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TFT Patch 13.4 is here with some much-needed changes to shake up the meta.
13.4 is ironing out Hero augment imbalances after 13.3 introduced 4 Hero refreshes, as well as adjusting champion and item outliers of the patch. The patch goes live on February 23rd for Riot regions except for SEA.
<SYSTEM CHANGES>
PLAYER DAMAGE
While we like the additional guaranteed player damage added in Stages 3+ at the start of Monsters Attack!, if you’re losing fights badly—and I mean really badly—we want to give a bit more cushion to help you survive.
- Losing a fight by 5 or more units now deals 1 less player damage
COMPONENT ANVILS
We’re giving Component Anvils more choices to avoid the possibility you’re offered 3 components that just don’t make sense with your comp. Adding one more component option is a WAY bigger change than you might think. It is no longer possible to have all offerings be completely defensive, nor is it possible to get offered all Magic Damage components or Physical Damage components. In other words, you should almost always have a viable path forward with Component Anvils.
- Component Anvil number of choices 3 ⇒ 4
EARLY GAME GOLD DISTRIBUTION
Having minions drop gold at the very end of the round has led to situations where you didn’t have the time to buy out your shop, or even pre-level. There’s no reason to have a weird APM (actions per minute) reflex test gating your ability to implement early game tactics.
- The final minion of a creep round will no longer drop the only gold you get that round. This will allow for a small amount of extra time to interact with the shop without increasing game lengths. This is a buff.
<LARGE CHANGES>
Large, like Chibi Star Guardian Ahri’s fan base.
TRAITS
A.D.M.I.N. four has suffered across the board, with the exception of the Gold drop effects. By adding a new boost at A.D.M.I.N. four, we’re buffing the trait greatly. To keep the new power ceiling in check, we’ve had to preemptively lower many of the effects. At worst, these changes are neutral, and at best they are a significant buff.
The Gadgeteens recently ran out of springs to use for their Spring Loaded Rapid Firecannon, but it’s for the best as Attack Speed isn’t a super desirable stat for the trait when played vertically. Instead, the crew has concocted a more useful trinket, Gadgeteen Titan’s Resolve, that’s sure to make its way into pockets across the playground.
While we’ve seen many viable comps arise during 13.3, much of the meta has been led by the strength of AD carries in the late game. Our nerfs to Sureshot here are sure to give late game AP comps their shot as well.
- NEW: A.D.M.I.N. 4 now boosts all effects by 30%
- Corrected the tooltip percentage for 6 A.D.M.I.N (no in-game change)
- A.D.M.I.N. drop below 66% Health Attack Damage: 80% ⇒ 75%
- A.D.M.I.N. drop below 66% Health Ability Power: 80 ⇒ 75
- A.D.M.I.N. drop below 66% Health Attack Speed: 80% ⇒ 75%
- A.D.M.I.N. drop below 66% Health chance to drop Gold: 100% >> 60%
- A.D.M.I.N every 5 sec chance to drop Gold: 25% ⇒ 20%
- A.D.M.I.N On Cast chance to drop Gold: 25% ⇒ 20%
- A.D.M.I.N Start of Combat Attack Damage: 50% ⇒ 45%
- A.D.M.I.N Start of Combat Ability Power: 50 ⇒ 45
- A.D.M.I.N Start of Combat Mana: 50 ⇒ 45
- A.D.M.I.N Start of Combat chance to drop Gold: 50% ⇒ 40%
- A.D.M.I.N On Ally Death, A.D.M.I.N. Mana: 20 ⇒ 15
- A.D.M.I.N On Ally Death, A.D.M.I.N. chance to drop Gold: 33% ⇒ 25%
- A.D.M.I.N On Kill, Unit who killed chance to drop Gold: 50% ⇒ 40%
- A.D.M.I.N Team Every 5 sec chance to drop Gold: 12% ⇒ 10%
- A.D.M.I.N Team Start of Combat chance to drop Gold: 25% ⇒ 20%
- Gadgeteen, Spring Loaded Rapid Firecannon has been removed and replaced with Gadgeteen Titan’s Resolve.
- Gadgeteen, Gadgeteens Titan’s Resolve: Grants 2% Attack Damage, 2% Ability Power, and 2% Attack Speed when attacking or taking damage, stacking up to 30 times. At full stacks, grant 30 Armor and 30 Magic Resist.
- Hacker: The hacked unit will now target the closest enemy on the backline, rather than the lowest health enemy on the backline.
- Hacker BUGFIX: Units will no longer attempt to target the H4cker!im. This should prevent units pathing strangely around the H4ckerr!m at combat start.
- Mecha PRIME Attack Damage & Ability Power: 60/45 ⇒ 60/55
- Sureshot bonus Attack Damage: 8/20% every four seconds ⇒ 6/16% every four seconds
UNITS: TIER 1
With Gangplank being in a fairly strong place, we’re able to remove a part of his ability that rarely does anything aside from complicating his tooltip.
- Lulu Glitterlance Damage: 260/390/580 ⇒ 270/405/605
- Galio Outta My Way! Shield: 200/240/280 ⇒ 225/250/275
- Gangplank Trial by Fire no longer cleanses Crowd Control upon cast
UNITS: TIER 2
Malphite and Fiora are both underperforming to the point where they cannot be bailed out by their Hero Augments. We’re helping them out here with general buffs, but expect us to also rework their Hero Augments if their performance remains low.
- Lee Sin BUGFIX: Two Lee Sins can no longer remove each others’ mana locks
- Malphite Health: 700 ⇒ 800
- Malphite Ground Slam Damage: 140/210/325 ⇒ 150/225/350
- Fiora En Garde! Damage reduction: 15% ⇒ 20%
UNITS: TIER 3
We’re fixing a bug with Jax that impacts the way his spell scales with Ability Power over the course of a fight, and in doing so, giving him a large buff. So as to not return us to the patch before Jaxmas, we’re shipping a sizable preemptive nerf.
Kai’Sa has seen success in replicable reroll comps that use the huge jump in her three-star power to carry themselves through late game. By leveling off the Attack Speed scaling, we lessen the threat (or Threat killing) potential she has in the late game, while giving her a bit more in the early game with a one-star buff.
Our changes to LeBlanc increase her itemless base damage by a small amount, but also increase her damage significantly with additional Ability Power, as each fired Sigil scales with the stat. Maybe you can toss her a rod or two so she’ll stop throwing LeBlanks.
- Jax BUGFIX: All spell damage now properly updates with AP changes during the fight.
- Jax Empowered Strikes base Damage 110/165/285 ⇒ 80/125/210
- Kai’Sa Starcharged Attack Speed Bonus: 40/45/55% ⇒ 45/45/45%
- LeBlanc Sigil of Malice Damage: 85/105/130 ⇒ 75/110/135
- LeBlanc Sigil of Malice number of sigils: 5/6/8 ⇒ 6/6/8
- LeBlanc Sigil of Malice total Damage: 425/630/1040 ⇒ 450/660/1080
UNITS: TIER 4
It’s time to scrub the board with a Meteor Shower.
With the exception of Bel’Veth, we’re bringing up the power floor of our four costs with a series of Mayor Pengu approved super buffs.
Both LaserCorps and Duelist are tempo comps, but they struggle to seal the deal in the end game. By buffing Zed, we’re hoping he can act as the anchor to the end game of the comps.
- Aurelion Sol Meteor Shower Damage: 145/215/435 ⇒ 155/230/450
- Bel’Veth Attack Damage: 80 ⇒ 75
- Bel’Veth dash selection improved. Bel’Veth is less likely to run it down.
- Soraka Starcall Damage: 225/340/750 ⇒ 235/350/750
- Taliyah Weaver’s Wall Damage:70/100/250 ⇒ 75/115/275
- Taliyah Weaver’s Wall explosion Damage: 210/315/945 ⇒ 225/335/999
- Zed Health: 950 ⇒ 1000
- Zed Kill Mode Spin Attack Damage ratio: 125% ⇒ 135%
- Zed Kill Mode Armor Sunder (Armor reduction) duration 6/6/6 ⇒ 7/7/7 (to match KILL MODE duration)
UNITS: TIER 5
Even though he is our designated sad boy, Aphelios shouldn’t have to be blue all the time. We’re shipping a nerf to Infernum alongside buffs to his two other guns to hopefully get Aphelios to a state where each gun selection can be weighted equally.
UwU Crabgot is too cute to be this strong. The value he adds to a comp with huge AoE crowd control gives his allies too much time to sidestep enemy damage. And when you add max Health percentage damage on top of it, you might as well call Urgot a shell corporation with how much value he’s getting away with. By softening his shell, we’re making positioning Urgot in front of huge mobs of enemies a bit more risky.
- Aphelios Gravitum (Purple) Attack Damage ratio: 130/130/800% ⇒ 140/140/800%
- Aphelios Infernum (Blue) Attack Damage ratio: 275/275/1500% ⇒ 260/260/1500%
- Aphelios Severum (Red) Attack Damage ratio: 300/300/2000% ⇒ 320/320/1500%
- Aphelios Severum (Red) number of targets 2/2/2 ⇒ 2/2/10
- Urgot Health: 1100 ⇒ 1000
- Urgot Armor & Magic Resist: 50 ⇒ 40
- Urgot Undertow max Health percentage Damage: 10/15/99% ⇒ 5/8/75%
ITEMS
Hextech Gunblade has been a go-to slam on just about any carry. The Omnivamp value is just too high due to the item healing both the user and the lowest percent Health ally—which effectively doubles the Omnivamp number.
The power of Quicksilver is something that changes greatly with the proliferation of crowd control in a set. Even with the Sejuanis, Rammusias(?), and Urgots of the set, CC is a bit low compared to other sets. How do you plural a Rammus?
EDIT: After the release of these notes, a thread alerting me to the correct spelling of Rammi, the plural for Rammus, inspired me to do better, so I’m coming in late with this community driven spelling correction.
- Bloodthirster Attack Damage: 10% ⇒ 20%
- Chalice of Power starting Mana: 15 ⇒ 30
- Deathblade Attack Damage: 60% ⇒ 66%
- Gargoyle’s Stoneplate starting Armor & Magic Resistance: 20 ⇒ 30
- Hand of Justice base Omnivamp: 10% ⇒ 15%
- Hextech Gunblade Omnivamp: 25% ⇒ 22%
- Morellonomicon Ability Power: 20 ⇒ 25
- Protector’s Vow starting Mana: 30 ⇒ 45
- Quicksilver Magic Resist: 20 ⇒ 30
- Sunfire Cape Health: 300 ⇒ 250
- Zeke’s Herald Health: 150 ⇒ 250
HERO AUGMENTS
Last patch we added four Hero Augments rerolls. We did this for a number of reasons that we thought would make TFT more enjoyable for casual and elite players alike. And without letting this change go too much to Mort’s head—it kinda hit. That being said, in our last patch we also acknowledged that with more autonomy over which Hero Augment you select, Hero Augment balance will become even more important. So with this patch, we’re making large changes to over 30 different Hero Augments with a focus on buffs to ensure each Hero Augment is strong enough, and fun enough to play.
- Ashe – Laser Focus Attack Speed: 45% ⇒ 50%
- Blitzcrank – Rocket Grab starting Health: 300 ⇒ 400
- Gangplank – Carry Bounce Damage: 100% ⇒ 90%
- Lulu – Growth Spurt Health Per Cast: 125 ⇒ 100
- Lux – Illuminating Singularity Damage Increase: 150% ⇒ 135%
- Nasus – Stacks on Stacks starting Attack Damage: 10% ⇒ 15%
- Poppy – Bigger, Better, Buckler bonus Armor: 200 ⇒ 180
- Renekton – Reign of Anger base Attack Speed: 75% ⇒ 65%
- Sylas – Kingslayer bonus Damage: 40% ⇒ 35%
- Camille – Hextech Retribution starting bonus Damage: 10% ⇒ 8%
- Malphite – Rock Solid Armor to Ability Power: 150% ⇒ 180%
- Yasuo – Spirit of the Exile Bonus Attack Speed: 25% ⇒ 22%
- Yuumi – Zoomies! bonus Attack Speed: 20% ⇒ 22%
- LeBlanc – Mirror Image Clone max Health Percent: 70% ⇒ 75%
- Nilah – Gifted Bonus Ability Power: 40 ⇒ 45
- Nilah – Jubilant Veil Allies Crowd Control Immunity: 4 ⇒ 5
- Nilah – Jubilant Veil Allies Crowd Control Immunity duration: 20 ⇒ 30 sec
- Riven – Reverberation Bonus Ability Power 20 ⇒ 15
- Sona – Undercurrent Allies Given Mana: 2 ⇒ 3
- Vayne – Spread Shot spread Damage: 75% ⇒ 65%
- Vel’Koz – Frostburn burn Damage: 300% ⇒ 400%
- Vel’Koz – Frozen Tundra Attack Speed Slow Duration: 8 ⇒ 10 sec
- Zoe – Double Bubble Damage Multiplier: 60% ⇒ 70%
- Zoe – Sleepy Time Number of Sleepy Targets: 3 ⇒ 4
- Aurelion Sol – Extinction Event bonus Ability Power: 10 ⇒ 15
- Ekko – Resonance Magic Resistance Bonus Damage: 300% ⇒ 400%
- Miss Fortune – Make It Rain Stage 3 Gold: 10 ⇒ 8
- Sejuani – Shatter Bonus Damage: 20% ⇒ 33%
- Zed – Shadow Jutsu Starting Attack Damage: 15% ⇒ 20%
- Zed – Contempt for the Weak Attack Damage Steal: 15% ⇒ 20%
- Aphelios – Locked and Loaded base Attack Damage %: 10 ⇒ 5
- Janna – Category Five Ability Power: 50 ⇒ 80
- Nunu – They See Me Rolling bonus Ability Power: 20 ⇒ 25
- Nunu – Contagious Laughter starting Ability Power: 10 ⇒ 20
- Syndra – Power Overwhelming bonus Stats (AP, AD, Armor, and MR): 80 ⇒ 100
AUGMENTS
With our 13.3 changes to Gadgeteen, the trait is able to be played as a teen-sized vertical. With that in mind, we’re giving the trait room to grow by adjusting its trait-linked Augments.
We’ve made some Augment movements to our most threshold-y trait, LaserCorps, which jumps significantly in power every time you hit the next trait breakpoint. The power level of the LaserCorps trait-linked Augments should reflect the effect of hitting these breakpoints, so we’ve made the LaserCorps Heart Gold, while removing the Crest entirely.
- Ancient Archives I Gold: 2 ⇒ 4
- Anima Squad Crown now grants an Ionic Spark ⇒ Grants a Protector’s Vow.
- Big Friend II Damage Reduction: 12% ⇒ 10%
- Built Different III Health: 225/300/375/450 ⇒ 250/350/450/550
- Cybernetic Shell III Armor: 40 ⇒ 50
- Cybernetic Uplink III Mana per second: 3 ⇒ 3.5
- Electrocharge III Damage: 95/125/155/185 ⇒ 100/135/170/205
- Gadgeteen Heart Tier Gold ⇒ Silver.
- Gadgeteen Heart now grants an Annie ⇒ Grants a Poppy.
- NEW Gadgeteen Crest added at Gold.
- Gadgeteen Crest grants a Gadgeteen Emblem and an Annie.
- Gadgeteen Soul ⇒ Gadgeteen Crown
- Gadgeteen Crown now grants a Gadgeteen Emblem rather than giving +1 Gadgeteen.
- High End Shopping Gold: 10 ⇒ 3
- Knife’s Edge III Attack Damage: 45% ⇒ 55%
- LaserCorps Heart Silver Tier ⇒ Gold Tier
- LaserCorps Crest Removed
- Threat Level Maximum Health per Threat: 75 ⇒ 60
<SMALL CHANGES>
Small, like the little voice of anxiety telling me that I need Chibi Star Guardian Ahri to be cool at the office.
UNITS: TIER 2
You may find this section disarming…
- Camille Tactical Sweep Attack Damage ratio: 190/200/215% ⇒ 210/210/210%
HERO AUGMENTS
Hero Augments, not Heroes Augments.
- Sylas – Petricite Chains: now only your strongest Sylas mana-reaves.
- Sylas – Petricite Chains BUGFIX: Mana is only granted once, regardless of how many Sylases (Sylai? Sylopodes?) you field.
- Senna – Corps Formation: now only your strongest Senna grants Attack Damage.
<MOBILE>
MOBILE IOS 12 EXPERIENCE
We’ve discontinued support for iOS 12 with this patch. Earlier mobile OS versions become increasingly more difficult to support over time, so we’ll occasionally need to increase the minimum OS version requirements to continue playing TFT Mobile.
- iOS12 is no longer supported with the release of this update, patch 13.4. Players on iOS12 will need to upgrade to a more recent iOS version to play TFT Mobile.
<BUG FIXES>
- Popping off turned off: The Item pop off bug that occasionally occurs has been fixed
- Chibi Annie’s boom name has been updated to reflect Annie’s ultimate ability in the TFT spin-off Game Mode, League of Legends. It now reads, Summon: Tibbers
- Chibi Panda Annie finisher now appears in medium resolution on medium graphics settings
- Jax BUGFIX: All spell damage now properly updates with AP changes during the fight.
- Lee Sin BUGFIX: Two Lee Sins can no longer remove each others’ mana locks with Cleansing Safeguard (Hero Augment)
- Renekton, Sylas, Alistar tooltips now show damage/healing expected
- Fixed tooltips on Ashe, Camille, Ezreal, Rell, Vi, Kai’Sa, Senna, Zed, Aphelios
- Aurelion Sol with Extinction Event will now properly avoid hitting the same target multiple times when possible.
- Full credit: Viego will now properly recast when he kills a secondary target.
- No credit: Viego will no longer recast if his target dies from other sources shortly after he lands.
- On credit: Viego will no longer reset if he triggers a unit’s Ox Force invulnerability.
- Leona tooltip now displays the proper amount of secondary target damage.
- Sona heal should now properly target the lowest health allies.
- Vigilantes: Civilian works properly on away boards (previously it only started working after an ally died).
- Zombie: Civilian no longer grants mana after all Civilians are dead.
- Vel’Koz support augment now properly hits the entire board (Fixed in 13.3)
- Exiles now always takes start of combat max health gain into account (Fixed in 13.3)
Check out LoL Patch 13.4 notes here
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