Teamfight Tactics patch 15.2 notes
It’s our first patch of K.O. Coliseum and we’re calling em’ as we see-um with a ton of balance changes and a few new Opening Encounters!
Welcome to our first patch of K.O. Coliseum!
We’ve got a big one here, so we’ll keep it short with the intro. Our main goals with 15.2 are to slow down combat pacing largely through Augment and Item nerfs and improve usability/intuitive Power Up rules and offerings.
Told you we’d keep it short.


PATCH HIGHLIGHTS
ROTATING SHOP INFOGRAPHIC
ROTATING SHOP CADENCE ADJUSTMENTS
Starting with 15.2, we’re experimenting with different rotation cadences for the Rotating Shop. That means your shop offerings might look different from your friends’, but don’t worry—you won’t miss out on anything you’re looking for in the shop because of this test.
Players with faster shop rotations will see fewer items per refresh, but more total content throughout the patch. Everything included in the standard 14-day (one patch) rotation will still appear within that same 14-day window—just spread across more frequent updates.
- Some players will have a shop rotate every 7 days
- Some players will have a shop rotate every 2 days (fast)
- All other players will see the normal 14 day rotation
SYSTEMS
POWER UPS
Currently, Power Up options offered for a champion are excluded from the next options you will see the next time you use a Power Up. We've seen players trying to tailor their Power Up selection by using it on different units before using it on their carry. This is an awkward and non-intuitive use of our bad-luck Power Up protection system, so we’re making it so that bad-luck protection only applies to concurrent uses on the same champion.
- Once you have seen a Power Up offered for a champion, it is excluded from the next Power Up armory you see for a copy of that champion only. Using a Power Up on a champion no longer impacts the armories you see for different champions.
NEW OPENING ENCOUNTERS
Let the Summer Anime Vibes continue with earlier Snax and Augments, Powerful starts, and… a Zac Volleyball spin-off episode?
Note that the Grand Finals is just a standard game of TFT. Unmodified, in its own lane, vanilla, pilot episode experience.
- 3-Cost Start: Start with a random 3-cost champion.
- Upgraded Start: Start with a 2-star 1-cost champion.
- Augment Round Swap: Augment rounds are moved earlier.
- Earlier Snax: Second Power Snax appears on 2-6 instead of 3-6.
- The Grand Finals: It's the Grand Finals! You're on your own, champion.
- Beach Party: Beach Episode! Gain a beach ball that Tacticians can toss around!
- Regal Rumble: Carousels have more competitors on them!
- Winner’s Circle: After top 4, remaining players gain 10 gold and 2 component anvils.
OPENING ENCOUNTER ADJUSTMENTS
With the introduction of new Opening Encounters we’re taking a pass on all Encounter odds to keep the highly inflationary (but hype) ones less frequent. This will preserve their hype-ness but also make sure we don’t slip ever-forward into loot inflation—that’s Choncc’s thing.
- Appearance rates for all Encounters have been adjusted. High inflation encounters should appear slightly less often.
- Champions will now animate on the opening encounter round
2-1 ROUND TIMER
We added 10 seconds to 2-1 to allow everyone a bit more breathing room to get used to all the new content in the Coliseum, but this show has been on the road for a while now. We ain’t got time to pull up a document and write about our favorite streamers or rank our favorite animes—surely [redacted by editor due to controversy] is the best anime, no?
- Back to 50s from 60s
THREE-STAR 5-COSTS
Reintroducing just a touch of counterplay, but trust, they’ll still be near unstoppable!
- Three-star 5-costs are no longer immune to Crowd Control. They instead gain 25 Mana Regen (increased from 20).
LARGE CHANGES
Large, like the amount of content in K.O. Coliseum, which makes for long patch notes even though many of these changes are quite specific.
TRAITS
We’re adjusting Crystal Gambit (3) to allow for more control over your cashouts, while also lowering the early Gem production, but raising the later Gem production scaling. Expect to gain Gems slower in the early game, slightly slower at Stage 3, and nearly the same in Stage 4. By being able to cash out at 3/6/9/12 losses compared to 4/8/12, we’re able to create a smoother power distribution before the 12 loss GIGA cashout. Meanwhile, we’re buffing (5) by making loot easier to acquire, hopefully to better enable Crystal Gambit (5) tempo play which we have yet to see find success. Lastly for (5), we’re removing the Flickerblade cashout, which compared to other (5) cashouts was far above our power expectations given the item’s success on Ashe. Now for the big one: Crystal Gambit (7) is our best performing non-Chase trait due to the defensive and offensive stats and the accelerated Crystal Gambit (5) rewards. We’re lowering the Damage Amp here, and completely cutting the accelerated Kill Count, but we see the buff to Crystal Gambit (5)’s lowered kill count requirements as softening the blow.
Both Edgelord and Heavyweight are performing below our standards for a (6) piece trait—they're effectively filler episode quality right now. So, we’re giving them small buffs in the hopes of seeing reroll Darius and Jayce start punching at their weight.
While Edgelord and Heavyweight are filler episodes, Sorcerer and Prodigy are already at the season finale, but don’t worry—we read the Manga, so we already know a small nerf will keep this class back in school.
The Crew’s Ship rockets are blasting off again! To keep their performance in check, we’re lowering their damage which impacts your third and fourth three-star, but we’re giving some of this power back to Ziggs, who’s struggled to find success amongst his Crewmates.
- Crystal Gambit (3) Rounds between cashouts: 4 ⇒ 3
- Crystal Gambit (3) Gems per loss: 18 ⇒ 11
- Crystal Gambit (3) Stage 3 Multiplier: 115% ⇒ 125%
- Crystal Gambit (3) Stage 4 Multiplier: 150% ⇒ 185%
- Crystal Gambit (5) Kill Threshold: 5/10/15/20/25 ⇒ 4/8/12/16/22 kills
- Crystal Gambit (5) Flickerblade changed to a Lucky Item Chest and 10 gold.
- Crystal Gambit (5) Fixed a bug where you could get an empty reward from Crystal Gambit 5.
- Crystal Gambit (7) No longer also accelerates the 5 Piece’s kill count.
- Crystal Gambit (7) Damage Amp: 35% ⇒ 30%
- Edgelord (6) Piece AD: 50% ⇒ 55%
- Heavyweight (6) HP: 55% ⇒ 60%
- Monster Trainer: Each Monster now tracks its own XP separately, rather than XP being shared. A monster’s XP and levels are saved while it is inactive, so swapping away and then swapping back will not result in the monster resetting to level 1.
- Prodigy mana: 3/5/7/8 ⇒ 3/4/6/7
- Prodigy (5) Heal: 10% ⇒ 12%
- Sorcerer (6) AP: 90 ⇒ 80
- Star Guardian Seraphine Bonus: 5 ⇒ 4
- The Crew Ship Damage: 105 ⇒ 80
1-COST UNITS
The stacking HP Garen fantasy isn’t quite there at Battle Academia (3), and with some nerfs to the rest of the roster, there’s room for growth, learning, and a bigger HP bar for this schoolyard blonde.
Lucian one and two-star performs as a great item holder that can get you far too late in the game. We’re lowering his consistency as a carry in these stages, but buffing his three-star form significantly in the hopes that one day he can be more than just a pass-off for your Karma items.
- Garen HP Per Stack: 3 ⇒ 4
- Kayle wave Damage: 55/85/125 AP ⇒ 50/75/110 AP
- Lucian Mana Refund Per Miss: 10 ⇒ 8/8/15
- Lucian Ability Damage: 85/130/200 AP ⇒ 85/130/225 AP
2-COST UNITS
After blinking and cleansing off their B-patch nerfs, we’re back for more. Both Katarina and Gangplank are getting hit, but this time we’re also adding Rakan to the list. We’ll be keeping a close eye on Stretchy Arms Gangplank post nerf to ensure he's not making backliners preemptively walk the plank.
We’re adjusting Kobuko to make him less of a utility bot and more of an itemized tank, or carry at Mentor (4).
- Dr. Mundo HP Gain: 325/380/450 AP ⇒ 300/350/420 AP
- Kai’Sa Ability Damage: 35/55/80 AD ⇒ 38/57/90 AD
- Katarina Ability Damage: 140/210/325 AP ⇒ 130/200/300 AP
- Katarina will now dash to her current Attack target if no target is within range rather than the lowest health target on the board.
- Kobuko Stun Duration: 1.75s ⇒ 1.5s
- Kobuko stun no longer ignores some forms of CC Immunity.
- Gangplank Damage: 320/480/875 ⇒ 285/430/775 AD
- Gangplank’s spell’s search range is now always 2-hexes rather than growing with range. If no valid target exists, he will fire at his current target.
- Rakan max Mana nerf: 15/65 ⇒ 25/75
3-COST UNITS
Smolder’s been the go-to choice for the majority of our trainers, so this patch we’re making each little pouch-sized creature worth the pick! Kog’Maw will get more zip to his zap, and Rammus will grow just a bit tougher, but also continue to take aggro (as a good tank should) when he leaps around the battlefield.
- Darius Spell Damage: 200/300/480 AD ⇒ 215/325/520 AD
- Kog’Maw AS Per Cast: 12% ⇒ 15%
- Kog’Maw On-Hit Damage: 33/50/80 AP ⇒ 36/55/87
- Rammus shield: 425/550/625 AP ⇒ 450/550/675 AP
- Rammus’ leap now breaks positioning ties with the closest location (including his current location) instead of the farthest location.
- Senna Mana buff: 15/75 ⇒ 0/60
- Ziggs On-Hit Passive Damage: 42/63/100 ⇒ 50/75/120
4-COST UNITS
Currently, Jarvan IV can gain Mana during his leap duration. We’re fixing that to slightly slow his ability for repeat casts; a bugfix that should leave him in a better spot balance wise too.
Jinx is our worst performing three-star 4-cost, mostly due to a bug preventing her passive from updating with AP and Star Level. A quick fix here should get you excited for even more ramping Attack Speed and Crits!
More AD means better single-target damage for Volibear, which, alongside his ability that increases Attack Speed, should have him slapping through tanks like they’re… not tanks?
- Ashe Damage Per Arrow: 13/19/90 AD ⇒ 14/21/100 AD
- Jarvan IV Bugfix: Jarvan is Mana locked during his entire leap duration, even if his shield breaks during his leap.
- Jinx Attack Speed passive properly updates with Ability Power and Star Level.
- Karma’s spell now less likely to travel to the backline when retargeting.
- Volibear Base AD: 65 ⇒ 70
- Volibear Slam Damage: 90/135/500 AD ⇒ 110/165/650 AD
- Volibear Bonus Slam Damage: 150% ⇒ 120%
5-COST UNITS
The man who needs no buff (cause he is buff) is getting a lot buffer this patch, with much more damage to his Champion tossing ability. As a compensation for this additional damage, we’re lowering the amount of Poros he gets at one star, and making it so all his Poro fans depart upon a loss (but hey, with this extra damage, maybe he just doesn’t lose?!). So, if you’re looking to preserve your Poro pals, throw Braum an item or three.
Seraphine’s Ultimate Friendship Bomb is rocking the Richter scale with joyous connection—now even more from her friends. She’s such a great community-maker that even when she dies mid-cast, she’ll be able to unleash a portion of her friendship on those who may resist. If this gives you Fates Ahri Spirit Bomb vibes or cultish Martyr vibes—you’re not wrong.
- Braum Ability Damage: 550/825/7201 ⇒ 575/865/7201
- Braum Poro-Fans per win now matches Braum’s star level.
- Braum Poro-Fans lost per win: 75% ⇒ 100%
- Gwen Passive Auto Damage: 30/45/400 AP damage in a cone ⇒ 10/15/500 AP magic damage to the target, and 40/60/1000 AP magic damage split among all enemies in the cone.
- Seraphine Base Ability Damage: 125/180 ⇒ 135/205
- Seraphine Power of Friendship Self Multiplier: 5 ⇒ 5.5x
- Seraphine’s ability now fires when Seraphine dies mid-cast. Damage scales proportional to the time channeled.
AUGMENTS
Many of our Augment nerfs have two goals: lower the power ceiling of Augments and slow down combat pacing. So while there are a few buffs here and there (especially for our struggling Champion Augments), the majority of our changes are nerfs.
- Backup Dancers AS Per Benched Unit: 3.5% ⇒ 3%
- Bronze For Life I Damage Amp Per Trait: 3% ⇒ 2.5%
- Bronze For Life II Damage Amp Per Trait: 3.5% ⇒ 2.5%
- Chaos Evolution AD/AP: 12 ⇒ 10
- Chaos Evolution Durability: 6% ⇒ 4%
- Deadlier Blades Scaling: 1 AD per 5 Takedowns ⇒ 1 AD per 4 takedowns
- Deadlier Caps Scaling: 1 AP per 4 Takedowns ⇒ 1 AP per 3 takedowns
- Double Trouble Stats: 30 ⇒ 33
- Give ‘em the Chair (Mundo) Attack Speed: 0.75 ⇒ 0.8
- Give ‘em the Chair (Mundo) mana: 30/60 ⇒ 0/50
- Gold Destiny Gold: 6 ⇒ 4
- Gold Destiny+ Gold: 12 ⇒ 6
- Golden Quest Twisted Fate Artifact: Wit’s End ⇒ Statikk Shiv
- Grand Slam Also grants Luchadors 10% Attack Speed
- Grand Slam Champion: Gnar ⇒ Dr. Mundo
- Grand Slam Initial Jump Damage: 300% base AD ⇒ 300% Attack Damage
- Knuckledusters (Vi) Loot Chance: 50% ⇒ 35%
- Knuckledusters (Vi) Item Chance: 10% ⇒ 8%
- Last Second Save Heal: 30% ⇒ 22%
- Nine Lives is now exclusive with Kingslayer
- Nine Lives Rewards from early losses grant slightly less rewards
- Power of Friendship Mana Regen: 2 ⇒ 1
- Power of Friendship Resists: 15 ⇒ 20
- Prismatic Destiny Gold: 8 ⇒ 5
- Protagonist No longer grants a component anvil.
- Ring The Bell Now functions properly.
- Silver Destiny Gold: 4 ⇒ 3
- Silver Destiny+ Gold: 8 ⇒ 4
- Silver Destiny++ Gold: 10 ⇒ 7
- Slice of Life now ends after receiving one 5 cost
- Solo Leveling Health: 800 ⇒ 725
- Starfall (Neeko) Ability Duration: 2s ⇒ 1.75s
- Story of Seven 14 Win Cashout: Masterwork Upgrade + 14g ⇒ > Masterwork Upgrade + 3g
- Treasure Hunt Stage 6 and 7 Chests removed. Matches tooltip now.
- Treasure Hunt Stage 4: Random Artifact ⇒ Random Completed Item
- Treasure Hunt Stage 5: Tactician’s Crown removed, two-star 5-cost removed
- Treasure Hunt Stage 5: Artifact Anvil ⇒ Random Artifact
- Treasure Hunt Stage 5: Masterwork + 12g ⇒ Completed Item Anvil + 5g
- Trickster’s Treat disabled
EMBLEM AUGMENTS
Our Emblem Augments could use an update in the items they grant, so they no longer require Reforgers to avoid an awkward Sunfire Cape when you already have Burn or an Evenshroud when your comp is AP.
- Bastion Crown Item Granted: Evenshroud ⇒ Crownguard
- Bastion Crown Unit Granted: Xin Zhao ⇒ Swain
- Battle Academia Circlet Unit Granted: Garen ⇒ Rakan
- Duelist Crown Item Granted: Guinsoo’s Rageblade ⇒ Kraken’s Fury
- Duelist Crown Unit Granted: Kayle ⇒ Gangplank
- Edgelord Crown Item Granted: Bloodthirster ⇒ Hand of Justice
- Edgelord Crown Unit Granted: Shen ⇒ Yasuo
- Juggernaut Circlet Unit Granted: Sett ⇒ Udyr
- Juggernaut Crown Item Granted: Sterak’s Gage ⇒ Spirit Visage
- Juggernaut Crown Unit Granted: Aatrox ⇒ Dr. Mundo
- Luchador Crown Item Granted: Titan’s Resolve ⇒ Sterak’s Gage
- Prodigy Circlet Unit Granted: Yuumi ⇒ Malzahar
- Protector Circlet Unit Granted: K’Sante ⇒ Neeko
- Protector Crown Unit Granted: Kennen ⇒ Neeko
- Sniper Crown Unit Granted: Jhin ⇒ Caitlyn
- Sorcerer Crown Item Granted: Blue Buff ⇒ Jeweled Gauntlet
- Sorcerer Crown Unit Granted: Lux ⇒ Ahri
- Soul Fighter Crown Item Granted: Nashor’s Tooth ⇒ Spear of Shojin
- Strategist Circlet Unit Granted: Ryze ⇒ Ziggs
- Supreme Cells Circlet Unit Granted: Kai’Sa ⇒ Akali
- Wraith Circlet Unit Granted: Zac ⇒ K’Sante
- Wraith Crown Item Granted: Sunfire Cape ⇒ Hextech Gunblade
- Wraith Crown Unit Granted: Zac ⇒ Malzahar
ITEMS
While Augment nerfs will slow combat pacing, nerfs to our strongest Core items will also help!
- Edge of Night AS: 20% ⇒ 15%
- Striker’s Flail AS: 20% ⇒ 10%
- Radiant Striker’s Flail AS: 35% ⇒ 25%
POWER UP DISTRIBUTIONS
Fixing a few awkward Power Up options, while disabling one that’s far too strong with Lucian compared to other champions due to his Mana gain through missed projectiles.
- Akali: No longer offered Hemorrhage
- Gwen: No longer offered Hemorrhage
- Katarina: No longer offered Hungry Hero
- Kalista: Now can be offered Efficient
- Lucian: No longer offered Bullet Hell
- Ryze: No longer offered Shadow Clone
POWER UPS
Sorry, K’Sante, but Infinity Edge can’t be one of your most-used items.
We’re adjusting Unstoppable to only work on combat start and takedowns.
- All Out Bonus Attack Damage: 50% ⇒ 40%
- All Out Correctly sets his starting mana to 0 when entering All Out.
- Bullet Hell Increased Projectiles: 35% ⇒ 30%
- Bullet Hell No longer always rounds up. Will round to the nearest value, with a minimum of 1.
- Golden Edge Starting Gold: 1 ⇒ 2
- Hat Trick AD/AP Per Stack: 0.5% ⇒ 0.75%
- Midas Touch now has a gold tracker in its tooltip
- Pursuit logic for safer dashes improved.
- Shadow Clone: Clone also has 30% less health.
- Trickster Now offered until Stage 3
- Trickster Damage Amp: 8/12% ⇒ 4 / 6%
- Unstoppable now only charges on combat start and takedown of the current target.
BUG FIXES
They aren’t bugs, they’re Hacks!!! Oh, wait, that was last set.
- Fixed a typo on Juggernaut Crown.
- Quality over Quantity is now exclusive of Lucky Gloves and Lucky Gloves+
- Knuckledusters Augment tooltip states Vi can drop loot on each kill.
- Fixed a typo in Nine Thousand Volts saying Kennen could deal true damage.
- Anima’s Embrace renamed to Radiant Spirit Visage
- Learn From The Best tooltip clarified.
- Attack Expert grants its baseline 5% Attack Damage.
- Inner Fire, Critical Threat, and Solar Breath now work properly if applied in combat.
- Twisted Fate 3-star now creates 1 fewer hologram in Double Up, to account for the Teamwork Cannon occupying a bench slot.
- Twisted Fate 3-star clones now properly vanish on away boards.
- Battle Academia Prismatic no longer progresses when reinforcing your partner in Double Up.
- Fixed a bug where Crystal Gambit 7 wasn’t getting its multiplier in Tocker’s Trials.
- Fixed a bug where 3-star Juggernaut Lee Sin could fail to win combat against units knocked off the field while holding Edge of Night.
- Fixed a bug where Ghost army K’Sante with the All Out power-up would not enter ALL OUT mode.
- Fixed a bug where Mentor Yasuo would occasionally yeet himself off the board out of combat completely if all valid targets of his Mentor upgrade were untargetable.
- Fixed a typo in the Star Power augment.
- Fixed a bug where Braum wouldn’t display damage numbers for his toss, despite dealing damage to enemies.
- Schoolyard Justice no longer has a bug where Garen can regain mana before he successfully lands his empowered attack.
- Preemptive Protection now works properly on units with Protector emblems.
- Fixed a bug where Braum would sometimes be unable to throw K’Sante, or would leave him untargetable.
- Fixed a bug where sometimes The Mighty Mech would spawn on the wrong side of the board on away boards.
- Colossal no longer shows the unit’s size increasing without stat gain if used during combat. Both effects now properly wait until the start of the next planning phase.
- Not Done Yet requires 8 deaths at all times.
- 100 Push Ups no longer sometimes resets to 0% damage amp.
- Fixed a big where one Exalted Adventure reward had 1 less completed item anvil.
- Unflinching now correctly blocks all instances of crowd control for 15 seconds instead of just one.
- 3* Jinx gains the proper amount of Attack Speed.
- Power Upload re-enabled and no longer bugged to allow emblem duplication.
- S.O.L.E. Fighter re-enabled and no longer bugged to remain on units when the player has sold them or been eliminated.
- Fixed a bug where the Heavyweight emblem could stack health infinitely in certain rare situations.
- Fixed a bug where Star Guardian bonuses would sometimes not update properly if you swapped a fielded Star Guardian with one on the bench.
- Fixed a bug that caused Socialite to lose its effect when the champion walked off the Socialite hex.
- Fixed a bug where the lanterns around the skybox in Golden Dragon Skyscraper Arena are flashing in medium and below graphic settings
- Luden’s Tempest (Artifact) will now trigger its overkill effect when killing K’Sante’s first life.
- Kalista’s spear will now continue if it kills K’Sante’s first life.
- Kalista’s spear will now redirect to a nearby enemy if its initial target becomes invulnerable midflight.
- Darius will now continue casting if his cast kills K’Sante’s first life.
- Ashe Ability no longer considered Basic Attack Damage.