Teamfight Tactics patch 14.4 notes (2025)
Balance and RNGolem, 14.4 is Cyber City’s return to the natural order of things.
Are you a Hacked shop, or am I just high-rolling with my readers!?
14.4 brings Loot adjustments, balance changes, and RNGolem to make (or break) your board. Our goal is to lift the comps that aren't working while hitting the balance outliers (Brand/Strategist, TF, etc) from 14.3. With that, let's get into it!


PATCH HIGHLIGHTS
ROTATING SHOP INFOGRAPHIC
REVIVAL: REMIX RUMBLE
From patch 14.4 (May 14th) to July 29th, Remix Rumble returns with a couple of updates to mix things up for longtime fans and new DJs alike! The Revival brings back your favorite music festival lineup with K/DA, True Damage, Pentakill, Heartsteel, DJ Sona, Maestro Jhin, and Jazz Bard (<3) alongside the Headliner mechanic and a music mixing system that’ll have you mixing your track as you build your comp! To learn more about the revival, check out the article. TL;DR below:
- Updated bag (unit pool) sizes: 1-costs: 50 copies, 2-costs: 40 copies, 3-costs: 30 copies, 4-costs: 12 copies, 5-costs: 10 copies
- New Augments
- New Opening Encounters
- Cyber City Hacks appear alongside the Remix Rumble mechanic of Headliner
SIMPLYFYING COSMETICS TIERS
Starting in patch TFT14.5 (patch after this), we'll simplify TFT's cosmetic rarity tiers to ensure they're straightforward and consistent. To learn more about the update, check out the article. TL;DR below:
- Little Legends released prior to patch 14.5 in the Rare and Epic tiers will be combined into the new Standard tier.
- Non-upgradable Little Legends and Booms are designated as three-star content.
SYSTEMS
PVE LOOT
At the start of Cyber City, Hacks provided enough loot to typically fully itemize two carries and a primary tank. We've since lowered the amount of total loot you get, but we're still seeing games have ever-so-slightly too much on average. With our loot changes in 14.4 you can expect to see about 1 less Item Component and in a few cases 1 less Silver/Blue Loot Orb.
The most extreme example of the above is Scuttle Puddle and Crab Rave. Not even a crab can hold all those items, so we're reducing the total component drops by two.
- Generally lowered the amount of loot you get from PVE rounds
- Scuttle Puddle and Crab Rave no longer add two additional components
BLACK MARKET AUGMENT HACK
Black Market Augments are some of the most exciting moments in Cyber City, but they're far too rare for how many total Black Market Augments there are. We're increasing the odds of seeing these highly illegal Augments, but if you're a law-abiding Cyber citizen, who fears the illicit market, you can always click the middle or right-most option—we won't judge.
- Slightly increased odds of Black Market Augment Hack appearing on 2-1
HACK: GOLEM ARMORY
Gold Generator Golem was almost always the wrong pick. We loved the risky energy of the option, but what if we made it sometimes worth the risk? Introducing the RNGolem, equipped with a random Emblem, Artifact, and Radiant item. RNGolem could be your way to a Prismatic Trait, an amazing item combo, or just a faster grey screen. They can be your knight in shining armor or the trash heap that you still haven't taken out.
- The Gold Generator Golem has been replaced with the RNGolem. This Golem is equipped with a random Emblem, a random Artifact, and a random Radiant Item.
HACK: EGGS
We're removing our worst-performing 13-turn egg drop and buffing another to make our highest-risk Egg more consistent… how eggcellent.
- Improved the power of the 13 turn egg
LARGE CHANGES
Large, like the chance RNGolem looks down upon your board, smiles, and gives you that Trait Emblem you needed. Editor's Note: This is not a large chance, all RNGolem outputs are completely random.
TRAITS
Oftentimes, upon cashing out with Cypher you drop to 3 to pivot to a more expensive board. With our Cypher (4) and (5) buffs here, we hope to see more boards field LeBlanc and Vi.
Divinicorp is intended to be played as a splash trait and a vertical, but we're seeing most of its success in splashing into other comps. With a buff to Divinicorp's deeper breakpoints, we hope to see this corporation establish its monopoly throughout Cyber City.
Nitro (4) is rarely worth fielding past building your Robot faster. We're tinkering with the bot's lasers to make this laser show more than just for show.
While a solid splash in some end-game boards, Vanguards are almost never being fielded as a class vertical. We're adding some more guard to the trait to open up more super-carry comps that rely upon a van full of frontliners.
- Cypher AD/AP After Cashout: 30/45/65% ⇒ 30/50/70%
- Divinicorp Bonus Stats: 100/110/125/140/160/180/200% ⇒ 100/110/125/140/165/190/210%
- Golden Ox Base Damage Amp: 12/22/25% ⇒ 12/24/26%
- Nitro Chrome: 2/3/6/12 ⇒ 2/3/7/25
- Nitro 4 Piece Laser Damage: 425/450/475/500 ⇒ 460/490/520/550
- Techie AP: 20/50/85/125 ⇒ 20/50/90/130
- Vanguard Durability while shielded: 10% ⇒ 12%
- Vanguard 6 Piece Durability: 16% ⇒ 18%
1-COST UNITS
Vomit harder.
- Kog'maw AD: 50 ⇒ 53
2-COST UNITS
Naafiri has seen some success in reroll A.M.P. comps, especially alongside 5 A.M.P. and an Artifact (or Hyperfangs). We're taking some of her Alpha burst damage down so she doesn't make her target, and the carry behind them disappear instantly.
Last patch, we changed Twisted Fate to make him less reliant on Rageblade, and while that was a success, it left this Card Shark feeling like a Card Megalodon.
- Illaoi Armor/MR: 45 ⇒ 50
- Naafiri Alpha AD Damage: 175% ⇒ 165%
- Shyvana Mana: 40/105 ⇒ 50/100
- Shyvana HP Gain: 200/250/300 ⇒ 200/270/340
- Skarner Mana: 25/80 ⇒ 25/70
- Skarner Spell Damage Armor%: 150/225/350 ⇒ 170/255/385
- Twisted Fate Empowered Card Damage: 265/400/595 ⇒ 245/365/550
3-COST UNITS
Nitro, Shyvana, and Elise are all getting buffs, which should read a huge buff for Nitro reroll. The comp's currently performing as one of our worst in Cyber City, so it's much needed, and there's a future where we even have to buff it again to ensure its viability.
- Elise Mana: 0/55 ⇒ 0/50
4-COST UNITS
Brand and Street Demon/Strategist have been the big winners of Patch 14.3. We're shipping a few changes to his ability to prevent casts from coming too close together, alongside a Neeko nerf to keep the comp in check.
Miss Fortune and Zeri are so close to viable duo-carries. With a small buff to the two of them be sure to try out Exotech Dynamo comps when you find yourself loaded up on bows, swords, and a lot of gold!
- Brand Mana: 25/70 ⇒ 10/70
- Brand's ability now always arrives at his target after .75 seconds. This is similar timing to a current throw at 4 hexes, but will be much faster for long-range throws!
- Brand's Mana Lockout is now a fixed duration of 1.9 seconds. Previously, it was .5 seconds after the missile landed. (Between 1.4 and 2.9 based on distance from target)
- Miss Fortune AD: 50 ⇒ 53
- Neeko Mana 30/85 ⇒ 30/90
- Vex Primary Spell Damage 190/285/1100 ⇒ 180/270/1100
- Zeri AS: 0.75 ⇒ 0.8
5-COST UNITS
Renekton two-star is in a tough spot. We're improving his scaling across the board to make him a better carry when itemized. We also added a silly little (big) AP ratio to make AP builds an option (warning: they won't be good).
This Kobuko change is for sure going to rock the meta.
- Renekton Mana 70/150 ⇒ 70/140
- Renekton Ability Cast 300% AD + 30/40% AP ⇒ 100% AD + 260/400% AP
- Renekton HP Gain on Cast 400/550/10000 ⇒ 400/650/10000
- Renekton Double Strike AD% 175% ⇒ 180%
- Renekton Triple Strike AD% 270% ⇒ 300%
- Three-Star Kobuko's Shield no longer expires.
SILVER AUGMENTS
He doesn't need a weapon, he needs a Champion Augment.
- Adaptive Strikes (Jax) Shield: 250/300/350 AP ⇒ 300/350/400 AP
- Adaptive Strikes (Jax) Base Damage: 120/180/270 AP ⇒ 130/200/300 AP
- Preparation I HP Per Stack: 20 ⇒ 30
- Wolf Unchained (Sylas) Health Gain: 180/210/240 ⇒ 220/250/280
- Wolf Unchained (Sylas) Base Damage: 300/450/675 ⇒ 330/500/750
GOLD AUGMENTS
Making 10,000 IQ smarter, Bronze for Life livelier, Flatline flatter, Golems smaller, and High Voltage less electric.
- 10,000 IQ Units Granted: Leblanc + Ekko ⇒ Yuumi + Ekko.
- 10,000 IQ Clarified that the Gold Reward is always granted after 5 rounds.
- 10,000 IQ Guaranteed Gold Reward: 2 ⇒ 8.
- 10,000 IQ Reward: Random completed item ⇒ Completed Item Anvil
- Bronze for Life I Damage Amp per Trait: 3% ⇒ 3.5%
- Caretaker's Favor Grants items retroactively if picked at higher levels than the level thresholds. Note: Caretaker's Chosen already worked this way.
- Climb the Ladder II Stats: 6 ⇒ 5
- Cybernetic Implants II No longer appears on 2-1
- Flatline Execution Percent: 12% ⇒ 10%
- Golemify HP Percent: 70% ⇒ 60%
- Golemify AD Percent: 60% ⇒ 50%
- High Score no longer grants Cyberbosses Attack Speed per High Score
- High Score Rewards are slightly reduced at each High Score.
- High Voltage Damage Increase: 25% ⇒ 15%
- Hostile Takeover Banned in Double Up
- No Scout No Pivot HP Per Turn: 12 ⇒ 14
- No Scout No Pivot AD/AP per Turn: 1.5% ⇒ 2%
- Pair of Fours HP: 404 ⇒ 344
- Pair of Fours 4 costs granted: 2 ⇒ 3
- Preparation II HP Per Stack: 35 ⇒ 45
- Spirit Link Base HP Regen: 6% ⇒ 5%
PRISMATIC AUGMENTS
Cybernetic Implants takes a few items to deliver its Prismatic's worth of power, so we're pushing it to later Augment offerings. We're also updating Wise Spending to avoid the incredibly high-roll synergies with some of our other Augments. Lastly, we've opted to disable Future Sight, which, despite receiving a nerf earlier this set, continues to overperform and outrage enemies.
- Blue Battery AP: 15 ⇒ 5
- Bronze for Life II: Damage Amp per Trait: 3.5% ⇒ 4%
- Bulky Buddies III HP: 330 ⇒ 300
- Cybernetic Implants III No longer appears on 2-1
- Future Sight Disabled
- Gargantuan Resolve (and +) Armor/MR increase: 50% ⇒ 80%
- Hard Commit Grants 3g on selection and every stage.
- High End Shopping Gold Granted: 6 ⇒ 12
- Shopping Spree Gold Granted: 4 ⇒ 2
- Wise Spending XP Gained: 2XP Per Reroll ⇒ 3XP Per 2 Rerolls. Effect only counts for rerolls purchased with gold. Tooltip rephrased.
ITEMS
- Bastion Emblem Armor/MR to AP: 10% ⇒ 20%
- Dynamo Emblem Damage Amp per 10 mana Spent: 1% ⇒ 1.5%
- Marksman Emblem Armor Shredded: 2 ⇒ 3
- Slayer Emblem Healing Increase: 25% ⇒ 33%
- Manazane Starting Mana 15 ⇒ 5
- Manazane AS 15% ⇒ 10%
- Manazane AD 15% ⇒ 10%
SMALL CHANGES
Small, like the size of this section.
TRAITS
Underperforming chase traits up, Street Demon 7 down.
- Anima Squad 7 Piece Armor/MR: 35 ⇒ 40
- AMP 4 Piece HP: 400 ⇒ 300
- AMP 4 Piece Charge Power: 3 ⇒ 4
- Bastion 6 Piece Base Armor/MR: 70 ⇒ 75
- Dynamo 4 Piece Mana Regen: 10 ⇒ 11
- Exotech Flux Capacitor AD: 20% ⇒ 25%
- Marksman 4 Piece AD Bonus: 20% ⇒ 25%
- Rapidfire 4 Piece AS per stack: 10% ⇒ 11%
- Street Demon 7 Piece Stats: 17% ⇒ 16%
BUG FIXES
- Always split: Fixed a missing armory choice in one of the Stage 3 variants of the To Split or Not to Split hacked encounter
- Big if true: Stage 3 Big Carousel no longer has an extra unit with no item
- But that's what Transit is for!? Anima Squad's Final Transit can no longer hit other boards
- Spilleng is hard: Tome Carousel banner announcement is now spelled correctly
- Street Demon empowered hexes now show the correct stats during the planning phase
- Tagging Spree now correctly grants attack speed to non-Street Demons
- Two-Star 3-Cost carousel now works
- More like Missed Fortune: Fixed a bug where Miss Fortune's first wave could fire in an odd direction
- Fixed a bug where 3-Star Kobuko wasn't doing the intended damage after his rework
- Masterwork Upgrade no longer duplicates an item when used on a unit during combat who stars up after combat