Teamfight Tactics patch 17.3

God balancing, new Blessings and trait Augments join a patch full of balance changes certain to shake up the meta!

Are we Space Gods players, or are we Space Gods prayers?

17.3 Brings new God Blessings, Boon balancing, an adjustment to component distribution in the Realm, new Augments, and a rework to Morgana as a flexible 4-cost tank! All that comes alongside a patch full of balance changes with the overall goal of lifting struggling comps and freshening up the meta!

Bless up,

Katie "Riot Ukime" Guo
Rodger "Riot Prism" Caudill

PATCH HIGHLIGHTS

 

SYSTEMS

REALM OF THE GODS

We’ve got a lot of big changes this patch, but this should be the most felt! We’re moving Item Component selection from the Space Gods to Pengu’s Offering with the goal of increasing player agency. This will allow you to focus on what God Blessing/Boon you want without that component you really need getting in the way.

  • Item component selection has moved to the Pengu Offering instead of the God Offering:
    • Each champion will have a unique component attached.
    • Bonus gold has been removed from champion selections
    • Pengu offering tables have been adjusted.

GOD BOONS

No God choice should be monotheistic based upon the power of their end game Boon. We’re doing some rebalancing to make sure each Boon feels situationally powerful based upon your strategy.

  • Kayle’s Boon: HP Per Item: 15 10
  • Soraka’s Boon: HP Per Missing Player Health: 2 2.5
  • Varus’s Boon: HP Per Star Level: 18 15. No longer counts Dark Star Black Holes and Zed clones for its bonus.

NEW GOD BLESSINGS

Feeling blessed? We’ve got two powerful new Blessings for you to ponder your fealty with.

  • Ahri
    • Blessing: Wealth [Stage 3]: Permanently grant a champion 8% Attack Damage and Ability Power, and a 12% chance on Takedown to generate 1 gold.
  • Soraka
    • Divine Empathy [Stage 3]: At 66 and 33 player Health, gain a random component.
    • Blessing: Prosperity [Stage 2, 3]: Permanently grant a champion 80 Health, and an additional 4/6 Health for each interest you earn.

ADJUSTED GOD BLESSINGS

Thresh– same path for everyone, felt to gamble. Pandora’s bench was fun and iconic, but we couldn’t have it as an augment. We really wanted to keep it in the game but it’s just not good for the game. We swung, and we missed… pretty badly.

  • Thresh
    • Pandora’s Seat (Thresh) Removed
    • Random loot on Stage 2 can no longer grant a Pocket Recombobulator
    • Random Offering can no longer roll Ahri’s Chest of Greed
    • Chances for a Golden Remover on Stage 2 reduced
  • Craftsmanship (Kayle) Initial Reforger: 2 1
  • Duplicator Bundle (Varus) Tiny Duplicators: 5 4
  • Starcrossed Upgrade (Varus) Now only Stage 3. [Adjusted] Your next shop contains all 2-cost units. The first one you buy is free and upgraded to 2-star.
  • Steamroll/Steamroll+ (Evelynn) Also grants +1 gold immediately and after every win.

OPENING ENCOUNTERS ADJUSTMENTS

We’ve gone through and banned Augments that had too much synergy with Opening Encounters. We’ve also lessened the impact of two of our Encounters (Double Duplicators and Reroll Opener) that leaned too heavily into one strategy.

  • Artifact Anvil Banned Augments:
    • Apotheotic Forge
    • Forged in Strength
    • Portable Forge
    • Living Forge
    • Sweet Treats
  • Double Duplicators: [Adjusted] Gain a Tiny Champion Duplicator. On 3-5, gain a Lesser Champion Duplicator.
  • Double Duplicators Banned Augments:
    • Heroic Grab Bag
    • Heroic Grab Bag+
    • Heroic Grab Bag++
    • Team Building
  • Emblem Ensemble Banned Augments:
    • Branching out
    • Branching out+
    • Cosmic Restart
    • Cursed Crown
    • Flexible
    • Hard commit
    • Legion of Threes
    • New Recruit
    • Spreading Roots
    • Spreading Roots+
    • Tactician’s Kitchen
    • Trait Tree
    • Trait Tree+
    • Urf’s Gambit
    • Urf’s Grab Bag
    • We Stick Together
  • Reroll Opener Rerolls: 8 5
  • Reroll Opener Banned Augments:
    • Calculated Loss
    • On a Roll
    • Patience is Virtue
    • Prismatic Ticket
    • Rolling for Days

PVE MONSTERS

Have we gone soft?

Stage 3-7 PvE has felt exceptionally tough this set, especially for our Anima players really looking to guarantee the loss. So while we could have added a “Get good” caption to Gromp upon the PvE victory, it’s probably better to keep their difficulty in line with other sets.

  • Stage 3-7 Gromp Base AD: 500 350

LARGE CHANGES

Large, like the need for a tank on my level 8 roll down… oh, hello Morgana.


TRAITS

Anima (6) is tough to turn into a comp that can shift your momentum from loss-streak to boss-streak. But now, we’ve got a huge buff for the trait that allows you to continually get loot after each player combat regardless of if you won, or did that other thing that I try not to do.

Marauder is over-performing across all its breakpoints so we’re giving it a small nerf that combined with another small Master Yi nerf should keep the comp from raiding the lobby.

The Fountain formation for Stargazer is back, with a rework that will allow multiple comp variations to be played! Champions that drink from the Fountain’s hexes will heal every two seconds, and the longer the fight goes on the more Stargazer champions can stack AD and AP! One more small change for Stargazer comes with additional hexes to the left hand corner for the Huntress formation—now you can play Xayah in both corners and still get hit by that Nunu cast!

  • Anima Squad (6) Loot gained every win After every player combat
  • Arbiter Deal Damage Input Resists Gained: 16/24 12/18
  • Marauder AD: 20/40/60% 18/35/55% AD
  • Stargazer Fountain Re-enabled: Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 2.5% and gain stacking Attack Damage and Ability Power every 2 seconds.
  • Stargazer (3) Fountain: 4% AD/AP
  • Stargazer (5) Fountain: 7% AD/AP
  • Huntress Hexes added to the left-hand corners

UNITS: TIER 1

One reason some champs haven't found success, is that some 1-cost lines start strong and don't really fall off late-game, which is over the line for where we want 1-costs. With these 1-costs in check and some buffs coming up for less successful units, we’re sure to see some new stars in the meta.

  • Briar Base AD: 40 35
  • Leona Base AR/MR: 45 40
  • Leona Spell Damage: 140/210/315/535% Resists 120/180/270/460% Resists
  • Twisted Fate Minimum Damage AP: 190/285/430/730 180/270/405/690
  • Twisted Fate Maximum Damage AP: 380/570/860/1460 360/540/810/1380
  • Teemo Damage AP: 70/105/190/325 65/95/170/300

UNITS: TIER 2

While Akali hasn’t found success as a carry, many of the comps she’s slotted into are quite strong. With nerfs to things like Briar and Bel’Veth here, and Master Yi later on we’re able to sneak in a buff to this Shuriken slinging Armor shredding ninja.

Jax’s flat damage reduction can make champions that rely on consistent tickles of damage feel far less effective. I mean, do you know how annoying crying in zero-gravity with a helmet on is—cause Corki and his 21 instances of damage certainly do.

  • Akali Spell Damage AD: 34/50/80/135 37/56/84/140
  • Bel’veth Spell Damage AD: 20/30/45/77 18/27/41/69
  • Gnar Base AD: 45 50
  • Jax Flat Damage Reduction AP: 15/25/35/45 15/20/25/30
  • Jax Shield AP: 400/470/550 400/450/500
  • Jinx Spell Damage AD: 29/44/65 29/44/70

UNITS: TIER 3

A huge focus of this patch is lifting comps that haven’t been seeing much play. Our 3-cost changes don’t differ here, as we’ve got buffs for Diana, Fizz, Miss Fortune, Ornn, Samira, and Kai’Sa (JK not her).

It’s no secret that Kai’Sa with the right set-up can outperform many 4-costs. We’re lowering her missile damage quite a bit even though it looks small since she fires 16 with each cast.

  • Diana Shield: 250/290/375 AP 275/325/475 AP
  • Diana Orb Damage: 50/75/120 AP 60/90/145 AP
  • Fizz Dash Damage AP: 110/165/265 120/180/290
  • Kai’Sa Spell Damage AD: 32/48/77 30/45/72
  • Lulu Serpent Pattern MR Shred: 5/7/10 4/6/8
  • Lulu Serpent Pattern Spell Damage: 150/225/360 140/210/335
  • Miss Fortune Challenger Secondary Hit Damage: 30% 35%
  • Miss Fortune Challenger Spell Damage: 120/180/290 130/195/315
  • Miss Fortune Conduit Spell Damage: 72/108/172 80/120/190
  • Ornn Shield AP: 100/150/500 125/200/500
  • Samira AD Spell Damage: 360/540/860 375/560/900

UNITS: TIER 4

In general we’re trying to lift the AP 4-costs closer to where our AD ones already are but beyond that we have a few more goals with 4-costs including the addition of a semi-new one; Morgana. For Aurelion Sol, an AP buff to his non-Ultimate Mecha form should bring him safely into the space as a playable unit, while champions like LeBlanc only needed a tiny buff to return to playability.

We’ve also got a mini-rework for Xayah. Currently, her ability wants you to get as many autos in as you can since it lasts a set amount of time. If you attack a lot then that’s really good, but unfortunately attacking a lot was the only thing that really mattered, and if you happened to get hit by a snowball stun in the uptime, it meant her ability was partially wasted. By swapping her ability to be a set amount of attacks, we make AS is less critical to stack, opening up more builds like the occasional Sword, and making that snowball that you totally positioned around, less punishing.

Alright, let’s talk Morgana. Never has a fallen angel felt like such a guardian angel for your board with her rework that’s swapped her from a 5-cost Magic Fighter to a 4-cost Magic Tank. She’s still going to be just as flexible (maybe more), which is important, as she’ll fill the need for a late-game tank that many of us have been looking for. With her teamwide Durability passive, she can be played without items, with utility items as a secondary tank, or she can be itemized with things like Crownguard, Warmog’s, Spirit Visage, or whatever leftover tank items you get.

  • Aurelion Sol Mech Form Fighter Damage: 78/118/275 82/123/275
  • Aurelion Sol Non-Mech Beam Damage: 185/280/2000 320/480/2000, Falloff: 60% 80%
  • Karma Spell Secondary Damage AP: 150/225 180/270
  • Leblanc Spell Damage AP: 70/105 80/120
  • Master Yi Omnivamp: 15% 10%
  • Nami Spell Damage: 410/615/5000 440/660/5000
  • Nunu Base Mana: 40/155 40/145
  • Xayah Spell Duration: 4 seconds 6 attacks. Spell deals 10/15/200 AD bonus damage per feather to her current target.
  • Morgana:
    • Moved to a 4-cost
    • Role: Magic Fighter Magic Tank
    • Dark Lady: Your team gains 4% Durability, increased to 10% when Morgana is in her Dark Form.
    • Mana: 20/60 30/90
    • Attack Speed: .90 .65
    • HP: 800 1300
    • Resists: 50 70
    • AD: 50 60
    • Ability Rework: Transform for 3 seconds, gaining 525/625/2500 AP + 10% HP Health and tethering to nearby champions. Over the duration, deal 100/150/3000 AP magic damage to the closest 3 enemies and restore 100/150/3000 AP health to the closest 2 injured allies.

UNITS: TIER 5

Everyone wants to build HP on Shen and play him like a bruiser, but he was designed to be a higher damage fighter. Instead of fighting momentum, we’re shifting his ability and stats to make HP much better on him, so you can play him like a tanky version of Riven, or just throw that spare Warmog’s on him to work in a pinch.

Sona’s been struggling to make an impact even as a secondary carry. She’s getting a damage buff to make her a better itemized carry, while also getting a quality of life update to her ability so she doesn’t occasionally prioritize backliners.

Zed’s been unlocking LP with optimized builds and an odd interaction with Bruiser Emblem. We’re fixing the Bruiser Emblem interaction, but even then we’re reducing his clone health a bit more at two and three stars.

  • Shen Shield HP Scalar: 10% 15%
  • Shen Passive Attack Damage: 40/60 AP 20/30 AP + 1% max HP
  • Shen Base Health: 1200 1300
  • Sona Ability targeting adjusted to sort by nearest Row rather than nearest unit. Less likely to target backliners with early casts.
  • Sona Debris Damage: 280/420 AP 300/450 AP
  • Sona Large Cast Damage: 680/1050 AP 720/1100 AP
  • Zed Clone Health Reduction: 33% 33/40/40%
  • Zed: Fixed an interaction where Bruiser Emblem would grant his clones more Health than the original Zed.

NEW AUGMENTS

New trait-linked Augments are joining the roster that’ll add unique twists to playing a vertical or a splash. Concentration and Timestream look to make a splash trait the center-focus of your comp, while Loot Singularity turns Dark Star into an econ trait! Heart of the Swarm is also back after a bug had us temporarily disabled it upon its release–it also activates at level 9 now so Apex Primordian fans rejoice! There’s a lot to explore with comp building here so enjoy the fresh Augments!

  • Concentration: Conduit Abilities last 25% to 50% longer, depending on the Ability. Gain a Zoe and a Mordekaiser.
  • Heart of the Swarm: All 3-star champions now count towards Swarmling power. At level 9, while fielding 6 unique 3-star champions, Primordians summon the Apex Primordian. Gain a Briar, Bel'veth, and 2-star Rek'sai.
  • Loot Singularity: When the Black Hole consumes enemies, it turns them into space matter. After acquiring enough, the Black Hole turns it into loot! Gain a Cho'gath and a Lissandra. Space matter and loot quality increase each time. Gain 2/3/4 space matter depending on Dark Star breakpoint.
  • Tour of the Galaxy: Voyagers gain 130 Health, 13% Attack Damage, and 13% Ability Power, increased by 10% each time you fight a new player. You prefer to fight players you haven't fought recently. Gain a Pyke and a Meepsie.
  • Timestream: Timebreakers gain 2 Health and 0.25% Attack Speed every time you reroll (including free rerolls). Gain an Ezreal and a Pantheon.

ADJUSTED AUGMENTS

Our new (and old) Champion Augments have not been able to keep pace with the set. We’re buffing most of them, some that need just a tiny bit of love (Bonk!) and others that could use a lot more power to reach the stellar tier.

Since we’re past the fourth of May, we’re able to safely nerf May the Fours Be With You, which may in fact be a buff since there’s one more 4 in the tooltip…

Vampiric Vitality was never an exciting Augment to pick unless you were trying to make an epic comeback with Anima, but even then you’re better off with an Augment that you can spike hard and fast with.

  • Shieldmaiden (Leona): Primary Target Health Ratio: 28% of Leona’s max HP 24% of Leona’s max HP
  • Shieldmaiden (Leona): Secondary Damage: 180/270/405 AD 200/300/480 AD
  • Termeepnal Velocity (Poppy) AS: 0.7 0.75
  • The Big Bang (Meepsie) Falloff Per Hex: 45% 35%
  • Bonk! (Nasus) Resists: 40 45
  • Heat Death (Mordekaiser) Mana: 20/50 10/40
  • Heat Death (Mordekaiser) Shield: 225/250/300 AP 175/200/400 AP
  • Reach for the Stars (Jax) Spell Damage: 155/230/375 AP 170/250/450 AP
  • Stellar Combo (Aatrox) 2nd Cast Damage: 100/150/2250 AD 110/165/275 AD
  • Stellar Combo (Aatrox) 3rd Cast Damage: 160/240/360 AD 200/300/475 AD
  • Stellar Combo (Aatrox) Isolation Multiplier: 250% 200%
  • Flexible HP Per Emblem: 40 30
  • Jeweled Lotus Critical Strike Chance: 20% 10%
  • Kahunahuna Bonus True Damage: 150% AD 125% AD
  • May the Fours Be With You Health: 254 144
  • The Tower Health: 600/900/1500/2000 450/700/1250/1600
  • New Recruit: 4-2 version added that grants 2 4-costs
  • Vampiric Vitality II Removed

ITEMS

Currently, Edge of Night is just a bit over budget. Between its stats, its aggro-drop, and the missing health heal, it’s trespassing on Sterak’s Gage’s survivability while having even stronger utility/survivability and decent offensive stats. A small nerf on the survivability aspect of the item should keep it off the edge of OP.

  • Edge of Night Missing Health Heal: 30% 20%

ARTIFACTS

With our relatively recent design philosophy around Artifacts, as sharper (but not too sharp) items that lie between Core items and Radiant in power, we’ve accepted that not every Artifact should be in every set, and that rotating them in and out based upon the set’s needs, or sometimes thematic provides a fresher experience. For Space Gods, we likely should have rotated Horizon Focus out on release, as its performance with champions like (Mountain) Lulu, and to a lesser extent, Maokai, proved to be too sharp for our power framework. So stuck between a Mountain and tree, we’ve cast Horizon Focus off to see it again with a future set on the horizon.

Sometimes, disabling an interaction is enough to keep an Aritfact in the right place for the set.

  • Horizon Focus Disabled
  • Titanic Hydra: Xayah will only trigger the AoE effect on her primary basic attack.

SMALL CHANGES

Small, like the actions we take that make us who we are.


AUGMENTS

Sometimes buried things rise to the surface on their own. Like that one cringe childhood memory that won’t leave you alone. Everyone knows.

Exclusive Customization has been more of an econ-light Augment than an item Augment. With many of our econ Augments nerfed, Exclusive Customization was left out, but as with it’s Gamba Augment cousin, now’s the time to continue to deflate our Augment economy.

  • Buried Treasures Rounds: 5 4
  • Cosmic Restart Rerolls: 11 8
  • Exclusive Customization I Gold: 10 7
  • Exclusive Customization II Gold: 10 7
  • Golden Gamble+ Gold: 4 2
  • Golden Gamble++ Gold: 12 6
  • Mace’s Will No longer grants Attack Speed. Critical Strike Chance: 20% 25%
  • Retribution Also grants the holder 15% Critical Strike Chance.

ARBITER

Previously Star Level linked Cause and Effects for Arbiter from (2) to (3) didn’t actually improve the trait’s effect. This was originally designed with the idea that the improvement is in the Arbiter being starred up themselves, but that didn’t encourage comps with 3 Arbiters and LeBlanc often felt left out 8(.

  • The following Arbiter Star Level Outputs (Effects) have been adjusted as the trait goes from (2) to (3):
  • AP Gained: 7/7 7/8
  • AS Gained: 7/7 7/8
  • Chance to Gain Leona: 12/12% 12/13%
  • Chance to Generate Gold: 8/8% 8/9%
  • Chance to Generate Reroll: 12/12% 12/13%
  • Max HP Shield Gained: 7/7 7/8
  • Permanent Max HP Gained: 12/12 12/13
  • Resists Gained: 10/10 10/11

BUG FIXES

  • Varus’s Obsession now will only target champions as the strongest Tank.
  • Fixed a bug where Solo Plate could update its Health during combat.
  • Malware Matrix’s Armor Reduction is now properly reduced on Attacks with modified On-Hit Effectiveness, such as Graves and Xayah.
  • Graves’ Fragmentation Rounds no longer count as Critical Strikes for Battle Bunny Crossbow.
  • I cee what you did here: Fixed a typo in Kayle’s Boon.
  • Fixed instances where Dark Star’s Supernova could update mid-combat.
  • Hold the Line and Twin Guardians are now mutually exclusive.
  • This isn’t ARAM: Howling Abyss Encounter grants the correct number of starting champions.
  • Fixed some rare cases where Bard and Viktor’s ability could fail