Teamfight Tactics patch 14.1 notes (2025)

Welcome to our next set: Cyber City, where the streets are up for grabs as you roll, explode, and hack your way to control!

Download complete: Welcome to Cyber City.

Assemble your crew and break all the rules with our new hack mechanic in the style of the Cyber City streets!!

As for our release notes here, we're going to start with a short outline of our release cosmetics (and cool video links), then we'll get into the changing and returning systems.
Rodger "Riot Prism" Caudill

CYBER CITY CINEMATIC

All aboard the hype train for our Cyber City here!

CYBER CITY DEV DROP

While you're waiting for your stop on the hype train, learn all about the new set in our Cyber City Dev Drop!

CYBER CITY COSMETICS

For more info on our release cosmetics, click here!

PORTAL INTO THE CONVERGENCE

We have a full article about our newest cosmetic type, Portals, so be sure to check it out for all the details. But here's a quick summary: Portals can be equipped and favorited like other cosmetic types (Arenas, Tacticians, Booms) and are purchasable through Rotating Shops and/or the Pass+ (which contains the Enter the Cyberspace Portal).

Our two Legendary Portals will be available for three Mythic Medallions. PROJECT: Chain Vortex and Janna's Fantastic Forecast arrive at the perfect time to maximize your loadout alongside Chibi Janna or PROJECT: Vayne Unbound—more on those new Tacticians in a quick scroll.

PROJECT: VAYNE UNBOUND

PROJECT: Vayne Unbound is rolling into Treasure Realms to condemn your foes to bottom four with Cyber City's release patch.

You can roll for her and with her until Patch 14.3 brings a new dawn to Treasure Realms. With this PROJECT on lock, let's meet Cyber City's favorite forecaster!


CHIBI FORECAST JANNA AND CHIBI JANNA

Neon-lit sky, the pitter-patter of raindrops, and the distant rumble of thunder—it's going to be another beautiful night in Cyber City.

Chibi Forecast Janna arrives via Treasure Realms with our launch on April 2nd. She'll be around till the weather clears or until patch 14.3 brings something new.
Riding along with the breeze comes Chibi Janna, who'll be available in the Chibi Janna Pass+ Bundle for 2785 RP. As with all our base Chibis, she'll blow into the Rotating Shop at a future point.

CYBER CITY PASS PHASE 1

If you want to get even more from the Pass, you can upgrade it to the Pass+ for 1295 RP. As a reminder, you can always wait to see how far you can get on the free version of the Pass before upgrading to claim all the rewards you've unlocked along the way. We also now have a “claim all” button on the Pass. If your rewards are stacking up in between games, give it a click to not let time, nor cosmetics, get lost like tears in rain. Note that the claim all feature will debut on PC first, and Mobile a patch later. Speaking of rewards, let's check em' out!

PROJECT: EDGEFALL

Load up and drop down. Our latest Arena will be dropping into Treasure Realms from our release patch to the start of patch 14.3.

RANKED REWARDS AND MORE!

Ranked rewards for Into the Arcane will begin their distribution with patch 14.1 (the Cyber City launch patch)! You can check out the rewards from your Anomaly endeavors in our Cosmetics article here!

NEW RANKED SEASON

Time to climb to the heights of Cyber City.
  • When Cyber City goes live in your region, or after you download the latest mobile patch, you can start climbing.
  • Depending on your rank in the previous set, you will start anywhere from Iron II to Silver IV. This is true for both Double Up and Standard ranked.
  • You will get 5 provisional matches after the reset, meaning you will not lose any LP for bottom 4 placements in your first 5 ranked games of the new stage. You'll also gain extra LP for finishing top 4, so best of luck!
  • Your Hyper rating will be reset to 500
  • Note that there's still a 24h period of delay between mobile and PC going live
  • During that time, Mobile players who have not yet gotten the new set in their region won't be able to climb the ladder on the old set

ROTATING SHOP INFOGRAPHIC

USER INTERFACE

TEAM PLANNER UPGRADES

During our last two patches, we shipped a couple upgrades to Team Planner that we're rehashing here for visibility.
  • Team Codes: You can now Paste Team Codes into Team Planner while in game
  • Undo Button: You can now click the undo button in the Team Planner to take back any changes you just made

DOUBLE UP GRADUATES FROM WORKSHOP

Out of the workshop and into the premade lobby you just made with up to seven of your friends!

CORE GAMEPLAY AND CHANGES

We released an article about Double Up during its PBE debut, but we've changed the mode a ton since then, so refer to this as the most up-to-date source of truth for the mode. And thanks for providing feedback—we hope you see it reflected here and are as excited as ever to queue with your best Tactician friends (BTFs).
  • You can now join and make a lobby with up to seven other players
  • Share a Tactician Health pool with your Partner. Elimination prevention is back (it was absent for some of PBE), meaning the first time you'd be eliminated, instead drop to 1 HP. Any player damage afterward will end you and your partner's run, so good luck!
  • The Rune of Allegiance is now a rune of the past—it's gone. In its place is the Teamwork Cannon!
  • Use the new Teamwork Cannon to send items and units to your duo. Items can be traded for like-strength items (Core and Components only). Trading items has no cooldown.
  • Send units with the Teamwork Cannon! Units can be traded with a cooldown dependent on the star of the unit. Four-round cooldown for one-stars. Six-round cooldown for two-, three-, and four-stars. There are no unit cost restrictions of sending units—unlike the old Rune of Allegiance.
  • Gifts sent by the Gift Armory are now free. Options have been reduced to two or three. Spatulas can no longer be found in the Gift Armory (they were on PBE) and Gift power has been lowered since PBE.
  • Gift Armories offered to both teammates during a stage will now always be the same Size (could be offered the same or different choices) to make lobby matchups less lopsided
  • Item drops from PvE rounds have been reduced by two item components. This is due to the ease in making optimal items with the Teamwork Cannon.
  • After you've won your fight, you can reinforce your duo after a brief delay. Delay timing remains unchanged at 11 seconds from combat start (it's been like this for multiple sets now).
  • The following Augments are now disabled for Double Up: Future Sight, Tomb Raider, Cluttered Mind, Pandora's Bench, Clear Mind, NO SCOUT NO PIVOT, Over Encumbered, Slammin', BRB

SYSTEMS

SET MECHANIC: HACKS

Benevolent Hackers have infiltrated TFT's core systems to your benefit! Here's a quick TL;DR on the rules, but to get more information about Hacks, make sure to check out our article on the mechanic.
  • Hacks will alter each game in a variety of ways, affecting how core systems such as Augments, the Shop, or Items function. These Hacks will always be beneficial and will impact all players at the same power level, just in slightly different ways.
  • You'll see two to five Hacks each game.

PVE ROUNDS

PvE (non-player combat) rounds have been taken over by Mechas! So long, Krug, hello, Robo-dude.
  • PvE enemies have been replaced by Mechas

CLASS EMBLEM UPGRADES

It's rarely something we use or talk about extensively, but champion traits can be broken down into Origins, typically the cooler, shinier set-exclusive traits, and Classes, the less flashy, but important style of combat a champion uses. While Origins and their Emblems often drastically change the way a user performs, Class Emblems rarely do the same (Bruiser Emblem Dr. Mundo being the notable exception from the last set). We're changing this to give each Class Emblem a unique hook that'll encourage you to find the best wielder for the class rather than just slam it on a designated trait-bot like they're a wild Bidoof (we can reference Pokémon, right?). Rapidfire Renekton, Bruiser Zac, Strategist Viego, there are sure to be many powerful combos here!
  • Bastion Emblem: Gain 10% of Amor and Magic Resistance as Ability Power
  • Bruiser Emblem: Deal an additional 1% magic damage per 240 Health
  • Dynamo Emblem: On cast, gain 1% Damage Amp per 15 mana spent
  • Executioner Emblem: Critical Strikes ignore 20% Armor and Magic Resistance
  • Marksman Emblem: Dealing physical damage removes 1 Armor
  • Rapidfire Emblem: Gain +2 range
  • Slayer Emblem: All incoming healing is increased by 25%
  • Strategist Emblem: Gain 50% of the other Strategist bonus
  • Techie Emblem: Gain 15% more Ability Power from all sources
  • Vanguard Emblem: Gain 150 health whenever you are shielded

OPENING ENCOUNTERS AND HACKED OPENING ENCOUNTERS

We've Cyber City-fied our Opening Encounters with popular denizens of Cyber City. We've also got a few hacked Opening Encounters that are sure to spice up games!
  • 10.0% Annie: Annie changes all Augments to Gold tier this game.
  • 5.0% Zac: Zac's virus turns all the Augments Prismatic.
  • 5.0% Aurora: Aurora swaps the last Augment to Prismatic this game.
  • 6.0% Aurora: Aurora swaps the first Augment to Prismatic this game.
  • 10.0% Vi: Vi tosses you two component anvils.
  • 4.0% Zed: Zed gives you an Artifact Anvil.
  • 7.5% Neeko: Neeko transforms all the monsters into crabs that drop bonus loot.
  • 2.5% Neeko: Neeko transforms all the monsters into crabs that drop bonus loot, but crabs on Stage 5+ are SUPER DEADLY.
  • 4.0% Urgot: Urgot scrounges up some loot from a highly varied pool each stage.
  • 4.0% Garen: Garen summons a trainer golem with 3 Emblems attached.
  • 4.0% Twisted Fate: Twisted Fate grants you gold every stage.
  • HACKED 2.5% Augment: There will be an extra Augment round in stage 2!
  • HACKED 3.0% Augment: There will be an extra Augment round at the end of stage 3!
  • HACKED 2.5% Augment: There will be an extra Augment round at the end of stage 4!
  • HACKED 2.0% Augment: There will be an extra Augment round at the start of stage 5!
  • HACKED 7.0% Aurelion Sol: The Stage 4 NPC round is replaced with a rerollable Treasure Armory!
  • HACKED 6.0% Azir: The Augment rounds have been moved earlier this game.
  • HACKED 5.0% Hacked Egg: Pick an egg with 1 of 3 hatching times at the start of Stage 4!
  • HACKED 4.0% Mecha Soldier: Lucky shops tailored to your traits can appear!
  • HACKED 4.0% Sentinel: Pick a Sentinel unit with 1 of 3 combat roles at the end of stage 4!
  • HACKED 2.0% Mecha Minion: Two-star units can appear in your shop!

LARGE CHANGES

Large, like the new roster of Cyber City champions fighting for control!

3RD PARTY FRIENDS

There's so much content coming with Cyber City that we can't possibly cover it with these patch notes. Good thing we have plenty of friends who're more than willing to lend a helping hand with things like comp guides, pretty cheat sheets, and more!

AUGMENT CYCLING: REMOVED

With a new roster and hacks mixing things up, we're showing the door to some of our Augments that are either roster dependent, interfere too much with hacks, or just need to be vaulted for better or worse. Who knows, maybe you'll see one of these Augments in a different way sooner than you think?

The following Augments have missed the train to Cyber City:
  • Anger Issues
  • At What Cost
  • Beggars Can Be Choosers
  • Built Different
  • Ghosts of Friends Past
  • Powered Shields
  • Power Up
  • Reroll Transfer
  • Superstars I
  • Superstars II
  • Unleash the Beast
  • What Doesn't Kill You

RETURNING AUGMENTS

Welcoming back some old friends. I'm most excited about finding the new Fine Vintage comp!
  • Some retired fan favorite Augments (not listed here) will be offered as Black Market Augments if an Augment slot is Hacked
  • AFK
  • Ascension
  • Big Friend I
  • Big Friend II
  • Calculated Loss
  • Final Ascension
  • Fine Vintage
  • Healing Orbs I
  • Healing Orbs II
  • Hustler
  • Last Stand
  • Preparation I
  • Preparation II
  • Cybernetic Bulk II
  • Cybernetic Bulk III
  • Cybernetic Implants II
  • Cybernetic Implants III
  • Cybernetic Uplink II
  • Cybernetic Uplink III

AUGMENTS ADJUSTED: SILVER

With the potential for four Augments we're nerfing most of our Augments due to the multiplicative power they can provide.
  • Branching Out: No longer grants a Reforger
  • Branching Out: No longer offered on 3-2
  • Branching Out+: Added a 3-2 version of Branching Out that grants a Reforger
  • Dummify Health Absorbed: 100% ⇒ 80%
  • Item Collector I: No longer grants Health
  • Glass Cannon I Damage Amp: 20% ⇒ 18%
  • Healing Orbs I Healing: 225 ⇒ 200
  • Lineup Resistances Per Unit: 2.5 ⇒ 2
  • One For All I Damage Amp: 1.5% ⇒ 1%
  • Overencumbered Bench Slots: 1 ⇒ 2
  • Overencumbered Item Components: 3 ⇒ 2
  • Preparation I Stats per Stack: 3% AD and AP ⇒ 2% AD and AP
  • Health Per Stack: 25 ⇒ 20
  • Mentorship I Health: 120 ⇒ 100, Attack Speed: 12% ⇒ 10%
  • Recombobulator no longer available on 4-2
  • Support Mining Dummy Deaths: 7 ⇒ 8
  • Support Mining+ Dummy Deaths: 5 ⇒ 7
  • Superstars I Base Damage Amp: 5% ⇒ 4%
  • Table Scraps Rounds: 3 ⇒ 2

AUGMENTS ADJUSTED: GOLD

  • Ascension Damage Amp: 60% ⇒ 50%
  • Crownguarded Effect Increase: 100% ⇒ 85%
  • Epoch XP Per Stage: 6 ⇒ 4
  • Inspiring Epitaph no longer available on 2-1
  • Inspiring Epitaph Attack Speed: 10% ⇒ 8%
  • Investment Strategy I Health Per Interest: 8 ⇒ 7
  • Glass Cannon II Damage Amp: 25% ⇒ 20%
  • Golemify Health Gain: 90% of champions' health ⇒ 70% of champions' health
  • Golemify Health per Stage: 500 ⇒ 1000
  • Healing Orbs II Healing: 450 ⇒ 400
  • Heroic Grab Bag Gold: 9 ⇒ 7
  • Heroic Grab Bag is only available on 2-1
  • Heroic Grab Bag+ is now available on 3-2: 9 gold
  • Heroic Grab Bag++ is now available on 4-2: 13 gold
  • Hustler grants 2 gold initially
  • Little Buddies Attack Speed: 7% ⇒ 6%
  • Little Buddies Health: 65 ⇒ 55
  • Mace's Will Attack Speed: 8% ⇒ 6%
  • Magic Roll Quadruple component cashout comes with 1 remover
  • Manaflow II Mana Per Attack: 4 ⇒ 3
  • Mentorship II Health: 220 ⇒ 200, Attack Speed: 18% ⇒ 16%
  • No Scout No Pivot Health Per Round: 20 ⇒ 12
  • One For All II Damage Amp: 2% ⇒ 1.5%
  • Overheal Bonus Damage: 150% ⇒ 130%
  • Preparation II Stats per Stack: 4% AD and AP ⇒ 3% AD and AP
  • Shop Glitch Duration: 30s (12 rolls) ⇒ 28s (11 rolls)
  • Spear's Will Attack Damage: 10% ⇒ 8%
  • Starry Night Level 3 Odds: 18% ⇒ 15%, Level 4 Odds: 20% ⇒15%, Level 5 Odds: 22% ⇒ 18%, Level 7 Odds: 30% ⇒ 35%, Level 8 Odds: 50% ⇒ 60%, Level 9 Odds: 80% ⇒ 90%
  • Superstars II Bonus Per 3 Star: 4% ⇒ 3%
  • Thorn-Plated Armor Heal Percent: 50% of damage dealt ⇒ 35% of damage dealt
  • Thorn-Plated Armor Bonus Damage by stage: 5/30/70/100% ⇒ 1/30/100/180%
  • Tower Defense AS: 0.4 ⇒ 0.5
  • Tower Defense AP Scaling: 60/90/130 ⇒ 40/60/90
  • Trifecta I Attack Speed: 23% ⇒ 20%
  • Trifecta I Health: 250 ⇒ 220
  • Warpath Grants a two-star 2-cost
  • Warpath Damage Threshold: 60 ⇒ 80

AUGMENTS ADJUSTED: PRISMATIC

Just a bit less shiny.
  • Blazing Soul Ability Power: 45 ⇒ 35
  • Build a Bud! Gold: 10 ⇒ 8
  • Expected Unexpectedness: Rewards slightly altered to be more unexpected
  • Final Ascension Initial Damage Amp: 20% ⇒ 15%
  • Final Ascension Final Damage Amp: 50% ⇒ 45%
  • Flexible Health Per Emblem: 40 ⇒ 20
  • Immovable Object Effectiveness: +50% ⇒ +33%
  • Investment Strategy II Health per Interest: 9 ⇒ 8
  • Investment Strategy II Initial Gold: 5 ⇒ 3
  • Living Forge Round Delay: 9 ⇒ 10
  • Max Cap Gold Granted: 60 ⇒ 40
  • Pumping Up III Initial Attack Speed: 16% ⇒ 12%
  • Sword Overflow Attack Speed: 3% ⇒ 2%
  • Tactician's Kitchen Turn Delay: 3 ⇒ 6
  • Trifecta II Health: 330 ⇒ 300, Attack Speed: 33% ⇒ 25%, Teamwide Attack Speed: 9% ⇒ 5%
  • Upward Mobility Reroll Per Level-Up: 3 ⇒ 2
  • Void Swarm Attack Speed & Omnivamp: 40% ⇒ 30%

TRAIT EMBLEM AUGMENTS

  • All Crests (Gold Trait Augments that give Emblems) are Stage 2-1 only
  • Crests only grant the Emblem and no champions
  • All Crowns (Prismatic Trait Augments that give Emblems, items, and champions) are Stage 2-1 only
  • Circlets have been added
  • Circlets are Prismatic Augments that grant an Emblem+Champion
  • They are alternate versions of Crowns that ONLY appear on 3-2 and 4-2. On 3-2, they appear when the player has the trait active. On 4-2, they will need +2 of the previous breakpoint in order for it to appear.

ITEMS

  • Hextech Gunblade Ally Healing: 25% ⇒ 20%
  • Hextech Gunblade Omnivamp: 15% ⇒ 18%
  • Steadfast Heart HP: 200 ⇒ 250
  • Steadfast Heart Base Durability: 8% ⇒ 10%
  • Steadfast Heart Empowered Durability: 15% ⇒ 18%
  • Runaan's Hurricane Base AD: 25% ⇒ 20%
  • Runaan's Hurricane Bolt AD Damage: 60% >> 50%
  • (Radiant) More More-ellonomicon Burn Duration: 30s ⇒ 8s
  • (Radiant) Sunlight Cape Burn Duration: 30s ⇒ 8s

BUG FIXES

  • Once a dummy, always a dummy: Training Dummies granted by the consumable can no longer be swapped onto the bench, or recombobulated