Teamfight Tactics patch 14.20 notes

14.20 is full of buffs for champions low on magic and nerfs for our mayhem-causing Augments!

It’s so good to see you again!

14.20 may not be full of monumental reworks, shiny Frying Pans, or new Augments of patches like our Quarter-set (14.18), but it’s still pretty big because it has many small adjustments. It’s like going to the grocery store and needing a lot of different ingredients, but only small amounts of each.

As we head into the most competitive part of the set, it’s worth calling out that this will be the last patch where we’re adding new Charms. You should also expect patches to get even smaller after this one, but don’t worry; plenty of TFT literature will be heading your way soon (winky face).
Rodger 'Riot Prism' Caudill Rodger "Riot Prism" Caudill

Mid-Patch Updates

OCTOBER 9TH

14.20 had many, many changes. And while we didn’t want drastic changes on the meta, a few of our more minor changes ended up being more significant than intended. With this mid-week update (less than 24 hours from the patch going live), we’re making some of our bigger swings less swingy, focusing on Reverts and smaller adjustments in pursuit of a more balanced middle ground. We’re acting especially fast here to ensure maximum time to practice the patch for competition.

TRAITS

Losing the abundant healing from the Queenguard's Armor left the Faerie tanks (Rakan) with their wings clipped. We’re giving back some tankiness in the form of the teamwide HP buff and restoring more Damage Amp for the Queen’s Crown at higher breakpoints only, which should restore flight to vertical Faerie comps in a healthier way than an unkillable Rakan. Because the line could use more love than just Faerie trait buffs, we’re reverting our Preserver nerf and giving Kalista a slightly improved AD ratio that’ll help her in Multistriker lines where she tends to build more AD.
  • Faerie HP: 150/350/650/900 150/400/700/999
  • Faerie Crown Damage Amp: 30/45/55/66% 30/45/65/66%
  • Honeymancy Damage Dealt Percent: 5/9/16% 6/11/18%
  • Hunter (Revert) 4 Piece AD: 45/75 40/70
  • Mage AP: 85/100/125/200% 85/95/115/200%
  • Multistriker Chance to Proc: 25/60/70/100% 25/65/80/100%
  • Portal Bomb Base Damage: 90/235/300/1000 75/200/250/800
  • Preserver (Revert) HP Regen: 2/3.5/5/7.5% 2/4/6/9%
  • Preserver (Revert) Mana Regen: 3/4.5/6/9% 3/5/7/11%
  • Pyro AS: 5/25/40/55% 5/25/50/65%
  • Vanguard (Revert) 6 Piece Damage Reduction while shielded: 20% 15%

CHAMPIONS

Vex has become the super-tank to fear thanks to a smaller buff in 14.20 that was greatly amplified alongside a Mage Mana bugfix and Mage trait buff.
  • Nomsy (Revert) Dragon Upgrade: 600% 555%
  • Vex Spell Shield: 420/450/480 380/410/450
  • Fiora (Revert) AD: 72 75
  • Kalista Spear AD%: 35% 40%

AUGMENTS

  • Spin to Win (Wukong) AD per Spell Cast: 20% 12%
  • Spin to Win (Wukong) AS per Spell Cast: 30% 20%

LEADERBOARDS

Due to demotion protection, our Masters tier gets bigger and bigger throughout the set. At the same time, Masters is the first tier that supports an ordered leaderboard. This combo has us running into a problem exclusive to TFT; our back-end services simply can’t support scrolling through the many amazingly talented Masters players. For now, we have a short-term fix to this that should keep the leaderboards usable and (maybe) a bit more exclusive. Long term, we have ideas on how to fix this, but the fix we’re shipping now should only affect a few populous regions, and only later during the set.
  • TFT players in the top 10,000 ranks of Masters tier will be able to see their standing on the leaderboard, but any players in Masters tier below that rank will not see anything on that page.

PATCH HIGHLIGHTS

ROTATING SHOP INFOGRAPHIC

TFT GETS BOTS!

Last patch we added a small number of bots to our low to middle rank brackets to speed up queues and improve overall player experience. Bots should match lobby skill relatively well. As TFT continues to grow we’ve seen skill gaps widen between new players and our mid to high range—this is just a byproduct of players getting better, and TFT’s gameplay getting deeper set after set. By introducing bots in Gold and below, we’re able to create a smoother and more enjoyable climbing experience up until Platinum rank. While this is not our first exploration with bots (we added them to our new player experience many patches ago), we want this feature to create the best possible experience, and we’ll continue to make changes to this end.
  • Bots will show up occasionally in a small number of games, in Normal and Ranked queues, decreasing in likelihood as you rank up
  • Bots will not appear in a Ranked game with a player ranked Platinum or above

SYSTEMS

STAR-UP CEREMONY

And everyone around the world cheered.
  • The unit star-up/combine ceremony is now instant

STRONGEST UNIT LOGIC

  • When looking for the strongest champion, if two champions are the same character AND have the same number of items, the higher star copy will always be registered as the strongest copy

GOLEMS

Since we’re nerfing Support Golem II (Augment) pretty heavily, it gives us room to buff the stats of Golems everywhere, which will help out other Golem Augments/Charms that aren’t as dominant as Support Golem.
  • All Golems Base HP: 550 ⇒ 600
  • All Golems Armor & MR: 35 ⇒ 40

PORTALS

Let ‘Em Cook, which granted a Spatula and a Pan, had the goal of letting players concoct wild comps going deep in both classes and origins, but in higher elos, it panned out differently, resulting in players reforging a Pan or Spatula so they can get two Emblems for the same trait. We’re removing Let ‘Em Cook and replacing it with a very similar Portal, Make ‘Em Cook, to now force the hand that cooks to cook.
  • Let ‘Em Cook has been Removed
  • new Make ‘Em Cook: Start with a Spatula and a Frying Pan. Reforgers won't drop. Ever.

LARGE CHANGES

Large, like the applause for an instant star-up ceremony. Give it up.

TRAITS

Arcana was one of the biggest benefactors of a fast 8 meta, becoming a powerful splash for many comps. Almost overnight, champions like Tahm Kench and Xerath became high priority with the value their traits added to various meta comps. We’re tuning down the bonuses you’ll receive, mostly at higher Arcana breakpoints, but we’re leaving the champions unnerfed (except for Hecarim, who needs to be reined in a bit more).

Eldritch is getting scarier. The summon will do more damage for reroll players and be a lot tankier (especially at Eldritch 5) into the late game.

Ahh Faerie. Rakan and Kalista combos have been especially powerful this patch and last patch, with the power coming from a less visible space: the Queensguard’s Armor’s Healing. Rakan 2 with Queenguard’s Armor could quickly become unkillable, even with healing cut, healing up to 7K HP in a fight. We’re significantly hitting the healing from the Queen and the heal/shield amp from the item as a direct nerf to this ultra-powerful frontline combo. Still, we’re giving the Crown a bit more base Health to ensure Faerie 5 can stabilize and win streak when accessed early. There’s a concern here that Kalista is part of the issue with this combo’s power. From what we have seen in the data, she’s not. Kalista has failed to succeed in Multistriker 7 comps, and her win rate is less tied to her star level than to Rakan’s. Regardless, we will be delivering a slight nerf to Multistriker 3 later on, but don’t expect to see her or Rakan on the change list, as our trait nerf here is directly impacting their best performing cases.
  • Arcana, High Arcana Hecarim AD%: 10/25/50/80% ⇒ 10/25/45/70%
  • Arcana, High Arcana Tahm Kench HP: 20/40/75/125 ⇒ 20/40/65/110
  • Arcana, High Arcana Xerath True Damage: 2/3/5/8% ⇒ 2/2.5/4.5/7%
  • Bastion Base Armor & MR: 15/40/75/140 ⇒ 15/45/100/200
  • Eldritch AP Per Star Level: 12% ⇒ 10%
  • Eldritch (3) Stage scaling HP multiplier: 1/1.05/1.1/1.4/1.5x ⇒ 1.1/1.2/1.35/1.5/1.75x
  • Eldritch (5) Stage scaling HP multiplier: 0.7/0.9/1.25/1.6/1.75x ⇒ 0.7/0.95/1.4/2/2.5x
  • Eldritch (7) Stage scaling HP multiplier: 0.6/0.75/0.95/1.3/1.45x ⇒ 0.6/0.75/0.95/1.4/1.6x
  • Faerie Bonus HP: 200/400/600/900 ⇒ 150/350/650/900
  • Faerie Crown Damage Amp: 30/45/50/60% ⇒ 30/45/55/66%
  • Faerie Queenguard’s Armor Heal/Shielding Amp: 25% ⇒ 20%
  • Faerie Queenguard’s Armor Healing from Queen: 12% ⇒ 5%
  • Faerie Queenguard’s Armor HP: 250 ⇒ 400
  • Faerie (9) Radiant Armor Heal/Shielding Amp: 60% ⇒ 50%
  • Faerie (9) Radiant Armor Healing from Queen: 25% ⇒ 20%
  • Faerie (9) Radiant Armor HP: 1000 ⇒ 1500
  • Mage AP Multiplier: 75/90/110/200% ⇒ 85/100/125/200%
  • Portal Base Standard Attack Speed: 20/25/30/55% ⇒ 20/30/40/55%
  • Portal Base Poro Snack Heal: 7/8/9/15% ⇒ 7/9/11/15%
  • Preserver HP Regen: 2/4/6/9% ⇒ 2/3.5/5/7.5%
  • Preserver Mana Regen: 3/5/7/11% ⇒ 3/4.5/6/9%
  • Shapeshifter Bonus HP: 10/16/24/30% ⇒ 10/18/27/33%
  • Sugarcraft Base AD/AP: 20/30/35 ⇒ 22/33/36
  • Sugarcraft (2) Sugar Multiplier: 2 ⇒ 3
  • Witchcraft (2) HP Reduction: 150 ⇒ 120
  • Witchcraft (4) %HP Poison: 4% ⇒ 6%

UNITS: TIER 1

You may notice a few 4-star buffs here. With access to 4-stars via Worth the Wait, we’re giving a few champs buffs to their 4-star forms in addition to the needed buffs at other star levels.

Much of the Hunter power budget has been locked away in Twitch, who scales exceptionally well into the late game with his multi-target access and Sunder utility. We’re trimming some of his AOE power off and bestowing some extra fiery sneeze-power onto the Convergence’s favorite dragon (don’t @ me Smolder fans).

Zoe hasn’t seen much playtime since the days of pre-rework Arcana Ahri, and even then, she was never the star. We’re giving her a slight damage bump but also allowing her single-target spell not to fizzle if her current target dies while it’s in flight. This should make her more reliable as a reroll carry or your Blue Buff holder.
  • Elise Spell Heal: 160/190/230/270 ⇒ 190/220/250/280
  • Jayce Spell AD%: 425/425/475/475% ⇒ 450/450/500/500%
  • Nomsy AD: 46 ⇒ 48
  • Nomsy Dragon Upgrade Spell AD%: 555% ⇒ 600%
  • Twitch Spell Falloff Percent: 10% ⇒ 20%
  • Zoe Spell Damage: 125/190/285/380 ⇒ 135/205/305/405
  • Zoe Spell missile now retargets to the nearest living enemy if its target dies while it’s in flight

UNITS: TIER 2

AAs a ramping reroll carry, we’re happy with Ahri’s rework in patch 14.18, but now that the dust has settled, it’s time for a buff to her Orb damage, the part of her spell that doesn’t continually grow each cast. Buffing her here should ensure she can dish out meaningful damage without needing to ramp into Foxfire-finity.

Kog’Maw has seen great success at hitting top 4, but pretty bad top 1 or 2 success this set. His win rate depends on how strong his Attack Speed-scaling friends have been with his go-to build prioritizing casting more to support his allies. We’re making some changes to him below that should result in a net buff while also allowing him to benefit from more AD-focused builds. Even with a more AD-focused build, he’ll still be setting allies abuzz as we’re lowering his mana needed to cast by a single auto-attack—who knows, maybe that’s the difference maker.

Syndra has had it rough since her reign earlier in that set. We’re giving her a bit of base damage back in the hopes of seeing her appear in a match history near you sometime soon.
  • Ahri Spell Orb Damage: 200/300/460/620 ⇒ 220/330/500/670
  • Kog’Maw AD: 55 ⇒ 53
  • Kog’Maw Mana: 15/75 ⇒ 20/70
  • Kog’Maw Spell AD%: 280/280/280% ⇒ 300/300/300%
  • Syndra Spell Damage: 230/345/520/750 ⇒ 250/375/565/755
  • Syndra AOE Damage: 115/170/250/375 ⇒ 125/185/280/375

UNITS: TIER 3

Despite a nerf last patch, Hecarim has continued to gallop over the line for 3-cost balance, performing many hands (that’s the measurement for horses btw) above the rest of the herd. We’re taking him back to the stables with a base AD nerf, but we’re buffing his AD ratio to avoid any long faces for our Hecarim carry enjoyers.

With Ezreal and Frost in a stable spot, we can give our sad artist lad more power for his stormy phase.
  • Hecarim AD: 60 ⇒ 55
  • Hecarim Cleave AD%: 125/125/130% ⇒ 130/130/135%
  • Hwei Base Spell Damage: 130/200/320 ⇒ 150/225/350
  • Neeko Mana: 50/125 ⇒ 40/110
  • Jinx AD: 50 ⇒ 52

UNITS: TIER 4

The dominant Arcana Varus fast 8 comp needs more than just an Arcana nerf to keep it in check. We’re cooling down Varus’s base AD, but are confident that this line will continue to be viable as it continues to be refined (risky tip: Varus can hit the enemy backline if positioned in 3rd row, and they are clumped).
  • Varus AD: 55 ⇒ 52

UNITS: TIER 5

Knife legs more knifey.
  • Camille Hookshot & Ability AD%: 165/165/800% ⇒ 180/180/800%

AUGMENTS

We’re nerfing many of our Crests and Crowns that have been on the stronger side of things for a while now. These nerfs should make it so you only choose the Crest/Crown when you have a good position to do so (have core items for their go-to carry or are already fielding a few of the trait’s units) instead of just being an instant-click due to the strong boards they create immediately.

Precise Planning has quietly become “gain three extra gold” in our higher elo community. We’re decreasing the gold reward but making it a bit easier to hit (you can win or lose by 4 or fewer units now). It’ll still take a bit of planning to use, but maybe not so much precision.

Prizefighter has seen considerable success across all regions but is particularly valuable in our CN server, where its snowballing power has been seen as too much. We like the playstyle it encourages but require one more win for each item component.

Support Golem I and II have been dominant for a while now, while other Golem-linked Augments and Charms have struggled to find a footing. We’ve got a solution for this, but it’s admittedly not pretty. But then again, the origin of Golem stories out of 16th-century Prague folklore isn’t exactly pretty either. We’re removing Support Golem I entirely while lowering the number of Support Items Support Golem II receives, allowing us to significantly buff the tankiness of Golems across the Convergence (See Systems section).

Both Worth the Wait Augments haven’t really been worth in a meta dominated by fast 8 comps. Worth the Wait I is getting a buff that’ll have you waiting no time to instantly two-star the unit selected, while Worth the Wait II is getting much more worth, with almost no cap (no, not that definition, you bright-eyed youths), to how many copies of the 2-cost you’ll get throughout the game. Even if you don’t chase the four-star 2-cost, +2 gold a turn is very solid.
  • Precise Planning Unit Threshold: 3 ⇒ 4
  • Precise Planning Gold Gained: 3 ⇒ 2
  • Risky Moves Gold Gained: 33 ⇒ 30
  • Avenge the Fallen Stats Gained: 30 ⇒ 28
  • Blaster Crest no longer grants a Tristana
  • Chrono Crest no longer grants a Zilean
  • Faerie Crest no longer grants a Tristana
  • Frost Crest no longer grants a Zilean
  • Honeymancy Crest no longer grants a Nunu
  • Multistriker Crest no longer grants a Kassadin
  • Portal Crest no longer grants a Kassadin
  • Prizefighter Turns for items: 4 ⇒ 5
  • Pyro Crest no longer grants an Akali
  • School Mascot (Eldritch) AP Gained: 30% ⇒ 10%
  • Support Golem I has been removed
  • Unleash the Beast Attack Speed Gained: 45% ⇒ 35%
  • Winter is Coming (Frost) HP Ratio: 130% ⇒ 100%
  • Witchcraft Crest no longer grants a Cassiopeia
  • Worth the Wait I Initial copies: 1 ⇒ 3
  • Blaster Crown Item: Spear of Shojin ⇒ Tear of the Goddess
  • Blossoming Lotus Crit gained per interval: 12% ⇒ 15%
  • Chrono Crown Item: Archangel’s Staff ⇒ Needlessly Large Rod
  • Frost Crown Champion: Swain ⇒ Zilean
  • Frost Crown Item: Protector’s Vow ⇒ Chain Vest
  • Hard Commit Unit Granted: After each carousel ⇒ At the start of each stage
  • Honeymancy Crown Item: Gargoyle Stoneplate ⇒ Chain Vest
  • Living Forge Turns per Artifact: 8 ⇒ 9
  • Multistriker Crown Item: Quicksilver ⇒ Sparring Gloves
  • Portal Crown Item: Spear of Shojin ⇒ Tear of the Goddess
  • Pyro Crown Item: Infinity Edge ⇒ BF Sword
  • Support Golem II Number of Support Items: 2 ⇒ 1
  • Tiniest Titan+ Gold Gained: 8 ⇒ 15
  • Upward Mobility HP Gained: 3 ⇒ 2
  • What The Forge HP Per Artifact: 110 ⇒ 60
  • Worth the Wait II total copies of units granted throughout the game: 8 ⇒ Infinity (ok it’s 99)

ITEMS

Blue Buff is currently overperforming Spear of Shojin for casters by a gap we’re not entirely comfortable with. Red Buff is also in the same boat, being the preferred healing cut (Wound) for AP casters, even when Morellonomicon is sitting right there unbothered, unread, happy on its own bookshelf.

Both Bramble Vest and Dragon’s Claw have been relatively weak, outperformed by Stoneplates and Belt items even in lobbies where they should be successful. We’re increasing their Armor or MR by 10, which should also be a nice buff for the Replication Augment.
  • Blue Buff Damage Amp on Kill: 8% ⇒ 5%
  • Bramble Vest Armor: 55 ⇒ 65
  • Crownguard AP After Shield Break: 35 ⇒ 25
  • Dragon’s Claw MR: 65 ⇒ 75
  • Red Buff Damage Amp: 6% ⇒ 3%

SUPPORT ITEM

Having your Unstable Treasure Chest pop only to toss items to champions just about to die isn’t the best feeling. So, we’re making the Unstable Treasure Chest more stable by having the items thrown to the highest percentage HP allies instead. This means that your backline carries will benefit more from the Treasure Chest, so be sure to play around with that as well. This is both a buff and a quality-of-life change, but it’s needed since the Chest is one of our worst performing Support Items. The tooltip may not reflect this change until patch 14.21, but it is in!
  • Unstable Treasure Chest items are now thrown to the Highest % Health allies instead of the closest to the holder.

CHARMS

14.20 is our last patch with new Charms, and we’ve got some good ones that are sure to have you clicking buy…in the right scenarios, of course. Combat Mastery is an excellent pickup for mid-game tempo players to keep their tempo up, especially if they think they’ll be winning their next combat. Golden Armor is the perfect Charm to turn your econ-driven loss streak into the start of a win streak. Finally, we’ve got Scope Expansion, which is perfect for making a melee carry team give your opponents Rapid Firecannon flashbacks.
  • newCombat Mastery (Stage 3 & 4 - 2g) Next Combat: Gain 1 XP for each enemy your team kills.
  • newGolden Armor (Stage 4+ - 1g) Your units gain 50 HP for every 10g you have for 1 round.
  • newScope Expansion (Stage 4+ - 1g) Next Combat: Your units in the back two rows gain 2 range.
  • Barrier: Gold Cost: 6 ⇒ 5
  • (Ascendant) Judgment: Gold Cost: 2 ⇒ 0
  • (Ascendant) The Chariot: Gold Cost: 3 ⇒ 2
  • (Ascendant) The Moon: Gold Cost: 2 ⇒ 4

SMALL CHANGES

Small, like the honey a bee can produce in its lifetime (1/12th a teaspoon). Dang, that really puts things into perspective.

TRAITS

The decline of bee populations poses a serious threat to global agriculture and ecosystems.
  • Honeymancy (5) Damage Amp per Bee: 8% ⇒ 9%
  • Hunter (4) AD: 40/70 ⇒ 45/75
  • Multistriker (3) Proc Chance: 30% ⇒ 25%
  • Pyro (2) Base AS: 10% ⇒ 5%
  • Scholar (4) Piece AP: 15 ⇒ 20
  • Vanguard (4) Piece Shield Amount: 30% ⇒ 35%
  • Vanguard (6) Piece Damage Reduction (DR) while shielded: 15% ⇒ 20%
  • Warrior (6) Piece DR: 20% ⇒ 15%

UNITS: TIER 1

While Blitzcrank’s shield duration nerf may seem large, it’s important to note that this nerf will likely only impact them on Stages 4+, when they’re starred up and tanky enough for their shield to last more than 4 seconds.
  • Ashe Mana buff: 50/100 ⇒ 50/90
  • Blitzcrank Shield Duration: 6 ⇒ 4 sec
  • Lillia Spell Heal: 220/260/320 ⇒ 250/290/330
  • Poppy Shield Duration: 3 ⇒ 4 sec
  • Seraphine Spell Falloff Percent: 35% ⇒ 30%
  • Warwick Spell AD%: 60/60/65% ⇒ 60/60/60%
  • Warwick Spell Heal: 15/20/30 ⇒ 18/20/30

UNITS: TIER 2

All these champions have shields except for Akali, who never saw the point of pointless metal. If that one’s too high art of wordplay for ya, you’ll likely enjoy the Tier 3 context joke more.
  • Akali Mana: 10/70 ⇒ 0/60
  • Galio Spell Flat Damage Reduced: 20/25/30/35 ⇒ 25/30/40/50
  • Nilah Shield & AS Duration: 3 ⇒ 4 sec
  • Rumble Spell Damage Reduction: 30/30/35% ⇒ 35/35/35%

UNITS: TIER 3

Mordekaiser is getting less bonky and more tonky.
  • Mordekaiser Spell Shield: 300/350/400 ⇒ 350/400/450
  • Mordekaiser Shield Duration: 2 ⇒ 3 sec
  • Mordekaiser Damage Amp per cast: 12% ⇒ 10%
  • Shen Spell Damage Reduction Duration: 3 ⇒ 4 sec
  • Veigar Spell Damage: 240/330/475 ⇒ 260/340/460
  • Vex Spell Shield: 380/430/480 ⇒ 420/450/480
  • Wukong Spell Shield: 380/460/550 ⇒ 380/480/580

UNITS: TIER 4

You’ve heard of the ancient - 5 AD meme, but have you heard whispers of the - 3 AD one?
  • Fiora AD: 75 ⇒ 72
  • Gwen Spell Base Damage: 95/145/430 ⇒ 90/135/430
  • Nasus Spell HP Steal: 300/480/5000 ⇒ 350/500/5000

UNITS: TIER 5

Like your typical youngsters, Smolder’s been known to partake in risk-taking behaviors, such as flying dangerously close to an enemy AOE. While we can’t speed up the development of the prefrontal cortex, the brain region responsible for decision-making and impulse control, we can harden his scales so that rogue Varus shot doesn’t ground our little flier for good.
  • Briar Ravenous Bonus per Missing HP: 0.8% ⇒ 0.7% (Unchanged in Hyperroll)
  • Milio Spell Damage: 333/500/1000 ⇒ 333/555/1000
  • Milio Chance for Gifts: 1/1/100% ⇒ 1/3/100%
  • Norra & Yuumi, Yuumi Base Heal: 150/225/3000 ⇒ 120/240/3000
  • Norra & Yuumi, Yuumi AP Granted: 3/5/200 ⇒ 3/6/200
  • Norra & Yuumi, Yuumi AD Granted: 4/6/200 ⇒ 3/6/200
  • Smolder Armor & MR: 50 ⇒ 65

DAWN OF HEROES REVIVAL

REVIVAL LADDER NAMEPLATE FLAIRS

Tactitician’s Badges for Oracle and Visionary ranks of the Dawn of Heroes Revival are hard to achieve, so we’re ensuring the recognition is worth the effort to push to the upper echelon ranks!
  • Tactitician’s Badges for Oracle and Visionary ranks of the Dawn of Heroes Revival now remain until the end of Magic n’ Mayhem instead of just the end of the Dawn of Heroes Revival event.

TRAITS

  • Skirmisher AD per second: 4/8/12/20% ⇒ 4/8/12/30%

UNITS

In the olden days of Dawn of Heroes, Vayne and Draven were much stronger with access to extra Attack Speed items like Zeke’s Herald (when it was a core item). Now, they’re failing to keep up with other reroll carries and are at risk of being Forgotten entirely.
  • Vayne Ability damage: 80/120/180% AP ⇒ 90/135/205% AP
  • Nocturne single target AS bonus: 35% ⇒ 60%
  • Draven AS: 0.8 ⇒ 0.85
  • Draven Health: 850 ⇒ 900
  • Draven Armor/MR: 30 ⇒ 40
  • Rell Ability Ally shield: 300/450/3000% AP ⇒ 300/375/3000% AP
  • Viego Ability magic damage: 0/150/2000% AP ⇒ 0/150/1500% AP
  • Viego Ability Targets: 1/1/10 ⇒ 1/1/3
  • Viego three-star will now hit 3 targets (down from 10) but do damage to all 3, so he can convert 3 units at a time instead of just 1.

AUGMENTS

The Dawn of Heroes Revival has increased access to Tactician's Tools (Crown, Cape, etc.) via the Divine Blessing, which combined with Pandora's Items, allows players to access a super secret easter egg too consistently. Since we still want to enable players to cook unique compositions with Tactician's Tools-related blessings, we're disabling Pandora's Items instead, to avoid the Augment being an automatic win when players can access the easter egg.
  • Pandora’s Items has been disabled in the Dawn of Heroes Revival

BUG FIXES

  • Fixed tooltips for What the Forge and the Emblem Arcana variant to specify that they work differently with any Tactician's Item, not just Tactician's Crown
  • Honeymancers’ bees no longer repeatedly fire if their target is shielded
  • Fixed various issues with the Overachievers Portal
  • Shen Champion Augment (Pillar of Flame) no longer considers benched units when targeting
  • Madge: Fixed a bug where Mages could have less starting mana than intended
  • Madger: Fixed some mana interactions with 10 Mage
  • Tournament of Souls Arena center texture no longer disappears in odd situations
  • Fixed an issue with Study Hard appearing in Hyper Roll
  • Potholes to Redemption: We fixed an issue where Road to Redemption (Dawn of Heroes Revival) forced Redeem to heal only a flat amount instead of the amount described in the trait
  • The Road Not Traveled: Fixed (Dawn of Heroes Revival) Augment Road to Redemption automatically completing on the first death of a Redeemed unit
  • Fixed Forgotten (Dawn of Heroes Revival trait) units visually losing their stacks when benched and returned to the arena (they still had them but were missing visually)
  • Fixed 1-Cost Champion Augments for Dawn of Heroes Revival not being uniquely offered in the Augment phase