Teamfight Tactics patch 14.15 notes

Let loose with our new set, Magic n’ Mayhem, which brings an all-new mechanic, Charms, to sling alongside a magically inclined roster, wild new Augments, and traits representative of magics from across the Magitorium!
Let the Magic n’ Mayhem commence!

At the Magitorium, you’re bound to run into a variety of magical traits and champions, the new Charms mechanic, and all new cosmetics!

As for our release notes here, we’re going to start with our usual cosmetics at the top, and then we’ll work our way through the changing and returning systems at the end.
Rodger “Riot Prism" Caudill

MAGIC N’ MAYHEM CINEMATIC

Choncc and Pengu are engaged in a magical duel at the Magitorium—I do hope they’re stopped before someone gets hurt. Check out the Magic n’ Mayhem with our new cinematic!

MAGIC N’ MAYHEM COSMETICS

For more info on our release cosmetics, click here!

MAGIC N’ MAYHEM ACT 1

Both halves of our new set will be accompanied by a Pass that can act as your map through the Magitorium—just add water (and magic). 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. Speaking of rewards, let’s check ‘em out!
To see all the details for the first chapter of our Pass+, check out the Pass and More article here!

LE BUNNY BONBON BISTRO ARENA

Looking for an upbeat setting to grab a refreshing carrot juice latte, or a fancy omurice? Look no further than Le Bunny Bonbon Bistro, winner of 3 Tactician Stars, and the Moonlight 4th Star award. Le Bunny Bonbon Bistro Arena is available via Treasure Realms as Star Content from launch, and will be around until patch 14.18 brings something new!

CHIBIS

Chibi Prestige Cafe Cuties Gwen arrives with the rest of the store content at 5 PM PT, the day 14.15 launches! As a Prestige Chibi, Cafe Cuties Gwen will have her own full-screen splash art, visual effects, and finisher animation! You can serve a sweet defeat to your foe with Chibi Prestige Cafe Cuties Gwen via the Rotating Shop for 25 Mythic Medallions. Chibi Prestige Cafe Cuties Gwen closes shop at the start of patch 14.18.
Chibi Miss Fortune can be purchased directly from the store for 1900 RP and comes with her own Boom, Make It Rain, for you to do just that on your foe’s parade.
We also have Chibi Battle Bunny Miss Fortune, who is ready to suit up and hop into the Convergence. Chibi Battle Bunny Miss Fortune is available via Treasure Realms as Star Content from launch and will remain until new content replaces it in patch 14.17!
If cute and hoppy isn’t your style, maybe slaying an entire galaxy is? Chibi Galaxy Slayer Zed has arrived to eliminate the LP of his foes, one finisher at a time. Pick up Chibi Galaxy Slayer Zed before he shadow-jutsus out of Treasure Realms in patch 14.17.

LUMIE AND BUN BUN VARIANTS

Don’t let the harp fool you, Lumie is a vicious Little Legend whose base variant can be purchased directly from the store for 2500 RP, while their variants can be found in the Rotating Shop! Lumie will only have one Star Level, their final and most fantastic form. Check out the variants below: Base Lumie, Pajama Guardian Lumie, Dark Star Lumie, Vampire Lumie, and Space Groove Lumie.
As a reminder, the Legendary tier Vampire Lumie is available via the Pass+, while the Legendary Space Groove Lumie is only available via Treasure Realm drops.

We’ve also got new Bun Bun variants, fresh from the warren and into an all-out magical duel! Bun Bun’s variants are available in the Rotating Shop, or (for a select few) in our Pass+. Check out their variants below: Scarlet Mage Bun Bun (Pass+), Arcana Bun Bun, Bun Bun Bee, Coven Bun Bun (Pass+), and Cafe Cuties Bun Bun (Legendary).

RANKED REWARDS AND MORE!

Ranked rewards for Inkborn Fables will begin their distribution with patch 14.15 (the Magic n’ Mayhem launch patch)! You can check out the rewards from your fabled adventures over at our Pass and More article here!

NEW RANKED SEASON

New set, new ranked season, new ranked goals, new me? New you? New us?
  • When Magic n’ Mayhem goes live in your region, or after you download the latest mobile patch, you can start climbing
  • Depending on your rank in the previous season, 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 sub-top 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 AND EXPERIENCE IMPROVEMENTS

UX Designers are like that unitemized three star carry that you don’t notice until you open up the combat recap tracker and see them topping the damage charts.

UI & UX

Our Champion Augments (formerly known as Hero Augments) are now a core piece of the TFT Augment experience, so we’re giving them a quality of life buff that acts as a continual reminder for their enhanced ability.

Previously, all champions were shown at the maximum quality, regardless of the “character quality” setting selected on desktop or forced quality settings on mobile devices. We’re correcting this to allow you to lower Champion visual quality for improved performance as needed.
  • When selecting a Champion Augment, the Ability tooltip icons for that unit will now update to show the Champion Augment icon
  • TFT Champion visual quality can now be adjusted in the "Champion" quality setting
  • Damage dealt to shields is now tracked in the combat recap tracker

SYSTEMS

Seasons change, systems change, but I’ll always be there for you.

CHARMS

For full details on our new mechanic be sure to check out charming author’s piece on the mechanic! But for now, here’s a TL;DR.
  • Charms are single-use effects that you can purchase from your shop.
  • You can purchase one Charm per round. Once you purchase a Charm, you will not see another that round.
  • Charms will not appear during PVE rounds.
  • Charms begin appearing on Round 2-1 and forward. They will appear in every 2 Shops.
  • On Round 5-1 and forward, Charms will appear in every 3 Shops.
  • Charm power scales both with Stage they become available and gold price.
  • Some Charms, such as our trait-linked Charms, require you to be fielding the specific traits to become an option for purchase. You will only see trait-linked Charms for your most active trait.
  • Charms that impact player combat must be purchased before that combat or will carry onto the next player combat.

LEVELING

We’d like to see Levels 9 and 10 a bit more, and with Charms (that often cost gold) replacing Encounters (that are sometimes inflationary), you may be down, say, 8 gold or so on hitting Level 10—but don’t worry, we’ll comp that difference right here.
  • XP needed per level 2/3/4/5/6/7/8/9/10: 2/2/6/10/20/36/48/80/80 2/2/6/10/20/36/48/76/76

BAG SIZES

We’re adjusting the bag sizes (amount of copies for each champion in the shared pool). We’re making 1 and 2-costs a bit easier to hit, allowing you to hit earlier, but in doing so, we’re lowering their fully starred-up power slightly. In general this should prevent those situations where you don’t hit your reroll carry until Stage 4-5, and end up too far behind the rest of the lobby who has been playing a fast level 8 or even level 9 strategy. This should feel a lot better for low-cost reroll players.

Speaking of reroll buffs, we’re adding one more copy of each 3-cost in the pool. Just by changing that number from 17 to 18, we’re allowing two players to pursue a three star 3-cost without the help of a Champion Duplicator.

Our 4 and 5-cost pools remain unchanged from Inkborn Fables, as we’re happy with the rate that these champions are two and three starred as an accurate reflection of their power. That being said, we’re continuing to monitor these rates and the success of our higher-cost champions, especially as our new mechanic, Charms, affects the space.

Lastly, we’ve added one more 1-cost champion to the set to better fill out the trait web.
  • 1-costs: 22 30
  • 2-costs: 20 25
  • 3-costs: 17 18
  • 4-costs: 10
  • 5-costs: 9
  • Magic n’ Mayhem contains an extra 1-cost champion compared to previous sets for a total of 14 1-costs and 60 total champions.

MANA

We’re taking a pass on Mana generation to make it more intuitive and require less math to optimize whether or not a Champion is good with Blue Buff, Spear of Shojin, or some other source of Mana regen.
  • Mana gained above max Mana from sources besides taking damage is now granted after the cast. Note this does NOT affect Mana gained while mana-locked, only the instance that puts you over. Example: a 0/40 unit with Spear of Shojin would gain 5 Mana after their first cast, as the attack that triggered their cast will carry over the additional 5 Mana now.
  • Shielded units now gain the correct amount of Mana from taking damage (previously, they gained much less than intended). Note that units are mana-locked when self-shielded, so this mainly affects items like Locket of the Iron Solari and Crownguard.

MONSTERS: PVE AND GOLEMS

We’re making our PVE rounds more consistent and a bit harder, but in doing so, we’re also allowing you to inspect what they do to help you beat them or lose with your “strongest board.” For Elder Dragon, that buff is very slight, but if you have Shred/Sunder, it should be power neutral. For Murk Wolves and Razorbeaks, we’re making it so they don’t just instantly pop. We’re keeping Krugs as is since they’re already difficult enough for Mages.

With our Dawn of Heroes Revival officially announced in our Dev Drop, we’re preemptively renaming Sentinels to Golems to avoid confusion with the Sentinel trait in the set.
  • Standard PVE Monsters are now inspectable (Minions, Krugs, Murkwolves, Razorbeaks, Elder Dragon, Rift Herald). Scuttle Crabs are not inspectable because they do not wish to be perceived and do not have Splash Art.
  • Elder Dragon Health: 12000 10000
  • Elder Dragon Armor: 0 50
  • Elder Dragon MR: 0 50
  • Minions MR: 0 10
  • Murk Wolves, Big Wolf Health: 1100 1300
  • Murk Wolves, Small Wolf Health: 360 550
  • Murk Wolves Armor: 25 15
  • Murk Wolves MR: 0 15
  • Razorbeaks Armor: 1 25
  • Razorbeaks MR: 0 25
  • Rift Herald no longer takes 20% less damage from attacks
  • Rift Herald Armor: 50 100
  • Rift Herald MR: 0 100
  • All “Sentinels” have been renamed to “Golems”

LARGE CHANGES

Large, like the new roster of magical traits and champions coming with Magic n' Mayhem!

3RD PARTY FRIENDS

There’s so much content coming with Magic n’ Mayhem that we can’t possibly cover it with these patch notes. It’s a good thing we have a few friends in the business of making magic out of mayhem with websites dedicated to helping you learn about the content of Magic n’ Mayhem:

REMOVED PORTALS

We’re removing some of our least popular Portals to make room for a few new and returning ones.
  • Vendor Sentinels
  • Lethal Legends
  • Larger Legends

PORTALS: NEW AND RETURNING

A new mechanic and some loot-pinata Golems have brought three new Portals! We also welcome the return of two Portals from past sets.
  • NEW: Treasure Golems: Start with a Golem permanently equipped with an Unstable Treasure Chest. At stage 3-5, the Golem equips another one (7-1 on Hyper Roll).
  • NEW: Overachievers: Powerful Charms may appear earlier in the game.
  • NEW: Castfest: Charms cost 50% less this game
  • Loaded Carousels: Champions on the carousel hold 2 items instead of 1.
  • Treasure Armory: On stage 4-7, choose a 5-piece package of powerful loot. (8-1 on Hyper Roll)
  • Trainer Sentinels has been renamed to Trainer Golems

AUGMENT CYCLING: REMOVED

With over 140 new and returning Augments (Including Crowns, High-Stakes Augments, Champion Augments, and more), we need to open up some space in the pool. We chose the list below for a couple of reasons: we either had a better replacement that was similar, the Augment was unpopular, or the Augment has been in recent sets too frequently. The following Augments may be taking some time off, but who knows, maybe your favorite will return one set?

The following Augments have been removed:
  • Switching Gears
  • Harmacist I
  • Healings Orbs I
  • Best Friends I
  • Pick of the Litter
  • Pick of the Litter+
  • Gargantuan Resolve
  • Fully Adapted
  • Heavy Hitters
  • Buried Treasures II
  • Cybernetic Uplink II
  • Cybernetic Bulk II
  • Idealism
  • Harmacist II
  • Healing Orbs II
  • Lucky Streak
  • Shock Treatment
  • A Cut Above
  • Stationary Support II
  • Jeweled Lotus I
  • Gifts From The Fallen
  • Know Your Enemy
  • Best Friends II
  • Tons of Stats!
  • Low Interest Rates
  • Dynamic Duo
  • Too Much Candy
  • Cybernetic Uplink III
  • Cybernetic Bulk III
  • Trash to Treasure
  • Two For One
  • Harmacist III
  • Starter Kit
  • Overwhelming Force
  • Unleashed Arcana
  • Stationary Support III
  • Salvage Bin
  • Salvage Bin+
  • Jeweled Lotus II
  • Ba-Boom
  • Hedge Fund+
  • Hedge Fund++
  • Accomplice

RETURNING AUGMENTS

We’re bringing back some fan favorites from sets past.
  • Pandora’s Bench
  • Spoils of War I
  • AFK
  • Spoils of War II
  • Spoils of War III
  • What The Forge
  • At What Cost

NEW AUGMENTS: A NOTE

We’ve got over 140 new Augments coming with Magic n’ Mayhem, so I won’t list them all here, but if you want to get the details on them be sure to check out any of our friends’ sites that I listed in an earlier section—they do a great job at breaking things down. If you want to read about our thought process behind some of the new Augments, including the new High-Stakes Augments, or our updated Champion Augments, check out the back half of our mechanics article here!

CORE AND RADIANT ITEMS

Warmog’s Armor has always been a strong early game item, but it falls a little short in the later Stages. With more bonus Health tacked on, the item should feel better throughout all parts of the game.
  • Warmog’s Armor Bonus Health: 8% 12%
  • Warmog’s Pride (Radiant) Bonus HP: 15% 20%
  • Warmog’s Pride (Radiant) Healing per second: 1% 1.5%

ARTIFACT ITEMS

Diamond Hands has been one of the strongest Artifacts for a while now. Its power is propped up by the constant stream of gold that may seem small but is incredibly potent when accessed early in the game. A nerf to make Diamond Hands balanced would likely come at the cost of what makes the item interesting, so we’re opting to take it out and replace it with a much more interesting return of an updated Mogul’s Mail! Mogul’s Mail is a defensive Artifact that grants bonus defensive stats, stacking up to (now) 35 times, upon which you’ll gain gold, with even more to come for every 5 seconds the wearer can stay alive. Try using Mogul’s Mail on a super-tank solo frontliner (recommended to add a newly buffed Warmog’s Armor plus Gargoyle’s Stoneplate) with your damage threats sporting a Hextech Gunblade.
  • Diamond Hands has been removed from Artifact pool
  • Mogul’s Mail has returned to Artifact pool
  • NEW: Mogul’s Mail: After reaching max stacks, continue gaining 1 gold every 6 seconds.
  • Mogul’s Mail: Stack Cap: 40 35
  • Mogul’s Mail: Health Per Stack: 6 7
  • Mogul’s Mail: Gold on Max Stacks: 2 1

SUPPORT ITEMS

We’re reworking Needlessly Big Gem to make it more useful throughout the fight. Previously, the Support Item was only picked by comps that could stall long enough to activate the bonus damage and take advantage of the huge 40% increase. Now the bonus damage is immediate but will ramp over the course of 15 seconds if the holder is still alive.

Spite is our hardest Support Item to use correctly, requiring the wearer to die quickly, while being near key enemy units to reduce their offensive stats but close to strong allies to increase their stats. What this meant for Inkborn Fables was typically force Duelist. For Magic n’ Mayhem, we’re making the item much more flexible while still maintaining its spiteful identity. Spite holders can now be positioned to maximize an offensive buff for their allies and, upon dying, will stun all enemies within 2-hexes.
  • REWORKED Needlessly Big Gem Health: 300 250
  • Needlessly Big Gem is no longer Unique
  • Needlessly Big Gem: Your team deals 10% bonus damage. Each second the holder is alive, your team deals an additional 1% bonus damage, up to a total of 25%.
  • REWORKED Spite: Combat start: The holder and all adjacent allies gain 20% Attack Damage and 20 Ability Power. When this unit dies, Stun all enemies within 2-hexes for 2 seconds.

BUG FIXES

  • Sands of Shurima and Touch of the Void Arenas no longer show the Mobile version of the splash art in loadout
  • We've fixed VFX glitches seen when scouting with the Shrine of the First Lands Arena
  • Chop-chop: Gwen no longer clips into scissors when doing taunt emote while scouting
  • We've fixed some VFX issues with the Battle Academia Arena when it transforms
  • We've fixed a few Chibi booms to no longer incorrectly disappear when either party scouts during it.
  • Fixed residual shadows when scouting back and forth between Tournament of Souls and Mecha Prime Zero Arenas