TFT Updates and the Road Ahead

By Bellissimoh

Hello everyone! Teamfight Tactics has been out just under a week now, and we (and our servers at times) have been overwhelmed with the response. You’ve been playing a ton of games and been providing a ton of great feedback! We figured it’s a good time to discuss some of the hottest topics we’ve seen so far, and outline our future plans with the mode.

Skip to Patch notes.

The rest of Patch 9.13

As we continue into this patch, and our Pre-Ranked Beta, we’ll be making swift adjustments and balance changes every few days as new things are discovered. By the time you read this, we’ll have already made adjustments to Garen, Yasuo, Morellonomicon, Kennen, the drop chances of all units, and more. We’ll be at this pace and as much as needed all the way up to 9.14. Our goal is that when the season starts, Teamfight Tactics will be in the best possible state. We’ll also be on the lookout for any nasty bugs that need immediate attention, so keep pointing them out to us when you see them!

Patch 9.14 - Ranked & New Content

With the official start of our first season (we’re calling it the “Beta Season”), you’ll be able to join the ranked queue and climb the ladder to see just how great of a tactician you really are. Something worth noting is that while you can’t win every game of TFT, if you place in the Top 4 you’ll typically gain LP and move up in rank. So even if you aren’t quite able to find the units or items you were looking for, don’t give up!

We will also be adding our first new champion to Teamfight Tactics in patch 9.14! Twisted Fate, a Pirate Sorcerer will help you dubloon seeking tacticians flesh out your team comps and think about your early game differently.

Patches Beyond

We plan on adding new content almost every patch. Our first new origin should be coming up quickly, opening up even more build paths and options for you to get crafty with. We want to keep TFT fresh, exciting, and as fun to play as possible every time you log in.

All of this will be leading up to the end of the Season, which is currently slated for around 3 months. At season end, we will be releasing our second set, which should kick off a whole new round of gameplay and excitement with new units and origins to shake up TFT!

So, now that you know some of our longer term plans for TFT, let’s talk about some of the biggest feedback points we’ve heard from you.

Feedback #1: Item RNG feels bad

To be up front about this, we think RNG is good for Teamfight Tactics in the long term. It prevents every game from feeling the same, and makes high moments and stories when you happen to get everything you want. We’ve already seen player stories of that one game where they managed to get 3 Force of Natures! This is a good thing.

That being said, we agree that the range of variance right now is a touch too severe. Getting absolutely nothing goes against the spirit of the game, especially when the item system is really fun to interact with. Getting nothing robs you of the ability to engage with a really fun system and make cool strategic choices (and finding some nutty broken combos).

So, we’re making some changes. We’re still ironing out the exact details, but there’ll be more guaranteed drops. We’re also experimenting with dropping other things besides items, such as gold, XP, or even champs. You can expect to see these changes in 9.14. Once they are in, let us know how it feels.

Feedback #2: I wish there was more info in the UI

We agree. We wanted to get the beta in your hands as soon as possible so that everyone could start enjoying TFT. Now that we’ve launched, we’ll be adding a bunch of new UI elements to provide more clarity on how things work. This includes:

Damage Meters, Stat panels for units, Streak Indicators, Item Previews from the inventory, adjustments to current UI placements, and much more. It’s a high priority, so you should expect the first round of UI updates to start rolling out in 9.14 . We’re still listening, so keep giving us feedback on things you feel are missing!

Feedback #3: I should get rewards like XP from playing

We hear you on this one. Certainly the lack of rewards/progress since we’ve launched can be felt, though by the time you read this the Beta Pass will have been released and you should be well on your way to earning some nice new personalization content like board skins and a free Little Legend. We’ll be working on longer term progression plans for TFT. We’re also thinking about how we can best integrate Summoners Rift, ARAM, TT, and TFT into one cohesive experience when they all offer considerably different gameplay.

By the time you’re reading this players that have purchased the Arcade Pass will now also be able to earn Arcade tokens by playing TFT. We’d leaned away from this approach initially, but you made it clear this is something you wanted, so we revisited our thinking and made a few pivots to make it happen.

Feedback #4: Player Damage/Items/Other things don’t feel right

One of the best things about launching Teamfight Tactics as a beta is the opportunity to get feedback from all of you. Please continue to let us know if there are parts of TFT that don’t feel great to you, and we’ll continue to make changes.

That’s it for now. We’re planning on being open as we can with our comms around TFT, so expect many more articles like this as we move forward. We love all the feedback we’ve been getting, and want to make sure you feel heard. Thanks for your support so far, and good luck out there!

Patch notes

Starting with patch 9.14 and beyond, we’ll be on a consistent weekly patch cycle for TFT patch notes. In the meantime, we’ve been updating at a fast and furious pace and we’ve been sharing our changes at a similar cadence. But that speed has a price and, understandably, you might’ve missed something. So, I wanted to aggregate all of the changes over the last week in one place.

Without further ado:

July 3rd (These changes are going live right around the time of this post): 



Stun Duration: 2.5/3/3.5 >>> 2/2.5/3



Dodge Chance: 20/50% >>> 25/60%


Spear of Shojin

Mana on-hit: 20% >>> 15% (For real this time)



July 1st:

Tier 2 and 3 units

Tier 2 and 3 units are currently too risky to star-up when compared to tier 1’s. To broaden the pool of champions worth considering, we’re increasing the probability of finding Tier 2’s and 3’s in the shop while reducing the amount of Tier 1’s that appear.



Mana cost: 100>>>75


Attack Damage: 60 >>> 70

Attack Speed: .6 >>> .65


Health: 750 >>> 800

Mana cost: 100 >>> 75


Mana cost: 100 >>> 75


Mana cost: 100 >>> 85

Damage: 300 - 600 >>> 300 - 700


Attack speed: .5 >>> .55

Miss Fortune

Mana cost: 100 >>> 75


Mana cost: 100 >>> 85



Demons are underperforming. We’re increasing their reliability.

Proc chance: 30/50/70% >>> 40/60/80%


Adjusted tier drop rates.



June 29th



Shield no longer scales with Spell Power



Burn is no longer triggered by damage from Ionic Spark, Statikk Shiv, and Titanic Hydra 

Burn Damage: 5% >>> 2.5%



June 27th



Spinning is too good at winning (especially with Morellonomicon and tank items)

Damage: 540 - 1080 >>> 450 - 720


Rapid Firecannon

Fixed a bug where RFC would stop granting bonus range



June 25th


Seraph's Embrace

Fixed a bug where Seraph’s didn't grant mana after cast


Added colored circles to shared draft to help players locate their Little Legend



June 23

Units and Traits Part 1

Aurelion Sol

Real talk - Aurelion Sol is OP. We’re making his ability take longer to work up to, and buffing Karthus and Morgana to give other Sorcerers their time to shine

Damage: 300-700 >>> 250-650

Mana cost: 100 >>> 125


Damage: 300 - 800 >>> 350 - 850


Health: 600 >>> 650


Gunslingers are falling behind other carry-centric teams so we’re buffing some of their key champions


Damage: 150 - 400 >>> 200 - 450

Miss Fortune

Attack Speed: .75 >>> .85


Attack Damage: 60 >>> 65

Attack Speed: .6 >>> .65


Attack speed: .65 >>> .7

Explosive Charge damage: 125-250>>> 150 - 300


Nerfing Wild a bit given how powerful Attack Speed has ended up being in TFT

Attack Speed per Stack: 8% >>> 7%


Heal: 200-600 >>> 150-600

AD in cougar: 30 - 120 >>> 20 - 120

Units and Traits Part 2

Tier 2 champions

The tier-2 roster in TFT is weak right now.  We’re buffing a number of them to make tier-2 star-ups worth pursuing.


Damage: 100 - 600 >>> 100 - 800


Lifesteal: 60-100% >>> 60-120%

Spiderling health: 250 >>> 500


Attack damage: 55 >>> 65


CC duration: 2-3 >>> 2.5-3.5

Mana cost: 125 >>> 100

Attack Speed: .55 >>> .6


Cast Time: 2s >>> 1.5s


Attack Damage: 55 >>> 60

Attack Speed: .6 >>> .65

And Even More!


Health: 650 >>> 750

Damage: 300 - 700 >>> 350 - 850


Damage: 150 - 500 >>> 200 - 550

Attack Speed: .7 >>> .75


Health: 650 >>> 600


No changes for now. We’re paying attention to how good spinning is at winning


HP: 650 >>> 700


Bringing down the power of Spear and Zeke’s given their dominance in the current meta.  Also buffing up a few of the lesser used items.

Zeke’s Herald

Attack Speed aura: 20% >>> 10%

Rapid Fire Cannon

Fixed a bug where RFC was giving triple range (instead of double)

Spear of Shojin

Mana per attack: 20% >>> 15% (Note: This didn’t actually work)

Guardian Angel

Revive health: 300 >>> 500

Ionic Spark

Damage: 100 >>> 200

Luden’s Echo

Damage: 100 >>> 200


Damage reflect: 25% >>> 35%

Warmog’s Armor

Max Health regen: 2.5% >>> 3%


4 months ago

Tagged with: 
Teamfight Tactics

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