Teamfight Tactics patch 14.3 notes (2025)

Patch 14.3 brings new Hacks, Opening Encounters, balance changes, and a rework for Kobuko.
Takers and Splitters unite!

14.3 brings more Hacks to a variety of systems from Carousels to Opening Encounters and beyond! We’ve also got a whole lot of balance changes, so let’s make like a take-or-split-gold Hack and split straight into the rest of the notes.
Rodger “Riot Prism” Caudill always splits, never takes.

PATCH HIGHLIGHTS

ROTATING SHOP INFOGRAPHIC

NEW AND UPDATED HACKS

HACKS TYPE: CAROUSEL

Is that a glitch?
  • Tome Carousel: Carousels can appear with Tome of Traits. Use the Tome of Traits to select an Emblem partially tailored to your comp
  • 2-star Carousel
  • Big Carousel: Carousel has 15 Champions instead of 9
  • All 3-Cost Carousel: Carousel is all 3-costs
  • All 4-Cost Carousel: Carousel is all 4-costs
  • Double PVE: After a PvE round, you'll immediately face an exact copy of it, rewarding the exact same loot
  • Golden Spatula/Pan Carousel has been removed

HACKS TYPE: OPENING ENCOUNTER

To split or not to split, that is the question.
  • To Split or Not to Split: After every Carousel, players choose to split a pot of gold or take a guaranteed separate amount of gold.
  • Group Investing: After every Carousel, players choose to split a pot of gold or increase the total amount for future rounds.
  • Reroll Subscription: At the start of every stage, gain free Shop rerolls, increasing over the game.
  • Three Champions: Start the game with a two-star 2-cost champion. Every player gets a unique one.

HACKS TYPE: ORBS

Our Hacked Orbs introduce a few new consumables that’ll have you hacking the stats of your champions or hacking apart their items—time to pivot! New Hacked Orbs can contain the following in addition to previous Hacked Orb contents (e.g. Tactician HP):
  • Bag of Gold (consumable): Use on a champion to gain 4 gold. Increase this by 1 after every combat.
  • Salvager (consumable): Use on a champion to remove all their items and break them down into components. [+1 unstable component]
  • Implant: Size (consumable): Use on a champion to permanently increase their max health and size. Lasts until the unit is sold. [+1 unstable component]
  • Implant: Speed (consumable): Use on a champion to permanently increase their Attack Speed and decrease their size. Lasts until the unit is sold. [+1 unstable component]
  • Starter Kits (Stage 1 only): Gain a 1-, 2-, and 3-cost with 1 shared trait. [Cypher excluded]
  • Nesting Dolls: Spawn a silver orb, which spawns a blue orb, which spawns a gold orb.

LARGE CHANGES

Large, like the feeling of warmth when someone compliments your Doughcat. They are my child. They are a part of me. This is my Doughcat era.

TRAITS

Currently, Anima Squad’s power is tied to their survivability—the longer your starred-up squaddies survive, the more power the trait can provide. We’re adjusting this so the trait snapshots your current star levels at the start of combat; that way even if just one squaddie is left, they’ll still benefit from the stars you’ve poured into the board. With that rather large consistency buff, we’re tuning the trait to lower its power in one-star heavy boards, while the two- and three-star boards will benefit from a stronger and more consistent arsenal throughout the fight. This should not only open up different reroll Anima Squad boards (not just Anima 3 Vayne), but also allow the trait as a deep vertical to scale better into the late game.

Do you even know what A.M.P. stands for? Regardless, it’s going to stand for longer with this HP buff.

A few Cypher adjustments should make the trait less forceable for our high-skill players, while making the Cypher 5 high-roll highs as high as a Cyber City skyscraper.

Adjusting our Exotech weaponry so each weapon is rightfully street-illegal with viable cyber-power fantasies (that aren’t just Zeri go Legolas).
  • Anima Squad now counts total star level at start of combat, instead of the current surviving members' star level for weapon damage.
  • With more consistent Anima Squad weapon power, we’re making adjustments to weapon scaling which will result in a net nerf to one-star heavy Anima Squads and a buff to two- (and three-) star teams.
  • A.M.P. Power Charges: 1/2/3/4 ⇒ 1/2/3/5
  • A.M.P. HP: 100/200/350/500 ⇒ 100/200/400/600
  • Cypher AD/AP: 30/45/55% ⇒ 30/45/65%
  • Cypher Intel Per Loss: 18/20/22/24 ⇒ 16/20/24/28
  • Cypher (Hyper Roll): 20 + 2 per stage ⇒ 30 + 3 per stage
  • Exotech, Cybercoil Armor/MR: 55 ⇒ 65
  • Exotech, Flux Capacitor Shock HP% Damage: 15% ⇒ 8%
  • Exotech, Flux Capacitor Attack Speed: 20% ⇒ 25%
  • Exotech, Flux Capacitor AD: 15% ⇒ 20%
  • Exotech, Holobow AP: 25% ⇒ 30%
  • Exotech, Holobow Crit Bonus: 60% ⇒ 40%
  • Exotech, Holobow Crit Chance buff no longer can stack on itself. Multiple Holobows still stack Crit Chance.
  • Golden Ox Base Damage Amp: 12/22/30% ⇒ 12/22/25%
  • Street Demon Base Stats: 6/10/15/50% ⇒ 6/10/17/45%

1-COST UNITS

Bruiser verticals are heavily dependent on an Emblem to empower a non-Bruiser as their core carry, and even then, they’re mostly a top four comp. We’re going through and buffing a lot of the roster as the trait’s not bad—hence its success with Emblem builds.

Dr. Mundo has a fun Health-stacking fantasy that’s in need of some medical (balance) attention. We’re increasing his HP and AD ratio (Note: that’ll just make starring him up better, don’t actually build AD) so he can live out his super-tank dream.

Morgana will be doing much more damage, but it will take more time to see her opponent short-circuit into the afterlife.

The streets are in bloom, and so is Zyra with a considerable (and needed) buff that’ll make her a better item holder and potential Build a (Rose)Bud.
  • Alistar Flat Damage Reduction: 12/18/25 ⇒ 15/20/30
  • Alistar Ability Damage: 200/300/450 ⇒ 240/360/600
  • Dr. Mundo Ability Heal HP%: 2% ⇒ 5%
  • Dr. Mundo Ability Damage AD%: 130% ⇒ 200%
  • Dr. Mundo Ability Damage HP%: 20% ⇒ 25%
  • Kog’Maw Ability Bonus Damage AD%: 40% ⇒ 50%
  • Morgana Ability Damage: 220/330/550 ⇒ 400/600/1000
  • Morgana Ability Duration: 10 ⇒ 16 sec
  • Zyra Ability Damage: 260/390/600 ⇒ 290/435/660
  • Zyra Secondary Damage: 130/195/300 ⇒ 145/220/330

2-COST UNITS

Where all our one-costs are getting buffs, our two-cost carries have been winners of the reroll meta.

Twisted Fate is getting a nerf that should also make his build path less dependent on Rageblades.
  • Jhin starting Mana nerf: 14/74 ⇒ 4/74
  • Jhin Bounce AD%: 174% ⇒ 164%
  • Twisted Fate AP Per Auto: 2 ⇒ 1.5
  • Twisted Fate Base Card Damage: 200/300/450 ⇒ 220/330/500
  • Twisted Fate Special Card Damage: 250/375/565 ⇒ 265/400/595
  • Vayne Mana nerf: 40/80 ⇒ 30/90

3-COST UNITS

If you’ve been disappointed with your Gargoyle Stoneplate-stacking Kingpin Braum, just keep reading.

Even after several nerfs, Rengar has continued to reign as the leader of the pride and 3-costs. It’s time to put one cat partially in the bag, to let another claw onto the end-game victory screen with some much-needed buffs—yup, it’s Yuumi.
  • Braum Kingpin Bonus Damage Armor/MR%: 100% ⇒ 100/150/200%
  • Gragas max Mana buff: 30/90 ⇒ 20/80
  • Jarvan IV Ability AD%: 350% ⇒ 280%
  • Rengar HP: 800 ⇒ 750
  • Yuumi Base Ability Damage: 95/145/220 ⇒ 100/150/235
  • Yuumi Secondary Spell Damage: 55/85/125 ⇒ 60/90/140
  • Yuumi Mark Damage: 175% ⇒ 190%

4-COST UNITS

With Golden Ox (6) in check, we’re able to distribute a bit of the board’s capped power into the still-sad moon lad. Maybe we’ll even catch a smile from an Aphelios carry who wants nothing more than to hold three items.

Our Cho’Gath changes last patch had him land weaker than intended. With a mana buff and a better AP ratio on his HP stacking, expect to see this Boom Bot making a sizable impact.
  • Aphelios Mana buff: 0/60 ⇒ 0/50
  • Aphelios Number of Chakram’d Autos: 6 ⇒ 8
  • Aphelios Chakram bonus AD: 7/7/50% ⇒ 11/11/100%
  • Cho’Gath Mana buff: 60/110 ⇒ 60/100
  • Cho’Gath Ability HP Gain AP Ratio: 50/80/500 ⇒ 70/100/500
  • Xayah AD: 60 ⇒ 65

5-COST UNITS

With safe damage and the ability to throw in tanks throughout the fight, Aurora’s been our best 5-cost for a while, especially at two stars. We’re reducing some of her damage, but we expect she’ll still remain a contender for top 5-cost when played optimally.

A fully itemized Viego empowered by Golden Ox could wipe entire boards, giving Golden Ox flashbacks from Monsters Attack! as he goes down to single-digit HP and then heals to full on his next Omnivamp-fueled cast. A bit less damage and scaling should keep this Golden Ox in the mortal world.
  • Aurora Base Ability Damage: 50/125/3333 ⇒ 50/90/3333
  • Aurora Split Ability Damage: 575/1000/9999 ⇒ 525/800/9999
  • Kobuko AS: 0.8 ⇒ 1.0
  • Kobuko Ability Reworked
  • Kobuko Passive: Attacks deal (100/150/999) bonus magic damage. At 50% Health, trigger ‘Phase 2’, then enrage for the rest of the fight, gaining 100% Attack Speed, 30% Omnivamp, and increasing the bonus damage by 33%.
  • Kobuko Phase 2: Gain (100/100/400% HP) shield for 4 seconds. Pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing (300/450/13370) magic damage to the target and (150/225/1337) damage to all enemies hit.
  • Samira AD: 65 ⇒ 70
  • Urgot Mana buff: 0/50 ⇒ 0/40
  • Urgot AD: 63 ⇒ 66
  • Urgot Ability Missile AD%: 95/95/999% ⇒ 100/100/1000%
  • Viego Soul Heal Percent: 8/8/100% ⇒ 5/5/100%
  • Viego Base Ability Damage: 220/330/10000 ⇒ 200/300/10000
  • Viego Ability Splash Damage: 100/150/10000 ⇒ 90/135/10000

AUGMENTS

Is that a Chug Bug and a Gragas buff in one patch!? Surely, we ‘bout to get down.

Hall of Mirrors (Black Market) had an interesting interaction with Cyber City that has made it too illegal even for the Black Market.

With Hacks, players have a bit more autonomy over just what components they receive via Hacked Components or additional Anvils. This has made optimized play with Lucky Gloves much more common and, in turn, more powerful.

We’re increasing the later Cyberboss High Score reward breakpoints by 10-20 percent, with the comp and Augment finding success in arcade cabinets across the Convergence!
  • Coronation AS on Crown: 25% ⇒ 20% AP on Crown: 35% ⇒ 30%
  • Cybernetic Uplink III HP: 200 ⇒ 180 Mana Per Sec: 3.5 ⇒ 3
  • Endless Hordes (and Endless Hordes+) (Black Market) HP Reduction: 20% ⇒ 12%
  • Future Sight Dummies no longer gain HP from starring up
  • Hall of Mirrors (Black Market) has been Disabled
  • Lucky Gloves no longer gives a third glove later
  • Lucky Gloves+ Sparring Gloves: 3 ⇒ 2
  • Subscription Service Gold Per Stage: 6 ⇒ 8
  • Chug Bug (Gragas) Passive Damage: 130/195/300 ⇒ 160/240/375
  • Chug Bug (Gragas) Overkill Spread: 75% ⇒ 120%
  • Crown’s Will Armor: 10 ⇒ 8
  • Cutpurse (Executioner) no longer appears on 2-1
  • Cyberdeck (Exotech) Ideal Items Granted: 2 ⇒ 1
  • Cybernetic Uplink II Mana Per Sec: 2.5 ⇒ 2
  • Glass Cannon II Damage Amp: 18% ⇒ 20%
  • New High Score (Cyberboss) 3rd Breakpoint: 15000 ⇒ 17500, 4th Breakpoint: 25000 ⇒ 30000, 5th Breakpoint: 50000 ⇒ 60000, 6th Breakpoint: 75000 ⇒ 95000, 7th Breakpoint: 100000 ⇒ 125000
  • Item Collector II AD/AP per Item: 1.5% ⇒ 1%
  • Reinforcing Skeleture (Bruiser) HP per Death: 40 ⇒ 55
  • Sated Spellweaver Omnivamp: 20% ⇒ 15%, Max Shield: 300 ⇒ 500
  • Spear’s Will Starting Mana: 10 ⇒ 5
  • Spirit Link now only works on champions. Training Dummies do not have a spirit.
  • Trait Tracker Emblems Granted: 6 ⇒ 5
  • Trial Run (Exotech) Bonus HP% and AD% Removed
  • Vampiric Vitality HP Healed from Damage: 20% ⇒ 12%
  • Button Mash (Poppy) Ability Damage: 200/300/450 ⇒ 200/330/500, Cyberboss AOE: 40% ⇒ 45%
  • Eye For an Eye Total Components: 4 ⇒ 3
  • Eye For an Eye+ Total Components: 3 ⇒ 2
  • Glass Cannon I Damage Amp: 15% ⇒ 13%
  • Rigged Shop Rerolls Granted: 9 ⇒ 5

SMALL CHANGES

Small, like 5 Mana.

UNITS

  • Poppy Mana buff: 20/70 ⇒ 20/65
  • Shaco tooltip no longer mentions the Hyper Roll adjustment outside of Hyper Roll
  • Annie Mini Fireball Damage: 40/60/300 ⇒ 45/68/300

BUG FIXES

  • Fixed a bug where Champion Augments were not correctly displaying on the Champions’ inspect panel tooltip and were just represented on the Augment prop
  • It was an oxcident: Fix bug for Golden Ox's prop "Next Bonus" percentage being incorrect for certain breakpoints, leading to inconsistent tooltips (did not affect functional total bonus)
  • Fix bug on Scapegoat Augment tooltip incorrectly saying it'll grant one gold immediately (actually grants 4)
  • Holobow tooltip reworded to better indicate that the bonuses are applied the moment the champion begins casting
  • Bulky Buddies will no longer update in combat if a unit is summoned during combat, like from Aurora
  • Fixed a bug with Thorn Plated Armor Augment that wasn't scaling correctly for Stage 5+
  • Fixed a bug where Emblems could show up on Stage 5+ carousel when they shouldn’t
  • Sagging pants: Bruiser Circlet correctly grants a Giant’s Belt
  • Fixed a bug where Twisted Fate would not throw enough cards if there were fewer targets than expected
  • Too Angry: Anger Issues no longer transforms Radiant Exotech items
  • Brink of Dawn properly heals the holder