xayah Bonus: 60 + 75 Per Stage ⇒ 50 + 60 Per Stage
Star Guardian Jinx Bonus: 25% decaying AS on takedown ⇒ 20% Decaying AS on takedown

2-COST UNITS

Developer's notes
Gangplank’s current job is helping you hit Mech (7), but with his primary trait’s power being lowered, we’re able to lend this pirate a helping hand—just not a stretchy one. This buff should also help vertical Duelist which has struggled to see play since Ashe and Udyr’s decline.
Gangplank
Gangplank Attack Damage: 45 ⇒ 50
Gangplank Resists: 50 ⇒ 55

3-COST UNITS

Developer's notes
We’re temporarily removing Luden’s Tempest this set only, as it’s an Artifact that is only good on Ahri, but on her, it is incredibly, incredibly good. With Luden’s out of the picture, and some other small nerfs to Star Guardian as a vertical, we’re actually able to buff Ahri’s Overkill damage, making her more playable in a variety of comps and ways.
Since Lulu will now be sharing a bag size across all Monsters, that size being 22, we’re able to buff the struggling picks and use the bag size change (which is a nerf) as a convenient way to keep Kog’Maw in check.
We’re buffing Udyr to help both Duelist vertical and Mentor flex comps. Speaking of Mentor flex comps, we’re making Yasuo a bit less likely to snipe backliners, which opens up even more room to improve the comp’s 4-cost carry in a half scroll down.
Ahri
Ahri Overkill Damage Amount: 55% ⇒ 80%
Rammus Health: 1000 ⇒ 1100
Rammus Mana: 40/100 ⇒ 30/90
Smolder Spell Primary Damage: 265/400/635 AD ⇒ 290/435/700 AD
Udyr
Udyr Heal: 130/170/220 AP ⇒ 140/180/230 AP
Yasuo
Yasuo Base Spell is less likely to hit the backline when other units are nearby.

4-COST UNITS

Developer's notes
With optimal itemization, Akali is ever-so-slightly over the line we’re comfortable with for a champion that scales so well with player skill. We don’t expect this nerf to take her out of elite play, but alongside a Radiant Nashor’s Tooth nerf (an item that makes her go grr, or is it brr, no it’s therrr goes my backline!).
We collectively poured one out for Ashe last patch, who relied on the sheer power of Crystal Gambit cashouts to make her a unit worthy of fielding. But with Crystal Gambit in check, we’re sending some large buffs her way, while also fixing a bug that made her deal double ability damage… Last patch she was rather weak so we’re going pretty hard here as each of these buffs is multiplied by the eight procs the ability has.
Akali
Akali Dash Damage: 80/120/1000 AP ⇒ 75/115/1500 AP
Ashe
Ashe Base AD: 65 ⇒ 68
Ashe Spell Damage: 17/26/125 AD + 1/2/10 AP ⇒ 20/35/150 AD + 2/3/15 AP
Ashe Bugfix: When equipped with Bullet Hell, does the intended amount of damage instead of doubling her spell damage.
Ryze
Ryze Spell Damage (Mentor and Base): 770/1155/6000 AP ⇒ 850/1275/7000 AP

5-COST UNITS

Developer's notes
We want two-star 5-costs to be exciting carries, but right now they all feel more like secondary carries, or even supportive units to round out your comp. So, we’ve got a lot of buffs here to change that!
Right now Lee Sin is more of a drop to round your comp out and less of a round house kick to drop your opponents out. We’re making some large changes across his weakest forms that should lead to some very exciting Lee Sin moments. A note on that Juggernaut Lee buff, because the trait doesn’t provide any offensive power for Lee we’re making sure it hits like a truck.
Currently, Zyra is used for her Attack Speed buff and to place plants in the frontline in the hopes they soak up a rogue ability. Her plants are almost never used as backline damage dealers, so we’re bringing out the fertilizer to allow her backline plant to blossom into the damage charts.
Right now, Yone is being carried by Mighty Mech (7). But he’s a 5-cost, and he’s cool, so please put items on him; he’s used to carrying two swords anyway.
Lee Sin
Lee Sin Resists: 70 ⇒ 75
Lee Sin (Executioner) Mini Cast Stun: 1.5s ⇒ 1s
Lee Sin (Executioner) Mini Cast Primary Damage: 325/500 ⇒ 375/575
Lee Sin (Executioner) Large Cast Stun: 1.5s ⇒ 2.5s
Lee Sin (Juggernaut) Single Target Damage: 525/800 AD ⇒ 800/1200 AD
Seraphine
Seraphine Base Damage: 150/240 Friendship ⇒ 165/275 Friendship
Twisted Fate
Twisted Fate Spell Damage: 200/300 AD ⇒ 230/350 AD
Yone
Yone AS Per Attack: 4.5% ⇒ 5%
Zyra
Zyra Backline Plant AS: 0.9 ⇒ 1.0
Zyra Backline Plant Spell Damage: 80/120 AP ⇒ 90/135 AP

AUGMENTS

Developer's notes
Keeper has become the silent backbone of powerful Star Guardian comps. Well, so have Gather Force and Best Defense, but those are Power Ups for another section.
MECH AUGMENT IS BACK BABY! The new Mech Prismatic will be achieved with only taking one Augment (either Gold or Prismatic)! Thanks for your patience on this one.
Nine-Thousand Volts Spell Damage: 160/240/360 AP ⇒ 145/220/330 AP
Give ‘em the Chair Spell Damage: 120/180/280 AD ⇒ 100/150/225 AD
Ataque Crepúsculo
Twilight Assault Spell Damage: 70/105/170 AP ⇒ 60/80/140 AP
Farmando Aura
Aura Farming no longer grants a completed item.
Dançarinos Substitutos
Backup Dancers no longer appears on 2-1
Amigão I
Big Friend I Durability: 7% ⇒ 9%
Big Friend II Durability: 10% ⇒ 12%
Fúria Sanguinária
Blood Rage no longer appears on 2-1
Blood Rage Damage Amp: 5-35% ⇒ 12-30%
Pacote de Suprimentos
Care Package Effect now matches tooltip. Grants 3 rewards total.
Escuridão Interior
The Darkness Within Minion Health Per Stage: 400 ⇒ 350
Portfólio Diversificado
Diversified Portfolio Removed
Golden Quest Lee Sin Artifact: Infinity Force ⇒ Death’s Defiance
Golden Quest Zyra Items: Hextech Gunblade + Muramana ⇒ Spear of Shojin + Flickerblades
Golden Quest Seraphine Items: Archangel’s Staff + Muramana ⇒ Jeweled Gauntlet + Flickerblades
Golden Quest Gwen Artifact: Dawncore ⇒ Zhonya’s Paradox
Patronos I
Keepers I Shield Strength: 145 ⇒ 130
Keepers II Shield Value: 230 ⇒ 210
Conheça o Inimigo
Know Your Enemy Max Damage Amp: 15% ⇒ 18%
Serei a Cabeça
I’ll Be the Head (Gold) Reintroduced: The Mighty Mech gains 20% Attack Speed. Gain a Gangplank. Field 7 Mighty Mech with a total of 14 Star Levels and reach level 10 to activate MECHA-MERGE PROTOCOL. 2-1 Only Augment.
I’ll Be the Head (Prismatic) Reintroduced: The Mighty Mech gains 35% Attack Speed. Gain a Senna, Lucian, and Aatrox. Field 7 Mighty Mech with a total of 14 Star Levels and reach level 10 to activate MECHA-MERGE PROTOCOL. 2-1 Only Augment.
Pavio Aceso
Lit Fuse no longer appears on 2-1
Limite Máximo
Max Cap Removed
Protagonista
Protagonist: "Additional champion every turn" effect begins after 3 turns instead of immediately.
Impulsionando I
Pumping Up II Base AS: 8% ⇒ 10%
Pumping Up III Base AS: 12% ⇒ 16%
Equipezinha
Tiny Team Bonus: 150% ⇒ 100%
Poder Ilimitado
Unlimited Power Completed Items: Rabadon’s Deathcap + Morellonomicon ⇒ Nashor’s Tooth + Jeweled Gauntlet

ITEMS AND RADIANT ITEMS

Developer's notes
As a tank item, Ionic Spark just wasn’t it, often resulting in the wearer being dissolved in water. Even though this isn’t a chemistry class, we do need to make sure tanks that have Ionic Spark don’t get melted down easily.
Even with our roles adjustment two patches ago, Bloodthirster falls short of other cloak and sword uses. This is likely due to the amount of Omnivamp found in our Power Up systems, so instead of adding more here, we’re giving the item some offensive stats.
Centelha Iônica
Ionic Spark Health: 150 ⇒ 250
Ionic Spark MR: 25 ⇒ 35
Ionic Spark Shock Damage: 160% ⇒ 150%
Sedenta por Sangue
Bloodthirster AD: 15% ⇒ 20%
Bloodthirster AP: 15% ⇒ 20%
Sedenta por Sangue Abençoada
Radiant Bloodthirster AD: 40 ⇒ 45
Radiant Bloodthirster AP: 40 ⇒ 45
Prelúdio da Alvorada
Radiant Edge of Night AD: 20% ⇒ 30%
Radiant Edge of Night AP: 20% ⇒ 30%
Centelha Covalente
Radiant Ionic Spark Health: 200 ⇒ 500
Radiant Ionic Spark AP: 15 ⇒ 30
Radiant Ionic Spark MR: 40 ⇒ 70
Presente do Barão
Radiant Nashor’s Tooth Attack Speed: 20% ⇒ 10%

ARTIFACTS

Developer's notes
Luden’s leaving is the equivalent of "I’m taking my ball home with me so you can’t play anymore," except only Ahri wanted to play with the ball anyway, so no one else ended up caring. That being said, it’s an exciting Artifact with what should be a more flexible use case, so we will be bringing it back in our next set.
If you’ve ever had your backliner randomly taken out seconds into a fight, you’ve likely been wanting Fishbones to be changed for a while. Without doubling the user’s attack range, we’re making Fishbones more clearly a ranged Attack carry item that’ll have you hitting much harder, with the drawback of not being able to focus down a single target.
Auronúcleo
Dawncore AD: 20% ⇒ 15%
Dawncore AP: 20% ⇒ 15%
Joia da Ruína
Blighting Jewel AP: 40% ⇒ 50%
Blighting Jewel Mana Gain: 5 ⇒ 3
Tormenta de Luden
Luden’s Tempest Removed
Fishbones
Fishbones AD: 20% ⇒ 50%
Fishbones AS: 30% ⇒ 50%
Fishbones no longer doubles range.
Luvinhas
Mittens Attack Speed: 60% ⇒ 75%
Talismã da Ascensão
Talisman of Ascension Health: 500 ⇒ 600

POWER UPS

Developer's notes
More Power Up follow up work to make your options more competitive.
Power Ups that require Traits will also filter on Stage 2. Previously, trait requirements were ignored. Mech Pilot/Star Sailor/Star Student will not be offered unless their Trait Requirements are met.
Adaptive Skin Armor Per Damage: 1 ⇒ 3
Adaptive Skin Magic Resist Per Damage: 6 ⇒ 10
All Out Attack Damage: 40% ⇒ 50%
Best Defense Damage Amount: 175% ⇒ 140%
Blink Attack Bonus Damage: 175% ⇒ 200%
Doublestrike Proc Chance: 25% ⇒ 30%
Finalist Initial Damage Amp: 12% ⇒ 15%
Gather Force AD Gain: 45% of mana ⇒ 40% of mana
Max Vitality HP Per 10s: 12 ⇒ 20
Not Done Yet Deaths: 8 ⇒ 6
Over 9000 AD/AP/AS Growth: 5% ⇒ 4%
Shine Brighter Bonus Damage: 20% ⇒ 30%
Sky Piercer Damage Amp: 8% ⇒ 5%
Star Sailor Increase: 25% ⇒ 33%
Star Sailor Weight: 20 ⇒ 10
Star Sailor Trait Requirement: 2 Star Guardian ⇒ 4 Star Guardian
Star Student Weight: 20 ⇒ 10
Star Student Trait Requirement: 3 Battle Academia ⇒ 5 Battle Academia
Tiny Terror Health Threshold: 50% ⇒ 70%
Trickster Removed
Unflinching Omnivamp: 15% ⇒ 25%
Veteran 4 Mentor Stats: 35% AD/AP ⇒ 30% AD/AP
Veteran moved to Primary on all available champions
Weights Attack Speed: 60% ⇒ 50%

SMALL CHANGES

POWER UPS

Developer's notes
Say goodbye to bait Power Ups and hello to 2XKO!
Janna
Janna Removed: Sky Piercer, Solar Breath
Jinx
Jinx Added: Fury Break, Corner Carry, Super Mega
Jinx Removed: Doublestrike, Attack Expert, Power Font
Malzahar
Malzahar Removed: Sky Piercer, Solar Breath
Senna
Senna Removed: Sky Piercer, Solar Breath
Twisted Fate
Twisted Fate Removed: Sky Piercer, Solar Breath
Twisted Fate Moved to Secondary: Soul Chipper
Shen
Shen (Twilight Assault) Added Primary: Corner Carry, Fury Break, Storm Bender

ITEMS

Luvas do Ladrão
Thief’s Gloves can now roll higher tier combinations based on the player’s level instead of solely rolling off of game stage.

BUG FIXES

Developer's notes
Last patch, Augments on 2-1 started filtering based upon your fielded units. While subtle, this could prove meta-shaping, as it would limit access to things like Champion Augments and trait-linked Augments for traits you were not fielding. As of this patch, we’ve fixed this bug, allowing you to see a larger variety of Augments on 2-1.
Augment filtering no longer filters on 2-1.
During planning phase, Best Friends now displays a visual effect on units that meet its requirements.
Fixed some instances where Rammus’ SFX wouldn’t always be removed.
Crystal Gambit’s 210 Reward can no longer very rarely grant no reward or Cursed Vampiric Scepter.
Colete Espinhoso
Bramble Vest’s 8% damage reduction against attacks no longer applies before enemy bonus true damage is calculated. This affects pre-mitigation true damage from sources like the Soul Fighter trait.
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