Teamfight Tactics patch 15.8 notes

A light balance patch for our Tactician’s Crown competitors and a larger one for Uncharted Realms.
Welcome to the K.O. Coliseum Tactician’s Crown Patch.

Last patch was our Regionals heavy competition patch. This time, we’re for real; it’s Tactician’s Crown time (Nov 14 to 16). And Rodger’s so pumped up for YOU to see what we’ve got cooking up during that event (hint: new set announcement!?). Meanwhile Katie’s excited that we’ve got a patch full of balance changes for our Revivial—the first set she hit Masters in btw. Alright, let’s get into what will be a very light patch for K.O. and a knock out one for Revival: Uncharted Realms!
Rodger "Riot Prism" Caudill Katie “Riot Ukime” Guo

PATCH HIGHLIGHTS

ROTATING SHOP INFOGRAPHIC

LARGE CHANGES

Large, like the weight of the Tactician’s Crown.

TRAITS

We’re nerfing Crystal Gambit on Stage4+, where it is being used a bit too easily as a source of econ and resources.
    • Crystal Gambit Stage 4 Multiplier: 1.85x 1.75x
    • Crystal Gambit (5) Kills Needed: 4/6/9/12/16 5/8/12/14/16

    2-COST UNITS

    Kai’Sa saw a lot of play in Lagoon verticals, but that’s over in our Revival queue. She’s been missing for a while in the Coliseum, so we’re calling her back from her relaxing spa day with Sohm to become the Supreme Cell she was always meant to be with a small (but impactful) AD scaling buff on her ability.

    And while our worst-performing 2-cost carry gets a small nudge up, our best-performing 2-cost carry is getting a nudge down. Katarina’s potential has been seen, and we’ve declared it too high!
    • Kai’Sa Ability Damage: 32/48/75 AD 34/51/80 AD
    • Katarina Bonus Cast Damage: 13% per Potential 12% per Potential

    3-COST UNITS

    Even with a sizable buff last patch, Rammus has been left on the table with neither you, nor your Rival taking him.
    • Rammus Shield: 525/625/725 AP 550/675/800 AP

    4-COST UNITS

    Jarvan IV’s seen plenty of play on boards, but rarely gets an item. Much of this is due to his stun utility outweighing his tanking utility, so with Mech in check, we’re giving him a better HP scalar on his ability to make all defensive items a bit more worth for our drill prince.
    • Jarvan IV Shield HP Scaling: 12% max HP 15% max HP

    5-COST UNITS

    Lee Sin’s Juggernaut stance is a single damage nuke. We’re not going to lower his damage into unclickability, as 5-costs are allowed to be really strong, but we are going to get him to abide by important nuclear arms agreements for the safety of boards around the world.
    • Lee Sin Juggernaut Single Target Damage: 800/1200 AD 750/1125 AD

    AUGMENTS

    We’re removing a Call to Chaos option that doesn’t quite meet the Prismatic power output with our recent nerf to Sniper’s Focus.

    We’re also buffing our more basic, but underperforming flexible combat Augments that are safer to click without committing you to any direction.

    Lastly, we’re nerfing Raid Boss, which pushes a normally strong (yet balanced) comp into the top tier. We want to keep Bastion comps viable, so we’re lowering the power of the Augment that pushes it too far.
    • Call To Chaos Ranged Carry Golem removed
    • Healing Orbs I Healing: 200 220
    • Healing Orbs I no longer appears on 2-1
    • Healing Orbs II Healing: 400 440
    • Healing Orbs II no longer appears on 2-1
    • Raid Boss Health: 25% 20%

    RADIANT ITEMS

    • Radiant Kraken’s Fury AS: 25% 20%
    • Radiant Kraken’s Fury AD Per Attack: 8% 7%

    POWER UPS

    • Star Student: Battle Academia Required to Appear: 5 7
    • Star Sailor: Star Guardians Required to Appear: 4 5
    • Tentacle Smash Cadence: 9s 8s

    REVIVAL: UNCHARTED REALMS

    Let’s chart some balance changes!

    TRAITS

    For a game-winning Prismatic, Jade is a bit too hittable. You’ll now need one more Emblem before blissfully taking the W.
      • Jade Trait breakpoints 3/5/7/10 3/5/7/11
      • Swiftshot Attack Speed per hex 10/15/25/40 10/20/30/45%

      UNITS

      Our 3-cost carries have been carrying a bit too hard for a set supposedly in the lands of the Dragons. We’ve got smaller nerfs to the lot of them, while we’re focused on making sure our Dragons can take flight, especially when you’re able to three star them.
      • Diana Damage Per Orb 85/105/115 75/95/105
      • Lee Sin Damage 215/325/425 215/320/415
      • Nunu Damage 425/640/1020 450/675/1080
      • Olaf Attack Speed 35/45/55 30/40/50%
      • Volibear Damage 75/115/210 80/120/220
      • Daeja Passive Damage 30/45/155 35/50/165
      • Daeja Blast Damage 260/390/1350 265/400/1700
      • Idas Damage Reduction 30/50/300 30/50/400
      • Idas Heal 450/600/3000 450/600/4000
      • Idas Shield 150/250/1200 150/250/1600
      • Graves Damage per bullet 35/60/200 30/55/190
      • Sohm Mark Damage 200/300/900 200/300/1200
      • Sohm Area Damage 335/505/1510 335/505/1800
      • Sy'fen Charge Damage 145/220/650 145/220/850
      • Sy'fen Bite Damage 350/525/1575 350/525/1800

      AUGMENTS

      • Soul Eater Stacks on ability kill 1 3
      • Soul Eater Base AD 60 50
      • Soul Eater Now gains 50% Base Bonus Attack Speed
      • Idas Touch Damage 375/575/1200 375/575/1500
      • Relic from the Past Darkflight Zeke's Herald HP 150 >> 250

      BUG FIXES

      • Tank-zilla champions are less likely to rarely jump off screen.
      • Titan’s Resolve and Radiant Titan’s Resolve will grant the proper amount of Damage Amp when stacked.
      • Dr. Mundo’s champion Augment ability can no longer travel to other boards when missing.
      • Rocket Grab no longer interferes with enemy targeting at the start of combat.
      • Uncharted Realms: Added Bard dancing back to spell tooltip so that the Bard trait tooltip makes more sense
      • Uncharted Realms: Lux 4* now deals damage as expected