Teamfight Tactics Patch 9.16 notes: New Champions, New Traits, Demon Rework, and more!

Riot Games is always known for keeping the game healthy and fresh, so they published yet another amazing patch, and we will be explaining it in this article.

As always you can check the patch directly on Riot Games’ website or you can scroll down for our personal input and the summary of the patch

Source : Riot Games

Hextech Origin

Riot finally listened to their community and added a new origin which will be the Hextech Origin. They also added new units for it, which we will get to later in the article.
Hextech has 2/4 bonus which spawns a random bomb at the start of EVERY round. This bomb is basically an item silencer, at the beginning of every round it will hit a random champion that has an item, which will have his item disabled because of this bomb, pretty broken I would say.

Demons Rework/Nerf

The demon buff has been causing issues and instability in the TFT meta for a very long time now, it has been the most broken buff you could get so far, so they had to change it, now it has a chance to drain a percentage of the enemy mana instead of their entire mana.

Hush Rework

Hush also was one of the things people complain about a lot, so they needed to change it. Instead of silencing the enemies it now has a 33% chance to prevent enemy units to get mana for 4 seconds.

Unexpected Karthus Nerf… NOT!

The most expected nerf in this patch is Karthus’ TFT version. When TFT was new and people didn’t discover the meta he was very underrated, but now since people knew how to play the meta and around Karthus he became a nightmare in all the Teamfight Tactics games, so they changed his ultimate mana cost from 85 to 125 mana,however, he will start the battle with 40 mana which means it won’t affect his first ultimate, but only his second. This way he is a little more balanced.

New TFT Hextech Champions

Camille

  • Ability: Camille’s ability, The Hextech Ultimatum, roots an enemy and forces her in-range teammates to target whomever she’s fighting.
  • Class: Blademater
  • Cost: 1 Gold
  • Ability Damage: 200/325/450

Jayce

  • Ability: Disrupts the enemy frontline by knocking back an enemy unit with his Thundering Blow. He then switches to his Mercury Cannon bringing increased attack speed and ranged damage.
  • Class: Shapeshifter
  • Cost: 2 Gold
  • Ability Damage: 200/350/500

Vi

  • Ability: Targets the farthest enemy and charges towards them, knocking aside and damaging every enemy along the way. Once she gets there, she knocks her target up and damages them.
  • Class: Brawler
  • Cost: 3 Gold
  • Ability Damage: 250/450/650

Jinx

  • Ability: Gets Excited after her first takedown, gaining bonus attack speed. If she scores a second takedown she pulls out Fishbones, her rocket launcher, causing her attacks to deal AoE damage.
  • Class: Gunslinger
  • Cost: 4 Gold
  • Rocket Damage: 100/225/350 magic damage in an explosion that covers 3 hexes total.

Systems

  • Matchmaking
    • We’ve improved how the player matching works to prevent the streaky scenarios where you would face the same player (or ghost army) two or more times in a row. Now this should happen almost never.
  • URF Overtime Mode
    • We don’t like draws. They aren’t fun. So now, 30 seconds in to every battle, URF Overtime kicks in and speeds things up for 15 seconds. Draws are still possible but there should be a lot less of them.
      • 30 seconds into every battle the URF Overtime bonus will activate.
      • 300% Attack Speed
      • 200% Ability Damage
      • 66% reduced Crowd Control duration
      • 66% Healing Reduction
      • 30% increased affection towards maritime mammals.
  • Ranked Changes
    • Teamfight Tactics’ ranked system is looking pretty good overall. Even so, we’re‌ ‌taking‌ ‌stock‌ ‌and‌ making ‌a‌ ‌few‌ ‌tuning‌ ‌adjustments.‌ Specifically, a couple bugs and ‌inconsistencies‌ ‌made‌ ‌it‌ ‌a‌ ‌little‌ ‌more‌ ‌forgiving‌ ‌than‌ ‌we‌ ‌intended. You’ll now almost always be demoted if you lose LP in any game you start at 0 LP (this was always intended). Additionally, Grandmaster and Challenger players who demote will now skip Master and go directly to Diamond 1 (this is due to some funky situations at the top of the ladder making it impossible for GM and Challengers to demote). If you want to read more about these changes and why we made them, check out SapMagic’s post here!
    • As intended, everyone will now be demoted if you lose LP in any game you start at 0LP.
    • For Grandmaster and Challenger players, if you’re demoted you will now skip Master and go directly to Diamond 1. This is now true in League of Legends as well.
    • We’ve also made adjustments to LP gains and losses underneath the hood for extreme edge cases. For the most part, you will not see or feel any changes based on this optimization.
  • Player Damage
    • We made some changes to player damage in patch 9.15 and overall it worked well. But it led to games being longer than intended, especially when fights were close. So we’re making some more adjustments. Overall damage should still be less than at launch.
    • Base damage now scales with current stage.
      • Stages 1-2: 1 damage
      • Stage 3-4: 2 damage
      • Stage 5: 3 damage
      • Stage 6: 4 damage
      • Stage 7+: 5 damage

Read more about how MMR works in LoL & TFT

Traits

  • Brawler
    • Brawlers are quite strong and are getting a bit too much free health so we’re toning that down a bit.
    • Bonus Health: 300/700/1200 ⇒ 300/600/1000
  • Demon
    • We’ve redesigned the Demon trait bonus to not be quite the shutdown of ability dependent units like it was before. Instead, Demons drain mana allowing them to cast their spells faster.
    • Demon basic attacks have a 40% chance to burn 20 mana from their target and return 15/30/45 mana to the attacker.
  • Ninja
    • Ninja should be strong single units that have a place on almost any team. Right now they’re not getting there, so we’re buffing their trait and some of the individual champions.
    • Bonus Attack Damage and Ability Power: 40/60 ⇒ 50/70
  • Noble
    • Nobles are still underperforming a bit as an end-game fantasy. We’ll likely need to make bigger changes to address this, but for now we’re giving them a small bump.
    • Bonus Armor and Magic Resist: 60 ⇒ 70
  • Sorcerer
    • Three piece Sorcerer is a just a little too strong due to its versatility.
    • Bonus Ability Power: 45/100 ⇒ 40/100
  • Wild
    • Wild is still underperforming, we’re giving it just a little bit more.
    • Attack Speed: 10% per stack ⇒ 12% per stack

Tier 1 Champions

  • Elise
    • Health: 450 ⇒ 500
    • Spiderling Attack Speed: 0.6 ⇒ 0.7
  • Khazix
    • Non-Isolated Damage: 150/300/450 ⇒ 150/250/350
  • Mordekaiser
    • No longer casts his ability if there are no enemies in range at the start of the cast time.
  • Nidalee
    • Now always heals two units when she transforms. Previously she would only heal herself if she had the lowest health on your team.
  • Vayne
    • Attack Speed: 0.75 ⇒ 0.7
    • Ability Damage (% of Max Health): 8%/10%/12% ⇒ 8%/12%/16%

Tier 2 Champions

  • Braum
    • Health: 750 ⇒ 650
  • Lissandra
    • Total Mana (the mana required to cast her ability): 150 ⇒ 125
  • Lulu
    • Ability Health: 300/475/650 ⇒ 300/400/500
  • Zed
    • Health: 500 ⇒ 550
    • Attack Speed: 0.65 ⇒ 0.7
    • Ability Damage: 200/300/400 ⇒ 200/350/500

Tier 3 Champions

  • Aatrox
    • No longer casts his ability if there are no enemies in range at the start of the cast time.
  • Evelynn
    • Now prioritizes her current target with her ability.
    • No longer casts her ability if there are no enemies in range at the start of the cast time.
  • Katarina
    • No longer casts her ability if there are no enemies in range at the start of the cast time.
    • Attack Damage: 70 ⇒ 75
  • Kennen
    • No longer casts his ability if there are no enemies in range at the start of the cast time.
  • Shyvana
    • Leap AI improved to better kite away from her target.

Tier 4 Champions

  • Akali
    • Attack Damage: 70 ⇒ 80
  • Brand
    • Ability Damage: 200/375/550 ⇒ 250/450/650
    • Starting and Total Mana: 0/125 ⇒ 50/150
  • Cho’gath
    • Ability Damage: 250/500/750 ⇒ 175/350/525

Tier 5 Champions

  • Karthus
    • Starting and Total Mana: 0/85 ⇒ 40/125
  • Kayle
    • Attack Speed: 1.1 ⇒ 1.0
  • Miss Fortune
    • Health: 650 ⇒ 700
    • Total Mana: 100 ⇒ 75

Items

Read more about TFT Ranked Rewards

  • Hush
    • Reworked: Now has a 33% chance on hit to prevent the enemy champion from gaining mana (we’re calling it Mana Lock) for four seconds.
  • Infinity Edge
    • Critical Strike Damage: 150% ⇒ 200%
  • Ionic Spark
    • Damage: 150 ⇒ 125. Now properly stacks.
  • Locket of the Iron Solari
    • Shield Duration: 4 seconds ⇒ 6 seconds
  • Morellonomicon
    • Burn Damage Duration: 5 seconds ⇒ 10 seconds
  • Red Buff
    • Burn Damage Duration: 5 seconds ⇒ 10 seconds
  • Redemption
    • Heal: 1000 health ⇒ 1500 health
  • Statikk Shiv
    • Damage and Bounces: 4 bounces, 90 damage per bounce ⇒ 3 bounces, 100 damage per bounce
  • Warmog’s Armor
    • Heal: Now heals a maximum of 400 health per tick. This mostly nerfs its effect on PVE dragons.
  • Guardian Angel
    • Tooltip updated to reflect functionality (does not interrupt abilities or remove positive buffs). It now properly removes Grievous Wounds and resurrects properly.
  • New Drop Mechanic
    • In rare instances it’s now possible to drop a full completed item instead of the two components separately.

Bugfixes

  • Spiderlings and Golem can now properly be the target of Frozen Heart, Kindred, Swain, Karthus, Shen, and Veigar.
  • Graves now properly gains range with Rapidfire Cannon.
  • Frozen Heart no longer applies too many slows when stacked.
  • Fixed some item slots not showing up or being in weird spots.
  • Fixed Win/Lose streak gold being granted after PvE Rounds instead of after the PvP Round that happened before (streak gold should be granted at the end of all PvP rounds and no PvE rounds).
  • Fixed Little Legends having collision after dying (and subsequently body blocking players in the shared roulette).
  • Fixed Blitzcrank attempting (and failing) at targeting untargetable enemies, and therefore not casting.

That was it for this patch, we will keep you updated with the next patch notes.

PS. Make sure to check out our Teamfight Tactics Boost service, we use offline mode, VPN and we have a 100% satisfaction guarantee.

Leave a Reply

Your email address will not be published. Required fields are marked *