The latest major update for Teamfight Tactics, Patch 9.15, brings some major adjustments to champion traits.
Teamfight Tactics is on a weekly patch schedule with more significant updates alongside the main League of Legends patches, followed by a smaller patch in the following week addressing bugs and more minor balance issues.
The latest major update is Patch 9.15, and though it doesn’t bring with it a new champion like 9.14 did, it does make some significant changes to a variety of traits.
Most notable among the changes are some adjustments for the lesser-used trait bonuses, including a change to Knights so that they provide defensive bonuses for the whole team rather than just themselves, and a rework of Void to make them a more intimidating force.
The patch also includes balance updates for a number of champions, both in the interest of balancing within the context of trait compositions and adjusting the individual power of certain champions.
Though this patch doesn’t introduce any new champions, there are some hints regarding the direction that Riot may be going in the near future.
The Gunslinger, Brawler and Shapeshifter classes all now offer an additional level of power for having six champions of that class on the field – something that is currently impossible, with only five champions in each class and no items that grant those traits.
Meanwhile, Blademaster is also getting a new tier for fielding nine Blademaster champions. This is technically already possible due to the Blade of the Ruined King granting Blademaster status, but given that this would require at least three Blades to achieve in the current game, it seems likely that the natural Blademaster pool could also be expanding soon.
The full patch notes can be read below.
We’re making win and loss streaks more beneficial.
We’ve added new breakpoints to a few Classes. For...reasons, just don't worry about it ok?
We’re lowering the damage players take from minions and certain champion tier and star levels.
We nerfed the Assassins in 9.14b, but we still want them to be functional in other comps (Example Wild Rengar should be viable). So, we’re putting some power into their abilities to avoid synergizing their new power with the Assassin trait bonus. We’ve also made some systemic changes to how Assassins move in combat, and how they acquire their targets. This should add deeper counter-play to Assassin positioning.
Demon is proving a little on the strong side, so we’re making adjustments to keep them in check.
Dragons being 100% magic immune really shut down a lot of options to fight them. We’re removing that, and giving them a few minor defenses back to compensate.
We pulled some of the power out of the Golem, but we still think they should be powerful casters that can also fit into other comps, so we are putting some power back into their abilities.
Guardians are finding a small niche, but the cost of running one early is a bit much. So we’re buffing their trait bonus, and letting the Guardian’s be a bit tankier as solo units.
Knights are currently a fine two-piece front line at the start, but then immediately fall off at four and six pieces. So, we're going to improve the Knight fantasy by having Knights protect your whole team. Little strikes won’t punch through these defenses!
The old Ninja bonus had some pretty big scaling issues, especially combined with the Assassin bonus. We want one Ninja on your team to be an attractive option, and if you can get all four Ninjas then they really turn on as auto-attackers and ability casters.
Noble should be a very powerful buff when you get it, but the lack of magic resistance proved that wasn’t the case, so we’re adding magic resistance to the trait. We’re also changing the attack speed and damage of many nobles so they can use their buff better, but maintain their DPS.
Pirate was likely overnerfed for fear of what it could do to economy builds. We’re making it less likely to get those boots/fish bones, and adjusting some of the champions.
We’re reimagining the Void this patch. These are monsters that, in force, can tear through your defenses you worked so hard to set up. Be afraid of the Void!
Yordles are in a pretty good spot, but it can feel really bad when the dodge doesn’t work on things it probably should. We’re making a small adjustment, and improving the three-piece so you can throw Yordles into many other comps.
There's a few units that we're adjusting apart from their traits: We’re making it more likely for Blitzcrank to get a 2nd grab off. Karthus needs to be just a little scarier. Yasuo isn’t quite pulling off the solo kill stunts he should be as a five-cost unit, so we’re buffing him a bit. Last but not least, Ashe & Kindred aren’t pulling their weight, so we’re giving them more damage.
Locket has been redesigned. It still provides valuable shields for the start of combat, but is much less about permanent health.