Teamfight Tactics patch 17.5
Space is the place to party with Pengu!
With a heavier balance-focused micropatch last week, we've got a smaller balance patch prepared for 17.5, primarily focused on buffing champions that haven't been able to find their footing in the zero-grav environments of SPACE GODS. Past that, we're doing a bigger sweep of our Augments, with many nerfs focused on our overperforming econ Augments and buffs to the less clicked Combat Augments.
Rodger "Riot Prism" Caudill
Katie "Riot Ukime" GuoPATCH HIGHLIGHTS
PENGU'S PARTY
Pengu's Party is back with patch 17.5 through patch 17.6, and every single past set has an iconic trait to show off! Here is a refresher on how Pengu's Party works for our first time attendees. You'll queue up in the world of Space Gods, but along with the fickle Gods, Pengu is here to offer traits from past sets. For more information, be sure to check out our article on the mode here!
SYSTEMS
OPENING ENCOUNTERS
Delaying Augments, a core component to direction and game plan in TFT, doesn't feel good.
- LeBlanc's Stage 3 Augments Removed
ADJUSTED GOD BLESSINGS
Buffs to our least divine God Blessings should have them feeling more clickable in the right scenarios.
- Soraka Shield Blessing 450/550/650/800/800 ⇒ 500/600/700/800/900
- Aurelion Sol Low HP Quest 18 gold ⇒ 21 gold
LARGE CHANGES
Large, like Leona stocks in 17.4.
TRAITS
In the mid-patch update last week we hit a lot of the overperforming Arbiter outputs, but there are still a few that are overproducing Leonas, so we're following up on those.
Meeple (7) is about printing Meeples (and more), but it's very rarely run since Meeple (5) gives the same bonus HP and is generally seen as more worthwhile for the board you're running. We're moving some power from (5) to (7) and adding a bit more heft to the Prismatic as well. With Meeple (5) coming down, we're also going to be moving some power around for the units so they can flex better into other comps.
We've got two bug fixes for Serpent that should result in the trait being power-neutral or even a very small buff for variations that aren't running Xayah as their primary carry.
- Arbiter, Every 3 Attacks, Gain Leona: 8/12% ⇒ 5/8%
- Arbiter, Every 3 Attacks, Gain Armor: 12/18 ⇒ 10/16
- Arbiter, Spend 50 Mana, Gain Leona: 10/15% ⇒ 9/12%
- Meeple Flat HP bonus: 100/400/400/500 ⇒ 100/350/450/550
- Meeple (10) Meeplord Abilities: Big Slam Primary Damage: 1100 AP ⇒ 1500 AP, AoE Slam Damage: 700 AP ⇒ 1000 AP, Stun Duration: 1.5s ⇒ 3s, Stun Spell Damage: 150 AP ⇒ 400 AP
- Space Groove Health Regen Per Groovian: 0.95% ⇒ 0.85%
- Stargazer, Serpent, Fixed a bug where the poison was doing more damage than intended.
- Stargazer, Serpent, Fixed a bug where the poison damage was calculated after damage mitigation rather than before.
- Stargazer, Serpent Poison Damage: 20/40/60% ⇒ 18/35/50%
ANIMA
We’ve seen a lot of players use a 300 Anima cashout to tempo and pivot into a different non-Anima focused reroll line. While this is fine, we also want utilizing the Anima units after these tempo-style cashouts to be a more competitive strategy, so we’re lowering the econ value of the cashout, while buffing many of the Anima items, focusing on the bonus stats these items give to Anima units.
- 300 Anima Tech: 2* Illaoi + 7 gold ⇒ 2* Illaoi + 3 gold
- 300 Anima Tech: 2* Aurora + 7 gold ⇒ 2* Aurora + 3 gold
- 300 Anima Tech: 3* Briar + 7 gold ⇒ 3* Briar + 3 gold
- 300 Anima Tech: 2* Jinx + 15 gold ⇒ 2* Jinx + 7 gold
- 400 Anima Tech: 3 Duplicator Cashout: Added Reforger instead of Remover
- 400 Anima Tech: All other 400 Cashouts except 3* Jinx cashout contain a bonus Reforger
- 500 Anima Tech: 2 Tier 2 Items + 10g + 6 Lesser Duplicators ⇒ 2 Tier 2 Items + 2* Fiora + 2* Aurora + 3* Briar
- Tier 1 Items: Guiding Hex Aurora AP: 9 ⇒ 12
- Tier 1 Items: Rocket Barrage Attack Damage: 10% ⇒ 15%, Jinx Bonus Damage: 35% ⇒ 40%
- Tier 1 Items: Savage Slicer Briar Bonus Hits: 10 ⇒ 15
- Tier 1 Items: Tentacle Slam Illaoi Bonus Effectiveness: 35% ⇒ 45%
- Tier 2 Items: The Annihilator Damage Store: 20% ⇒ 25%, Mana Regen: 3 ⇒ 5
- Tier 2 Items: Searing Shortbow, Ability Power: 40 ⇒ 45, Attack Damage: 10% ⇒ 15%
- Tier 2 Items: UwU Blaster Attack Damage: 25% ⇒ 30%
- Tier 3 Items: Evolved Embershot Ability Power: 40 ⇒ 45
UNITS: TIER 1
Right now there are a few 1-costs that are just too weak even when itemized and upgraded early on. Nasus has always been carried by Leona, and Teemo has fallen off since the 17.3 reroll heavy patch, so we're returning him to his 17.3 power now that we've got some of the other reroll outliers in check. Finally, Veigar is just a bit too niche right now so we're giving him an appropriately sized buff to get him standing tall enough to reach the meta.
- Caitlyn Headshot Damage AD: 170/255/510/875 ⇒ 190/285/540/925
- Ezreal Ability Damage AD: 160/240/365/620 AD ⇒ 170/255/380/650 AD
- Nasus Flat Health gained: 250/350/550/750 ⇒ 300/400/600/800
- Teemo Spell Damage: 65/95/170/300 ⇒ 70/105/190/325
- Veigar Spell Damage AP: 310/465/700/1190 ⇒ 330/495/750/1200
UNITS: TIER 2
A few 2-cost comps are doing well in 17.4, but there are a few that still aren't playable. Akali and Bel'Veth should lift melee reroll lines, while Mordekaiser can provide a better frontline for the reroll lines that utilize Conduit.
- Akali Spell Damage AD: 37/56/84 ⇒ 39/59/88
- Bel'Veth Spell Damage AD: 20/30/45 >> 22/33/50
- Gwen Attack Speed: 0.85 ⇒ 0.8
- Gwen AoE Spell Damage: 75/110/190 AP ⇒ 75/110/215 AP
- Mordekaiser Initial Shield: 300/375/500 ⇒ 350/425/550
UNITS: TIER 3
Fizz is the one Rogue that isn't able to find success past Stage 3. He's got a fun play pattern building up to his Megalomeep (yes I know it's called a Mega Meep in the tooltip) and with Meeple (5) coming down and Gwen slowing down (a bit), we're able to give him a decent sized buff to help Megalomeep chomp down!
Ornn's been the biggest benefactor of our recent Space Groove buffs and while we're happy to see this line dance its way back into the meta, the synergy of our trait (HP regen) and unit buffs from 17.4 had Ornn end up being a bit too tanky.
- Fizz Dash Damage AP: 120/180/290 ⇒ 140/210/310
- Ornn Groove Duration: 3s ⇒ 2.5s
UNITS: TIER 4
With Leona printing in check, we're able to give LeBlanc a small buff to her final active cast.
Rammus is getting an adjustment that should have him less tied to Meeple, making him a better tank in Bastion splashes.
- Kindred Base AD: 55 ⇒ 58
- LeBlanc Sigil Damage: 80/120 ⇒ 85/130
- Rammus Meeple bonus Damage Reduction per Meep: 4 ⇒ 3
- Rammus Mana buff 20/90 ⇒ 20/80
UNITS: TIER 5
Fast 9 was one of the best ways to play 17.5 before our mid-patch update. We pulled back the power of Vex a bit too far with our nerfs to the strategy, so we're returning some of that here while also giving Bard a buff in the hopes he can perform as a primary carry soon.
- Bard Spell Damage: 220/330 >> 240/360
- Vex Spell Damage: 130/195 AP ⇒ 140/210 AP
AUGMENTS
We're taking a very large balance pass on our Augments with a focus in nerfing long overperforming econ Augments and buffing combat Augments that haven't found a foothold.
Now that 1-cost reroll isn't as dominant, we're able to give a lot more initial power to Early Learnings.
Heart of the Swarm doesn't provide enough power to consistently survive in Prismatic lobbies. Now it's going to give a two-star Rek'Sai AND a two-star Briar.
With verticals struggling this set we're able to give more power to Augments like Little Buddies and Climb the Ladder.
- Bonk! (Nasus) Spell Damage: 280/420/670/1000 AD ⇒ 290/435/730/1250 AD
- Buried Treasures Rounds of Items: 4 ⇒ 5
- Call to Chaos: Radiant Lucky Item Chest + 15g ⇒ Radiant Lucky Item Chest + 8g, 58 Gold ⇒ 52 Gold, 64 XP ⇒ 58 XP, Rerolls: 40 ⇒ 36
- Care Package Gold reduced for all rewards
- Continuous Conjuration Magic Damage Needed: 38,000 ⇒ 42,000
- Climb the Ladder Bonus AD/AP: 6% ⇒ 7%
- Cry Me a River Enhanced Mana Regen: 3 ⇒ 4
- Early Learnings Initial AD/AP: 1% ⇒ 8%
- Forge a Friend Gold: 2 ⇒ 5
- Healing Orbs I/II Heal: 220/500 ⇒ 250/575
- Heart of the Swarm (Primordian) Initial Briars: 1 ⇒ 3
- A Magic Roll Pile of Champions: Number of 2* 3-costs: 2 ⇒ 1, Number of 2* 2-costs: 1 ⇒ 2, Number of 2* 1-costs: 0 ⇒ 1
- Late Game Specialist Gold: 36 ⇒ 30
- Level Up! Initial XP: 10 ⇒ 6
- Little Buddies Health: 55 ⇒ 65, Attack Speed: 6% ⇒ 7%
- Risky Moves Gold: 30 ⇒ 26
- Savings Account Initial Gold: 4 ⇒ 2
- Slammin'+ Initial Gold: 8 ⇒ 4
- Sunfire Board Duration: 15s ⇒ 18s
- Tiny, but Deadly Attack Speed: 30% ⇒ 33%
- Upward Mobility Rerolls per Level: 2 ⇒ 1
- U.R.F Attack Speed: 15% ⇒ 20%, Mana Regen: 2 ⇒ 3
- Win Out Initial XP: 6 ⇒ 10
ARTIFACTS
We've got nerfs to two of our best Artifacts that are also responsible for Shimmerscale Essence (Augment) being a bit too strong.
- The Collector Attack Damage: 40% ⇒ 35%
- Mogul's Mail Health Per Stack: 8 ⇒ 5
RADIANT ITEMS
A while ago we took a pass on Radiant Items, making them double the power of their core version. This was nice on paper, especially for comprehension, but some stats are just more multiplicative than others, so we're making more adjustments to these to keep them on par with where we want Radiant Items to be in terms of power.
- Deathblade Attack Damage: 110% ⇒ 100%
- Protector's Vow Shield Amount: 40% ⇒ 50%
- Morellonomicon Ability Power: 40 ⇒ 35
- Quicksilver Base AS: 30% ⇒ 40%
- Rabadon's Deathcap Ability Power: 110% ⇒ 100%
- Rageblade Base AS: 20% ⇒ 25%
- Red Buff Attack Speed: 90% ⇒ 80%
BUG FIXES
- Fixed a bug where components could fail to appear in Pengu's Blessing.
- Fixed a bug where scouting boards during Realm of Gods would hide Blessings for longer than intended.
- Fixed a bug where the Apex Primordian could spawn on the wrong side of the board.
- Fixed a bug where Meeplords could spawn on the wrong side of the board.
- Fixed a bug with Samira interacting poorly with increasing amounts of Critical Strike Chance.


