Teamfight Tactics patch 14.5 notes

It's our last patch of Remix Rumble, and you're in for an encore performance full of buffs and a guest artist appearance. Good luck on your ranked climb before Inkborn Fables begins next patch.

It’s the encore Patch of Remix Rumble, and we’re here to send it out with a bang(er)!
A lot also went on over the weekend, including the dev drop for our next set, Inkborn Fables, and our gameplay overview article for the set. But before we get too far ahead of ourselves, we’ve still got a patch full of mostly buffs (sorry, not you Ezreal) including a HUGE BUFF TO THE CRAB RAVE PORTAL!
Rodger "Riot Prism" Caudill



Our next set comes next patch, so if you need to catch up on Inkborn Fables content you can find those links in the intro for our Inkborn Fables dev drop, and our gameplay overview article for the set.



TL;DR All players now get the same tier (quality) of loot at the same time even if those contents differ.

Back in the before times of TFT, before we even had a second set, we introduced loot orbs as ways to add variance to the game via differing items and gold drops. But now we have Portals, and Augments, and Headliner, and soon to come, Encounters, so we can afford to take just a small bit of variance out of the game in the way of varied loot drops.

So we’re updating our loot distribution. At every PVE stage, all players will now get the same quality and quantity of orbs. The specific contents of these orbs will differ, but the general value will not. Along with this, we’ve also rebalanced the contents of some orbs, because 10 gold from a Gold orb isn’t the same as a Tome of Traits. Finally, we’ve also added more variance to the drops on each round—meaning more possible options each round—meaning gold openers are back BUT when you get a gold opener, everyone gets one. So in short, well, I guess you can always just read the TL;DR again.
  • All players now get the same tier (quality) of loot, and the same amount of orbs, at the same time even if those contents differ.
  • Contents of orbs scale as the game goes on.
  • Orbs have been rebalanced to meet the parameters of their tiers.
  • We’ve now introduced a Prismatic Orb (it’s the most powerful one).
  • With our new Prismatic Orbs, we’re re-introducing a consumable, the Masterwork Upgrade, which when used on a unit opens an armory containing Radiant versions of that unit's craftable completed items. Upgrade the item you choose to its Radiant equivalent, and unequip it.
  • For the following bullet points I’m going to list some examples of loot orb contents to help you grasp each orb’s power.
  • Grey Orbs can contain things like: 2 gold and an Item Remover early game, or a 3-cost champion mid to late game.
  • Blue Orbs can contain things like: Two 3-cost champions early game, or an Item Remover and 8 gold in the mid to late game.
  • Gold Orbs can contain things like: A Spatula, 4 gold, and an Item Remover in the early game, or a 5-cost and 13 gold in the late game.
  • Prismatic Orbs can contain things like: A Greater Champion Duplicator and 12 gold in the early game, or a Tome of Traits + 5 gold in the late game, OR our new Masterwork Upgrade and 5 gold in the late game.
  • Gold and Prismatic Orbs will not appear in Stage 1.


Something has happened to Crab Rave…
  • The Crab Rave Portal now has its own track… Spoiler Alert… It's “Crab Rave.”
  • For our creators - Monstercat will not copyright strike your channel(s). However, if you use “Crab Rave” without a Monstercat Gold subscription, you'll receive a claim. This will not harm your channel, but it means that advertising revenue from your video will go to the label and the artist involved with the song.


Large, like our recent Inkborn Fables dev drop!


With our last patch of Remix Rumble, we’re giving the most underplayed verticals (and KDA) more reason to be played. But we’re not stopping there, ‘cause we’re adding a Mosher 8 as a trait breakpoint to play vertical Moshers! Good luck!
  • Big Shot Base AD: 10/18/30% 10/20/40%
  • Edgelord Attack Speed: 30/45/70% 30/55/85%
  • EDM Damage Base: 90/100/110/130% 90/110/120/135%
  • EDM Zac Base Frequency: 9 8 sec
  • KDA Stats Increase: 9/15/24/40% 9/15/27/45%
  • Mosher added 8 Piece
  • Mosher 8: 125% Attack Speed and 30% Omnivamp
  • Mosher 8 pronunciation guide: mOesher, as in “I have Moe mOeshers”


This is the patch where we try to make strategies that haven’t worked, work. Strategies like one-shot AD K’Sante, or the unbenched super tank Tahm Kench with Sunfire Cape or Ionic Spark.
  • Corki AD: 48 50
  • Corki AS: 0.7 0.75
  • Evelynn HP: 550 650
  • Evelynn Mana buff: 30/90 30/75
  • K’Sante Spell AD%: 800% 999%
  • Tahm Kench AD: 70 88
  • Tahm Kench Spell Passive Damage Reduction: 12/15/25 12/18/33


I realize I baited people into playing Garen reroll with Archangel’s in a previous patch note, but this is NOW the patch to do that. More casts, means more Health, and a better AD ratio means more from the 8-bit trait. DISCLAIMER: Patch notes authors are not responsible for lost LP, but are directly responsible for any LP gained.

Gragas has been underperforming for about **checks watch** almost a full set, often being slotted in for his useful traits and the fact that he’s a body of HP. We’re empowering Gragas to disco-slide into his own groovy AP Bruiser fantasy with a better AP ratio and more healing from his spell.
  • Aphelios Mana buff: 40/135 40/110
  • Garen Mana buff: 40/90 40/80
  • Garen Spell AD%: 160% 180%
  • Gnar AS: 0.65 0.75
  • Gragas Spell Damage: 190/285/440 240/360/555
  • Gragas Spell Healing: 500/575/650 500/625/750


Neeko’s Cosplay spell will now benefit even more from having a tankier ally to copy, leaning more into her superstar superfan fantasy!

Samira’s been down on her luck recently, outshined by Urgot in her go-to comp, while also dependent on a comp that’s almost entirely 3-starred to find success. By upping the scaling on Thrills & Kills initial attack, we’re able to lift her power floor so she can find the kills with less of the thrills of losing.
  • Neeko Shield Percent of Ally Copied: 6% 8%
  • Neeko Spell Damage Percent of Shield: 70/90/115% 90/110/140%
  • Samira AS: 0.7 0.75
  • Samira Base Spell AD%: 240/240/250% 300/300/310%


Putting the crank in Blitzcrank!

Ezreal’s been ever-so-slightly overperforming, so we’re adding another auto-attack (of Mana) before he casts his spell to slow down his burst cadence.
  • Blitzcrank AD: 60 90
  • Blitzcrank Mana buff: 60/120 50/110
  • Ezreal Mana nerf: 0/40 0/45


With our finale patch, it’d be a shame not to buff the Maestro of the Grand Finale.

And before we see the death of a rockstar (Don’t worry, this is just a HEARTSTEEL reference as Kayn is in our next set too) we’re giving Kayn’s Wildcard forms a meaningful buff!
  • Jhin starting Mana buff: 0/50 30/50
  • Jhin Grand Finale Rifles Base AD%: 60/60/444% 66/66/444%
  • Kayn Mana buff: 0/50 0/40
  • Kayn Rhaast (losing form) HP Restore on killing 2 champions: 1 2
  • Kayn Shadow (winning form) Gold on killing 2 champions: 3 5


Don’t hate the cosplayer, hate the cosplayed.
  • Neeko: 200 HP and plus 40 Mana to cosplayed ally 200 HP and plus 60 Mana to cosplayed ally


  • Radiant Adaptive Helm properly applies only 1 bonus at the start of combat.