Teamfight Tactics patch 14.17 notes
With 14.17 we’re buffing what’s been low on magic while lowering the impact of our core items.
Just like magic, there’s a new patch!
With 14.17 we’re buffing just about everything that hasn’t been able to make enough mayhem, whether that’s champions, Augments, or traits. Notice how I left out items there? That’s cause we’re also lowering the scaling power that our core items provide by lowering some of their raw stats.
Past that, we’re also going live (a bit early) with our first ever (experimental) PvE Game Mode, Tocker’s Trails. With the new mode, you’ll be tasked with surviving 30 rounds of PvE craziness like a ton of Nomsies (good luck melee comps) or a very big Nasus (who let that guy out?). Good luck!
Rodger "Riot Prism" Caudill
Mid-Patch Updates
AUGUST 29TH
14.17 was rather large (don’t tell 14.18), with a new game mode, many balance changes, and a few bugs that snuck through our testing. We’re correcting the most critical bugs here, including one that should help those Tocker’s Trails Chaos Mode runs.
BUG FIXES
- Pyro Trait stats no longer persist incorrectly on a unit
- Ryze with Static Shiv will no longer affect allies during his Ability cast
- Temporary Items from select occurrences no longer become permanent under certain conditions
- 3-star Xerath's secret Charm now works correctly
- Briar's new Tocker’s Trials effect is no longer active in other modes
- Arcana's Emblem damage amp bonuses now function as expected and intended
- Tocker’s Trials - Rerolling the same Charm in a round no longer makes it unbuyable and deduct gold per click
- CC immunity effects no longer display Debug text
PATCH HIGHLIGHTS
ROTATING SHOP INFOGRAPHIC
TOCKER’S TRIALS
TFT’s first-ever (and experimental) PvE mode challenges you to survive 30 rounds, and if that’s not tough enough, there’s always Chaos mode to add just that: more mode…I mean, CHAOS! Here are some quick facts that you can read while patching, but the best way to learn about our new experimental mode is to experiment with it yourself!
- It’s Magic n’ Mayhem still: You’ll have access to the current set’s champion and Augment roster, and you’ll earn gold & level up similarly to how you would in a normal game, except Charms will only be in Chaos Mode (don’t worry, we have solves for Veigar and Xerath).
- 30 Rounds, 6 Bosses, 3 Lives. Things start out simple, but you'll need to put your skills to the test against boards you’d never encounter anywhere else in TFT. Your HP is also replaced with a life counter: lose 3 times, and you’re out!
- Rack Up a High Score & Share Your Results: As you proceed through each round, you’ll earn points based on your performance! Show off and challenge yourself & your friends to hit the highest score possible.
- Chaos Mode: Once you’ve conquered normal mode, take on new twists in Chaos Mode. There’s a reason it’s called that, but we’ll leave that for you to discover on your own.
LARGE CHANGES
Large, like the reroll Nomsy-shaped hole in my heart.
TRAITS
Arcana has a few adjustments to encourage different High Arcana readings. This, paired with some Hecarim buffs later on, should make for a Hecarim carry comp that’ll surely be a chariot to top fours.
Now that Karma’s power is in check, it’s time we let Chrono verticals tick up the LP.
Faerie 6 and 9 aren’t taking flight as major verticals, so we’re giving their magical trinkets more power while making the Monarch’s Crown (Faerie 9) provide massive damage amp if you can get to 25 stacks.
For Pyro, we’re shifting some of the power from the execute into the Attack Speed scaling with Cinders to make those games where you collect 100 Cinders feel more worthy than a meager 25% Attack Speed.
We’re seeing the final reward for Sugarcraft be a bit too powerful for when players are accessing it. We want to keep the sweet surprise just as saccharine, so instead of slicing a bit of its power off, we’re requiring you to leave it in the oven for longer!
- Arcana, High Arcana Emblem Base Damage Amp: 6/9/12/15% ⇒ 8/12/18/25%
- Arcana, High Arcana Emblem Damage Amp per Emblem: 3/5/7/10% ⇒ 2/3/4/6%
- Arcana, High Arcana Hecarim AD: 10/25/45/70% ⇒ 10/25/50/80%
- Arcana, High Arcana Xerath True Damage per 3 charms: 3/5/7/10% ⇒ 2/4/6/9%
- Bastion Armor/MR: 15/40/70/120 ⇒ 15/40/75/140
- Chrono 4 Time Freeze duration: 2.5 seconds ⇒ 3 seconds
- Chrono 4 bonus AP: 35 ⇒ 45
- Chrono 6 bonus AS: 60% ⇒ 80%
- Eldritch AP per Eldritch Champion Star Level: 10 ⇒ 12
- Eldritch 7, Many-Eyed Beast Base Health: 1000 ⇒ 1100
- Faerie Crown Damage Amp: 25/40/45/75% ⇒ 25/40/50/75%
- Faerie Queenguard’s Armor (6 Faerie) Health: 150 ⇒ 250
- Faerie Queenguard’s Armor (6 Faerie) Armor/MR: 30 ⇒ 40
- Faerie Eternal Monarch’s Crown (9 Faerie) 25 Stack Damage Amp: 15% ⇒ 50%
- Honeymancy Bees: 3/5/7 ⇒ 3/6/9
- Hunter AD: 15/40/70% ⇒ 15/45/80%
- Hunter Post-takedown AD: 30/65/110% ⇒ 30/70/120%
- Incantor Team AP: 10/20 ⇒ 10/30
- Mage AP: 70/90/105/135% ⇒ 70/90/110/150%
- Multistriker Extra attack chance: 30/55/70/100% ⇒ 30/60/70/100%
- Portal Bomb base damage: 90/285/400/1250 ⇒ 90/235/300/1250
- Portal Flag bonus AS: 20/21/22/55% ⇒ 20/25/30/55%
- Portal Poro snax heal: 6.5/7/7.5/9% HP ⇒ 7/8/9/15% HP
- Pyro Team AS per cinder: 1% per 4 ⇒ 2% per 5
- Pyro AS: 12/25/45/60% ⇒ 10/25/40/55%
- Pyro Execute threshold: 12/12/12/15% ⇒ 10/10/10/15%
- Shapeshifter HP: 10/15/21/30% ⇒ 10/16/24/35%
- Sugarcraft AP/AD: 12/25/35 ⇒ 20/30/40
- Sugarcraft bonus treat sugar breakpoints: 600/950/1325/1750/2200 ⇒ 600/975/1375/1800/2300
- Warrior Damage Amplification/Omnivamp: 10/20/30% >>> 10/18/30%
UNITS: TIER 1
“Forget not the trait bot.” — Anonymous TFT Player
As part of our greater goal for this patch, we’re making sure the champs that were only fielded to fill out useful trait breakpoints will also have a chance at being viable itemized units/item holders too!
- Jayce AD: 50 ⇒ 55
- Nomsy Base Spell AD%: 345/350/355% ⇒ 400/400/400%
- Soraka Spell Damage: 195/290/440 ⇒ 200/300/450
- Soraka Spell Healing: 100/120/150 ⇒ 120/140/180
- Twitch Spell AD%: 160/160/160 ⇒ 180/180/190%
- Ziggs Mana: 0/50 ⇒ 0/40
UNITS: TIER 2
Even with a 2-cost meta in our opening patches, these provided too little to be competitive. A seemingly small buff to Cassioepia’s base attack speed will slither into your damage charts with AS items and ramping those early Rageblade stacks faster.
Speaking of 2-cost metas, we’re following up with another light nerf for Ahri after our B-patch last week which left her a bit too strong still.
- Ahri Ability magic damage: 140/210/325% AP ⇒ 135/200/310% AP
- Ahri Ability true damage: 90/135/210% AP ⇒ 85/125/195% AP
- Akali Kunai Damage: 155/155/170% AD ⇒ 135/135/150% AD
- Cassiopeia AS: 0.75 ⇒ 0.8
- Shyvana Armor/MR: 40 ⇒ 45
- Shyvana Ability damage: 45/65/100% AP + 1% HP ⇒ 50/70/110% AP + 1% HP
UNITS: TIER 3
Hecarim is getting a buff to his passive reset charges and cleave AD ratio, but it’ll be much more significant if you can saddle him up with AD items. The AP ratio is decreasing slightly here, so for High Arcana Ahri players, beware; this buff isn’t for you.
We identified a bug with Jinx regarding the true damage from her ability, which currently doesn’t scale correctly with bonus AD. Fixing this is a big buff, so we’re shipping the fix alongside some compensation nerfs. This should leave her power neutral for the beginning to middle of the game and slightly stronger late game if she can get enough AD from her traits and items.
Swain is getting harder to burst down and will get much tankier at early star levels after continual casts. His buff at three stars is a bit smaller, as he’s already finding success there. With increased defensive outputs on his ability, we can nudge his damage down slightly.
Veigar and Vex’s go-to reroll Mage comp is quite good right now, but requires an exceptionally strong start to make up for how long it takes Veigar to ramp with Charms and stars. We’re giving the pair a significant buff at one star, but ever-so-slightly lowering Veigar’s output at 3-stars and reducing his Charm scaling to lower the power ceiling that this short bee-mage is brushing against.
- Hecarim HP: 800 ⇒ 850
- Hecarim Mana: 0/50 ⇒ 0/40
- Hecarim Passive Charge AD%: 50% ⇒ 120%
- Hecarim Passive Charge AP: 100/150/240 ⇒ 80/120/195
- Hecarim Cleave AD%: 130/130/140% ⇒ 145/145/155%
- Jinx Bugfix: Now correctly calculates bonus true damage using final AD rather than just base AD.
- Jinx AD: 55 ⇒ 50
- Jinx Spell AS: 105% ⇒ 100%
- Jinx Spell True Damage AD Ratio: 35% ⇒ 25%
- Swain Armor & MR: 45 ⇒ 50
- Swain HP on first cast: 275/325/400 ⇒ 300/375/450
- Swain HP on other casts: 150/200/275 ⇒ 180/230/280
- Swain Damage on first cast: 30/40/65 ⇒ 20/30/50
- Veigar Spell Damage: 200/300/480 ⇒ 240/330/475
- Veigar AP per Charm: 3 ⇒ 2
- Vex Spell Shield: 350/405/480 ⇒ 380/430/480
UNITS: TIER 4
Gwen is shifting a bit to be less bursty in her first few casts and more impactful as she gets snipping around the board. With this change, be sure to try out Blue Buff and more defensive items so she can keep stacking snips and collecting tips.
- Gwen max Mana: 0/40 ⇒ 0/30
- Gwen Casts Per Snip: 2 ⇒ 1
- Gwen Base Spell Damage: 125/190/570 ⇒ 95/145/430%
- Gwen Small Snip! Damage: 50/75/225% ⇒ 40/60/180%
- Nami Bubble Damage: 220/330/1500 ⇒ 240/360/1800
- Nasus Ability health steal: 400/600/5000 ⇒ 300/480/5000
UNITS: TIER 5
With Briar’s debut in TFT, we wanted to make the “aww cute” into an “AHH, RUN!” To bring the scare back into Briar we’re substantially buffing her in various ways, from Attack Speed to base damage, all the way to the power she gets when draining your Tactician of their lifeforce.
Currently, Milio’s not worth itemizing much past a Spear of Shojin, so we’re making him slightly less reliant on that (he’ll still want it) by lowering his Max Mana, while greatly increasing the AP ratio of his ability (note that he throws 3 knick-knacks, so multiply the AP ratio by three).
- Briar AS on Transform: 60/60/666% ⇒ 75/75/666%
- Briar Bite AD%: 200/200/999% ⇒ 250/250/2000%
- Briar, Ravenous trait, Damage Per Missing HP: 0.6% ⇒ 0.8%
- Briar, Ravenous trait, HP Gain when fed: 150 ⇒ 180
- [Hyper Roll] Briar, Ravenous trait, Damage Per Missing HP: 3% ⇒ 4%
- Morgana Spell Damage: 140/210/888 ⇒ 150/225/2000
- Morgana Spell True Damage Health Threshold: 25% ⇒ 33%
- Milio Buff Mana buff: 30/130 ⇒ 40/120
- Milio Spell Damage: 290/435/999 ⇒ 333/500/1000
- Xerath Spell Damage: 200/300/666 ⇒ 220/330/777
- The following Xerath Ascendant Charms have received buffs; check the Charms section for more details: Chariot, Judgment, The Lovers, The Sun, The World
AUGMENTS: SILVER
With 14.17, we’re focused on lifting the power floor of our underperforming Augments to ensure that the strategies they open up are worth pursuing. That being said, we’ll still be nerfing our biggest overperformers, so Keepers enjoyers take note.
- Combat Bandages I HP Threshold: 50% ⇒ 60%
- Exiles I 25% HP Shield ⇒ 20% HP Shield
- Item Ladder has been disabled due to a bug, we’ll reenable it once the bug is fixed
- Keepers I Shield: 160 ⇒ 145
- Pumping Up I Initial AS: 6% ⇒ 8%
AUGMENTS: GOLD
With how quickly fights are decided early game, Ascension was performing awfully when picked on 2-1, so we’re doing away with that literal click bait while giving the Augment a nice buff to boost its lackluster performance as your 2nd and 3rd Augment options.
Even with our B-patch nerf to the Augment last week, Flexible continues to provide ample base value with an even more powerful ceiling. We’re lowering the Health your team gets from each Emblem to keep that high-roll, Emblem-packed ceiling in check.
Previously, Dragon’s Spirit was confusing, requiring you to itemize specific units (Neeko, Swain) that could accommodate the massive healing required to grant additional item components. Instead of buffing the Augment to make this threshold easier to hit, we’re making it more intuitive. Before you try it, stacking Dragon’s Claws won’t give you more Durability or Health.
Metabolic Accelerator has been in a tough spot with Magic n’ Mayhem’s high-stakes gameplay moving to the Augment space. Instead of giving it the buff it would need to be viable, we’re opting to vault it for future sets.
- A Golden Quest: An overperforming reward output has been updated
- Ascension can no longer appear on 2-1
- Ascension Damage Amp: 50% ⇒ 60%
- Avenge the Fallen Bonus Stats: 18% ⇒ 20%
- Clockwork Accelerator AS: 6% ⇒ 9%
- Combat Bandages II HP Threshold: 50% ⇒ 60%
- Combat Bandages II HP Restore: 250-600
- Deja Vu+ (Galio): Gain a 2-star Galio ⇒ Gain 2 Galios
- [REWORKED] Dragon’s Spirit: Gain a Dragon’s Claw. Champions who are equipped with a Dragon’s Claw gain 100 HP and 10% Durability.
- Flexible Health per emblem: 25 ⇒ 10
- Long Distance Pals Stats Share: 20% ⇒ 22%
- Metabolic Accelerator has been removed
- Molten Caramel+ (Rumble) Gain a 2-star Rumble ⇒ Gain 2 Rumbles
- Potions 201 (Witchcraft) AD & AP Gain: 20% ⇒ 25%
- Pumping Up II Initial AS: 8% ⇒ 10%
- Spellblades Damage: 150% ⇒ 120%
- Sweet Tooth+ (Nunu) Gain a 2-star Nunu ⇒ Gain 2 Nunus
- Three’s Company 3 Costs Granted: 4 ⇒ 5
- Worth the Wait Round Delay: 2 ⇒ 1
AUGMENTS: PRISMATIC
While Anger Issues feels great on backline carries that benefit from the stats it grants, not having dedicated tank items for your frontline to buy time to stack up your collection of cool and angry swords doesn’t feel too great. Adding a bit more Armor and MR should solve that.
Like our change to Anger Issues, we’re buffing our worst-performing Augments as we often do.
- Anger Issues Armor & MR: 30 ⇒ 35
- Blossoming Lotus III Crit Chance: 10% ⇒ 12%
- Final Ascension Base Damage Amp: 15% ⇒ 20%
- Final Ascension Ascended Damage Amp: 45% ⇒ 50%
- Giant and Mighty Max HP: 5% ⇒ 4%
- Going Long Initial Gold: 10 ⇒ 15
- Hedge Fund Gold: 20 ⇒ 22
- Invested++ Gold: 36 ⇒ 45
- Level Up! Initial XP: 8 ⇒ 12
- Pumping Up III Initial AS: 10% ⇒ 12%
- Tiniest Titan Gold per round: 1 ⇒ 2
- Tiniest Titan+ Gold per round 1 ⇒ 2
- Tiniest Titan+ Initial Gold: 15 ⇒ 8
CORE ITEMS
Items are providing too much scaling power for champions than we’re currently comfortable with. We’re lowering the less visible base stats of our stronger items to lessen the impact of items (especially when you combine three strong ones), but we’re keeping the unique outputs of core items intact to preserve their identity and keep their use cases consistent. Our goal here is to move the state of items slightly closer to a point where those who have a full build aren’t as EXTREMELY far away in terms of power from those who have no items.
- Adaptive Helm Base AP: 15 ⇒ 10
- Bloodthirster Base AD/AP: 20 ⇒ 15
- Blue Buff Base AD/AP: 20 ⇒ 15
- Crownguard Shield Value: 30% ⇒ 25%
- Deathblade Base AD: 55% ⇒ 50%
- Gargoyle Stoneplate Base Armor/MR: 30 ⇒ 25
- Giant Slayer Base AD: 30% ⇒ 25%
- Giant Slayer Base AP: 20% ⇒ 25%
- Guinsoo’s Rageblade Base AS: 15% ⇒ 10%
- Ionic Spark HP: 150 ⇒ 100
- Last Whisper Base AS: 25% ⇒ 20%
- Nashor’s Tooth Base AP: 30 ⇒ 25
- Nashor’s Tooth AS on Proc: 40% ⇒ 35%
- Rabadon’s Deathcap Damage Amp: 20% ⇒ 15%
- Red Buff Base AS: 40% ⇒ 35%
- Statikk Shiv Base AS: 20% ⇒ 15%
- Steadfast Heart Base HP: 250 ⇒ 200
- Sterak’s Gage Base HP: 200 ⇒ 150
RADIANT ITEMS
Lowering the power of our Radiant Items that have also been nerfed above, with a few exceptions for our three worst-performing ones.
- Adaptive Helm (Jak’Sho the Protean) Front Row Resists: 80 ⇒ 60
- Adaptive Helm (Jak’Sho the Protean) Back Row Bonus AP: 55 ⇒ 40
- Blue Buff (Blue Blessing) AD & AP: 60 ⇒ 50
- Bramble Vest (Rosethorn Vest) Armor: 120 ⇒ 100
- Crownguard (Royal Crownshield) HP: 350 ⇒ 200
- Crownguard (Royal Crownshield) AP: 50 ⇒ 40
- Giantslayer (Demonslayer) AD: 50% ⇒ 40%
- Guardbreaker (Willbreaker): AS: 40% ⇒ 30%
- Guardbreaker (Willbreaker): Damage Amp: 50% ⇒ 40%
- Hand of Justice (Fist of Fairness) AD & AP: 60% ⇒ 50%
- Ionic Spark (Covalent Spark) HP: 350 ⇒ 200
- Ionic Spark (Covalent Spark) MR: 50 ⇒ 40
- Jeweled Gauntlet (Glamorous Gauntlet) AP: 65 ⇒ 55
- Nashor’s Tooth (The Baron’s Gift) AS on Proc: 80 ⇒ 65
- Rabadon’s Deathcap (Rabadon’s Ascended Deathcap) Damage Amp: 50% ⇒ 33%
- Bloodthirster (Blessed Bloodthirster) AP: 30 ⇒ 40
- Hextech Gunblade (Hextech Lifeblade) AD: 30 ⇒ 40
- Hextech Gunblade (Hextech Lifeblade) AP: 50 ⇒ 40
- Statikk Shiv (Statikk’s Favor) Damage: 80 ⇒ 95
ARTIFACTS
Artifacts are a different story. Their specific power (not you Mogul’s Mail) has made them tough to utilize with our Magic n’ Mayhem roster. We’re adding a bit more power to our worst-performing ones. Do not miss out on Vampiric Scepter Warwick or Prowler’s Claw Nilah!
- Corrupt Vampiric Scepter Percent of AD: 50% ⇒ 60%
- Fishbones AD & AS: 35% ⇒ 40%
- Gold Collector AD: 20% ⇒ 30%
- Mogul’s Mail Base HP: 150 ⇒ 50
- Prowler’s Claw AD: 40% ⇒ 50%
- Prowler’s Claw Crit Chance: 30% ⇒ 50%
SUPPORT ITEMS
Support Items are overperforming across the board (and Augment prop), so we’re lowering the Health they grant by a lot. Knight’s Vow, which grants extra Health at the start of combat as a buff remains at 50 Health.
- All Support Item Health reduced from 250 to 150
- Knight’s Vow excluded (base Health remains 50)
CHARMS
We’re adding a few new Charms to empower your reroll comps in the early game (Magic Mirror), make comebacks with our recently fielded 1-star frontline in the mid-game (Starless Shield), or just make a loss hurt a bit less (Comfort Food). Be sure to try those three and more out!
With how many niche (but powerful) Artifacts we have, a Charm that randomly turns items into temporary Artifacts could be great, but it could also lose you the fight, and everything in between. Charms shouldn’t be this much of a gamble, and this one often was a losing gamble, so we’re opting to remove the Charm entirely, especially with some fun and new adds.
We’ve also buffed almost all of our Trait-linked Charms that haven’t provided enough magic to be worth the gold.
- NEW Charm: (Stage 2/3) Magic Mirror - 2g - Gain a 1-star copy of a random champion you fielded last combat.
- NEW Charm: (Stage 3/4) Starless Shield - 1g - Next combat: Grant 300 Shield to your 1-star champions.
- NEW Charm: (Stage 3/4) Comfort Food - 1g - Gain 1 player health. Gain 2 more if you lose the next player combat.
- NEW Charm: (Stage 4+) Scrappy - 4g - Next combat: 2 champions without items gain a temporary completed item.
- NEW Charm: (Stage 4+) Phantom Artifact- 2g - Gain a temporary Artifact for 1 round.
- Artifactinate has been removed
- All Threes Gold Cost: 2 ⇒ 1
- All Fours Gold Cost: 4 ⇒ 3
- Assembly Gold Cost: 10 ⇒ 12
- Conjure Emblem Gold Cost: 15 ⇒ 12
- Moonlight Ritual Gold Cost: 2 ⇒ 3
- Summon Dragon AD: 405 ⇒ 315
- Ultra Ascension Gold Cost: 1 ⇒ 0
- Ultra Ascension Time Delay: 25 ⇒ 22 sec
- Ancient Ritual (Eldritch) Attack Speed: 10% ⇒ 20%
- Busy Bees (Honeymancy) Bee Speed: 15% ⇒ 25%
- Queen’s Gambit (Faerie) Gold Cost: 2 ⇒ 1
- Quickening (Chrono) Gold Cost: 2 ⇒ 1
- Piece of Cake (Sugarcraft) Sugar Gained: 10 ⇒ 25
- Portal Hopping (Portal) Gold Cost: 2 ⇒ 0
- Pyromania (Pyro) Cinders Granted: 8 ⇒ 10
- Spitfire (Dragon) Gold Cost: 2 ⇒ 1
- Supreme Arcana (Arcana) Gold Cost: 2 ⇒ 1
- Supreme Arcana (Arcana) Damage Amp & Durability: 15% ⇒ 20%
- Xerath Ascendant Charm, Chariot Gold Cost: 5 ⇒ 3
- Xerath Ascendant Charm, Judgment Gold on Win: 8 ⇒ 12
- Xerath Ascendant Charm, Judgment XP on Lose: 12 ⇒ 20
- Xerath Ascendant Charm, The Lovers Gold Cost: 4 ⇒ 2
- Xerath Ascendant Charm, The Sun Gold Cost: 40 ⇒ 32
- Xerath Ascendant Charm, The World Gold Cost: 36 ⇒ 30
SMALL CHANGES
Small, like the number of attempts it will take me to beat Chaos Mode of Tocker’s Trials! JK, it’s hard.
TRAITS
I’m playing 6 Vanguard every game; idk why we put this in the Small section.
- Vanguard Durability while shielded: 10% ⇒ 10/10/15%
UNITS
Is she back? Absolutely not like she was in our opening patch, but maybe, just maybe, she’ll have a viable return with the right set-up.
- Syndra Ability damage: 205/310/480% AP ⇒ 215/325/500% AP
- Syndra Ability adjacent damage: 100/150/235% AP ⇒ 105/155/240% AP
- Mordekaiser Spell Shield: 200/250/325 ⇒ 210/250/300
- Neeko Ability self-heal: 18% Max HP ⇒ 15% Max HP + 100
- Shen Ability durability: 35/35/40% AP ⇒ 35/40/50% AP
- Ryze Number of Targets: 4/4/6 ⇒ 3/3/6
- Taric 3-star ability now does damage in a 3-hex radius, up from 2.
AUGMENTS
We’re buffing your ability to take a bathroom break, a quick stretch, or grab a glass of water. Please do so—and remember to wash your hands.
Placebo’s been underperforming, and we’re not confident that adding more gold is the correct call, so we’re giving it a bit more placebo to make the combat buff ever-so-itsy-bitsy-teeny-tiny more noticeable. This is one buff that’s definitely not a placebo.
- AFK Gold: 18 ⇒ 20
- Placebo AS: 1% ⇒ 2%
- Cauterize Can now appear on 2-1
- Hunting Frenzy Execute Threshold: 12% HP ⇒ 10% HP
- Keepers II Shield: 240 ⇒ 230
- Giant and Mighty Max HP: 5% ⇒ 4%
BUG FIXES
Flexible and Trait Tracker were supposed to be made mutually-exclusive in the last patch, but the fix didn’t get in properly. We have already disabled every Trait Augment when you pick Built Different, but Trait Tracker occasionally sneaks in via a bug.
- Flexible and Trait Tracker are now mutually exclusive.
- Built Different and Trait Tracker are now mutually exclusive.
- Patience is a Virtue tooltip reworded to more clearly indicate its effect triggers every round.
- Too mad: Anger Issues no longer gives two rageblades when you make a mana item on a manaless champion.
- Never on time: Krugs can no longer be summoned to the board after combat is resolved.
- Late Bloomer can no longer summon units onto the board if your bench is full.
- Eternal Growth (Shapeshifter Augment) no longer grants permanent Health to non-Shapeshifters that start combat next to Shapeshifters.
- Needless VFX: Needlessly Large Gem’s VFX no longer mistakenly play when the holder dies before 15 seconds.
- Fixed a bug where the user would see a flash when scouting from House of Golden Rabbit to other arenas.
- Leashing the tooltip: Unleash the Beast tooltip now correctly states that it gives 60% Attack Speed (it was already doing so).