Teamfight Tactics patch 14.18 notes (2024)

Reworkify, Buffify, Charmitize, Augmentofy! Welcome to what we’ve internally & informally been calling the Magic n’ Mayhem quarter-set!

In case you couldn’t tell from the words I just made up, 14.18 is packed full of reworks, buffs, new Augments, new Portals, new Charms and the golden Fryin Pan! Beyond all the new and exciting changes, we have a secondary goal of slowing down combat pacing, so expect to see a lot of damage nerfs—so many that we’re hoping this brings down the damage ceiling (which speeds up combat) more than nerfs to any one champion or trait.

There’s a ton to get into, so let’s get going!

Teamfight Tactics patch 14.18 notes (1) Rodger “Riot Prism" Caudill

P.S. This is our last patch to play Tocker’s Trials, so go get that Chaos Mode win!!!

Mid-Patch Updates

SEPTEMBER 16TH

We’ve found the source of a critical bug that would have fights ending in a draw despite a clear winner. To fix this bug we’ve had to temporarily disable two Charms, but we have a long-term solution for patch 14.19 next week that will have them returning. There’s a chance that this bug may still occur, but it should be exceptionally rare.

DISABLED CHARMS

Don’t worry, they’ll be back!
  • Lightning Strike (Charm) has been disabled
  • Meteor Swarm (Charm) has been disabled

SEPTEMBER 11TH

14.18 had so many reworks, balance changes, new items, Augments, Charms, and more, that not everything shipped exactly as we’d like (balance-wise and a few sneaky critical bugs). So we’ve got one of the fastest turnaround updates for you, going live today (Sept 11th) at 3 PM PST! This mid-patch update is focused on correcting some changes that went a little too far or not far enough.

TRAITS

Faerie and Chrono flew too high too fast with their respective reworks. We’re turning back the clock on a bit of their new power, but are happy overall that their reworks move these verticals into a playable (and more practical) space.
  • Chrono 6 bonus AP: 80 70
  • Chrono 6 bonus AS: 40 35
  • Faerie Crown Damage Amp: 30/45/55/75% 30/45/50/60%

CHAMPIONS

Our reworks to Jinx, Varus, and Smolder left them in a weaker space than intended.

For Smolder, we’re significantly buffing his Mana, allowing him to launch fireballs more often. His rework changed his ability to enhance his next four attacks, but during these attacks, he’s locked out of gaining Mana, making the uptime of his power few and far between. As a note, flat damage on Smolder is much better post-rework, so don’t sweat the lack of bows.

Veigar got the short end of the nerf stick and was left without enough sting to carry a comp, even when that comp is made up of little bees. We’re almost entirely reverting the nerf but keeping part of the three-star nerf.

  • Jinx Ability duration: 4 sec 5 sec
  • Veigar Ability damage: 215/300/425% AP 240/330/450% AP
  • Varus fireball cluster damage: 40/40/80% AD 50/50/100% AD
  • Smolder Mana buff: 30/80 0/40

AUGMENTS

The greatest tragedy here is that A Golden Quest no longer uses a number related to gold, but hey, at least it’s clickable again.
  • Combat Bandages I Healing: 130-325 100-220
  • Combat Bandages I Heal Duration: 2 seconds 2.5 seconds
  • Fine Vintage Turn delay: 3 4
  • A Golden Quest gold to trigger: 196 175
  • Big Gains Health per 2 takedowns: 20 12
  • Combat Bandages II Healing: 200-500 170-350
  • Combat Bandages II Heal Duration: 2 seconds 2.5 seconds
  • Pillar of Flame (Shen) Mana reduction: 20 30
  • Pillar of Flame (Shen) Damage over Time: 33/50/80% 40/60/95%
  • Spider Queen (Elise) Ability poison damage: 90% 110%
  • BUGFIX: Spin to Win (Wukong) Augment ability AD ratio is now correctly 250% instead of 30%
  • Unleash the Beast AS: 60% 45%
  • Winter is Coming (Frost) Wolf Bonus HP: 300 200
  • Winter is Coming (Frost) Wolf Bonus AS: 40% 20%
  • What the Forge Health per Artifact: 220 110

BUG FIXES

  • Sticky Fingers can no longer generate Frying Pan
  • Spin to Win (Wukong) Augment ability AD ratio is now correctly 250% instead of 30%

PATCH HIGHLIGHTS

Teamfight Tactics patch 14.18 notes (2)

ROTATING SHOP INFOGRAPHIC

Teamfight Tactics patch 14.18 notes (3)

DEV DOUBLE UP

TFT devs are doubling up to talk Tocker's Trials and a new way to rank up in the Dawn of Heroes Revival—check it out here!

SYSTEM CHANGES

THE GOLDEN FRYING PAN

The Golden Frying Pan, colloquially referred to as the Frying Pan—or if you’re on a first-name basis with Pengu (readers here are), just the Pan—has arrived, allowing you to cook up previously uncraftable Class Emblems. Emblems lead to some of the most fun and creative moments in TFT, so having craftable access to more of them is good long term even as we look past Magic n’ Mayhem. And with our additional craftable Emblems, there’s no such thing as Uncraftable ones anymore!

Ready to cook? Scope the recipes!

  • Pan + Sword = Hunter Emblem
  • Pan + Rod = Mage Emblem
  • Pan + Bow = Multistriker Emblem
  • Pan + Tear = Scholar Emblem
  • Pan + Glove = Warrior Emblem
  • Pan + Belt = Shapeshifter Emblem
  • Pan + Cloak = Preserver Emblem
  • Pan + Armor = Bastion Emblem
  • Pan + Spatula = Tactician’s Cape Emblem
  • Pan + Pan = Tactician’s Shield Emblem
  • Reforging an Emblem can now turn it into any other Emblem

TACTICIAN’S TOOLS; NEW AND REWORKED

Introducing the Pan has also allowed us to rework the Tactician’s Crown and add two new powerful Tactician’s tools!

For our new Tactician combos with Spatula and Pan, we wanted to keep things relatively simple. Most of their power lies in their +1 team size, but they give enough of an additional bonus to make you feel good about putting them on an extra unit that you don't want to put other combat items on. Even your one star trait-bot deserves to wear a fancy cape every now and then!

Early on in PBE, we heard feedback that accessing specific Spatula verticals would be harder since the pool of these high value items is diluted with the additional Pan. That’s why we’ve added the ability to reforge a Pan into a Spatula, and vice versa. Things like Pandora’s Items will also swap these.

  • NEW : Tactician’s Shield: Your team gains +1 max team size
  • Tactician’s Shield: 10% chance to drop 1 gold when the holder dies
  • NEW : Tactician’s Cape: Your team gains +1 max team size
  • Tactician’s Cape: 10% chance to drop 1 gold after 10 seconds of combat
  • REWORKED : Tactician’s Crown: Your team gains +1 max team size
  • Tactician’s Crown: 10% chance to drop 1 gold when you win combat
  • Reforging a Spatula turns it into a Frying Pan, and vice versa
  • Reforging a Tactician’s item turns it into another Tactican’s item
  • Could the legend be true? Shield, Cape, Crown, and who?

WHERE AND WHEN TO COOK WITH THE PAN

Now that we know how and what to cook, how are we adding Pans to the Convergence?

Well, as they say, out of the Orbs, Portals, and Charms, into the Frying Pan!

  • Gold Orbs, Prismatic Orbs, and Carousel now have a chance to have Frying Pans
  • NEW : Frying Pan Portal: Start with a Frying Pan
  • NEW : Let ‘Em Cook Portal: Start with a Spatula and a Frying Pan.
  • NEW : Conjure Frying Pan Charm (15g, Stage 4+): Gain a Frying Pan

ITEM REMOVERS

Play more flexibly, slam more reliably, and itemize with the confidence of an Item Remover on your bench.
  • You now gain an Item Remover from the first loot orb dropped each PVE round if you don’t already have one
  • The drop rate of natural Item Removers has been lowered with the addition of guaranteed Remover drops

FOUR-STAR UNITS

That’s a lot of stars, but the only star that matters to me is the one that just finished reading this sentence. Hey there.
  • 1-cost champions can now be upgraded to 4-star with three 3-star copies

ARMORIES

Armories are the shop takeovers where you choose from a selection of Items, Artifacts, etc. They appear from various Augments, Anvils, and even some Champion effects. We’re shipping a quality of life buff here to allow you to fully take advantage of your incredible APM (actions per minute or ability to click really, ridiculously fast).
  • Reduced misclick lockout from 1.5 seconds ⇒ 0.8 seconds

TOME OF TRAITS

We’re closing the book on Tome of Traits now that we have new ways to craft Emblems with more straightforward and intuitive rules.
  • Tome of Traits has been removed from the game
  • Drops that previously granted Tome of Traits (Prismatic Orbs, Radiant Blessing, Loot Subscription) have been replaced with similar value contents (Support Anvils, Frying Pans/Spatulas, additional Component Anvils, etc.)

SHOP ODDS

We’re making hitting 4-costs a little more consistent at level 8. Currently, rolling down on level 8 to power spike is higher risk than a lot of reroll strategies that have already spiked, especially when you have to seek out specific 4-costs to button up your comp.
  • Level 8: 18/27/32/20/3 18/25/32/22/3

LARGE CHANGES

Large, like this patch for real real.

You may be noticing a lot of reworks for more than just traits and champions. We’re happy with how Magic n’ Mayhem has released, but as game designers we’ve seen spaces to improve upon various elements, and as TFT devs, we say, let’s do it. So we’re shipping case-by-case reworks to things that could be improved upon. Alright, let’s get back to those things!

TRAITS

Chrono’s rework makes the trait more beneficial as a vertical at 6 Chrono. Previously the excess Attack Speed wasn’t helpful for most of the roster, and the time freeze happened so late into a fight that it could already be over before Chrono champions could clock back. Now, we’re shifting the buff more into Ability Power than Attack Speed, increasing the time freeze duration, and letting the pause come two seconds sooner in a fight.

Faerie is most often played at Faerie 2, where the Queen’s Crown grants a significant amount of power. Stretching to hit 4/6 often isn’t worth it in the late game, while Faerie 9 lacks the consistency you’d expect from a chase trait of its caliber. We've reworked the trait to a 3/5/7/9 system, making it more challenging to hit, but more rewarding. At 5, you get the Queenguard’s Armor for diverse tank setups; at 7, a second Crown for dual carries and enhanced healing; and at 9, you'll have three Radiant Faerie items!

Honeymancy had a unique scaling challenge caused by the Bees dealing the same damage at each breakpoint, which didn’t allow for enough balance levers to get the trait into a stable spot. Any buff to the individual Bee output for Honeymancy 5 and 7 also buffed 3, which was already good, and players were rarely encouraged or rewarded for pursuing Honeymancy 7. Now, each breakpoint will offer 5 Bees, but you’ll transfer 2 Bees to an ally on death, making it more beneficial to build a hive full of Honeymancers. We’ve also added specific balance levers to the damage from the bees so we can pack each trait breakpoint with enough stinging power to merit its investment.

With the Golden Frying Pan, high vertical classes and new chase traits are now possible. Since 9 Mage felt underwhelming, we made 10 Mage Prismatic-worthy. At 10, your mages get a massive AP boost and have their max mana set much lower, triggering a wild casting frenzy that's genuinely exciting when hit. The Frying Pan also allows us to re-examine vertical classes like Hunter, Shapeshifter, and Scholar to add new ways to make their highest breakpoint exciting and unique!

Sugarcraft 6 is one of our better-performing verticals on 14.17, and while it’s still dependent on early access and lots of item components, we’re lowering some of the raw ingredients stats that the trait provides—Sugarcrafter mains knead not worry though, many of the trait’s sweetest champions are receiving reworks or buffs that’ll have them rise to the to challenge.

  • Arcana, High Arcana Xerath True Damage per 3 charms: 2/4/6/9% 2/3/5/8%
  • Blaster Base Damage Amp: 12/25/45% 15/35/60%
  • Blaster Damage Amp after cast: 25/50/90% 30/60/100%
  • REWORKED : Chrono Base Timer until effect: 16 14 seconds
  • Chrono heal now happens at the start of the time stop rather than the end
  • Chrono (6) Stun Duration increased to 4 seconds
  • Chrono (6) AS: 80% 40%
  • Chrono (6) AP: 45% 80%
  • Eldritch (3) slightly higher base stats
  • Eldritch (5) higher base stats in Stage 4+
  • Eldritch (7) higher base stats in Stage 4+
  • Faerie trait breakpoints: 2/4/6/9 3/5/7/9
  • Faerie (3): 200 HP & Gain Queen’s Crown that grants 30% Amp
  • Faerie (5): 400 HP & Queen’s Crown at 45% Amp & Gain Queenguard's Armor
  • Faerie (7): 600 HP & 2nd Crown at 55%
  • Faerie (9) 900 HP & Items become Radiant
  • Honeymancy now always grants 5 Bees. Passes 2 on death.
  • Honeymancy (3): 6% dmg dealt, 3% dmg taken
  • Honeymancy (5): 8% dmg dealt, 4% dmg taken
  • Honeymancy (7): 15% dmg dealt, 10% dmg taken, and Bees fire twice as fast
  • Hunter (6): Also grants 20% Attack Speed
  • Hunter AD: 15/45/80% 15/40/70%
  • Hunter post-takedown AD: 30/70/120% 35/70/110%
  • Mage trait breakpoints 3/5/7/9 3/5/7/10
  • Mage (10): 150% AP 140% AP, and Mages cast MUCH more frequently (their max Mana is lowered)
  • Portal (10) Effect Interval: 2 sec 2.25 sec
  • Portal (10) Bomb Base Damage: 1250 1000
  • Scholar (2): 3 mana per attack 3 mana per attack and 10 AP
  • Scholar (4): 6 mana per attack 5 mana per attack and 15 AP
  • REWORKED : Scholar (6) 12 mana per attack 10 mana per attack, 20 AP, and Abilities heal an ally for 15% of the damage done
  • Shapeshifter max health: 10/16/24/35% 10/16/24/30%
  • REWORKED : Shapeshifter (8): Now also grants 3% HP regen per 2 seconds
  • Sugarcraft (6) AD & AP: 40 35
  • Sugarcraft (6) Bonus HP to team: 150 50
  • Warrior Double Damage Amp HP threshold: 60% 70%
  • Warrior Damage & Omnivamp: 10/18/30% 10/18/25%
  • REWORKED : Warrior (6): Now also grants 20% Durability
  • REWORKED : Witchcraft (4): Now poisons enemies, dealing 4% of their maximum HP per second as magic damage
  • Witchcraft (8): All Curse Increase: 40% 50%

UNITS: TIER 1

The duration-based nature of Ashe’s output forced her into a limited Attack Speed build that she had to be balanced around. These changes should help open the door for Ashe to carry or just use more items effectively while still having an exciting fight-ending fantasy when heavily itemized for Attack Speed and additional casts.

Nomsy’s role in Dragon is to help finish off targets whittled down by her pals. The problem is, if you’re all in on a single target and end up overkilling a unit, it feels wasted. So we’re making her overkill damage overflow to the closest two enemies, with her Dragon Upgrade extending this to 4!

Twitch’s output scales well into the game with more targets to hit, but his early/mid-game feels too unreliable, as he often fails to hit multiple enemies—rats! This new logic should help him be just a little more consistent during those early stages.

  • REWORKED : Ashe Ability: For the rest of combat, Ashe fires an additional arrow at a nearby enemy that deals 30% AD + 5/8/12% AP physical damage. This effect stacks.
  • Ashe Max Mana nerf: 30/80 50/100
  • Jax Ability Armor/MR Ratio: 40/60/90% 40/55/70%
  • Jayce Armor & MR Gain: 35 25
  • REWORKED : Nomsy Ability: Sneeze fire at the target, dealing 400% AD + 40/60/100% AP physical damage. 50% of overkill damage is dealt to the closest 2 targets.
  • REWORKED : Nomsy Dragon Upgrade: Deal 555% AD + 40/60/100% AP physical damage instead. Overkill hits 4 targets.
  • Nomsy Ability projectile speed has been increased
  • Nomsy Ability now deals damage in a single instance
  • Nomsy AD: 50 46
  • Twitch Ability logic update: Twitch can now angle his shots slightly to hit more targets, so long as his current target will still be hit!
  • Twitch’s Ability now correctly states that he Sunders before dealing damage in the tooltip
  • Warwick Ability AD Ratio: 55/55/65% 60/60/65%

UNITS: TIER 2

Ahri’s ability makes her dependent on hitting as many enemies as possible, and her passive makes her too reliant on Arcana and specific itemization. We’re changing her ability so the orb only hits the current target while a ramping number of foxfires seek out nearby enemies to deal the true damage. Ahri should now be easier to slot in with various items, positioning options, and comps.

The windowed output of Cassiopeia’s ability made her reliant on items like Rageblade without viable AP-focused build options. With this rework, she’ll retain her affinity for Attack Speed but now have access to more diversified builds and higher, more reliant baseline power.

Shyvana had a bit of an identity crisis trying to perform both as a strong frontline pseudo-tank and an AP carry. Rather than trying to force the tank aspect on her with the Dragon bonus, we want to empower her current identity as an AP carry. By the time you run 3 Dragon, you have plenty of connections into other compositions that can provide you the frontline this trio will need.

Past our reworks, we’re continuing to lessen damage across the board, focusing on slowing down combat pacing by slightly nerfing many champions’ damage rather than nerfing specific units or traits.

  • REWORKED : Ahri Ability: Fire an orb at the current target that deals 200/300/460% AP magic damage. Launch 3 foxfires at enemies near the target, each dealing 12/18/27% AP true damage. Gain an additional foxfire this combat.
  • Ahri primary orb is now a single target. It no longer deals damage to targets it passes through, or returns.
  • Ahri’s orb will now redirect to a new target if the initial target dies mid-flight
  • Akali Ability AD%: 250/250/265% 260/260/260%
  • Akali empowered attacks bonus AD: 135/135/150% 140/140/140%
  • REWORKED : Cassiopeia Reworked: Empower the next 3 attacks to deal 135/200/300% AP bonus magic damage
  • Cassiopeia Mana buff: 0/50 0/30
  • Cassiopeia AS: 0.80 0.75
  • Cassiopeia Ability now casts instantly
  • Cassiopeia Ability can now trigger Wit’s End
  • Kassadin Ability Stab Damage: 110/165/255 110/165/245
  • Kog’Maw Ability AD%: 280/280/290% 280/280/280%
  • Nilah Ability AD%: 360/360/380% 360/360/360%
  • Rumble Ability Damage: 220/330/515 220/330/495
  • REWORKED : Shyvana Dragon (3) Bonus: Double the size of the aura. It deals 30% more damage.
  • Shyvana no longer deals damage the instant enemies enter her aura
  • Shyvana HP: 800 750
  • Shyvana Ability Damage per second: 50/75/110 60/90/135
  • Syndra Ability Primary Damage: 215/325/500 220/330/495
  • Syndra Ability AOE Damage: 105/155/240 110/165/245
  • Tristana Ability AD%: 335/340/350% 350/340/340%
  • Tristana Ability AP: 40/55/90 40/60/90
  • Zilean Initial Damage: 180/270/420 180/270/405
  • Zilean Secondary Damage: 150/225/350 150/225/340

UNITS: TIER 3

With Ryze and providing ample multi-target damage, Portal could benefit from a champion who deals some heavier single-target damage to the frontline. Although Ezreal’s blink could get him out of trouble on occasion, we want him to focus on being a stand-and-deliver champion, so his blink will be reserved for getting out of serious trouble.

Hecarim’s passive suggests the dream of a reset champion, but that dream depends on circumstances (enemies being far away), often outside his control as a melee champion. Rather than only powering up when a unit is out of range, charges now trigger after any takedown, giving this horse more opportunity to go buck-wild. We’re also updating the visuals for his charge, which will make the passive more exciting, resolve faster, and allow him to get to cleaving sooner!

Jinx’s ability pushes her in two directions: The true damage tells you she wants to be a tank buster, while the refresh tells you she wants to chew through weaker targets to keep resetting. This update should plant her more firmly as an anti-tank without investing too heavily into true damage which has limited counterplay.

Mordekaiser’s shield scaling with Ability Power that also scaled with the total number of casts left him in a position where he was a serious threat to enemy teams when he was well itemized and took the role of a secondary tank, allowing him to ramp throughout the fight. We’d like him to lean more into his frontline bruiser role with a shield that focuses on serving the clash of early fights rather than something that reaches an unkillable state, so we’re leaning even further into his ramping damage while shifting the shield power into a base value that’s stronger earlier in the fights.

Wukong’s passive combined with his ability’s Armor and MR scaling led to a feast or famine situation where a Wukong with three items performed exceptionally well, while a Wukong without any felt weak. As a standalone threat-like unit in the set, he should feel flexible enough to be played with and without items, as an item holder, or as the capstone of specific compositions when well-itemized. Our rework to his passive here should make his unitemized version feel much better. At the same time, the unkillable solo-frontline Wukong with perfect items will be slightly easier to take down later in a fight.

Even with a nerf to Veigar’s damage last patch, our short king still puts up damage charts that are way too tall. We’re reducing his output by about 10% across the board, which should feel most notable at three stars, where he’s typically scaling well off of Charms.

  • Bard Ability Damage: 100/150/240 110/165/255
  • REWORKED : Ezreal Ability: Fire a blast in a wide line through the current target, dealing 370/370/375% AD physical damage to enemies hit, reduced by 25% for each enemy it passes through. The first target hit takes an additional 150/225/335% AP magic damage. If an enemy is adjacent, blink to safety before firing.
  • Ezreal Ability blink is reserved for situations where there’s an adjacent threat. Will now blink to the location furthest from the most enemies.
  • Ezreal recovers from firing slightly faster
  • Ezreal recovers from blinking faster
  • REWORKED : Hecarim Passive: On takedown of the current target, empower the next attack to deal 120% AD + 80/120/195% AP physical damage. If the next target is out of range, charge to them.
  • Hecarim Ability Cleave AD%: 145/145/155% 140/140/145%
  • Hecarim resolves his charges faster, especially at shorter ranges
  • Hecarim can now attack earlier after resolving a charge
  • Hwei Ability delay before hit: 1.3s 1s
  • REWORKED : Jinx Ability: Gain 125% decaying Attack Speed for 4 seconds. For the duration, attacks fire rockets that deal 100% AD + 16/24/36% AP physical damage and ignore 50% Armor.
  • REWORKED : Mordekaiser Ability On Cast: 10% Ability Power 12% Damage Amp
  • Mordekaiser Ability Shield: 210/250/300 300/350/400
  • Neeko Ability Self Heal: 15% HP + 100 12% HP + 200
  • REWORKED : Wukong Passive: Combat Start: Gain 40 Armor and Magic Resistance. Lose 1 of each every second.
  • Wukong Armor/MR: 55 50
  • Veigar Ability Damage: 240/330/475 215/300/425

UNITS: TIER 4

Although Gwen’s Ability is a familiar pattern, she doesn’t have the protective mechanics of bonus Armor and MR, or Shadow Isles’ shield from previous incarnations. This often leads her to cut too close to the edge of her health bar as she attempts to cut down the enemy’s. Instead of adding more defensive stats to allow her to survive as she threads through the frontline, we’re making her much smarter. Now you can expect Gwen to dash to a more optimal position, hit even more foes, snip them faster, and get back to snipping again even sooner, all while prioritizing her safety (unexpectedly so for someone who runs with scissors)!

Varus is meant to be the “Big Boom” caster of the set, but has been seeing some consistency issues. These changes should help him be more reliable in his output. Additional Attack Speed scaling on his cast time will help higher tiers of Pyro feel good on him, though players should still want to build all-out damage for the bigger supernova chunks!

  • REWORKED : Gwen Ability has new dash logic! She now dashes up to three hexes to the hex furthest from the most enemies that could still snip her target.
  • Gwen Ability Snip Damage: 40/60/180 45/70/210
  • Gwen Ability tooltip now displays the number of snips the next cast will do
  • Gwen Ability now takes a fixed amount of time regardless of her total snips
  • Gwen’s snips’ damage is now a separate number instead of stacking
  • Gwen recovers from the final snip slightly faster
  • Olaf Mana: 30/80 0/50
  • Olaf Leap & Cleave AD%: 160% 180%
  • Rakan max Mana buff: 60/140 40/120
  • Rakan Base Shield Value: 80/100/1000 180/200/1000
  • REWORKED : Varus Ability: Fire a supernova at a cluster of enemies within Attack Range + 1 hexes that deals 500/500/1000% (AD) + 50/75/200% (AP) physical damage to the target and all adjacent enemies. It explodes into a cluster of fireballs, dealing 40/40/80% of initial damage as physical damage to all other enemies within three hexes.
  • Varus AD: 70 55
  • Varus Ability fires earlier in the cast time
  • Varus Ability cast time resolves slightly faster
  • Varus Ability cast time now scales slightly more with Attack Speed
  • Varus no longer ends his animation early to attack from midair
  • Varus now prioritizes dealing the most total damage, rather than hitting the most targets
  • Varus now deals damage to secondary targets more reliably by firing at each secondary target within three hexes. These secondary shots will track their target. He’ll still fire a few secondary shots to empty hexes, but this is just for aesthetics.
  • Varus 3-star now hits in a one-hex-larger radius

UNITS: TIER 5

You might be sensing a trend of reducing the number of champions that feel like they MUST have Attack Speed items, and Smolder is on that list! We want to provide diversity in his build while still allowing Attack Speed to be one of the better build paths. For the Dragon Upgrade, we wanted to focus on offensive power like the other Dragons. That said, Smolder is meant to benefit less from this bonus than his 1- and 2-cost comrades. Lastly, we put a movement speed cap on Smolder, because in testing this lil flying lizard dude with two Mittens attempted to escape the arena and break into reality.

Xerath’s accomplishing his LIGHTNING LIGHTNING LIGHTNING fantasy as well as his past, present, future Charm-reading fantasy, but his random targeting with infinite range occasionally obliterated backlines in a way that didn’t feel great to be on the receiving end of. Now, he’ll have backline access that’ll increase as the frontline falls, and skillful positioning (read same-side him as enemy carry) can make this access come even earlier.

  • Milio Max Mana Buff: 40/120 0/90
  • Norra & Yuumi, Norra Base Ability Damage: 180/270/1000 190/285/2000
  • Norra & Yuumi, Yuumi AD & AP Granted: 6/9/200 3/5/200
  • Norra & Yuumi, Yuumi Heal: 150/200/3000 150/225/3000
  • REWORKED : Smolder Ability: Gain 50% Attack Speed for the next 4 attacks. These attacks launch fireballs that deal 185/190/888% AD + 25/40/888% AP physical damage.
  • Smolder Dragon Upgrade: Next 6 attacks instead. Fireballs deal 130% of Fireball Damage as physical damage.
  • Smolder Ability now empowers a fixed number of attacks.
  • Smolder Dragon Upgrade now increases the number of Fireballs and the damage they deal
  • Smolder can now gain a maximum of 1000 bonus movement speed from all sources
  • REWORKED : Xerath ability now can only target randomly between the closest 5 enemies
  • Xerath ability calculates closest enemies on each blast launch, so killing an enemy gives you access to the next closest enemy
  • Xerath Ability Damage: 220/330/777 250/375/888

AUGMENTS: NEW/REWORKED

Arcana and Dragon’s trait Augments return with an all-new effect that’ll have Arcana units conjuring items and Dragons giving you a goal to meet their young friend!

As an incredibly fun Augment with a power ceiling that exceeded that of the Gold tier, we’ve moved Flexible from Gold to Prismatic. Rather than nerfing/removing the part of what made Flexible fun, we’ve opted to lean into the unique playstyle it offers by increasing the rate you get new Emblems and the HP buff you receive for each one.

Lastly, a new Champion Augment is joining the ranks. Pillar of Flame trades Shen’s durability for AOE damage that continues dealing damage each second for 6 seconds. Try Pillar of Flame in a Bastion-heavy comp with Varus, prioritizing items like Bloodthirster, Archangel’s Staff, and a newly buffed Titan’s Resolve for Shen!

  • REWORKED : Arcane Conduit (banned on 2-1): Arcana champions deal 10% bonus damage. If they start combat holding two items, they gain a recommended third completed item. Gain an Ahri and a Hecarim.
  • REWORKED : Draconic Mastery (banned on 3-2 and 4-2): Dragons gain 10% Health and 18% Attack Speed. After Dragons score 60 champion takedowns, gain a Smolder. Gain a Nomsy and a Shyvana.
  • REWORKED : Flexible Tier: Gold Prismatic
  • Flexible Number of Stages for Emblem: 2 Every Stage
  • Flexible Team Health Per Emblem: 10 40
  • Flexible can no longer grant duplicate Emblems
  • REWORKED : Frosty Frontline has been renamed and reworked to Winter is Coming
  • Winter is Coming: The Frost trait also grants one placeable Frost Wolf equipped with a Protector's Vow. The wolf gains 40% Attack Speed and 300 Health per Frost tier. Gain a Warwick and a Zilean.
  • NEW : Pillar of Flame (3-2 Only): Gain two Shens. Your strongest Shen’s ability no longer grants damage reduction, but now summons a large molten pillar that damages enemies in a large line.

AUGMENTS

Though Bandages I & II look sad in our data, we’ve fixed a bug that should make the Augments much more effective throughout the game. Alongside the fix, we’re shipping a compensation nerf that’ll have these Augments ready for combat without being instant clicks.

Restart Mission was previously able to provide multiple two-star copies of the same champion, leading to incredibly early (albeit rare) three stars.

We’ve taken a pass on most of our Champion Augments that have been overperforming consistently across the board. These Augments have generally been too safe and powerful, especially as builds have continued to be optimized.

A Golden Quest was a bit too easy of a quest for the exciting loot it offered. Instead of lowering the power of the loot, we’re increasing the risk of the quest and changing the 161.8 golden ratio requirement to the atomic mass of gold.

We’ve disabled Defensive Arts, which requires you to get to max Incantor stacks (which is difficult and rare) before receiving the increased Mana regeneration buff for Incantors. Having a gold Augment where most of the time some of its power wouldn’t activate, wasn’t something we wanted to continue offering. And with the buff being so hard to activate, simply strengthening the buff Incantors get upon reaching max stacks wouldn’t help.

We’re giving What the Forge another large buff, but this time to improve its early game, where it significantly lags behind other Prismatics. Now, upon selecting the Augment, you’ll receive an Artifact Anvil to kick-start your collection with more control over the outcome.

  • Called Shot Gold: 2 4
  • Combat Bandages I Healing: 150-375 130-325
  • Fixed an issue where Combat Bandages would stop functioning after Stage 4
  • Fine Vintage Turns to Proc: 4 3
  • Good For Something Chance for Gold: 40% 50%
  • Item Collector I Base HP: 20 10
  • Item Collector I HP per item: 5 2
  • Precise Planning Gold Dropped: 2 3
  • Restart Mission no longer grants duplicate copies of champions
  • Rolling for Days Rerolls: 9 11
  • High Horsepower (Lillia) Bonus Damage: 275% 240%
  • Spider Queen (Elise) Bonus Damage: 130% 90%
  • Spider Queen (Elise) Duration: 3 4 sec
  • Witchy Wallop (Poppy) Ability Damage: 85% 75%
  • Zap Attack (Blitzcrank) Ability Damage: 90/135/205 80/120/180
  • Sweet Tooth & Sweet Tooth+ (Nunu) 2% Dmg Per 100 HP 2% Dmg Per 150 HP
  • A Golden Quest Gold Required: 161.8 196
  • Avenge the Fallen Stats: 20 30
  • Bee-st Friends (Honeymancy) Shield Power: 25% 10%
  • Big Gains HP per Stack: 10 20
  • Category Five Damage: 95% 90%
  • Cauterize (Pyro) Damage Per 3 Cinders: 3 5
  • Clockwork Accelerator AS per Stack: 9% 10%
  • Combat Bandages II Healing: 250-600 200-500
  • Defensive Arts has been disabled
  • Fortune Favors the Bold 2 through 9 loss heavily lowered in value
  • Fortune Favors the Bold 10 through 12 loss slightly lowered in value
  • Heroic Grab Bag Gold: 6 9
  • Item Collector II Base HP: 40 20
  • Item Collector II HP per item: 10 5
  • Little Buddies no longer counts non-champions
  • Potions 201 (Witchcraft) AD & AP: 25 20
  • Press the Attack (Multistriker) True Damage: 5% 4%
  • Prizefighters Components Granted: 1 2
  • Prizefighters Wins per component: 3 4
  • Sleight of Hand HP: 200 100
  • Trait Tracker Emblems awarded: 5 6
  • Trait Tracker disabled on Trainer Golems Portal
  • Hard Commit Champion Granted Tier: Stage + 1 Stage
  • An Upgraded Adventure Starting Units: 4 2
  • An Upgraded Adventure Loot tables updated
  • What the Forge now grants an additional Artifact Anvil

CORE ITEMS

Spam casters have had their run of the Magitorium for our first few patches of Magic n’ Mayhem, and part of the reason is due to their items being a bit more valuable than other more damage-oriented AP options. We’re lowering some of the power of our “cast more” items, and shifting Nashor’s Tooth into a more Attack Speed-focused role, which should open up more build variety across all our mages, witches, wizards, and fae.

All the way back in Inkborn Fables we reduced the AP that Titan’s Resolve grants. This was primarily due to the amount of dual AP/AD scaling that champions like Gnar and Volibear had. Now that our champion kits lean more to one stat than the other, we can give Titan’s Resolve back some AP which should make it more appealing on AP bruisers and tanks alike.

  • Adaptive Helm Backline Bonus AP: 20 15
  • Adaptive Helm backline bonus no longer counts time spent while mana locked towards its tick rate
  • Nashor’s Tooth AP: 25 10
  • Nashor’s Tooth AS on Proc: 35% 60%
  • Spear of Shojin AD & AP: 20 15
  • Titan’s Resolve AP Per Stack: 1 2

RADIANT ITEMS

They’re glowing with alignment.
  • Radiant Adaptive Helm Backline Bonus AP: 55 40
  • Radiant Nashor's Tooth AP: 55 30
  • Radiant Nashor's Tooth AS on Proc: 65% 120%
  • Radiant Spear of Shojin AD & AP: 50 35
  • Radiant Titan’s Resolve AP Per Stack: 2 3

ARTIFACTS

If we had one gold for how many times we’ve had to nerf Mogul’s Mail since its arrival in PBE, we still wouldn’t have as much as the item created in a single combat upon release.
  • Mogul’s Mail HP Per Stack: 7 5
  • Mogul’s Mail Gold Delay: 6 9 sec

CHARMS

We have 9 brand new Charms, including more powerful late-game Charms that can compete with your favorite Summon Dragon. These are pricey but impactful Charms. Before purchasing, be sure to scout, but if you’re in doubt, buy to avoid going out!

Speaking of Summon Dragon, we’re lowering the power and cost. Summon Dragon is simply too much of an outlier for the rest of our Charms, and with the addition of other late-game charms that encourage Charm-rolling (rolling purely to hit a strong combat charm), we want to make sure they’re all similarly appealing.

Desperate Plea is back, but before you (rightfully) raise an alarm, hear me out. Previously, Desperate Plea offered a unique, magical gameplay element, but the complete invulnerability was often used to cheat just one extra placement out at the cost of your opponent’s mental fortitude. We’re returning the unique protection aspect of Desperate Plea but making it so you still want to fight your hardest to survive the lobby, as it no longer grants complete immunity. While, on occasion, this can still eke out a 3rd from a 4th, we expect its lowered impact to be far less frustrating.

  • NEW : Barrier (6g, Stage 5+) Next combat: Your team gains 1000 Shield, decaying over 5 seconds
  • NEW : Counterspell (4g, Stage 4+) Next combat: Mana Reave all enemies
  • NEW : Guild of Thieves (8g, Stage 5+) Gain 3 temporary Thieves Gloves for 1 round
  • NEW : Infliction (6g, Stage 5+) Next combat: Chill, Burn, Shred, and Sunder enemies for 8 seconds
  • NEW : Meteor Storm (5g, Stage 5+) Next combat: Combat start: Burn and deal 30% max Health magic damage to 4 enemies
  • NEW : Paragon (0g, Stage 4+) Next combat: Your team's physical damage is dealt as magic damage
  • NEW : Reaper (4g, Stage 4+) Next combat: Your units execute enemies that fall below 200 Health
  • NEW : Summon Golem (8g, Stage 5+) Summon a large Golem equipped with defensive items for 1 round
  • NEW : Tremors (8g, Stage 5+) Combat start and every 8 seconds, stun all enemies for 1.25 seconds
  • REWORKED : Desperate Plea (5g, Stage 5+): Next combat: Reduce incoming player damage by 80%
  • NEW : Conjure Frying Pan (15g, Stage 4+): Gain a Frying Pan
  • All Fives Gold Cost: 5 8
  • REWORKED : Conjure Emblem: Gain a random Uncraftable Emblem Gain a random Emblem
  • Lightning Strike: You can now see the true damage from Lightning Strike
  • Salvager no longer breaks apart Tactician’s Crown
  • Salvager will not break apart Tactician’s Shield or Cape
  • Summon Dragon HP: 4000 3200
  • Summon Dragon AD: 315 270
  • Summon Dragon Gold Cost: 12g 10g

MODES

DOUBLE UP

The reinforcement timer moved at the start of Magic n’ Mayhem. We’re returning it to the intended 11-second delay, which should reduce the early-game invasions we’re seeing so much of (or not enough off—please help, partner!!!!).

Even with reinforcements coming a bit later, Double Up player damage is a bit too high during Stage 3 and 4. We’re lowering it oh-so-slightly, to allow for potentially one more loss from your partner (cause all my readers are flawless 100 HP Double Up pros).

  • Minimum Reinforcement Time: 7 secs ⇒ 11 secs
  • Base player damage in Stage 3 reduced from 6 to 5
  • Base player damage in Stage 4 reduced from 8 to 7

BUG FIXES

  • Briar’s Ravenous now correctly gives 0.8% Damage Amp per missing health instead of 0.6%
  • Fixed a bug where Camille’s true damage would critically strike less often than intended with Ability Crit
  • Fixed Briar’s Light Snack tooltip to show correct HP values
  • Fixed a bug where 8 Scholar would deactivate the trait
  • Fixed an issue where Deja Vu Augment tooltip and ability didn’t match correctly at 5 AP
  • Fixed an issue where one of the drops of a Prismatic Orb wasn’t properly giving full value
  • Bandaged Bandages: Fixed an issue where Combat Bandages would stop functioning after Stage 4
  • Fixed an issue where Find Your Center granted twice the intended Damage Amp
  • Fixed an issue where Randuin’s Sanctum would apply its bonuses again when Suspicious Trench Coat clones would spawn
  • Arcana Emblem now correctly applies and removes the bonus
  • Too High: Fixed a bug where High Horsepower Lillia’s ability would resolve instantly without her playing her animation
  • Say That 10x Fast: Chibi Headliner K/DA POP/STARS Kai’Sa name no longer overruns the loading screen
  • Players who own House of the Golden Rabbit won't have a high saturation anymore when playing with players who have Heaven's Celestial Arena
  • Pipped Up: We went through ALL arenas with Interactions and added Pips for every arena with interactions
  • Radiant Adaptive Helm: Fixed a bug where the tooltip didn’t match the amount of AP given
Teamfight Tactics patch 14.18 notes (2024)
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