Teamfight Tactics patch 15.7 notes

A smaller balance patch for K.O. Coliseum and a Dragon-sized entrance for our Uncharted Realms revival!

Welcome, Regional contenders, Ranked Ladder climbers, and Uncharted Realms Revival charters alike!

Patch 15.7 is the third to last patch of K.O. Coliseum, and it's the patch our Tactician's Crown will be played on during the weekend of November 14th! Rumor has it, something else may be announced then too—but you heard that from Katie, not Rodger, OKAY!? Anyways, we've also got the launch of our Revival: Uncharted Realms that goes live a few hours after this patch does.

The Dragons are back and so are we, baby!
Rodger "Riot Prism" Caudill
Katie "Riot Ukime" Guo

PATCH HIGHLIGHTS

ROTATING SHOP INFOGRAPHIC

REVIVAL: UNCHARTED REALMS

From patch 15.7 till the end of 15.9, (Oct 22 to Dec 2), Dragonlands: Uncharted Realms is returning with brand new Augments, Opening Encounters, and Trait updates! Here are some cool pieces to familiarize yourself with ahead of the revival's release.

LARGE CHANGES

Large, like the Dragons of Revival: Uncharted Realms!

TRAITS

Overall, we're buffing the middle tiers of traits, so players can have a few more options on Stage 3 and 4 to transition and adjust boards as they hit different things.

While Sorcerer 6 can certainly blow up boards with the help of Gwen/Karma, Sorcerer 4 lacks the magic to get it done. A teeny bit more AP may get this magic comp to cause more mayhem…

Currently, Jinx is only played in Star Guardian boards, but wouldn't it be cool if she could be seen firing rockets on flexible Sniper (3) or (4) boards with a versatile frontline?

Strategist currently provides the best frontline in the late game, and the Emblem is one of the most powerful additions to your team. We're tampering down their team-wide shield, but as a reminder, this is a larger nerf for Strategists themselves, who gain triple the shield.

While Wraith (6) is okay, it's tough getting from (4) to (6), so we're giving the (4) piece a bit more pop to help you out before you find that Varus.
  • Crystal Gambit (5) Cashout 6 Kills: 2 Lesser Duplicators 1 Lesser Duplicator and 4 gold
  • Crystal Gambit (5) Cashout 12 Kills: Strategist Emblem + 3g Moved to 16 Kills
  • Crystal Gambit (5) Cashout 16 Kills: Completed Anvil + 10g Moved to 12 kills, reduced to 2g
  • Sorcerer AP: 20/50/80% 20/55/80%
  • Soul Fighter AD/AP Per Second: 1/2/3/4% 1/2.5/4/4%
  • Sniper Baseline Damage Amp: 13/16/22/25% 13/18/25/25%
  • Strategist Shield: 150/225/350/450 150/200/300/400
  • Wraith Realm Damage: 20/40/60% 20/45/60%

1-COST UNITS

Gnar is one range shorter than every Sniper in the game. He also was never invited to Sniper social functions cause he's a weird lil' guy. We can change one of those things, especially now, because he's currently quite weak.
  • Gnar Range: 4 5

2-COST UNITS

Dr. Mundo had an odd interaction with his ability where he would cleanse debuffs and/or crowd control, but since he couldn't cast while he was CC'd it really would only help him cleanse Sunder/Shred and Malzahar's ability. We're removing this component of his kit so he's less of a Malzahar counter.

Kobuko is the overperforming and huggable carry/tank of reroll Janna's Veteran comp. We're nerfing his base form slightly with a Mana nerf and his Mentor damage form even more.
  • Dr. Mundo Ability no longer cleanses debuffs and Crowd Control.
  • Kobuko Mana nerf: 20/70 30/85
  • Kobuko Mentor Secondary Damage: 90/135/210 AD + 8% HP 80/120/185 AD + 5% HP

3-COST UNITS

The vomit-rocket-pocket-monster is still able to dominate 3-cost reroll comps, so we're giving him a healthy nudge down in the hopes he doesn't regurgitate another reroll meta.

Malzahar had a weird bug where when a unit dies they transfer two instances of the spell instead of one. Since he's at the top of the 3-cost meta, we're fairly confident that this fix will act as the nerf he needs.

As a Durian-type monster, Rammus has been outclassed by both the classic fire type and the weird lightning-vomit type (what other monsters share this type?). We're giving him a sizable AP buff in the hopes some Rammus solo-tank splash comps will show-up.

Duelist is still pretty far from dueling for a spot as a meta comp. And with Kobuko's power down, we're able to give some back to the weakest of the Mentors. In addition to an Udyr buff, we do have another Ashe buff to keep lift the comp.
  • Kog'Maw On-Hit Damage: 50/75/120 AP 44/66/110 AP
  • Malzahar is no longer offered Mage
  • Malzahar Bugfix: When enemies die, there are no longer any instances where 2 stacks of the spell will transfer instead of 1.
  • Rammus Shield: 475/575/675 AP 525/625/725 AP
  • Rammus Health Per Taunted Enemy: 15/25/35 AP 15/35/55 AP
  • Udyr Base Heal: 140/180/230 AP 150/190/250 AP
  • Udyr Mentor Heal: 170/210/290 AP 180/230/320 AP
  • Yasuo Spell Damage: 150/225/360 AD 140/210/335 AD

4-COST UNITS

Ashe's getting a mana buff which will feel even better with the Attack Speed she gets from Duelist.

K'Sante has been our best 4-cost tank for a while now, so we're bringing him down a tad, while lifting our other tanks in the same tier.

Volibear is a bench-warmer of a secondary carry whose best item in the game is a Soul Fighter Emblem. For someone who can hold a wide variety of items and has fairly flexible traits (Luchador 2 and Edgelord 2 are easy to activate), we want to make sure he's also good enough to be treated as a starter carry by raising his base AD.
  • Ashe Mana buff: 0/80 0/70
  • Karma Ability Damage: 1050/1575/6500 AP 1100/1650/6500 AP
  • K'Sante Health: 1000 950
  • Leona Shield: 600/750/2000 AP 650/775/2000 AP
  • Poppy Base Shield: 280/330/900 AP 320/370/900 AP
  • Volibear Base AD: 75 80
  • Yuumi Ability Damage: 25/38/150 AP 26/40/150 AP

5-COST UNITS

Continuing to make sure each of our 5-costs feels like an exciting addition both at one and two-stars.
  • Varus Arrow Damage: 85/130 AD 90/135 AD
  • Yone Ability Damage: 120/180 AD 140/210 AD

AUGMENTS

Howling Gale is too hard to proc early game with 6 champs, so we're moving it back to the final Augment option where you'll be spending more Mana and making more tornadoes.

Ekko is just too powerful of a bonus unit, so we're reducing his HP while making his Strategist form also need Strategists to appear.

Zac's Perfect Form is far from perfect. In fact, he's our worst-performing Champion Augment in the game, so we're giving it a little bit of love for him to bounce back with.
  • Blood Rage Damage Amp: 12-30% 12-25%
  • The Darkness Within Summon Health Per Stage: 350 300
  • Game Plan Hex Damage Amp: 12% 10%
  • Howling Gale is now Banned on 3-2
  • Isekai now requires at least 1 Strategist for the Strategist version to appear.
  • Isekai Ekko Health: 1100 950
  • Kingslayer disabled due to a bug
  • Overheal Max Shield: 300 400
  • OverhealPercent Healing: 50% 60%
  • Perfect Form (Zac) Base Ability Damage: 60/90/135 AP 70/135/205 AP
  • Perfect Form (Zac) Empowered Ability Damage: 100/150/225 AP 120/180/270 AP
  • Psychic Forge is now banned on 4-2
  • Tesla Coil Magic Damage: 260/270/280/300/320 240/250/260/270/270
  • Tournament Titans Health Per Win: 30 20
  • Twilight Assault (Shen) Spell Damage: 60/80/140 AP 50/75/120 AP

ITEMS AND RADIANT ITEMS

Buffing our calmest item to inspire more ranged users to get angry with it. Pair that with Kraken's Fury buffs and we foresee Ashe/Xayah becoming solid three-item carries.

With Last Whisper now applying on all types of damage, Gwen can finally become the utility-item holder every carry never wants to be!

Adjusting our Radiant Items to match the buffs for their less sparkly forms.
  • Guinsoo's Rageblade AS Per Second: 6% 7%
  • Kraken's Fury Max Stacks: 20 15
  • Kraken's Fury AD Per Stack: 3% AD 4% AD
  • Last Whisper Sunder now applies from all damage from attacks and Abilities, not just physical damage.
  • Radiant Guinsoo's Rageblade AS Per Second: 12% 13%
  • Radiant Kraken's Fury Max Stacks: 20 15
  • Radiant Kraken's Fury AD Per Stack: 6% AD 8% AD
  • Radiant Last Whisper Sunder now applies from all damage from attacks and Abilities, not just physical damage.

ARTIFACTS AND EMBLEMS

This is our ongoing attempt to make Artifacts a bit less sharp and auto-win. It still transforms melee carries, but it keeps them in risky range.
  • Sniper's Focus Range Increase: 2 1

POWER UPS

A lot of our reroll comps get power from scaling Power-Ups after hitting them out of an orb early on in the game. Things like Max Arcana and Over 9000 Katarina are the biggest benefactors of these high-rolls, so we're bringing the power of these Power Ups down so we don't have to nerf their base form.

Removing more of our less useful Power Ups, notably with Classy, which performs well when paired with traits like Heavyweight, but fails to hit the mark with Sorcerer or Bastion.

Putting the stop back in Unstoppable which provides a ton of utility and power.
  • Best Defense Shield To Damage Ratio: 140% 100%
  • Classy Removed: Lucian/Kennen/Lux/Ahri/Karma/Gwen
  • Classy Removed: Rell/Garen/Swain/Leona/Braum
  • Denting Blows Shield Increase: 25% 30%
  • Fairy Tale Damage: 80/130/190/275 75/120/170/260
  • Fury Break Base Attack Speed: 25% 30%
  • Mana Rush Weight (Secondary): 5 10
  • Max Arcana Base AP: 20% 15%
  • Over 9000 Health Per Stack: 50 35
  • Stalking Dart Foxfire Damage: 5% 6%
  • Super Mega Baseline AD: 20% 30%
  • Supremacy Removed
  • Thrillseeker Buff Duration: 2s 3s
  • Unstoppable Stun Duration: 1s 0.75s
  • Unstoppable Health: 150 100

BUG FIXES

  • Tactician's Kitchen's tooltip properly indicates that all combats count towards its delay.
  • Mind Battery's tooltip more clearly indicates that its effect happens after the first cast, not upon.
  • Know Your Enemy's tooltip clarified to indicate it grants Damage Amp.
  • Resistant Power Up's tooltip slightly rephrased for clarity.
  • Overheal's tooltip clarified to better indicate how much damage it adds to empowered attacks.
  • Star Sailor Power Up properly applies its stat bonuses correctly every combat.
  • Kai'sa and Yuumi do the proper amount of damage with Bullet Hell rather than reduced damage.
  • Monster Trainer champions can be combined when the player's bench is full.
  • Crystal Gambit Prop no longer rounds its visual display, which occasionally caused misleading cashouts to occur.