Teamfight Tactics patch 18.5

18.5 follows up on the larger 18.4 changes with more precise adjustments and buffs to underperforming champions.

Leaves fall, seasons change, sets come and go, but patches will always be patchin’ 

For 18.5 we’ve got smaller, more focused changes that are mostly following up on the large and impactful patch 18.4 changes. Some of this is clean-up from changes that didn’t land where we wanted them to, while other parts are making sure all our AP lines are all feeling viable—not just you, Azir/Kha’Zix! 

And with that, let’s dive in.

Rodger "Riot Prism" Caudill Katie “Riot Ukime” Guo

PATCH HIGHLIGHTS

CHONCC OR TREAT

Join Choncc in his different Halloween costumes to dish out tricks with our newest version of Choncc’s Treasure: Choncc or Treat! Check out the new encounters, like everyone starting with a unique Avatar Lux. Live now until November 17!

LARGE CHANGES

Large, like the impact you can make on someone’s day.


TRAITS

Blackthorn: Now that Blackthorn sacrifices have been optimized, we’re targeting Blackthorn (6) and the base AP sacrifice to lower the power of Blackthorn’s current strongest comp, which utilizes a super-charged Azir to rip through fights. This isn’t the only place we’re nerfing Azir, so if this reads as too small of a nerf for him here, that is intended. 

Elderwood: Elderwood (9) is almost an auto-win if you have the Emblems and two-stars. 

Fae: We were too conservative with our Fae buff last patch, so now we’re adding more magic fae dust, primarily in its heal, which will benefit Rakan and Lillia more. We’re also flattening some of the later Golden Pixie breakpoints to smooth that econ transition. 

Flora Fatalis: With consistent healing, the trait and Emblem can keep super tanks' health bars from moving. Nerfing the heal in the trait should be another smaller nerf to Rammus/Azir comps. 

Rapidfire: For a trait that only needs one Emblem to pop off, Rapidfire is just a bit too strong of a vertical Class. 

Riftbeast: Now that Riftbeast is an option to play from multiple angles, we still think the Riftbeast (7) trait is slightly too strong. A small nerf here will keep it in line with other late-game strategies.

  • Blackthorn
    • 6 Piece Enhanced Bonus: 60% ⇒ 50%
    • Base AP Sacrifice: 12% Damage Amp + 2 Mana Regen ⇒ 10% Damage Amp + 2 Mana Regen
  • Elderwood (9)
    • 9-Piece Summon Bonus Health: 140% ⇒ 125%
  • Fae (2/4)
    • Heal: 2.5/4% ⇒ 3/5%
    • 4th Pixie Threshold: 30000 ⇒ 25,000
    • 5th Pixie Threshold: 70000 ⇒ 60,000
    • 6th Pixie Threshold: 110000 ⇒ 100,000
  • Flora Fatalis
    • Max Health Healing: 8% ⇒ 7%
  • Rapidfire
    • AS Per Attack: 3/5/8/12% ⇒ 3/5/7/10%
  • Riftbeast (7)
    • AD/AP: 6% ⇒ 5%

UNITS: TIER 2

Caitlyn: Caitlyn can find success in a few narrow comps, especially in the past when vertical Juggernauts were strong. We’re giving her a small buff here so she can lock in on more comps as a reroll Rageblade user.

  • Caitlyn
    • Empowered Auto Damage: 190/285/470 AD ⇒ 200/300/490 AD

UNITS: TIER 3

Azir: We’ve nerfed a few things around Azir’s go-to comp, but now we have the main Azir nerf, which is simply a flat damage nerf. 

Mama Beak: We’re fixing a mana lock bug that was pretty big for the Convergence’s best Mama. As compensation, we’re bringing her damage down a tad, but this should still result in a small, chirp-sized buff overall. 

Tristana: Tristana is getting a pretty big buff that should have her becoming a major threat when her traits and items come online.

  • Azir
    • Ability Damage: 46/69/110 AP ⇒ 43/65/105 AP
  • Kha’Zix
    • Unisolated Damage: 255/360/515 AP ⇒ 250/345/500 AP
    • Isolated Damage: 285/410/605 AP ⇒ 280/390/590 AP
  • Mama Beak
    • Mana lock now ends when the Tiny Beaks start to despawn rather than finish, reducing total Mana Lock time by ~1 second.
    • Ability Attack Damage: 22/33/52 AD ⇒ 20/30/50 AD
    • Master Yi
      • AD Form: Starting Attack Damage: 60 ⇒ 63
      • AP Form: AP Ability Damage: 125/190/285 AP ⇒ 135/200/320 AP
    • Tristana
      • Mana Buff: 0/60 ⇒ 0/50
      • Ability Damage per Attack: 10/15/25 AD ⇒ 12/18/28 AD

UNITS: TIER 4

Malphite: Since we’re nerfing Flora Fatalis, Malphite’s power ceiling has come down, giving us room to buff him in a more general way via a stronger shield. 

Morgana: Morgana is typically used to spread utility items and chip damage backliners, but she can’t get through strong frontliners to save her life. Our buff here is focused on helping her get through that frontline with more initial and bonus curse damage for her primary three targets. 

Sentinel: Sentinel is seen on a lot of boards, itemized and unitemized. With our change here, Sentinel should be worse unitemized, but a better AP ratio makes Sentinel a bit better with Items. Overall, this is a slight nerf, unless you’ve been building Sentinel with tons of AP… in which case you keep doing you… 

Sett: This is a tiny AP ratio buff that gets bigger for our vertical Blossom players who get more AP as they commit to the trait. 

Soraka: With a decent-sized buff to her Ability, Soraka should open up as a viable primary carry in AP lines.

  • Brambleback
    • Alpha Mark Heal: 4% ⇒ 5%
    • Armor Ignore: 20% + 25% AP ⇒ 25% + 25% AP
  • Malphite
    • Shield: 700/850 AP ⇒ 735/885 AP
  • Morgana
    • Initial Curse Damage: 60/90 AP ⇒ 70/105 AP
    • Curse Bonus Damage: 22/33 AP ⇒ 25/38 AP
  • Sentinel
    • Stun Duration: 1s ⇒ 0.5s
    • Shield: 350/450 AP ⇒ 375/475 AP
  • Sett
    • Heal AP Amount: 225/275 AP ⇒ 250/300 AP
  • Sivir
    • Ability Damage: 200/300 AD ⇒ 220/330 AD
    • Bounce Damage: 20% of initial ⇒ 18% of initial
  • Soraka
    • Initial Star Damage: 225/335 AP ⇒ 235/355 AP
    • Additional Star Damage: 100/150 AP ⇒ 110/165 AP

UNITS: TIER 5

Alune: Alune is good, but itemizing her doesn’t really move the needle. We’re weakening her durability passive down to make room for her as a strong itemized carry. 

Ashe: Last patch we over-nerfed Ashe, who in patch 18.3 was often doing the most damage on the board with just utility items. Our buff here will incentivize you to give her AD items, while also allowing her to benefit more from the bonus Blossom AD in vertical Blossom boards. 

Taric: Taric doesn’t really have a 5-cost fantasy as a tank. We want him to sparkle like a Legendary unit that you can itemize, so we’re making him even tankier and buffing his AP ratio a lot on his and his partner’s empowered attacks.

  • Alune
    • Moonshard Damage: 55/83 AP ⇒ 58/88 AP
    • Attack Speed: 0.8 ⇒ 0.85
    • Attuned Durability: 7% ⇒ 5%
  • Ashe
    • DoT Damage: 9/14 AD ⇒ 11/16 AD
  • Taric
    • Resists: 65 ⇒ 70
    • Ability empowered two attacks Damage: 100/150 AP ⇒ 130/200 AP

RADIANT ITEMS

  • Adaptive Helm
    • Mana Regen: 7 ⇒ 6
    • Non Tank/Fighter AD/AP: 40 ⇒ 35
  • Blue Buff
    • Base AD/AP: 30% ⇒ 25%

AUGMENTS

We’ve done some behind-the-scenes tailoring for Augments, so you should see fewer AP Augments when you are leaning AD and fewer AD Augments when you are skewing AP. Consuming Flora: With Flora Fatalis Emblem coming down in power, we’re able to give this Emblem a nice buff—maybe Veigar will come back into the meta with this. Dark Ritual: Dark Ritual’s playstyle is quite fun, but the super-tank Elise strategy is a few legs above other super-tank strategies. Expected Unexpectedness: 4-costs are very strong in this set, as are our scaling 5-costs, so we’re nerfing this Augment a bit to stay on par with other, more expected Augments.

  • Augments that specifically benefit AD or AP comps are less likely to appear if you’re playing into the other line Bronze for Life II
  • Resists per Trait: 3% ⇒ 2.5%
  • Build-A-Bud
  • Gold Granted: 6 ⇒ 9
  • Challenger’s Grace
  • AS Buff: 25% ⇒ 30%
  • Cooking Pot
  • Is now excluded from Coronation, Spreading Roots+, The Trait Tree+
  • HP per Emblem: 60 ⇒ 70
  • Consuming Flora
  • Bonus Effectiveness: 50% ⇒ 70%
  • Cry Me a River
  • Mana Regen Bonus: 4 ⇒ 3
  • Dark Ritual
  • AP Granted: 7/12/33/50/100/175/300/400 ⇒ 5/10/28/45/85/175/300/400
  • Electrocharge II
  • Bugfixed to deal the proper damage
  • Embiggen
  • Base AD/AP Bonus: 10% ⇒ 18%
  • Expected Unexpectedness
    • Stage 3 Gold Granted: 18 ⇒ 15
    • Stage 4 Gold Granted: 20 ⇒ 18
    • Stage 4 5 Costs Granted: 3 ⇒ 2
      • 5 Cost roll reward now additionally grants 3 gold.
  • Flowing Tears
    • Mana Threshold for Cashout: 6500 ⇒ 7000
  • Heart of Steel
    • Re-disabled due to a bug.
  • Investment Strategy I
    • Initial Gold: 6 ⇒ 3
  • Investment Strategy II
    • Initial Gold: 10 ⇒ 6
  • Item Extraction
    • No longer grants a Veigar
  • Malicious Monetization
    • Initial Gold Granted: 4 ⇒ 6
  • Nesting Anvils
    • Gold Granted: 4 ⇒ 6
  • Omega Riftbeast
    • Bonus HP: 10% ⇒ 8%
    • Bonus AS: 10% ⇒ 8%
  • Pandora’s Bench
    • Gold Granted: 4 ⇒ 1
  • Pandora’s Items II
    • Gold Granted: 4 ⇒ 1
    • NEW: Pandora’s Items II+
      • Appears on 3-2
      • Grants 4 gold
    • NEW: Pandora’s Items II++
      • Appears on 4-2
      • Grants 6 gold
  • Pandora’s Items Augments are excluded from each other
  • Patience is a Virtue
    • Initial Rerolls: 4 ⇒ 5
  • Prismatic Destiny
    • Gold Granted: 4 ⇒ 2
  • Promised Protection
    • HP Granted: 200 ⇒ 175
  • Seraphim’s Staff
    • AP Threshold: 90% ⇒ 110%
  • U.R.F
    • Is now excluded from Coronation, Spreading Roots, Spreading Roots+, The Trait Tree, and The Trait Tree+.
  • We Stick Together
    • Tailoring changes from 18.3 are now correctly applied.
    • Tooltip updated for clarity

WISPS

With optimization around the bench and board to filter Wisps is not super fun. It’s a heavy knowledge check and APM (actions per minute) check that we’re not comfortable with. If you do WANT to keep optimizing for Wisps, you still can, but we’re making it less optimal and required so you can focus on what’s truly core to TFT; missing your roll down. 

Past our changes to Wisps filtering, we’re adjusting a few Wisps for balance and ease of filtering. The biggest callouts here are Abandon Ship, which at 0 gold was too easy to force, and Hand of Baron, which was just too powerful.

  • Wisp Filtering
    • Wisps that filter by number of itemized champions now also include Benched champions.
    • Wisps that filter by specific roles now snapshot the last combat rather than the current board.
  • Abandon Ship
    • Cost: 0g ⇒ 2g
  • Beggar’s Wisp
    • Gold: 3/5g ⇒ 2/3g
  • Blood and Iron
    • Cost: 3g (bug) ⇒ 4g
  • Hand of Baron
    • Cost: 6g ⇒ 4g
    • Stats: 33/55 HP + 3/5% Resists/AD/AP/AS/Omnivamp/Durability/Damage Amp ⇒ Stats: 22/33 HP + 2/3% Resists/AD/AP/AS/Omnivamp/Durability/Damage Amp
    • Crit Chance: 10/15% ⇒ 6/8%
  • Heroic Sacrifice
    • Bonus Health: 1200/1500 ⇒ 1000/1250
  • Life Debt
    • Fixed a bug where its missing Health requirement wasn’t functioning.
  • Returning Friend
    • Added to Stage 3
  • Grove Armor
    • Added to Stage 3

BUG FIXES

While we’ll still be listing our bug fixes for the patch here, be sure to check out the Follow the Fix website for a full breakdown of bug fixes both for this patch, last patch, and beyond.

  • Fixed an issue where in-game chat could automatically send after hitting a certain length
  • Fixed an issue where Taric’s passive could fail to activate on Ghost teams
  • Double Up: Fixed an issue where partners could have different placements
  • Cooking Pot now correctly grants HP if the holder has uncraftable emblems
  • It’s Me, Baby hex is now properly aligned with the rest of the hex grid
  • Fixed typos in the descriptions of Health Potion and Potted Lifebloom wisps
  • Fixed an issue where an invisible unit was granted if you had the Double Trouble augment active when you purchased the “Starting Town” wisp
  • Fixed an issue where spatulas and pans were failing to drop in Tocker’s Trial
  • Fixed an issue where Taric’s passive failed to activate in his first combat round if he auto-paired with a champion
  • Fixed an issue where Recombolator would reapply at the start of combat on Ghost army boards
  • The Coin from the “Feeling Lucky” no longer clips through Arenas
  • Fixed an issue with Team Planner window where it behaved incorrectly after saving the team
  • Fixed an issue where Trait Icons briefly displayed the placeholder trait icon (Pentakill from set 10)
  • Fixed an issue where Taric’s passive Ability failed to activate occasionally when auto-assigned
  • Fixed an issue where a champion's max Health could be reduced by equipping three Forbidden Idols. This tech is forbidden.
  • Fixed an issue with the 3-star given by Forged a Friend coming as individual copies
  • Scouting players are able to interact with Arena features during scouting
  • Fixed an issue where Team Planner failed to close during a Finisher
  • Fixed an issue with Field Champion/Return to Bench hotkeys
  • Fixed an issue where the Top 4 Ceremony sometimes did not play
  • Fixed an issue with Disconnection then Reconnection after accepting a game
  • Fixed an issue where Item Icons could sometimes be misaligned to the champion
  • Fixed several issues with the following Cosmetics on PBE/Live: Chibi Arcane Caitlyn, Chibi Faker Falio Boom, Prestige Dragon Fist Rage, Chibi T1 Yunara, Chibi Galio, Chibi Firelight Ekko, Warwick Unbound, Chibi Arcane Vi, Hextech Fenroar, Jhin Unbound, Chibi Teemo, Chibi Kai’Sa (and variants), Chibi Surprise Party Amumu, Lux’s Demacian Daydream Arena, Odyssey Jinx Arena, Chibi Hearsteel Sett, Heaven’s Celestial Court, Sanctuary of the Ancient Arena, Pengu’s 7th Anniversary Bash, Sentinel Vayne Unbound, various Booms

PERFORMANCE/STABILITY BUG FIXES

  • Fixed various server crashes: We did a broad code clean-up that should result in fewer crashes overall.

COSMETICS CONVERTED IN PATCH 18.5

  • 52 Cosmetics will be readded this patch
  • Prestige Chibi (1): Prestige Chibi Porcelain Ezreal
  • Mythic Chibi (11): Chibi Arcane Caitlyn; Chibi Arcane Vi; Chibi Beemo; Chibi Firelight Ekko; Chibi Galaxy Slayer Zed; Chibi Heartsteel Sett; Chibi Star Guardian Lux; Chibi Surprise Party Amumu; Chibi Yuubee; Chibi T1 Faker Galio; Chibi T1 Yunara
  • Mythic Unbound (3): PROJECT: Vayne Unbound; PROJECT: Warwick Unbound; Sentinel Vayne Unbound
  • Base Unbound (2): Jhin Unbound; Yasuo Unbound
  • Little Legends (19): Astronaut Sprite; Astronyan; Battle Academia Sprite; Elder Dragon; Fruity-tooty Umbra; Gingersnap Dango; Hearty Blepup; Jade Emperor Sprite; Lucky Astronyan; Moo Cow Poro; Prodigy Baron; Pufferfin; Sweet Dreams Pufferfin; Anniversary Scuttle Crab; Nebulae Astrovix
  • Legendary Boom (1): Perfect Execution
  • Legendary Portal (6): Irelia's Unfolding Tales; K/DA ALL IN; Lux's Fountain of Rainbows; By-Way of the Banana; 2026 Worlds High-Tier Portal; Briar’s Bindings
  • Mythic Boom (9): Battle Bunny Make It Rain; Crimson Cobalt; God Fist Tempest; God King Noxian Guillotine; K/DA Charm; Majestic Empress Soul Shackles; Porcelain Vanguard's Edge; Super Mega Firecracker; T1 Galio Boom

Late in the conversion process we found visual bugs with some of the cosmetics we introduced this patch. Since none of these impacted gameplay and few are exceptionally noticeable (barring niche interactions like the extra pair of eyes Yuubee gets after emoting immediately following a Finisher) we’ve opted to continue with shipping them to live this patch. These are still on our list to come back to, squash bugs, and polish, in addition to other cosmetics with similar issues. Our priority is currently converting as many cosmetics as possible to ensure players get a chance to use their favorites again and made the call to keep these enabled, but we’ll come back to them in a future patch. Here's the list:

  • Prestige Chibi Porcelain Ezreal (Tactician)
  • PROJECT: Vayne Unbound (Tactician)
  • Chibi Yuubee (Tactician)
  • Prodigy Baron (Tactician)
  • God King Noxian Guillotine (Boom)
  • K/DA Charm (Boom)
  • God Fist Tempest (Boom)
  • K/DA ALL IN (Portal)
  • Irelia's Unfolding Tales (Portal)