Teamfight Tactics patch 14.23 notes
Go Into the Arcane with TFT's newest set that brings characters from the show into the Convergence.
Let's dive Into the Arcane!
With Into the Arcane you'll be rewriting, recreating or replaying Arcane with TFT-exclusive champions and traits, the Anomaly mechanic, and all-new cosmetics!
As for our release notes here, we're going to start with our usual cosmetics at the top, and then we'll work our way through the changing and returning systems at the end.
Rodger "Riot Prism" Caudill
INTO THE ARCANE CINEMATIC
Choncc, Furyhorn, Molediver, and Pengu get ready for their own Arcane viewing session that goes terribly awry in our Into the Arcane cinematic!
QR MOBILE LOGINS WITH RIOT MOBILE
No more passwords—just scan and play! For regions with the Riot Mobile app available, you can now use Riot Mobile to instantly log in to Riot Client by scanning a QR code. No more typing in your Riot ID and password (if that’s not your thing)! Just open Riot Mobile, scan the code, and you're in. It’s secure, fast, and convenient. Download Riot Mobile on your preferred device to start!
INTO THE ARCANE COSMETICS
For more info on our release cosmetics, click here!
UNBOUND ARRIVES
The new Unbound Tactician type is the unadulterated fantasy of that champion. Each Unbound will highlight the power, personality, and backstory of the champion through unique splash art, custom emotes, new animations, and their own Finisher that'll pay homage to their personality or a key moment in that character's arc (or ARCane for Jinx).
Unbound will show up via Treasure Realms like Mythic Chibis, obtainable there, and in the Rotating Shop for 10 Mythic Medallions. They'll typically be released alongside a Boom designed to fit their chaotic or charismatic aesthetic.
As alluded to above, the first Tactician for this type will be Arcane Jinx Unbound. As Into the Arcane continues, we'll release another, but we'll save that reveal for a future moment. With that, you can check out Arcane Jinx Unbound's Splash here.
INTO THE ARCANE PASS PART 1
Just like the cities Piltover and Zaun, our Pass is divided into two halves—okay maybe it's not just like Piltover and Zaun… Regardless, our Passes act as a guide to the streets, sewers, and bridges (read: cosmetics) of the set. If you want to get even more from the Pass, you can upgrade it to the Pass+ for 1295 RP. As a reminder, you can always wait to see how far you can get on the free version of the Pass before upgrading to claim all the rewards you've unlocked along the way. Speaking of rewards, let's check em' out!
While the rest of our cosmetics will be available around when Into the Arcane goes live, our Pass will activate a bit later, at 11 AM Pacific Time on launch day. To see all the details for the first chapter of our Pass+, check out our Into the Arcane Cosmetics article here!
DOWN TO THE LAST DROP
Inspired by the iconic setting of much of Arcane's first season, Down to the Last Drop pays homage to our favorite Arcane moments in a place that so many characters once called home. Like many Mythic tier arenas, Down to the Last Drop will transform as you level, but unlike other Mythics, this one transforms twice: First by swapping from Vander's homey bar to a darker, shimmering one under Silco's control and finally transitioning to a Jinx-inspired space in the aftermath of season one's conclusion. Down to the Last Drop is available via Treasure Realms as Star Content from launch and will be around until patch 15.1 brings something new!
CHIBIS
Chibi Prestige Arcane Superfan Annie will have her own full-screen splash art, visual effects, and finisher animation! Prestige Annie will be available in the Mythic Shop in a similar manner as Prestige Gwen. The price of Prestige Annie will also remain 25 Mythic Medallions. She will also have a small drop rate across all of our bounties in the first 2 patches of Into the Arcane. Chibi Prestige Arcane Superfan Annie will go on the run at the start of patch 15.1, so be sure to catch her before then!
Sharing a place in each other's hearts and ours, Caitlyn and Vi will be in a shared Treasure Realm banner—allowing us to offer more Arcane content for each kind of Superfan. When you open a piece of Mythic chase content from a drop, it'll be a 50-50 chance between the two pieces of Mythic content: Chibi Arcane Caitlyn or Chibi Arcane Vi. Because there are two pieces in this Treasure Realm banner, the drop chance for Mythic content drop rate has been increased significantly (you'll see Mythic drops 67% more often), split equally between each item. If you own one of the Mythic pieces, your next Mythic will be the other. If you're looking to get lucky with your first Mythic Chibi and love both members of the duo, this could be your shot. As always, if you own both of the Mythic content pieces in the Treasure Realm, you'll receive 10 Mythic Medallions instead. Finally, if you're more of just a Vi fan (or a Caitlyn one), you'll still be able to purchase the content directly from the Mythic Store using 10 Mythic Medallions. Okay, let's check the duo out!
We've got one more Arcane-themed Chibi for you with our release patch, and that's Chibi Firelight Ekko. Those three Arcane-themed Chibis will be available until patch 15.1 brings something new.
SCRIBBLE AND PIXIMANDER VARIANTS
Scribble's an artist. Scribble hears “Paint the Town Blue" and asks why stop at blue? Despite their flair for the beautification of any location, Scribble's as blind as a bat, but they've never really seen that as a problem. Swoop your Scribble either through the Pass+ or via the Rotating Shop and check out their variants below: Scribble, High Noon Scribble, Crimson Circle Scribble, Pool Party Scribble.
As a reminder, Firelight Scribble is available via the Pass+, while base Scribble can be purchased directly for 2500 RP.
The original TFT-Arcane tie-in has all new variants in the Rotating Shop, or (for Arcane Rio) in our Pass+. Check out their variants below: Blue Hair Rio, Shimmering Rio, Redeemed Rio.
RANKED REWARDS AND MORE!
Ranked rewards for Inkborn Fables will begin their distribution with patch 14.23 (the Into the Arcane launch patch)! You can check out the rewards from your Charm slinging pursuits with our Cosmetics article here!
NEW RANKED SEASON
Into the Arcane and into the ranked ladder!
- When Into the Arcane goes live in your region, or after you download the latest mobile patch, you can start climbing.
- Depending on your rank in the previous set, you will start anywhere from Iron II to Silver IV. This is true for both Double Up and Standard ranked.
- You will get 5 provisional matches after the reset, meaning you will not lose any LP for sub-top 4 placements in your first 5 ranked games of the new stage. You'll also gain extra LP for finishing top 4, so best of luck!
- Your Hyper rating will be reset to 500
- Note that there's still a 24h period of delay between mobile and PC going live
- During that time, Mobile players who have not yet gotten the new set in their region won't be able to climb the ladder on the old set
ROTATING SHOP INFOGRAPHIC
USER INTERFACE
ITEM BENCH
Items will now appear in a toolbar on the left side of your screen, allowing for easier visibility, more refined clicking, and a few usability buffs such as the ability to combine items in your inventory, rearrange items with ease, and allowing Removers and Reforgers to now stack! Be sure to check out the full details of our Item Bench improvements with a blog we released earlier about quality of life improvements for Into the Arcane.
- Hold up to 20 items/consumables
- Combine item components in the Item Bench to create completed items
- Consumables now stack
- You can now see your items during Carousel (<3)
- You can still see other players' items when scouting their board
MATCH HISTORY CHANGE
In the spirit of game health and competitive integrity, we're removing Augments from the end-of-game screens and match history. These stats are fun and potentially helpful for players with access to them, but we see a direct correlation between the stat and the pick rate, without regard for the current game state in individual games. This results in often incorrect picks (but the stats told me to!?) and a general staleness in the meta (reduced Augment diversity creates reduced comp diversity). That, plus the fact that these stats aren't available in a number of regions due to local regulations, has led us to make the decision to remove Augments from these sources.
- Augments will no longer appear in end-of-game screens and Match History
SYSTEMS
Sets change, our favorite Arcane characters change, and systems may change, but I'll always be there for you.
SET MECHANIC: THE ANOMALY
Every game at Stage 4-6 you'll come face to face with the Anomaly, where you choose to roll through the different options offered to pick out the permanent effect you want to inflict upon the unit you send in. Don't worry, they'll probably be fine. Here's a quick TL;DR on the rules, but to get more information about the Anomaly, why it works the way it does, and some examples make sure to check out our article on the mechanic and more.
- You can only send one unit into the Anomaly which appears on Stage 4-6
- There are 60 Anomaly effects that can be rerolled for 1 gold a piece
- The Anomaly's effects are permanent
- You will not see repeats unless you exhaust the 60 options…like why?
- Even if you sell the unit you sent into the Anomaly, that unit will still have the Anomaly effect when bought or fielded again
OPENING ENCOUNTER
As mentioned in our quality of life improvements blog, we've moved from Portals to highly curated Opening Encounters. For context, you can check out the most handsome writer's article, but for a full list of Opening Encounters, just keep reading.
- No Encounter 10%
- Jinx, Scuttle Puddle 7.5%
- Jinx, Crab Rave 2.5%
- Vander, Triple Gold 15%
- Ekko, Triple Prismatic 5%
- Heimerdinger, Prismatic Last 8%
- Heimerdinger, Prismatic First 10%
- Caitlyn, Gold Subscription 6%
- Sevika, Loot Subscription 5%
- Ambessa, Wandering Trainer 4%
- Powder, Wind-up Monkey 12%
- Vi, Component Anvils 15%
MANA GAIN CHANGES
We're slightly lowering the Mana units gain from taking damage after mitigation calculations (Armor & MR).
- Mana gained from post-mitigation damage 5% ⇒ 3%
FOUR-STAR CHAMPIONS
With increased four-star access with the Anomaly, these units have become too attainable to merit their power.
- Four-star flat Health bonus: 500 ⇒ 300
MAGNETIC REMOVERS
Now that they stack, why not?
- Magnetic Removers now drop from every PVE round, regardless of if you already have one.
- Golden Magnetic Removers now have a unique icon to make them more distinguishable (and Golden)
PRISMATIC ORB
Incredibly rare but incredibly powerful Prismatic Orbs now have even more power. Just what that power looks like is an extra Item Reforger or gold, cause money is power.
- Orbs containing a Spatula or Frying Pan now also have an Item Reforger
- Masterwork Upgrade + Completed Item Anvil now also has 8g
- 2 Champion Duplicators + 24g ⇒ 2 Champion Duplicators + 30g
- Masterwork Upgrade + 20g ⇒ Masterwork Upgrade + 24g
LEVEL CHANGES
With Charms no longer taxing a bit of gold in the late game, going to Level 10 is going to be a much more appealing and consistent strategy.
- XP needed Level 9 to 10: 76 XP ⇒ 84 XP
ITEM COMPONENT DISTRIBUTION
12-component games usually leave you feeling short on items. You want three on your tank and three on your carry, but depending on what you're dropped, you might not be able to achieve that, so players often resort to always taking one item Augment to make sure they have enough.
- Minimum number of components 12 ⇒ 14
LARGE CHANGES
Large, like the new roster of Arcane champions and traits coming with Into the Arcane!
3RD PARTY FRIENDS
There's so much content coming with Into the Arcane that we can't possibly cover it with these patch notes. Good thing we have plenty of friends who're more than willing to lend a helping hand.
- TFTactics
- League Of Graphs
- LoL Chess
- Mobalytics
- Blitz.gg
- MetaTFT
- OPGG
- Tacter
- Tactics.tools
- TFTPS
- TFTAcademy
AUGMENTS ADJUSTED
With a high-stakes trait (Chem-Baron) back in the game, Tiniest Titan is much more valuable.
- Trait Tracker Number of Emblems: 6 ⇒ 5
- Tiniest Titan Gold Per Turn: 2 ⇒ 1
- Tiniest Titan+ Gold Per Turn: 2 ⇒ 1
AUGMENT CYCLING: REMOVED
We're doing a huge swap of our existing Augments and increasing the total Augment pool from 270 to over 300! In that 300 number, over 60% of them will be new, so to make space for those, we gotta say goodbye to a few…alright, maybe more than a few.
The following Augments have been removed:
- Item Ladder
- Combat Bandages I
- Final Resistance
- Golden Remover
- Help Is On The Way
- Partial Ascension
- Precise Planning
- Row Rejuvenation I
- TriForce
- AFK
- Featherweights
- Exiles
- Stationary Support I
- Keepers I
- Silver Veil
- A Golden Quest
- Ascension
- Avenge the Fallen
- Balanced Budget
- Balanced Budget+
- Big Gains
- Blossoming Lotus I
- Bronze Ticket
- Capricious Gloves
- Combat Bandages II
- Combat Caster
- Crash Test Dummies
- Double Down
- Escort Quest
- Explosive Growth
- Explosive Growth+
- Fine Vintage (Note: we plan on bringing this back after fixing some bugs that were discovered on PBE)
- Fortune Favors the Bold
- Keepers II
- Learning to Spell
- Magic Wand
- Martyr
- Metabolic Accelerator
- Row Rejuvenation
- Sleight of Hand
- Stimpack
- Three's Company
- Tiny Titans
- Two Tanky
- Unified Resistance II
- Vertically Inclined
- You Have My Bow
- You Have My Sword
- Three's a Crowd
- Row Rejuvenation II
- Stand United
- Stars are Born
- Two Healthy
- An Upgraded Adventure
- Blossoming Lotus II
- Final Ascension
- Giant and Mighty
- Impenetrable Bulwark
- Marksmen's Toolbox
- Spellcaster's Toolbox
- Tiny, But Deadly
- Unified Resistance
- WTForge
RETURNING AUGMENTS
We're also bringing back two (and a +) fan favorites from sets past.
- Underdogs
- Salvage Bin
- Salvage Bin+
CORE ITEMS
We're using the new set to buff our most unpopular/weak core items (Quicksilver and Gundblade) and ship a few quality-of-life improvements to items that have had a large gap between their power floor and ceiling (Guardbreaker, Giant Slayer), or have suffered from unnecessary randomness (Hand of Justice).
For Hextech Gunblade, we're leaning into its identity as a backline item meant for healing allies by moving some of its power from self-healing Omnivamp to ally-healing vibes, cause what says healing vibes more than a sword/gun combo.
- Blue Buff Mana: 20 ⇒ 30
- Blue Buff no longer reduces max Mana by 10
- [NEW] Blue Buff: Now grants 10 Mana after casting
- Deathblade Attack Damage: 50% ⇒ 55%
- [NEW] Guardbreaker now grants 10% base Damage Amp
- Guardbreaker Damage Amp after hitting a shield 25% ⇒ 15% (Total: 25% Damage Amp)
- [NEW] Giant Slayer now grants 5% base Damage Amp
- Giant Slayer Damage Amp against 1750+ HP enemies 25% ⇒ 15% (Total: 20% Damage Amp)
- Hand of Justice no longer randomly doubles the Attack Damage and Ability Power or Omnivamp
- [NEW] Hand of Justice Attack Damage and Ability Power are doubled above 50% health, and Omnivamp is doubled below 50% health
- Hextech Gunblade Attack Damage and Ability Power: 15 ⇒ 20
- Hextech Gunblade Omnivamp: 20% ⇒ 15%
- Hextech Gunblade Ally healing: 20% ⇒ 25%
- Quicksilver CC Immunity Duration: 14 ⇒ 18 seconds
- Quicksilver Attack Speed per 2 Seconds: 4% ⇒ 3% (Total: 28% ⇒ 27%)
RADIANT ITEMS
As above, so below when aglow.
- Blue Blessing Mana: 20 ⇒ 30
- Blue Blessing no longer reduces max Mana by 10
- [NEW] Blue Blessing : Now grants 10 Mana after casting
- [NEW] Demonslayer now grants 20% base Damage Amp
- Demonslayer Damage Amp against 1750+ HP enemies 50% ⇒ 30% (Total: 50% Damage Amp)
- Fist of Fairness Attack Damage and Ability Power 50 ⇒ 35
- Fist of Fairness Omnivamp 30% ⇒ 20%
- [NEW] Fist of Fairness Attack Damage and Ability Power are doubled above 50% health, and the Omnivamp is doubled below 50% health
- Hextech Lifeblade Omnivamp: 35% ⇒ 30%
- Hextech Lifeblade Ally healing: 35% ⇒ 40%
- Quickestsilver CC Immunity Duration: 30 ⇒ 45 seconds
- Quickestsilver AS Per 2 Seconds: 9% ⇒ 7% (Total: 63% no change)
- Quickestsilver AS Ramp Duration: 14 ⇒ 18 seconds (matches base)
- [NEW] Willbreaker now grants 20% base Damage Amp
- Willbreaker Damage Amp after hitting a shield 50% ⇒ 30% (Total: 50% Damage Amp)
ARTIFACT ITEMS
Making a few pre-emptive adjustments to ensure none of our Artifacts are left on the dusty shelves of the Magitorium or are too powerful for even the most proficient wielders of Hextech.
- Blighting Jewel: Mana: 0 ⇒ 15
- Deathfire Grasp Damage Amp: 30% ⇒ 25%
- Deathfire Grasp Mana: 30 ⇒ 15
- Hullcrusher no longer grants 30% Attack Speed
- Hullcrusher Attack Damage/Ability Power: 25 ⇒ 20
- Lich Bane: Attack Speed: 20% ⇒ 30%
- Lightshield Crest Armor/Magic Resist: 70 ⇒ 55
- Lightshield Crest Shield now has a duration of 5 seconds
- Mogul's Mail gold interval: 9 seconds ⇒ 8 seconds
- Unending Despair shield Damage: 160% ⇒ 150%
- Unending Despair Health: 400 ⇒ 350
BUG FIXES
- Fishing for a fix: Fishbones now better handles champions changing their range mid-combat
- Fixed typos with Hullcrusher, Spite, and Statikk's Favor (Radiant Statikk Shiv)
- Multiple Eternal Flames now correctly give allies stacking Damage Amp
- For Golems spawning and smashing is easily confused: Golem's Smash ability now uses the slam animation instead of spawn animation on cast
- No take-backs: Golden Remover can now be used on Thief's Gloves with 1 bench slot open
- Fixed a visual issue with the Winstreak VFX on Le Bunny BonBon Bistro arena