Teamfight Tactics: Patch 12.7 – Notes of changes

League of Legends

Details of changes in patch 12.7 for Teamfight Tactics.


Worlds patch! Worlds patch! Worlds patch!

In case you didn’t know, it’s the Worlds patch. This means that we’re focused on buffing weaker Augments, traits, and units to create a competitive meta that’s as diverse as possible. That doesn’t mean we won’t be nerfing any overperforming Augments—cause we are, but most of our high impact nerfs shipped with our 12.6 mid-week update to get the changes to you faster, and to make sure we can respond to any balance outliers these changes may cause in time for our Worlds patch. Finally, we’ll be keeping a close eye on the meta as it progresses (cause it’s the Worlds patch, in case you didn’t hear) and will be ready to ship a mid-week update if needed.

Patch highlights

Systems

Y’all are about to get tired of my Silco emote real fast.

  • Use the center emote in the emote wheel pre-game loadout to change what emote plays when your Tactician jumps out of portals.

Large changes

Large, like my hype for Worlds—which will be played on this patch, if you haven’t heard.


Augments

In addition to general balance, we’re combing through Augments to make sure you’re offered them at times that make sense and won’t require drastic pivots.

The newly added scaling for Electrocharge and Luden’s Echo helped with their power levels, but the Augments still require a specific strategy that’s difficult to pivot into on 4-6.

Now that the Hextech trait is in a strong and healthy place, we can adjust some of the Augments that have been impacted by the changes. Hextech Unity was always an awkward Augment, requiring you to run Hextech units and avoid them. It was powerful, but the way to tap into this power was not clear, nor very fun. So we’re yeeting it. With the increased value of the Hextech trait, Augments that add to the trait are more valuable, so we’re adjusting their availability to better reflect their power.

Don’t leave me hanging on this sweet High Five buff!

Finally, we removed Woodland Trinket. It was only strong in the early game, and its use cases were narrow, forcing an awkward playstyle with little payout. Meanwhile, Woodland Charm has a similar scaling problem, but can be used in almost any composition, so we’re giving it a buff to help players take advantage of its early to mid game power.

  • Double Trouble I/II/III bonus AD, AP, Armor, and MR: 30/40/50 ⇒ 25/35/45
  • Electrocharge I: 50/65/80/95 ⇒ 60/75/90/105
  • Electrocharge II: 75/95/115/135 ⇒ 85/105/125/145
  • Electrocharge III: 90/120/150/180 ⇒ 105/135/165/200
  • Electrocharge no longer appears on Stage 4-6
  • Enchanter Soul additional gold: 8 ⇒ 12
  • Four Score Tier: Gold ⇒ Silver
  • Four Score number of 4-costs: 4 ⇒ 3
  • Golden Ticket chance for free refresh: 45% ⇒ 50%
  • Hextech Unity Removed
  • Hextech Heart Tier: Silver ⇒ Gold
  • Hextech Crest Removed
  • High Five Tier: Prismatic ⇒ Gold
  • High Five number of 5-costs: 5 ⇒ 4
  • Irresistible Charm Silver ⇒ Gold
  • Junkyard no longer appears on Stage 3-3
  • Junkyard amount of Turns for a Component: 3 ⇒ 4
  • Makeshift Armor III Armor & Magic Resist: 80 ⇒ 75
  • Pirates (Mercenary) 1 gold drop on kill chance: 50% ⇒ 66%
  • Scholar Crest Removed
  • Sharpshooter (Twinshot) Tier: Gold ⇒ Prismatic
  • Sniper’s Nest Tier: Silver ⇒ Gold
  • So Small Dodge chance: 30% ⇒ 25%
  • Spell Blade Ability Power scaling on basic attack after casting an ability: 200% ⇒ 180%
  • Triforce I/II/III Attack Speed: 23/33/43% ⇒ 13/23/33%
  • Thieving Rascals no longer appears on 3-3
  • Thieving Rascals chance for a Yordle to spawn with a pilfered component: 40% ⇒ 33%
  • Tiny Titans Tier: Gold ⇒ Silver
  • Twinshot Soul additional Gold: 8 ⇒ 4
  • Windfall Gold: 18/30/45 ⇒ 20/35/55
  • Woodland Charm Health: 1600 ⇒ 1800
  • Woodland Trinket Removed

Traits

Yordle Augments have too much impact on the trait’s power. By nerfing the Yordle Augments, we’re able to safely buff the trait, bringing the power ceiling and floor closer together—just how Yordle sized individuals like it.

  • Scholar Mana: 5/10/20 ⇒ 5/12/25
  • Twinshot Attack Damage: 10/25/45/80 ⇒ 10/25/40/70
  • Yordle (6) Mana Reduction: 25% ⇒ 30%

Units: Tier 2

Staying frosty, our QA team caught a mana bug for Ashe that had her max mana to cast at 55 instead of 60. By fixing that, we were able to pull a few strings and give Ashe better AD scaling, making Volley hit harder with improved arrow dynamics.

  • Ashe Bugfix: Ashe’s Mana is now 30/60 as intended
  • Ashe Volley Attack Damage ratio: 100% ⇒ 110%
  • Corki Bombardment Damage: 190/245/315 ⇒ 180/220/290

Units: Tier 3

Now that the bird is in the cage and the dog is on the leash, we can safely buff Tryndamere, who has been underperforming despite being a crucial trait bot in powerful comps.

  • Tryndamere Spinning Slash base Damage: 50/75/100 ⇒ 70/90/110

Units: Tier 4

After some necessary nerfs to Innovator’s mechanical summons in the last patch, the Innovator vertical comps are in need of a star. This’ll also help Socialite, which has been experiencing a bit of stage fright recently.

Our Sivir nerf is a minor nerf to her Hextech build, but a much larger one to her significantly overperforming Striker Scrap build.

  • Draven Spinning Axes base Damage: 100/125/400 ⇒ 120/150/400
  • Seraphine Mana buff: 80/150 ⇒ 70/130
  • Sivir Ricochet Bounce Attack Damage scaling: 40% ⇒ 30%
  • Sivir Ricochet Attack Speed: 50/70/250% ⇒ 45/65/250%

Units: Tier 5

Leaning more into the Chad energy of Galio’s thicc boi damage scaling, while also giving him a needed buff.

 Base attack speed buffs also mean better scaling with attack speed items and Augments. Try giving Zeri more bows to make this Debonair a Debo-scare.

  • Galio Colossal Entrance percent max Health Damage: 8% ⇒ 10%
  • Zeri Attack Speed: 0.8 ⇒ 0.9

Small changes

Small, like the chances Caitlyn reroll meta takes off.


Augments

Getting rid of those awkward Augment situations where you get offered an Augment for something totally different than you’ve committed to.

  • Built Different Attack Speed: 60/70/80% ⇒ 55/60/70%
  • Featherweights no longer appears on Stage 4-6
  • Keepers I/II adjacent allies shield value: 150/225 ⇒ 160/240
  • Lifelong Learning no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • Luden’s Echo no longer appears on Stage 4-6
  • Mercenary Heart & Crest no longer appears on Stage 4-6 when it’s too late to start stacking losses effectively
  • Rich Get Richer no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • Stored Power no longer appears on Stage 3-3 when it’s too late to stack
  • Trade Sector no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • True Twos no longer appears on Stage 3-3 (Already does not appear on Stage 4-6)
  • Underdogs no longer appears on Stage 4-6
  • Verdant Veil no longer appears on Stage 1-4

Units: Tier 1

Try placing your Caitlyn in a corner with Zephyr to win streak early—said literally one person on the TFT marketing team.

  • Caitlyn max Mana buff: 0/110 ⇒ 0/100

Units: Tier 2

Still won’t stop Jirachy from one-tricking.

  • Talon Armor & Magic Resist: 25 ⇒ 20

Units: Tier 3

Helping the Cho’Gath deficit early game so he doesn’t become Cho’Goth.

  • Cho’Gath Health: 700 ⇒ 750
  • Senna Piercing Darkness base Damage: 80/120/180 ⇒ 100/140/200

Units: Tier 4

We’re evolving Kha’Zix’s wings so his dreams can really take off.

  • Ahri Orb of Deception Damage: 125/190/450 ⇒ 135/200/450
  • Jhin max Mana nerf: 0/50 ⇒ 0/60
  • Kha’Zix Void Assault jump speed increased

Units: Tier 5

  • Viktor max Mana nerf: 0/140 ⇒ 0/145

Bug fixes

  • Ashe Bugfix: Ashe’s Mana is now 30/60 as intended
  • Mobile Tutorial – Kayle now uses the correct portrait.
  • Fixed an issue reducing some Augments’ appearance rates on Stage 1-4.
  • No longer compensating: Veigar now correctly only attacks once between casts (down from two) when he gains enough mana to repeat cast via the following: Blue Battery 1 + Blue Battery 2 + 6 Yordle + Radiant Blue Buff.
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