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Official Riot patch notes

REVIVAL: UNCHARTED REALMS

Developer's notes
From patch 15.7 till the end of 15.9, (Oct 22 to Dec 2), Dragonlands: Uncharted Realms is returning with brand new Augments, Opening Encounters, and Trait updates! Here are some cool pieces to familiarize yourself with ahead of the revival's release.
Check out what's new with the Revival Updates article
One-minute rundown on the set

LARGE CHANGES

TRAITS

Developer's notes
Overall, we're buffing the middle tiers of traits, so players can have a few more options on Stage 3 and 4 to transition and adjust boards as they hit different things.
While Sorcerer 6 can certainly blow up boards with the help of Gwen/Karma, Sorcerer 4 lacks the magic to get it done. A teeny bit more AP may get this magic comp to cause more mayhem…
Currently, Jinx is only played in Star Guardian boards, but wouldn't it be cool if she could be seen firing rockets on flexible Sniper (3) or (4) boards with a versatile frontline?
Strategist currently provides the best frontline in the late game, and the Emblem is one of the most powerful additions to your team. We're tampering down their team-wide shield, but as a reminder, this is a larger nerf for Strategists themselves, who gain triple the shield.
While Wraith (6) is okay, it's tough getting from (4) to (6), so we're giving the (4) piece a bit more pop to help you out before you find that Varus.
Crystal Gambit (5) Cashout 6 Kills: 2 Lesser Duplicators ⇒ 1 Lesser Duplicator and 4 gold
Crystal Gambit (5) Cashout 12 Kills: Strategist Emblem + 3g ⇒ Moved to 16 Kills
Crystal Gambit (5) Cashout 16 Kills: Completed Anvil + 10g ⇒ Moved to 12 kills, reduced to 2g
Sorcerer AP: 20/50/80% ⇒ 20/55/80%
Soul Fighter 0
Soul Fighter AD/AP Per Second: 1/2/3/4% ⇒ 1/2.5/4/4%
Sniper Baseline Damage Amp: 13/16/22/25% ⇒ 13/18/25/25%
Strategist Shield: 150/225/350/450 ⇒ 150/200/300/400
Wraith Realm Damage: 20/40/60% ⇒ 20/45/60%

1-COST UNITS

Developer's notes
Gnar is one range shorter than every Sniper in the game. He also was never invited to Sniper social functions cause he's a weird lil' guy. We can change one of those things, especially now, because he's currently quite weak.
Gnar
Gnar Range: 4 ⇒ 5

2-COST UNITS

Developer's notes
Dr. Mundo had an odd interaction with his ability where he would cleanse debuffs and/or crowd control, but since he couldn't cast while he was CC'd it really would only help him cleanse Sunder/Shred and Malzahar's ability. We're removing this component of his kit so he's less of a Malzahar counter.
Kobuko is the overperforming and huggable carry/tank of reroll Janna's Veteran comp. We're nerfing his base form slightly with a Mana nerf and his Mentor damage form even more.
Dr. Mundo
Dr. Mundo Ability no longer cleanses debuffs and Crowd Control.
Kobuko
Kobuko Mana nerf: 20/70 ⇒ 30/85
Kobuko Mentor Secondary Damage: 90/135/210 AD + 8% HP ⇒ 80/120/185 AD + 5% HP

3-COST UNITS

Developer's notes
The vomit-rocket-pocket-monster is still able to dominate 3-cost reroll comps, so we're giving him a healthy nudge down in the hopes he doesn't regurgitate another reroll meta.
Malzahar had a weird bug where when a unit dies they transfer two instances of the spell instead of one. Since he's at the top of the 3-cost meta, we're fairly confident that this fix will act as the nerf he needs.
As a Durian-type monster, Rammus has been outclassed by both the classic fire type and the weird lightning-vomit type (what other monsters share this type?). We're giving him a sizable AP buff in the hopes some Rammus solo-tank splash comps will show-up.
Duelist is still pretty far from dueling for a spot as a meta comp. And with Kobuko's power down, we're able to give some back to the weakest of the Mentors. In addition to an Udyr buff, we do have another Ashe buff to keep lift the comp.
Kog'Maw On-Hit Damage: 50/75/120 AP ⇒ 44/66/110 AP
Malzahar
Malzahar is no longer offered Mage
Malzahar Bugfix: When enemies die, there are no longer any instances where 2 stacks of the spell will transfer instead of 1.
Rammus Shield: 475/575/675 AP ⇒ 525/625/725 AP
Rammus Health Per Taunted Enemy: 15/25/35 AP ⇒ 15/35/55 AP
Udyr
Udyr Base Heal: 140/180/230 AP ⇒ 150/190/250 AP
Udyr Mentor Heal: 170/210/290 AP ⇒ 180/230/320 AP
Yasuo
Yasuo Spell Damage: 150/225/360 AD ⇒ 140/210/335 AD

4-COST UNITS

Developer's notes
Ashe's getting a mana buff which will feel even better with the Attack Speed she gets from Duelist.
K'Sante has been our best 4-cost tank for a while now, so we're bringing him down a tad, while lifting our other tanks in the same tier.
Volibear is a bench-warmer of a secondary carry whose best item in the game is a Soul Fighter Emblem. For someone who can hold a wide variety of items and has fairly flexible traits (Luchador 2 and Edgelord 2 are easy to activate), we want to make sure he's also good enough to be treated as a starter carry by raising his base AD.
Ashe
Ashe Mana buff: 0/80 ⇒ 0/70
Karma
Karma Ability Damage: 1050/1575/6500 AP ⇒ 1100/1650/6500 AP
K'Sante
K'Sante Health: 1000 ⇒ 950
Leona
Leona Shield: 600/750/2000 AP ⇒ 650/775/2000 AP
Poppy
Poppy Base Shield: 280/330/900 AP ⇒ 320/370/900 AP
Volibear
Volibear Base AD: 75 ⇒ 80
Yuumi
Yuumi Ability Damage: 25/38/150 AP ⇒ 26/40/150 AP

5-COST UNITS

Developer's notes
Continuing to make sure each of our 5-costs feels like an exciting addition both at one and two-stars.
Varus
Varus Arrow Damage: 85/130 AD ⇒ 90/135 AD
Yone
Yone Ability Damage: 120/180 AD ⇒ 140/210 AD

AUGMENTS

Developer's notes
Howling Gale is too hard to proc early game with 6 champs, so we're moving it back to the final Augment option where you'll be spending more Mana and making more tornadoes.
Ekko is just too powerful of a bonus unit, so we're reducing his HP while making his Strategist form also need Strategists to appear.
Zac's Perfect Form is far from perfect. In fact, he's our worst-performing Champion Augment in the game, so we're giving it a little bit of love for him to bounce back with.
Fúria Sanguinária
Blood Rage Damage Amp: 12-30% ⇒ 12-25%
Escuridão Interior
The Darkness Within Summon Health Per Stage: 350 ⇒ 300
Plano de Jogo
Game Plan Hex Damage Amp: 12% ⇒ 10%
Ventania Uivante
Howling Gale is now Banned on 3-2
Isekai
Isekai now requires at least 1 Strategist for the Strategist version to appear.
Isekai Ekko Health: 1100 ⇒ 950
Regicida
Kingslayer disabled due to a bug
Cura Excessiva
Overheal Max Shield: 300 ⇒ 400
OverhealPercent Healing: 50% ⇒ 60%
Forma Perfeita
Perfect Form (Zac) Base Ability Damage: 60/90/135 AP ⇒ 70/135/205 AP
Perfect Form (Zac) Empowered Ability Damage: 100/150/225 AP ⇒ 120/180/270 AP
Forja Psíquica
Psychic Forge is now banned on 4-2
Bobina de Tesla
Tesla Coil Magic Damage: 260/270/280/300/320 ⇒ 240/250/260/270/270
Titãs do Torneio
Tournament Titans Health Per Win: 30 ⇒ 20
Ataque Crepúsculo
Twilight Assault (Shen) Spell Damage: 60/80/140 AP ⇒ 50/75/120 AP

ITEMS AND RADIANT ITEMS

Developer's notes
Buffing our calmest item to inspire more ranged users to get angry with it. Pair that with Kraken's Fury buffs and we foresee Ashe/Xayah becoming solid three-item carries.
With Last Whisper now applying on all types of damage, Gwen can finally become the utility-item holder every carry never wants to be!
Adjusting our Radiant Items to match the buffs for their less sparkly forms.
Lâmina da Fúria de Guinsoo
Guinsoo's Rageblade AS Per Second: 6% ⇒ 7%
Fúria do Cráquem
Kraken's Fury Max Stacks: 20 ⇒ 15
Kraken's Fury AD Per Stack: 3% AD ⇒ 4% AD
Último Sussurro
Last Whisper Sunder now applies from all damage from attacks and Abilities, not just physical damage.
Contestação de Guinsoo
Radiant Guinsoo's Rageblade AS Per Second: 12% ⇒ 13%
Turbilhão Torrencial
Radiant Kraken's Fury Max Stacks: 20 ⇒ 15
Radiant Kraken's Fury AD Per Stack: 6% AD ⇒ 8% AD
Sussurro Eterno
Radiant Last Whisper Sunder now applies from all damage from attacks and Abilities, not just physical damage.

ARTIFACTS AND EMBLEMS

Developer's notes
This is our ongoing attempt to make Artifacts a bit less sharp and auto-win. It still transforms melee carries, but it keeps them in risky range.
Concentração de Elite
Sniper's Focus Range Increase: 2 ⇒ 1

POWER UPS

Developer's notes
A lot of our reroll comps get power from scaling Power-Ups after hitting them out of an orb early on in the game. Things like Max Arcana and Over 9000 Katarina are the biggest benefactors of these high-rolls, so we're bringing the power of these Power Ups down so we don't have to nerf their base form.
Removing more of our less useful Power Ups, notably with Classy, which performs well when paired with traits like Heavyweight, but fails to hit the mark with Sorcerer or Bastion.
Putting the stop back in Unstoppable which provides a ton of utility and power.
Best Defense Shield To Damage Ratio: 140% ⇒ 100%
Classy Removed: Lucian/Kennen/Lux/Ahri/Karma/Gwen
Classy Removed: Rell/Garen/Swain/Leona/Braum
Denting Blows Shield Increase: 25% ⇒ 30%
Fairy Tale Damage: 80/130/190/275 ⇒ 75/120/170/260
Fury Break Base Attack Speed: 25% ⇒ 30%
Mana Rush Weight (Secondary): 5 ⇒ 10
Max Arcana Base AP: 20% ⇒ 15%
Over 9000 Health Per Stack: 50 ⇒ 35
Stalking Dart Foxfire Damage: 5% ⇒ 6%
Super Mega Baseline AD: 20% ⇒ 30%
Supremacy Removed
Thrillseeker Buff Duration: 2s ⇒ 3s
Unstoppable Stun Duration: 1s ⇒ 0.75s
Unstoppable Health: 150 ⇒ 100

BUG FIXES

Cozinha do Estrategista
Tactician's Kitchen's tooltip properly indicates that all combats count towards its delay.
Mind Battery's tooltip more clearly indicates that its effect happens after the first cast, not upon.
Conheça o Inimigo
Know Your Enemy's tooltip clarified to indicate it grants Damage Amp.
Resistant Power Up's tooltip slightly rephrased for clarity.
Cura Excessiva
Overheal's tooltip clarified to better indicate how much damage it adds to empowered attacks.
Star Sailor Power Up properly applies its stat bonuses correctly every combat.
Kai'Sa
Kai'sa and Yuumi do the proper amount of damage with Bullet Hell rather than reduced damage.
Monster Trainer champions can be combined when the player's bench is full.
Crystal Gambit Prop no longer rounds its visual display, which occasionally caused misleading cashouts to occur.
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