Teamfight Tactics patch 12.16 notes

 


UNCHARTED REALMS

 Here to chart the unchartable? The following pieces cover the 24 new units, the extensive changes to Dragons (and Treasure Dragons), and of course, all the new explorers trying their hand at cartography. 

LARGE CHANGES

 Large, like Nomsy now that she’s all grown up in Uncharted Realms! 

TRAITS

  • Bruiser Health: 200/325/450/700 ⇒ 200/325/500/800
  • Cavalier Armor & MR: 35/60/85/110 ⇒> 35/55/75/100
  • Trainer, Nomsy base Fireball Damage: 85/110/140/175 ⇒ 85/105/125/155
  • Tempest Bonus Attack Speed after lightning strike : 20/50/100/200% ⇒ 20/50/120/250%

UNITS: TIER 1


 Ezreal isn’t doing well as an item holder or a reroll carry. By adjusting him, we’re allowing Ezreal to cast more frequently and hold items like Rageblade and Statikk Shiv more effectively. 
  • Ezreal Attack Damage: 40 ⇒ 35
  • Ezreal Attack Speed: 0.6 ⇒ 0.65

UNITS: TIER 2


 Braum’s shield is pretty big. Last I checked, it hurts to get hit by big things.

Prism’s guide to reroll Kayn.

1. Items: Infinity Edge, Giant Slayer, and Edge of Night or QSS

2. Econ Strategy: Slow roll, keeping above 50 gold to 3-star Kayn, while hopefully hitting Shen 3 and Qiyanna 3 for free!

3. Traits: Assassin 4, Ragewing 3

4. Super Secret Tip: Taking first place will give more LP so be sure to win! 
  • Braum Attack Damage: 50 ⇒ 70
  • Kayn max Mana buff: 0/45 ⇒ 0/30
  • Kayn Armor & Magic Resist: 25 ⇒ 35

UNITS: TIER 3


 Apparently no one got to Challenger using my Lee Sin guide in the last patch notes. That’s okay—that one’s on me. But if you don’t hit Challenger forcing Lee Sin carry this patch, that’s on you. 
  • Diana Pale Cascade Damage per Orb: 80/90/110 ⇒ 90/105/120
  • Diana Pale Cascade Total Damage: 400/540/770 ⇒ 450/630/840
  • Lee Sin max Mana buff: 40/100 ⇒ 30/90
  • Ryze Attack Speed: 0.65 ⇒ 0.7

UNITS: TIER 4


 Our 8-cost Dragons are over-performing and have become the dominant strategy. Since we plan on nerfing them when we reduce their cost in Uncharted Realms, we shipped some of their nerfs early. We hope this also allows Dragon-less comps to thrive before Uncharted Realms.

At this point, I’m betting that I write about Xayah more than Rakan does. Xayah’s buff last patch got her close to being a viable carry, but she still struggles at one star compared to other carries that can stabilize early boards more consistently. 
  • Daeja Armor & Magic Resist: 40 ⇒ 30
  • Daeja Windblast passive Damage: 25/40/150 ⇒ 20/35/150
  • Shi Oh Yu Jade Form Damage Reduction: 20/25/50% ⇒ 15/20/50%
  • Syfen Attack Damage: 110 ⇒ 100
  • Syfen Armor & Magic Resistance: 70 ⇒ 60
  • Xayah Attack Damage: 70 ⇒ 75
  • Xayah Feathers FLY! base Feather Damage: 12/20/60 ⇒ 15/20/60

UNITS: TIER 5


 They say ‘X’ marks the spot, but with these Pyke buffs, the spot’s marked with a ‘X___X’.

Even with these nerfs, the wanderer will surely find a home in many comps—just not every one. 
  • Pyke Death From Below Damage: 325/450/15000 ⇒ 375/475/15000
  • Pyke Death From Below Secondary Damage: 150/250/15000 ⇒ 180/250/15000
  • Yasuo Health: 1100 ⇒ 1000
  • Yasuo Sweeping Blade Attack Damage ratio: 160/200/3000 ⇒ 150/180/3000

ITEMS


 Statikk Shiv has been a sleeper hit all set, with its base damage providing too much early game impact.

Zz’Rot has been thriving as a stall tactic for compositions with minimal frontline units. 
  • Statikk Shiv magic damage Damage: 60 ⇒ 50
  • Radiant Statikk Favor (Radiant) magic Damage: 100 ⇒ 75
  • Zz’Rot Portal Voidspawn Health (Stages 2/3/4/5+): 1350/1600/1900/2250 ⇒ 1200/1450/1700/2000
  • Zz’Rot’s Invitation (Radiant ZZ’Rot) Voidmother Health (Stages 2/3/4/5+): 3000/3400/3800/4500 ⇒ 2500/3000/3500/4000

AUGMENTS


 Axion Arc should be a better pick than its Blue Battery counterpart when empowering mana-hungry carries, but it’s currently suffering on both tiers due to its difficult use cases. When you take this Augment, think about slotting in carries like Aurelion Sol, Ao Shin, or Zoe to maximize the power— plus, a buff in the form of even MORE mana won’t hurt this Augment.

A few of our generic Augments (Best Friends II and III, Cybernetics, Weakspot) are over-performing across the board, which shouldn’t be the case given how many compositions they work well in.

Scorch continues to unlock Ragewing comps, and with Xayah getting a nice buff, we want to keep the roof of our hottest vertical from lighting on fire. As they say, “we don’t need no water, let the preemptive nerf burn.” 
  • Axiom Arc I / II Mana on kill: 20/30 ⇒ 25/40
  • Best Friends Attack Speed: 10/20/30% ⇒ 10/15/20%
  • Cybernetic Augments (Implant, Shell, and Uplink) Health: 125/200/300 ⇒ 100/150/250
  • Hot Shot (Cannoneer) max Health true damage burn: 8% ⇒ 6%
  • Lategame Specialist Gold Granted at Level 9: 40 ⇒ 45
  • Personal Training Base Health granted for units adjacent to Bruisers: 30 ⇒ 40
  • Rich Get Richer+ Gold Granted: 15 ⇒ 18
  • Scorch (Ragewing) Damage Amplification: 33% ⇒ 25%
  • Weakspot reduced healing duration: 5 ⇒ 3 seconds
  • Windfall Gold: 20/30/40 ⇒ 25/35/45

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