Teamfight Tactics patch 15.4 notes
The Coliseum calls to all with balance changes, Item Updates, Trait adjustments and more!
15.4 is huge, so let's break the core goals:
Roles: We're doing away with the Assassin tag and reworking the Fighter champion role by removing the Omnivamp fighters got in favor of a scaling Attack Speed buff. That should have them feeling stronger later and entice building omnivamp items.
Artifacts: They're too common, and a few of them are too strong.
Combat Pacing: It's still too high, so expect a nerf heavy patch.
Completed Items: Reworked Blue Buff, Kraken's Fury, Quicksilver, and Nashor's Tooth, to fulfill more useful or specific roles.
Prismatic Orbs: The great equalizer has come to these. All players now get the game Prismatic Orb, and we're doing a massive overhaul on their contents.
Power-Ups: More viable Power-Ups and new Champion Specific Power-Ups should result in more comps, especially low-cost reroll comps showing up!
Balance changes: They're here too, a lot of them actually, but they'll always be here, just like us.
So, without further ado, enjoy reading and playing!


PATCH HIGHLIGHTS
ROTATING SHOP INFOGRAPHIC
SYSTEMS
CHAMPION TARGETTING
Cleaning up some edge-cases for champion roles to make sure tanks are tanking and fighters aren't getting immediately punished for wrapping around a flank.
- At combat start, ranged champions now properly respect tank-targeting tiebreakers. To help with this, we've updated ranged champions to target before Melee champions move; this should prevent ranged champions from targeting a wrapping Fighter that would normally be protected by their adjacent Tank.
CHAMPION ROLES
Fighter's innate Omnivamp made Omnivamp items like Bloodthrister and Hand of Justice obsolete, instead incentivizing them to build 3 damage items rather than their usual offense/defensive hybrid builds. Similarly, Assassins felt underserved by their Role's relatively invisible power.
We're reassigning melee carry champions (whether Fighter or Assassin) under the Fighter tag, and shifting their bonus Omnivamp to scaling Attack Speed, a solve that will also address the odd power curve many of our melee carries experience (being stronger earlier and weaker late game). With more attack speed late game, they should cast more often, giving them more chances to reap the benefit of big Omnivamp bursts (if they build things like Bloodthirster), or just make them an even glassier (and riskier) cannon. While the Assassin tag is leaving this set, it may come back in the future where we find a more specific use-case for the role.
Fighters
- No longer gain 8-20% Omnivamp per stage.
- Now gain 5-30% Attack Speed per stage.
- Stage 2-6: 5/10/20/30/30% Attack Speed.
- Some Fighter's base Attack Speed have been modified to compensate.
Assassins
- All Assassins have had their role changed to Fighter.
CHAMPION ROLE STAT CHANGES
The changes to attack speed is to accommodate the scaling attack speed buffs for Fighters coming this patch. In addition to those changes, we've added one Yone resistance buff as his AOE and stacking passive were very reliant on the Omnivamp the role previously had.
- Katarina Role: Magic Assassin > Magic Fighter
- Katarina AS: 0.8 ⇒ 0.75
- Darius AS: 0.85 ⇒ 0.8
- Yasuo Role: Attack Assassin > Attack Fighter
- Yasuo AS: 0.9 ⇒ 0.75
- Akali Role: Magic Assassin > Magic Fighter
- Akali AS: 0.8 ⇒ 0.7
- Volibear AS: 0.9 ⇒ 0.85
- Braum AS: 0.80 ⇒ 0.75
- Lee Sin AS: 1.0 ⇒ 0.9
- Yone AS: 1.0 ⇒ 0.9
- Yone Resists: 70 ⇒ 75
PRISMATIC ORBS
Prismatic Orbs are meant to be game-warping, exciting highroll moments for players. However, their varied outputs often left players feeling disadvantaged rather than rewarded. We're revamping the Prismatic Orbs so players all get the same rewards, making the gaps between players smaller, and also adding a new variety of rewards to really make them exciting in those rare moments.
We've also added two incredibly rare and novel orbs that we're excited for you to get your Mittens on. And just to reiterate, Prismatic Orbs are very rare and are seen in just under 4% of games, in Stages 3 or 4.
- Prismatic Orbs now have a wider spectrum of possible values.
- Every player gets the same Prismatic Orb Output.
- 10% - 30 Gold
- 10% - 3 Component Anvils & 1 Full Item Anvil
- 10% - 4 Belts & 4 Reforgers
- 10% - 1 Greater Duplicator & 2 Lesser Duplicators
- 10% - 1 Artifact Anvil & 10 Gold
- 8% - 45 Gold
- 8% - 3 Full Item Anvils
- 8% - 1 Spatula, 1 Reforger, 3 Component Anvils
- 8% - 1 Rascal Gloves & 1 Thieves Gloves
- 5% - 1 of each base component (8 total) & Golden Remover
- 5% - 40 Gold & 20 Rerolls
- 5% - 1 Radiant Lucky Chest & 2 5-Cost Champions
- 1% - 1 Spatula, 1 Frying Pan, 40 Gold
- 1% - A tiny present
- 1% - A fishy reward
GOLD ORBS
Artifacts are too common and over the power budget for our Gold Orbs, so we're taking them out and increasing the odds of other Gold rewards.
- Artifact Anvil Odds: 5% ⇒ 0%
- Champion Duplicator Reward: 5% ⇒ 7.5%
- 2x 5-cost Reward: 5% ⇒ 7.5%
OPENING ENCOUNTERS
We want to keep Artifacts powerful but balanced, and one way we do so is by limiting how often players get to experience them. We think the best way right now is in 1 specific Opening Encounter (Artifact Encounter), Prismatic orbs, and specific Augments.
- Loot Subscription: Artifact Anvil reward replaced with 1 completed Item Anvil and 1 Salvager
PVE ROUNDS
With Roles Revamped altering how backliners generate mana, we're reducing the power of PvE rounds that focus backliners (something that used to give them a bit of Mana to get that initial cast off faster and survive the encounter).
- Stage 2-7 Krug: Base AD: 110 ⇒ 95
- Crab Rave Stage 5+ Crab: Damage Increase Per Jump: 100 ⇒ 90
LARGE CHANGES
Large, like a bouncing Zac balloon.
TRAITS
Immunity and Untargetability made for some weird and frustrating interactions where positioning to focus a Luchador carry could backfire. While there is a place for Immunity and Untargetability, its accessibility is not only too common, but also takes up a disproportionate amount of the trait's power budget that is either not used effectively at all (e.g. your primary tank jumps in and out of aggro resulting in your backliners getting targeted), or is used so effectively it takes up the entirety of the trait's power. With the removal of this part of Luchador, we're able to index more into their max Health heal, creating a more intuitive source of power that can be built around (more max HP = bigger heal, more resistances gets more out of that heal).
Mighty Mech's been a popular comp since day one, but the giant (7) piece hasn't had its moment to assemble. Time to roll out some buffs!
Prodigy is one of our top performing comps, but not all Prodigies are making high enough grades to be S-tier. We're trimming some of the team-wide power of the trait, while nerfing the strongest piece of the comp as well (Yuumi). This allows us to give just a tad bit of power to the least prodigious prodigy, Malzahar.
Currently, the trait power of Star Guardian is too heavily skewed towards the deeper end of the vertical. We're making adjustments across the board to allow the trait to be more splashable, stronger earlier, and a tad weaker later.
- Crystal Gambit (3) Base Gems Per Loss: 13 ⇒ 15
- Crystal Gambit (3) Stage 4 Multiplier: 1.85 ⇒ 1.65
- Heavyweight Health: 20/40/60% ⇒ 20/40/65%
- Luchador No longer grants Immunity and Untargetability before jumping. Champions will heal before damage is dealt, allowing them to survive if they would outheal the damage. Champions no longer run backwards before leaping.
- Luchador Heal: 15/35% ⇒ 25/50% max health
- Mighty Mech (7) Mech Base Health: 850 ⇒ 950
- Prodigy Teamwide Mana Regen: 1/1/2/3 ⇒ 1 at all levels
- Protector Shield Amount: 20/40/60% ⇒ 18/36/55%
- Wraith Shadow Cadence: 5s ⇒ 4s
- Star Guardian Individuals Bonuses:
-
- Rell Shield: 200 ⇒ 240
- Syndra AP: 5 ⇒ 6
- Xayah: 50 + 60 per stage ⇒ 60 + 75 per stage
- Ahri: Unchanged
- Neeko: 10% Heal and Shield ⇒ 12% Heal and Shield
- Poppy: 15% Heal ⇒ 18% Heal
- Jinx: 7% AS, 20% on takedown ⇒ 8% AS, 25% on takedown
- Seraphine: 4% ⇒ 5%
- Star Guardian Bonus Per Tier:
-
- 3: 110% > 105%
- 4: 120% > 110%
- 5: 130% > 112%
- 6: 140% > 114%
- 7: 145% > 116%
- 8: 150% > 118%
- 9: 160% > 120%
- 10: 200% > 150%
1-COST UNITS
Malphite is the reliant rock that keeps the Crew (and more) comps from falling into a hard place. We're lightening the load he has to carry with a few nerfs that should have him more in line with other 1-cost Tanks, but we've got some compensation buffs to his go-to vertical in the form of crewmate buffs for Sivir and Ziggs!
- Malphite Health: 750 ⇒ 700
- Malphite Resist Per Item: 20 ⇒ 12
- Sivir Base AD: 45 ⇒ 50
- Sivir Mana: 0/60 ⇒ 0/50
2-COST UNITS
Kai'Sa has a very high power-ceiling that gets even higher with optimal Power-Up and team building. We're lowering her base AD, so she'll need to get a few stacks to reach her previous form.
Vi's been outdone by her other 2-cost Juggernaut counterpart. We wanna make sure both our Zaun dwelling frontliners can pack and take a punch.
- Janna Spell Damage: 110/165/260 AP ⇒ 130/195/310 AP
- Kai'Sa Spell Damage: 38/57/90 AD ⇒ 36/54/84 AD
- Vi Heal: 200/250/300 HP ⇒ 230/280/330 HP
3-COST UNITS
In the past, Senna would take a flat 2.4 seconds to resolve her ability, so even if she'd cancel it early, refunding Mana in the process, she'd still be stuck in her animation, standing there and doing nothing for upwards of a second. We've opted to redo her ability internally (it still does the same general thing), allowing her to return to normal attack patterns after casting much faster and resolve a few bugs in the process. This is a buff, so we're tagging on a damage nerf to her newly super-reliable ability.
I believe the famous phrase is “Gotta catch Kog'Maw, Rammus, and Smolder,” often shortened to “Gotta catch em' all,” but the real meaning here is all of them, not just Kog' Maw and Rammus. To help with that, we've got a nice damage buff for our cutest fire-breathing dragon in training.
Udyr's continued to brush off damage with big heals and reduced damage from resistance itemization and/or the Colossal Power-Up. By reducing his healing ability he shouldn't shrug off the damage that does get through. But that's not the only nerf we have to Udyr's go-to comp. With his stalling ability, Duelists are able to stack up Kraken's Fury to an unmatched degree (looking at you Ashe). We've got an item rework for Kraken's that will keep it strong, but less abusable in these situations—read on to find out more.
- Malzahar Mana: 0/35 ⇒ 0/30
- Senna's core gameplay logic has been rewritten. She's now more responsive in ending her spell if no valid targets are within her beam. She is also now able to attack and move significantly earlier after the spell ends.
- Senna Spell Damage: 385/580/960 AD ⇒ 360/540/875 AD
- Smolder Damage: 215/325/515 AD ⇒ 225/340/540 AD
- Udyr Healing: 160/200/250 AP ⇒ 130/170/220 AP
- Ziggs Spell Damage: 200/300/465 AP ⇒ 230/345/550 AP
4-COST UNITS
We're giving Poppy's shield HP scaling, making her a viable Heavyweight vertical tank carry!
We're also bringing down the power of Leona and Yuumi so they don't continue to crowd out other fast 8 comps.
You may have noticed Ryze damage popping up near the top of damage charts even when he's not your core carry. He's pretty good, but since we're nerfing a lot of the A and S-tier comps we foresee him becoming an even more dominant force without appropriate nerfs, especially since we're already seeing him at the center of a few high-elo comps (the most popular being Mentor Mech). With our nerf, we only hit the Mentor version as his base form is likely fine, especially as we bring the overall power of the set down.
- K'Sante Spell Durability: 50/55/85% ⇒ 45/50/85%
- Poppy Shield: 500/575/1200 AP ⇒ 280/330/900 AP + 10% max HP
- Poppy Primary Damage: 200/300/3000 AD + 10% HP ⇒ 250/375/4000 AD
- Poppy Secondary Damage: 60/90/1000 AD + 5% HP ⇒ 125/200/1500 AD
- Leona Resist steal per potential: 1.5 ⇒ 1
- Ryze Mentor Spell Damage: 800/1200/6000 AP ⇒ 770/1155/6000 AP
- Ryze Mentor Geyser Damage: 50/75/450 AP ⇒ 45/65/450 AP
- Samira Single Target Damage: 80/120/650 AD ⇒ 105/160/650 AD
- Yuumi Damage Per Page: 28/42/150 AP ⇒ 24/36/150 AP
5-COST UNITS
Twisted Fate can do a lot of damage off his marks, but if that unit dies before the mark goes off, he's forced to fold early. We're moving some of his mark damage to his ability so he'll always be able to benefit from the hand he's dealt.
We're shifting Zyra into a better damage carry and less of a utility-plant by moving the HP and teamwide attack speed into pure damage!
- Twisted Fate Spell Damage Base: 120/180/1500 AD ⇒ 200/300/9999 AD
- Twisted Fate Spell Damage Per Mark: 26/40/500 AP ⇒ 15/25/500 AP
- Zyra Spell Damage: 80/120/999 AP ⇒ 90/135/999 AP
- Zyra Melee Plant Health: 1200 HP ⇒ 800 HP
- Zyra Teamwide Attack Speed: 15% + 40/60% AP ⇒ 10% + 25/40% AP
AUGMENTS
Despite a recent buff, Mundo's Champion Augment hasn't been able to land him a seat in top four. We're giving Mundo a better toss of the chair and a mana buff to have him throwing chairs like they're elbows. Now that's what I call a chairitable buff.
- Give'em the Chair (Dr. Mundo) Range: 3 ⇒ 4
- Give'em the Chair (Dr. Mundo) Mana: 0/50 ⇒ 0/40
- Mess Hall Excluded from 2-1
- Nine-Thousand Volts (Kennen) Mana: 30/80 ⇒ 20/60
- Space Camp Adjusted: Whenever you upgrade a Crew champion, gain a random 1-2 cost Crew champion ⇒ Whenever you upgrade a 1-cost Crew champion, gain a random 1-3 cost Crew Champion.
- Teacher's Council no longer increases bonuses from Mentors by 10%.
- Teacher's Council Champion: Udyr ⇒ Kobuko
- Twilight Assault (Shen) Mana: 0/60 ⇒ 0/50
- Twilight Assault (Shen) Base Attack Speed: 0.7 ⇒ 0.75
- Prismatic Pipeline disabled
- Giant and Mighty has been reenabled
- Giant and Mighty: Your team gets larger, gaining 300 Health and +4% max Health.
- Tiny, but Deadly has been reenabled
- Tiny, but Deadly: Your team is 50% smaller, but moves and attacks 30% faster.
- Radiant Relics and Radiant Refactor are now exclusive
ITEMS AND RADIANT ITEMS
Kraken's Fury can quickly stack up to be our highest damaging item, leaving tanks in disarray and causing backliners to get one-shot just moments afterwards. We're adjusting the item so it doesn't go infinite anymore, but instead provides a burst of Attack Speed upon reaching max stacks.
While not a bad item, Nashor's Tooth has had something of an identity crisis as of late. We're now reworking it to provide Mana with each attack, allowing it to scale with attack speed, but even more Mana if those attacks critically strike, making those low-damage Sorcerer auto attack crits have much more impact. To help with those crits, the item now gives 20% critical strike change, so just remember to pair it with other crit items to get the most out of the item slot.
Blue Buff is still our premiere Mana Regen item, but we want to give it a similar treatment to our other double core item carry options like Deathblade or Deathcap. Blue Buff will now grant 10% additional AD and AP from all sources making it the perfect pair for the just mentioned items.
We're adjusting Quicksilver to provide stacking attack speed similar to Rageblade, but this time fulfilling a need for attack speed outside of getting a Bow component. This should have it compete less with Titan's Resolve too, as it'll be more appreciable on Attack Speed scaling champions. With how crucial and popular Rageblade is on many of our champions, we're confident Quicksilver will be a good alternative—especially if you're melee or against a CC heavy team.
- Archangel's Staff Base AP: 20 ⇒ 30
- Archangel's Staff AP Per 5 Sec: 30 ⇒ 20
- Blue Buff Mana Regen: 6 ⇒ 5
- Blue Buff Gain 10% additional Attack Damage and Ability Power from all sources.
- Giant Slayer Baseline Damage Amp: 10% ⇒ 15%
- Kraken's Fury Attack Damage: 20% ⇒ 10%
- Kraken's Fury New: Attacks grant 3% stacking Attack Damage, up to 20 attacks. After 20 attacks, gain 40% Attack Speed.
- Nashor's Tooth Ability Power: 25 ⇒ 15
- Nashor's Tooth Mana Regen: 2 ⇒ 0
- Nashor's Tooth Critical Strike Chance: 0% ⇒ 20%
- Nashor's Tooth New: Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
- Quicksilver Base Attack Speed: 30% ⇒ 10%
- Quicksilver New: Grants 3% stacking Attack Speed per second.
- Red Buff Attack Speed: 40% ⇒ 45%
- Radiant Archangel's Staff Base AP: 60 ⇒ 55
- Radiant Archangel's Staff AP Per 4s: 40 ⇒ 35
- Radiant Blue Buff AD & AP: 45 ⇒ 30
- Radiant Blue Buff Gain 20% additional Attack Damage and Ability Power from all sources.
- Radiant Kraken's Fury Attack Damage: 30 ⇒ 20
- Radiant Kraken's Fury New: Attacks grant 6% stacking Attack Damage, up to 20 attacks. After 20 attacks, gain 80% Attack Speed.
- Radiant Giant Slayer Baseline Damage Amp: 20% ⇒ 25%
- Radiant Nashor's Tooth Ability Power: 60 ⇒ 30
- Radiant Nashor's Tooth Mana Regen: 4 ⇒ 0
- Radiant Nashor's Tooth Critical Strike Chance: 0% ⇒ 35%
- Radiant Nashor's Tooth New: Attacks grant 4 bonus Mana, increased to 8 if they critically strike.
- Radiant Quicksilver Base Attack Speed: 50% ⇒ 25%
- Radiant Quicksilver New: Grants 6% stacking Attack Speed per second.
- Radiant Red Buff Attack Speed: 60% ⇒ 65%
ARTIFACTS
Artifacts have been a high moment for players since their overhaul. However, as they've become more common and powerful, they've also begun to exceed the power-budget given. We're realigning that Artifacts lie between Radiants and Completed items in terms of power and have tuned them to be closer, while also reducing their drop frequency from systems.
- Fishbones Attack Speed: 50% ⇒ 30%
- Flickerblades AD Per 5 Attacks: 4% ⇒ 3%
- Flickerblades AP Per 5 Attacks: 5 ⇒ 4
- Infinity Force Health: 250 ⇒ 300
- Infinity Force Stats: 25 ⇒ 30
- Innervating Locket Mana Restore: 2% ⇒ 1%
- Lich Bane Stage 4/5/6+ Damage: 400/480/540 ⇒ 450/525/600
- Manazane Mana Restore: 120 ⇒ 100
- Rapid Firecannon Attack Speed: 66% ⇒ 75%
- Silvermere Dawn AD: 110 ⇒ 120
- Suspicious Trench Coat Bugfix: Properly applies the Shadow Clone debuff to clones that split out.
NEW POWER UPS
New champion specific Power Ups should create new reroll comps to shake up the meta.
- Shine Brighter – Lux only. Every other cast, Lux's spell explodes in a 2-hex radius, and deals 10% more damage.
- Mechablade – Aatrox only. Aatrox gains AS equal to 4% of his maximum health, and his attacks grant 5 bonus mana.
- Supreme Surge – Kennen only. Whenever an enemy is executed by a Supreme Cell, Kennen heals 15% of his missing health and gains 15 mana.
- Golden Gloves – Kobuko only. When you gain interest, gain 1.5% AD per gold collected.
- Veteran – This unit is a Mentor. They grant 4% damage amp, and their Mentor upgrade is +35 AD and +35 AP, Katarina, Xayah, and Kalista only.
- Drift Duo – Senna and Lucian gain +3 mana regen. If both are 3-star, gain +1 mech.
- Starry Knight – Rell only. Rell gains 6% Health and 10 AP for every 1-cost unit you field. 3-star units count double.
SMALL CHANGES
POWER UPS
We're buffing a lot of our Power Ups that have been crowded out by the dominant few. The goal here is to make sure you feel good about at least one of your offerings when you pop a fruit. We still see a few flaws in the system (eg: Offering Shred when you have Shred), and we aim at solving some of these in the future, but for now enjoy a much larger list of viable Power-Up options!
- Adaptive Skin Resists: 60 ⇒ 80
- All Out AD Gain: 40% ⇒ 45%
- Attack Expert External AD Boost: 30% ⇒ 35%
- Bestest Boy Smolder AD: 12% ⇒ 14%
- Bestest Boy Kog'Maw AP: 12% ⇒ 14%
- Bladenado Bonus Damage: 20% ⇒ 25%
- Bludgeoner Armor Ignore: 40% ⇒ 45%
- Desperado Damage: 120% ⇒ 140%
- Desperado Removed from Gnar
- Doublestrike No longer offered on Udyr
- Fairy Tail Damage: 80-250 ⇒ Damage: 80-275
- Final Boss Damage Amp: 4% ⇒ 4.5%
- Final Ascent Level 7 Bonus: 5 AP per 3 Attacks ⇒ 6 AP per 3 Attacks
- Final Ascent Level 10 Bonus: 55% damage ⇒ 60% damage
- Finalist Bonus per Eliminated Player: 2% ⇒ 3%
- Gather Force Damage per Mana: 40% ⇒ 45%
- Hungry Hero AD per Sacrifice: 3% ⇒ 4%
- Hungry Hero HP per Sacrifice: 75 ⇒ 100
- Hyperactive Bonus AS: 90% ⇒ 100%
- Ice Bender Bonus Damage: 30% ⇒ 25%
- Keen Eye MR Ignore: 40% ⇒ 45%
- Living Wall AS per Resists: 1% ⇒ 1.5%
- Mage Damage Reduction: 25% ⇒ 20%
- Magic Expert External AP Boost: 30% ⇒ 35%
- Max Arcana Tracks remainder kills between rounds instead of resetting to 0.
- Max Arcana Base AP: 22 ⇒ 20
- Max Attack Tracks remainder kills between rounds instead of resetting to 0.
- Max Speed Tracks remainder kills between rounds instead of resetting to 0.
- Max Speed AS Per Stack: 1.5% ⇒ 1%
- Mech Pilot AP/AD/AS: 100% ⇒ 80%
- Ordinary AS: 30-85% ⇒ 40-100%
- Over 9000 AD/AP/AS Gain: 4% ⇒ 5%
- Over 9000 Health Gain: 40 ⇒ 50
- Over 9000 Resist Gain: 4 ⇒ 8
- Over 9000 No longer offered on Dr. Mundo, Malphite, Rammus, Rell, Shen, Udyr, and Vi
- Pack Tactics Damage: 15% ⇒ 18%
- Serious Slam Bonus damage can no longer critically strike or apply damage amp. Will now deal damage based on the owner's Basic Attack Damage rather than being affected by Attack overrides (like Volibear's slam)
- Serious Slam Damage: 175% ⇒ 210%
- Singularity can no longer critically strike or apply damage amp.
- Socialite HP: 150 ⇒ 120
- Socialite Damage Amp: 12% ⇒ 10%
- Socialite Round Duration: 5 ⇒ 4
- Soul Chipper MR Reduction: 4 ⇒ 5
- Stand Alone HP Gain: 35% ⇒ 30%
- Strong Spark Damage: 9% ⇒ 11%
- Surge 66 AS: 15% ⇒ 20%
- Unstoppable Dash distance slightly shortened.
- Tiny Terror Duration: 4 ⇒ 3
- Tiny Terror AS: 12% ⇒ 15%
ITEMS
“Combat Start” items have been updated for consistency. “Combat Start” effects only trigger if the item is on the champion when combat starts. Additional effects on the item will function when placed mid-combat. Tooltips have been updated to clarify this.
- Quicksilver (&Radiant) No longer grants immunity to crowd control if placed mid-combat, but will still gain stacking Attack Speed.
- Protector's Vow (&Radiant) No longer grants the “Combat Start” mana if placed on a champion mid-combat.
- Crown Guard (&Radiant) No mechanics change; if placed mid-combat, will gain the Ability Power, but no Shield.
BUG FIXES
We've been following the PHd thesis, literature reviews, and IRB submissions on wave theory and #lowrollgate, and after a deep investigation, we've corrected two bugs impacting the number of champions in pools (and thus their appearance rate in shops), that should leave shops feeling better. With these bugs found, we'll continue to investigate other systems in case they are impacting champion pools too.
- Pandora's Bench and Recombobulation effects (Pocket Recombobulator and Recombobulator Augments) no longer remove units from the pool under specific circumstances.
- Fixed a bug that caused Power Up removers to not properly work when combining their stacks requiring an additional use.
- Ultra Stance no longer loses its traits when Lee Sin would die in combat.
- Ultra Stance no longer sometimes persists its traits when Lee Sin is returned to the unit pool.
- Monster Trainers correctly update their health at planning phase start instead of only when moved or at combat start.
- Nine Thousand Volts Kennen has the proper 4-star scaling for his Passive damage.
- Mana granted from the Augment Lit Fuse now properly Mana banks.
- Fixed a bug where some units with extended Mana Locks could benefit from Mana Regen during their Mana Lock.
- Story of Seven has been removed from Double-Up.
- Crown of Demacia now tracks the champion's role, instead of position, for determining the bonus to give.
- Fixed a bug where Crystal Gambit could not Double Down in Tocker's Trials.
- Ziggs now properly triggers on-hit effects like Wit's End.
- Radiant Lucky Item Chest now gives an item if the armory times out.
- Ice Bender properly Chills for 20% instead of 30%.
- Fixed an issue where Shadow Cloned versions of Monster Trainers would be counted as the strongest over the real copy.
- Fixed a rounding error in 100 Pushups that caused the first 6 rerolls to not count properly towards the total.
- Suspicious Trench Coat now properly works with Zac's Perfect Form.