Teamfight Tactics patch 16.1

Unlock infinite comps with our new set: Lore & Legends!

Welcome Legends of all shapes and sizes!

It's time to unlock infinite comps, fill out your Lorefinder, and explore the world of Runeterra through Lore & Legends! This is a big one and there's lots to cover, with our first stop being Demacia in the Lore & Legends Dev Drop and our final destination being the queue right in front of you. So get ready to hop right in when Lore & Legends goes live on December 3rd!

As for our release notes here, we'll just be covering the changing and returning systems and relying on our third party friends, your favorite streamer, or your TFT bff for everything else.

One final callout before we dive in deep! We do have a planned B-patch for 16.1 ahead of the TFT Paris Open for balance outliers/bugs that may have snuck by. Expect more on that update just a week after we go live!
Rodger "Riot Prism" Caudill is still stuck in Shurima (send help)

LORE & LEGENDS CINEMATIC

What happens when a band of Little Legends stumble across the Grand Library? Find out with our Lore & Legends Cinematic!

LORE & LEGENDS DEV DROP TEASER AND DEV DROP

Missed the Dortmog reveal? Relive it now—heck, put it on a loop while you queue for your first game—some say that's lucky.

LORE & LEGEND COSMETICS

For more info on our release cosmetics, click here!

LORE & LEGENDS PASS

Dive deeper into the lore of Runeterra with the Lore & Legends Part 1 Pass and Pass+!

If you want to get even more from the Pass, you can upgrade it to the Pass+ for 1295 RP, but 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. Let's check out the sweet, sweet rewards!

LOREFINDER

Earn rewards as you Unlock champions, and get an even shinier one if you can top four with each Unlock! Check out the details on our around-game Lorefinder HUB with this video. Trust me, the silky smooth voice of game designer Matt Dunn is enough to merit the watch alone.

RANKED REWARDS AND MORE!

You can check out the rewards from your endeavors in our Cosmetics article here!

NEW RANKED SEASON

Whether you're climbing the ranked ladder or just trying to fill out your Lorefinder, there's an option for you!
  • When Lore & Legends 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!
  • 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

TFT MOBILE NOTIFICATION REWARDS

For our players on TFT Mobile, never miss an update and get rewarded for opting in to notifications. If you're not opted in, you'll get one reminder on your first login of a new set release. After that point, you can choose to opt in or out of notifications at any time. You'll be granted the following rewards for each Set you opt in:
  • First Set: 50 Treasure Tokens
  • Second Set: 250 Treasure Tokens
  • Third Set: 50 Treasure Tokens
  • Fourth Set: 250 Treasure Tokens
  • Fifth Set: Emote

SYSTEMS

SET MECHANIC: UNLOCKABLES

For more information (and examples) on the new Unlockable Champions mechanic, check out our gameplay overview article. As for here, we're just going to cover the core rules.
  • 40 additional champions enter the Convergence as Unlockables that you can add to your draft pool, giving them a chance to appear in your shop. These champions will have a little lock icon in the top right of their portrait in Team Planner that unlocks once you gain access to them.
  • Once Unlocked, the unit will appear in the furthest right slot of your shop on your next roll
  • Unlocked units have the same amount of copies as other units of their tier. Note that units above 5 gold still count as Legendary (gold shop border) units and have the same unit pool sizes (9 for Legendary units).
  • If multiple players Unlock the same Unlockable units they will be taking copies from the same shared Unlocked pool.
  • If you Unlock a unit and do not have a copy of it on your board/bench, you will see it less often. If you continue to not purchase this unit and not have it on your board or bench, it will appear less and less down to a minimum of 20% of the normal appearance rate for that unit. This is to keep your shop focused on the units you want to field. If at a later point in the game you purchase this previously ignored unit from the shop, they return to the pool as normal.
  • If you sell an Unlockable unit, it returns to that unit's pool as normal.
  • For 4- and 5-cost Unlockables, if a small number of players have them Unlocked, the odds of them appearing after you have 3 copies become much worse based on the total copies in the pool. So if one player has a champ unlocked, buying 9 copies is much harder than a standard champion. This is to ensure three-starring them is roughly equivalent to three-starring a regular unit that can be contested. Note, once four players have that unit unlocked, their weight (frequency) returns to normal as they can be adequately contested.
  • As a reminder, Unlocks do not carry over from game to game.
  • Finally a clarifying statement about Bilgewater shops. They behave like normal shops. Once a Bilge shop is activated and has a Bilgewater unit in it, that unit is temporarily removed from the pool as if it were bought or in a standard shop offerings. Once the shop refreshes, it returns.

PLAYER DAMAGE

Players take damage based upon each stage, and one more for each unit remaining on the battlefield. We're adjusting the flat damage to make Stage 3 more meaningful, rewarding tempo play and strong flexible boards. With Lore & Legends we expect fast 8/9 strategies to be much more consistent (this is due to more powerful late game units with Unlockables and XP/Level odds changes). So, to make sure Stage 3 still has impact (and tempo play/reroll is viable), we're slightly increasing the player damage. Our damage reduction for Stage 4, along with XP changes, should make the mid-game feel a bit longer and reliable to play for.
  • Player Damage (Flat) Stage 3 Base Damage: 5 6
  • Player Damage (Flat) Stage 4 Base Damage: 8 7

EXPERIENCE TO LEVEL

Getting to Level 8 will be a bit harder, but hitting your desired 4-costs will be much more consistent and rewarding. Going from 8 to Level 9 and 10, will be a bit easier, rewarding you for building a strong Level 8 board.
  • XP To 8: 48 60
  • XP to 9: 76 68
  • XP to 10: 84 68

SHOP ODDS

Making it to Level 8 and 9 will now feel much more comfortable to roll for your desired 4- or 5-costs—just remember to have a bit of gold when you do get there.
  • Level 8: 17/24/32/24/3% 15/20/32/30/3%
  • Level 9: 12/18/25/33/12% 10/17/25/33/15%

CAROUSEL

With Prismatic Traits now mostly (Ionia and Yordle have Augments) reliant on hitting Level 10 with two Emblems, we want to make sure that it is viable to pursue them, so we're increasing the odds of seeing Spatulas and Pans on Carousels
  • Stage 2 & 4 Carousel Odds of seeing 1x Spat/Pan: 11% 15%
  • Stage 2 & 4 Carousel Odds of seeing 3x Spat/Pan: 1% 3%
  • Stage 3 Carousel Odds of seeing 1x Spat/Pan: 12% 15%

ROLES

Last set we removed Assassin from our Roles Revamped rework. We're adding it back with a rework for our extended roster.
  • Assassins take 15% less damage from all enemies except the current target

CHAMPION MOVEMENT

Do not think, just do. Champions now enter the flow state faster than you can say Mihaly Csikszentmihalyi.
  • Champions will now begin moving to new hexes slightly faster. This should resolve occasional issues with champions stuttering when pathing multiple hexes to start attacking their next target, especially at higher movement speeds.

OPENING ENCOUNTERS

New set, new Opening Encounters. Overall, Opening Encounters should have a lower impact than previous sets.

The big swap here is from Wandering Trainer to Ryze's Emblem Ensemble, which instead of giving you a Golem with three Emblems, simply gives you three random Emblems. Overall, Wandering Trainer is one of our most popular Opening Encounters, and it has been so since its early Portal versions. But the amount of impactful RNG here, along with our move back to two-Emblem Prismatics, would allow for hitting Prismatic Traits too early if we kept Wandering Trainer around. Swapping to Emblems means you will still have to hit Level 10 to activate any of our super powerful Prismatic trait breakpoints, while also maintaining the excitement of an Opening Encounter that asks you to adapt your comp so dramatically!
  • Golden Gala 6.2% Twisted Fate deals out all gold tier Augments this game.
  • Prismatic Party 4.1% Seraphine turns all Augments to prismatic tier this game.
  • Prismatic Finale 4.1% Zilean ages the last Augment to be prismatic this game.
  • Prismatic Opener 4.1% Galio's entrance turns the first Augment to prismatic this game.
  • 3-Cost Start 7.2% Start with a random 3-cost champion this game.
  • 2-Cost Start 4.1% Start with a random 2-cost champion this game.
  • Upgraded Start 6.2% Ekko upgrades your starting champion to 2-star.
  • Component Anvils 6.2% Poppy grants you two component anvils.
  • Scuttle Puddle 6.2% Rift Herald fills the game with crabs carrying bonus loot.
  • Loot Subscription 5.2% Zoe gives you highly varied loot at the start of each stage!
  • Emblem Ensemble 4.1% Ryze grants you 3 random Emblems to begin your journey.
  • Gold Subscription 5.2% Tahm Kench grants you gold at the start of every stage.
  • Augment Round Swap 6.2% LeBlanc manipulates Augments to be offered earlier this game.
  • No Encounter 5.2% It's a calm day in Runeterra. No Opening Encounter this game.
  • Howling Abyss 7.2% Gain 5 random 1-costs to fight on the Howling Abyss.
  • Silver Scrapes 7.2% The final two players gain 70 gold for an epic final fight.
  • Reckoner Arena 6.2% Draven rewards gladiators with gold whenever an opponent falls.
  • Scouting Party 5.2% Teemo's scouting party has found +1 Augment reroll for all Augments!

LARGE CHANGES

Large, like the amount of Champions in this set!

3RD PARTY FRIENDS

There's always so much to cover with a new set! 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

The following Augments are lost to time in the Grand Library:
  • All That Shimmers
  • Another One and Another One+
  • At What Cost
  • Backup Dancers
  • Blazing Soul
  • Big Friend II (Big Friend I still exists as “Big Friend”)
  • Blood Rage
  • Caretaker's Chosen
  • Climb the Ladder I/II
  • Cloning Facility
  • Crownguarded
  • Cybernetic Uplink I/II
  • Diversified Portfolio I/II
  • Evil Beyond Measure
  • Final Ascension
  • Gold For Dummies
  • Golden Quest
  • Greater Moonlight
  • Howling Gale
  • Investment Strategy I/II
  • Item Collector
  • Kraken's Fury
  • Max Cap
  • Moonlight
  • Piercing Sight
  • Pocket Recombobulator
  • Psychic Forge
  • Raining Gold+ (Raining Gold still exists)
  • Reroll Transfer
  • Scapegoat
  • Silver Destiny++
  • Scoreboard Scrapper
  • Tesla Coil
  • Tomb Raider I/II
  • Vampiric Vitality
  • Water Lotus I/II
  • Young and Wild and Free

RETURNING AUGMENTS

Bringing back some fan favorites, from Kent's favorite Celestial Blessing (which now has a new powerful shield for its Prismatic version) to Prism's preferred and elegant NO SCOUT NO PIVOT. We've also made some adjustments to returning Augments, such as Cruel Pact to keep in line with our XP changes, Binary Airdrop to allow for the full team Binary value dream, and NO SCOUT NO PIVOT to allow you to slot in a 4- or 5-cost later on in the game and gain the benefit for them!

The following Augments have been uncovered alongside Ixtali artifacts and Shuriman ruins:
  • Band of Thieves II now has a + and ++ version that are only available on specific rounds
  • Band of Thieves now grants another TG after a delay
  • Band of Thieves II (2-1): After 8 player combats (stage 3-5)
  • Band of Thieves II+ (3-2): After 6 player combats (stage 4-3)
  • Band of Thieves II++ (4-2): After 3 player combats (stage 4-6)
  • All Band of Thieves II versions are exclusive from each other
  • Binary Airdrop no longer has a unit limit
  • Binary Airdrop temporary item is now completely random instead of tailored to the champion's role
  • Binary Airdrop now also grants 2 item components immediately
  • Celestial Blessing I/II/III Omnivamp: 10/15/25% 12/18/25%
  • Celestial Blessing I/II/III Shield: 200/300/400 200/400/1000
  • Clockwork Accelerator is no longer available on 2-1
  • Crash Test Dummies
  • Cursed Crown now also grants your team 4% Durability
  • Jeweled Lotus I is no longer available on 2-1
  • Jeweled Lotus I Crit Chance: 15% 20%
  • Jeweled Lotus II is no longer available on 2-1
  • Jeweled Lotus II now additionally grants 10% Crit Damage
  • Makeshift Armor I/II
  • NO SCOUT NO PIVOT: Instead of the bonus stats being attached to individual champions, the bonus stats are now a teamwide aura that increases each combat. Bonus stats now apply teamwide instead of to champions only, meaning Training Dummies and summons will be buffed
  • NO SCOUT NO PIVOT HP Per Round: 14 flat HP 1% HP
  • On a Roll
  • Titanic Titan

AUGMENTS ADJUSTED: SILVER

New set, new (and larger) roster, and more Augments adjusted to match! Of note is our buff to Kingslayer which will be much more consistent, and a much sharper Glass Cannon.
  • Best Friends I is no longer offered on 2-1
  • Best Friends I AS & Armor: 12 10
  • Chaotic Evolution HP: 100 80
  • Chaotic Evolution AD/AP/AS: 10% 8%
  • Dummify HP Per Stage: 1000 1200
  • Eye for an Eye+ Deaths Required: 16 18
  • Glass Cannon I Starting Health: 90% 75%
  • Glass Cannon I Damage Amp: 13% 17%
  • Iron Assets Gold: 4 3
  • Keepers I Shield Strength: 145 130
  • Kingslayer now grants 1 gold per player combat regardless of combat outcome
  • Lategame Specialist Gold: 33 36
  • Latent Forge Turns to wait: 8 10
  • Placebo+ Gold: 15 14
  • Preparation I is no longer offered on 3-2
  • Reroll Transfer Gold: 3 1
  • Rolling for Days I Rerolls: 11 10
  • Second Wind I is no longer appears on 2-1
  • Silver Destiny Gold: 3 2
  • Survivor now grants 3 gold immediately
  • Survivor Gold: 92 100

AUGMENTS ADJUSTED: GOLD

Know Your Enemy now lets you Know Your Enemy.
  • Aura Farming Unlock Round: 4-3 4-5
  • Best Friends II is no longer offered on 2-1
  • Best Friends II Armor: 20 18
  • Big Friend II Damage Reduction: 10% 13%
  • Bronze For Life I Damage Amp Per Trait: 3% 2.5%
  • Cry Me a River Delay Timer: 15 10 sec
  • Epoch Rerolls each Stage: 2 3
  • Exclusive Customization Gold: 5 10
  • Explosive Growth now grants XP the turn you take it
  • Explosive Growth Additional Rounds: 4 3
  • Explosive Growth XP Granted: 8 7 (total: 32 over 4 turns 28 over 3 turns)
  • Explosive Growth+ now grants XP the turn you take it
  • Explosive Growth+ Additional Rounds: 4 3
  • Explosive Growth+ XP Granted: 11 10 (total: 44 over 4 turns 40 over 3 turns)
  • Glass Cannon II Starting Health: 90% 75%
  • Glass Cannon II Damage Amp: 20% 30%
  • Gold Destiny Gold: 4 3
  • Hard Bargain HP: 4 6
  • Hard Bargain Gold: 9 10
  • Healing Orbs II Heal: 400 440
  • Healing Orbs II no longer appears on 2-1
  • Hefty Rolls HP per roll: 7 8
  • Heroic Grab Bag++ Gold: 13 10
  • High Voltage Percent Increase: 15% 20%
  • Hustler Gold granted Immediately: 3 5
  • Hustler now grants 2 XP a turn
  • Keepers II Shield Value: 230 210
  • Know Your Enemy now allows you to see the exact player you're fighting next
  • Last Second Save no longer available on 2-1
  • Last Second Save Heal: 22% 20%
  • Lucky Gloves+ now additionally grants another Sparring Gloves after 2 player combats
  • Mess Hall Tier: Prismatic Gold
  • Mess Hall now deals flat magic damage, scaling with AD and AP
  • Mess Hall now fires 2 projectiles instead of 1
  • Quiet Quitting Gold: 16 24
  • Pandora's Bench Tier: Silver Gold
  • Pandora's Bench no longer appears on 4-2
  • Pandora's Bench now additionally grants a Lesser Champion Duplicator
  • Pandora's Bench Gold: 5 4
  • Pilfer now has an additional effect. The first time you gain 30 gold worth of champions through Pilfer, gain a Thief's Gloves.
  • Pilfer: If the first champion killed is one you haven't unlocked, you will gain the gold value of the champion
  • Plot Armor Initial Armor/MR: 10 8
  • Preparation II is no longer offered on 3-2
  • Preparation II HP per stack: 45 50
  • Time Skip XP: 28 32

AUGMENTS ADJUSTED: PRISMATIC

No one needs 5 belts, and they especially don't need 5 Rods. What they need is one Rod, one Rod that ends with a “ger”... Rodger.
  • At What Cost XP: 4 12
  • Belt Overflow Belts: 5 4
  • Belt Overflow Belts Bonus HP: 60 75
  • Bronze For Life II Damage Amp Per Trait: 3% 2.5%
  • Bronze For Life II Durability Per Trait: 1.5% 2%
  • Buried Treasures is now only available on 2-1
  • Call to Chaos New Rewards: 6 unique components, Spatula + Frying Pan + 2 Component Anvils, Radiant Lucky Item Chest + 15g + 1 Remover, 2 Completed Item Anvils + 1 Golden Egg
  • Call to Chaos Removed Rewards: 3x Sniper's Focus, 3x Hullcrusher, 5 Random Emblems, 3* 3-cost and 20 gold
  • Call to Chaos RNGolem Bonus Stats: Bonus AD: 0% 30%, Bonus Resists: 25 40
  • Call to Chaos Ranged Golem: AS: 50% bonus 20% base (0.75 AS)
  • Call to Chaos Ranged Golem Artifact: Sniper's Focus Rapid Firecannon
  • Call to Chaos Ranged Golem Gains 3 Range by default
  • Call to Chaos Melee Carry Golem: AS: 50% bonus 20% base (0.75 AS)
  • Call to Chaos Melee Carry Golem Completed Item: Quicksilver Bloodthirster
  • Call to Chaos Melee Carry Golem Artifact: Death's Defiance Mittens
  • Call to Chaos Melee Carry Golem Radiant: Sterak's Titan's Resolve
  • Call to Chaos Tank Golem Artifact: Innervating Locket The Indomitable
  • Deadlier Blades Tier: Gold Prismatic
  • Deadlier Blades 1% AD per 5 takedowns 2% AD per 3 takedowns
  • Deadlier Caps Tier: Gold Prismatic
  • Deadlier Caps 1% AD per 4 takedowns 2% AP per 3 takedowns
  • Giant and Mighty size scaling adjusted
  • Giant and Mighty no longer offered on 2-1
  • Giant and Mighty Flat Health: 300 200
  • Giant and Mighty HP%: 4% 10%
  • Going Long Gold: 15 12
  • Going Long XP per Turn: 4 5
  • Hold the Line is now additionally available on 3-2
  • Hold the Line buff now updates during the Planning Phase as players move their units around. Visual effects have been added to show that units are being buffed
  • Hold the Line Buff Targeting: Back row Back 2 rows
  • Hold the Line now includes summoned units like Training Dummies both for the front row unit count and for receiving the buff
  • Invested now calculates free rerolls based on the player's gold before they gain gold for the round.
  • Prismatic Destiny Gold: 5 4
  • Prismatic Destiny+ is now available on 3-2, granting 10 gold
  • Quality Over Quantity Bonus HP: 4% 7%
  • Shopping Spree now has a new icon
  • Sword Overflow Swords: 5 4
  • Sword Overflow AS per Sword: 2% 3%
  • Tiniest Titan Gold Per Round: 1 2
  • Tiny but Deadly no longer offered on 2-1
  • Wand Overflow Rods: 5 4
  • Wand Overflow AS per Rod: 5% 7%

ITEMS

With new sets being such a huge moment, we're taking some time to make sure our core items don't become too legendary or unclickable to the point of lore.
  • Adaptive Helm Mana Regen: 2 3
  • Adaptive Helm Tanks & Fighters Armor/MR: 35 45
  • Bloodthirster AD/AP: 20% 15%
  • Bramble Vest HP %: 7% 9%
  • Bramble Vest Auto Reduction: 8% 5%
  • Evenshroud HP: 150 250
  • Edge of Night proc no longer cleanses damage over time effects
  • Giant Slayer AD/AP: 20 15
  • Kraken's Fury Bonus AS: 40% 30%
  • Kraken's Fury AD Per Attack: 4% 3.5%
  • Spear of Shojin AP: 10% 15%
  • Sterak's Gage Shield Duration: 5s 4s
  • Warmog's Armor HP: 600 500
  • Warmog's Armor Max HP: 12% 15%

RADIANT ITEMS

All Radiant items are now EXACTLY two times their base model in stats. Any exceptions are light and only because the core effect cannot be duplicated (e.g. Edge of Night, Last Whisper, Infinity Edge).
  • Adaptive Helm Mana Regen: 4 6
  • Adaptive Helm Marksman & Caster AD/AP: 60% 30%
  • Archangel's Staff Base AP: 55% 60%
  • Archangel's Staff Proc: 35 AP every 4 sec 40 AP every 5 sec
  • Bloodthirster AD/AP: 45% 30%, MR: 20 40
  • Bloodthirster Shield: 40% 50%
  • Bramble Vest Armor: 100 130, Max HP: 15% 18%
  • Bramble Vest Auto Reduced Damage: 25% 10%
  • Bramble Vest Damage Proc: 175 200
  • Deathblade AD: 105% 110%
  • Dragon's Claw MR: 115 150, Max HP: 15% 18%, Health Regen: 10% 5%
  • Edge of Night Armor: 20 40
  • Proc no longer cleanses damage over time effects

  • Evenshroud Base MR: 30 40
  • Evenshroud Bonus Armor/MR: 70 50
  • Gargoyle Stoneplate HP: 250 200, Armor/MR for each target: 15 20
  • Gargoyle Stoneplate Removed HP Regeneration
  • Giant Slayer AD/AP: 50% 30%, AS: 20% 30%, Damage Amp: 20% 30%, Bonus Amp vs Tanks: 25% 30%
  • Guinsoo's Rageblade AP: 30% 20%, Base AS: 25% 20%, Stacking AS: 13% 14%
  • Hand of Justice AD/AP: 35% 30%, Omnivamp: 20% 24%
  • Hextech Gunblade Mana Regen: 1 2
  • Infinity Edge, AD: 65% 75%
  • Ionic Spark Shock Range: 3 2, Shock Damage: 200% 300%
  • Removed HP Regeneration

  • Jeweled Gauntlet AP: 70% 75%
  • Kraken's Fury MR: 20 40, AS: 25% 20%, Stacking AD: 7% 8%, Bonus AS: 80% 60%
  • Last Whisper AS: 25% 40%, Crit: 55% 40%
  • Morellonomicon HP: 150 300, AP: 50% 40%, Mana Gen: 3 2, Burn Duration: 8 10 sec
  • Nashor's Tooth AS: 10% 20%, HP: 200 300, Crit: 35% 40%
  • Protector's Vow Mana Start Bonus: 20 40, Mana on Proc: 20 30, HP Shield: 45% 40%
  • Quicksilver MR: 30 40,AS: 40% 30%
  • Rabadon's Deathcap AP: 80 100, Damage Amp: 50% 30%
  • Red Buff AS: 65% 90%, Damage Amp: 10% 6%
  • Spear of Shojin AP: 25% 30%
  • Spirit Visage Damage Reduction: 18% 20%, Mana Gen: 2 4
  • Steadfast Heart Crit: 20% 40%, Base Durability: 16% 20%, Health Cutoff: 40% 50%, Buffed Durability: 30% 36%
  • Striker's Flail HP: 150 300, AS: 25% 20%, Crit: 35% 40%, Damage Amp Per Stack: 8% 10%, Buff Duration: 8 5 sec
  • Sunfire Cape Max HP: 12% 16%, Proc Timer: 1.5 2 sec, Hex Range: 3 2, Buff Timer: 8 10 sec
  • Titan's Resolve Armor: 35 40, AS: 30% 20%, AP/AD per stack: 3% 4%
  • Void Staff AP: 60% 75%, AS: 60% 30%, Mana Gen: 3 2
  • Warmog's Armor Bonus HP: 20% 30%
  • Warmog's Armor Removed Health Generation

NEW ARTIFACTS

As we alluded to in our set Learnings article, we're swapping out quite a lot of Artifacts this time around. Some of these will even contribute to the new Darkin trait, while others bring fun fantasies inspired by past mechanics, or fill holes left by Artifacts rotating out.
  • The Darkin Bow
  • The Darkin Staff
  • The Darkin Aegis
  • The Darkin Scythe
  • Void Gauntlet
  • Cappa Juice
  • Eternal Pact
  • Hellfire Hatchet
  • Shadow Puppet
  • Aegis of Dawn
  • Aegis of Dusk

REMOVED ARTIFACTS

  • Innervating Locket
  • Unending Despair
  • Deathfire Grasp
  • Manazane
  • Spectral Cutlass
  • Tricksters Glass

ADJUSTED ARTIFACTS

We're also rebalancing Artifacts with the goal of making them less sharp than before, while still being more specific than core items. Overall, Artifacts should be more powerful than our core items, especially on their preferred users, but less powerful than our Radiant Items. We know that this may take some time to get right, especially with 100 champions available to cook up powerful combos with, but we've made a considerable effort to this end with the sweeping Artifact balance changes below.
  • Blighting Jewel AP: 50 60
  • Blighting Jewel Flat MR Shred: 4 2
  • Blighting Jewel Mana Granted at 0 MR: 3 2
  • Blighting Jewel Ability damage can only trigger its effect on an enemy once every 0.5 seconds.
  • Dawncore AD & AP: 15% 10%
  • Death's Defiance AD: 10% 25%, AS: 25% >> 15%, Armor: 30 >> 40
  • Gold Collector AD: 25% 40%, Crit Chance 30% >> 20%
  • Zhonya's Paradox AP: 40% 25%, Armor/MR: 30 25
  • Hullcrusher Armor/MR: 35 50, HP Bonus: 600 400, AD/AP Bonus: 20% 10%
  • Flickerblades AS: 15% >> 12%, AS per attack: 6% 5%
  • Flickerblades AD Per 5 autos: 3% 2%, AP Per 5 autos: 4% 2%
  • Gambler's Blade AS: 35% 45%, AP: 10% Removed
  • Luden's Echo Bolts Fired on kill: 3 2
  • Mogul's Mail HP: 100 300
  • Mogul's Mail HP per stack: 10 5
  • Mogul's Mail Gold delay: 10 12 seconds
  • Mittens Attack Speed: 75% 65%
  • Mittens 25% Durability 15% Damage Amp
  • Mittens Passive Chill immunity Chill & Burn/Wound immunity
  • Rapid Fire Cannon AS: 75% 65%
  • Rapid Fire Cannon now has 5% Damage Amp
  • Prowlers Claw AD: 30% 35%, Crit Chance: 50% 45%, Critical Strike Bonus: 60% 50%
  • Wit's End HP: 300 400, AS: 30% 25%, Armor/MR 30 20
  • Wit's End Proc Damage: 42/60/75/90/100 30/45/65/85/100
  • Wit's End Magic Vamp: 35% 30%
  • Sniper's Focus Bonus Range removed
  • Sniper's Focus AD: 15% 20%, AP: 15% 20%, AS: 15% 20%
  • Sniper's Focus [REWORK] Gain 40% Damage Amp against targets 4 or more hexes away.
  • Lich Bane AP: 30% 55%, AS: 30% 10%
  • Seeker's Armguard AP: 40% 25%, Armor/MR: 30 10
  • Seeker's Armguard Added 20% Omnivamp
  • Seeker's Armguard Passive changed to “On takedown gain 20 Armor, MR, and Ability Power”
  • Seeker's Armguard on-kill effect Removed
  • Statikk Shiv AP: 40% 15%, AS: 40% 50%
  • Statikk Shiv Base Damage: 40 >> 30
  • Talisman of Ascension Health: 600 450
  • The Indomitable HP: 400 500, Armor/MR: 25 20, Max Health: 10% 12%