Teamfight Tactics: Patch 13.13 – Description of Changes.

Details of the change in Teamfight Tactics patch 13.13.

Welcome to our first patch of Runeterra Reforged!

And we’ve got lots going on! Some highlights: the rework for Shurima, some nerfs for our biggest summons (Baron and T-Hex), a few Champion buffs, and a sweeping Augment balance pass! There’s a ton getting reforged in this first patch so let’s dive right in! Do note that patch 13.13 will last a total of three weeks as our team takes time to recharge after the release of our most comprehensive set to date.

Patch highlights



 After seeing the PBE meta settle on a fast-9 into “grab the expensive units,” we made a few system changes to open up playstyle options. Our first patch has had great pacing so far in terms of viable playstyles thanks to our XP/gold changes, but we’re worried early game pressure will pile on as people learn the set, so we’re undoing the damage change we made during PBE.

  • Base Stage 4 Damage: 5 ⇒ 4


 Large, like the over 100 Augment changes in this patch…


 House Lightshield is one of our highest impact Region Portals, completely reshaping the way you build and position your board with the powerful Crown of Demacia. Being so impactful, the Portal has developed a meta-game in itself, which typically has players placing the Crown of Demacia on backliners because it gives a ton of offensive stats, while allowing them to keep their life-line carry safe. By slowing down the rate at which the item grants stats, but doubling the max Health bonus, we’re evening the playing field for melee and ranged wearers of the Crown. Go ahead and knight that Cho’Gath!

  • Tick Rate for all stats: 1 ⇒ 2 seconds
  • Health per Tick: 1% ⇒ 2% max Health


 Challenger struggles to be little more than a 2/4 support piece. We’re buffing Challenger 6 a little, which will help you get to the much more powerful Prismatic tier of the trait.

Speaking of traits not worth chasing, Ionia 9 feels like it’s on its own little island that no one wants to visit—not even the Noxians. We’re increasing the power of the Ionia bonus each Champion gets, which may look like a small buff, but will be significant since that bonus is doubled when Ionians become enlightened.

Every time we nerf Piltover this set, a part of me dies. I’ve made the balance team aware of this, but it’s still my duty to report the changes and provide the context no matter how disappointing. T-Hex caps out far too hard and is able to carry late game boards without much help. We’re pushing some of her power to the incredibly high-risk 14 loss streak, rather than the more attainable 11-12 loss streak, while also increasing the rate of conversion for gold when you (horrifically) decide to sell her and pivot your comp.

The empire of Shurima will rise—with a rework! Back in PBE we had Shurima 7 Ascending twice, which meant it was a 100% power increase over Shurima 5 (more, actually, because getting the initial Ascension is also more powerful). We took that out just before going live. Now that we can make text changes with a full patch, we’re giving 7 Shurima a bit of an extra kick. As for Shurima 9, we’re moving around its power so it doesn’t instantly steamroll opponents upon the first Ascension. We’re doing this by adding a unique effect, a second Ascension that is both super powerful and super cool—as it should be, given how hard the breakpoint is to hit!

We’re increasing the uptime on the bonus damage that Slayers get against low-health targets by raising the threshold of what low-health is (now 75% Health). Slay away!

Targon is almost a non-trait—so much so that I didn’t even bold text the trait name. We’re giving the trait a huge buff, but it may be up for more changes if we can’t make it work here.

Void’s been a lot like how I imagine having children to be. You either get overachieving Baron, or you get Rift Herald, who keeps getting disciplined in art class for eating glue. Anyways, we want all kids to succeed equally in whatever they pursue, and we’re bringing that attitude to balancing our Void summons with a small nerf to the overperforming and a child-proof lid to the glue container nice buff to Shelly’s charge!

  • Bastion Armor & MR: 20/60/120/250 ⇒ 20/50/100/240
  • Challenger Attack Speed: 30/60/90/125% ⇒ 30/60/95/140%
  • Ionia Bonus Stats: 100/200/300% ⇒ 100/200/325%
  • Gunner AD Per Stack 7/12/20 ⇒ 6/11/20
  • Piltover T-Hex Health per Power: 80 ⇒ 65
  • T-Hex Base Armor and MR: 20 ⇒ 15
  • T-Hex now gains a heap of bonus stats at 100 power (14 loss streak) rather than 70 (11-12 loss streak)
  • Buffed the following cashouts: 9-12 Energy: 8g ⇒ 10g, 13-17 Energy: 13g ⇒ 15g, 18-23 Energy: 19g ⇒ 22g, 24-29 Energy: 27g ⇒ 30g, 30-36 Energy: 38g ⇒ 42g, 37-44 Energy: 51g ⇒ 55g, 45-51 Energy: 65g ⇒ 70g
  • Piltover (Double Up): If both you and your partner lose, gain Charges as you would normally do
  • Piltover (Double Up): If you lose and your partner wins, gain 50% progress towards gaining Charges. When this happens twice, gain Charges.
  • Shurima: The Sun Disc no longer replaces the 2nd heal pulse with the Ascension pulse at Shurima (3) and (5). The heal pulse and Ascension now happen together.
  • Shurima (7): Now also boosts Ascension bonuses by +20%
  • Shurima (9): Now additionally Ascends a second time after 8 seconds
  • Shurima (9): Ascension bonuses: +125% ⇒ +25%
  • Shurima (9): Total Ascension Power: 225% ⇒ 130%+130%=260%
  • Slayer Health Threshold for Double bonus Damage: 60% ⇒ 75%
  • Strategist Shield: 200/350/500/700 ⇒ 200/350/500/800
  • Strategist AP: 20/30/45/60 ⇒ 20/30/50/70
  • Targon Healing & Shielding Increase: 18/30/50% ⇒ 20/40/70%
  • Void Rift Herald Void Charge Base Damage: 180 ⇒ 225
  • Baron Nashor Base Health: 1050 ⇒ 1000
  • Baron Nashor Voracious Bite Damage: 1000 ⇒ 666
  • Zaun, Adaptive Implant Overcharge Stat Increase: 100% ⇒ 60%
  • Zaun, Hextech Exoskeleton Armor & MR: 33 ⇒ 30
  • Zaun, Robotic Arm Chance to Proc: 33% ⇒ 60%
  • Zaun, Robotic ArmOvercharged True Damage: 40% ⇒ 50%
  • Zaun, Virulent Bioware Damage Increase: 25% ⇒ 20%


 We’re giving Kayle a 10% damage buff to make sure she fulfills her design goals of being a viable late game carry at level 6 and 9, despite being a 1-cost.

Orianna is neither a real girl nor a real 3-star champion. Let’s change one of those.

  • Kayle Divine Ascent On Hit Damage: 28/40/60 ⇒ 33/44/66
  • Orianna Command: Protect Shield Power: 225/250/275 ⇒ 225/250/325
  • Orianna Command: Protect Damage: 180/270/405 ⇒ 190/285/430
  • Tristana 4-Star Attacks per Mega Shot: 8 ⇒ 10


 Ashe is currently never worth itemizing. We’re giving her a scaling buff so the next time you have a spare AD item you won’t just give her the cold shoulder.

Slayer Kled is already strong, and it’s going to get stronger with our Slayer buffs. We’re bringing down 4-star Kled’s durability both cause he needs it now, and as a preemptive balance move.

Irelia is currently a better tank than Sett , which is especially concerning given their traits and cost. You could say that we better nerf Irelia here, but I would remind you that this is TFT, and Irelia isn’t overperforming, so instead, we’re giving Sett some love by increasing his Ionia Health bonus.

Taliyah and Teemo have become quite the team, but last I checked it was lichen, not mushrooms that grows on rocks, so we’re going to ship medium sized nerfs to the both of them since they’re capping off a bit too hard.

  • Ashe Volley AD Percent: 110% ⇒ 125/125/130%
  • Galio Shield of Durand Damage Reduction: 20% ⇒ 20/20/25%
  • Kled Skaaaaaaarl! Self Shield: 40% ⇒ 30% max HP
  • Sett Ionia Bonus: 180 HP ⇒ 200 HP
  • Taliyah Base Seismic Shove Damage: 160/240/375 ⇒ 150/225/350
  • Taliyah Seismic Shove Boulder Damage: 125/190/300 ⇒ 125/190/290
  • Teemo Noxious Trap Damage: 210/315/485/485 ⇒ 200/300/465/465


 Ekko is one of the most deceptively tanky frontliners that can be slammed into many comps at just about any stage. If you’ve been seeing a ton of Ekko in your games, maybe it’s because you’ve been playing CONV/RGENCE, but it could also be from playing TFT. We’re reducing Ekko’s healing to prevent situations where he can perma-tank, so be sure to make use of rewind when you inevitably jump into a spiky caterpillar.

Sona should not be doing more damage than Vel’Koz, but with good positioning she has been. We’re moving some of her power around to not only solidify her identity amongst the Multicasters, but also open up some Attack Speed buff techs that may be less obvious.

We’re giving Taric a light Mana buff here, but predict he’ll feel the buff that we shipped to Targon as well.

  • Ekko Phase Dive Heal Percent: 30% ⇒ 20%
  • Garen Judgement Base attacks per spin 2 ⇒ 1.8
  • Garen Judgement Attack speed per spin 0.5 ⇒ 0.55
  • Garen Judgement Spin AD Ratio 70/75/80 ⇒ 70/72/75
  • Sona Crescendo Damage: 115/175/285 ⇒ 105/155/255
  • Sona Crescendo Attack Speed Granted: 25/30/40% ⇒ 30/35/40%
  • Taric max Mana buff: 40/100 ⇒ 40/90


 Gwen couldn’t even beat Paper, let alone Rock. She’s the worst performing 4-cost at the moment, so we’re taking the safety off her snippers and giving her the survivability to be able to run with them.

Sejuani and Shen are mostly alright at one and two stars, so our buff here is focused on making their 3-star investment worth the difficulty of hitting.

Zeri the scary carry has made her way over from Summoner’s Rift to terrify Tacticians across the Convergence. We’ve got some big nerfs here to her free backline access damage, gating her Overcharge time by removing the reset aspect of it.

  • Aphelios Chakram AD ratio: 10/10/40% ⇒ 8/8/40%
  • Gwen HP: 900 ⇒ 1000
  • Gwen Snip! Snip! Damage: 95/140/400 ⇒ 100/150/500
  • Kai’Sa Fixed a bug where Kai’Sa could gain mana during her spellcast.
  • Kai’Sa max Mana buff: 50/120 ⇒ 40/110
  • Sejuani Passive True Damage: 1.5/1.5/5% ⇒ 1.5/1.5/10%
  • Sejuani Fury of the North Damage: 150/225/1000 ⇒ 160/240/1200
  • Shen Ki Barrier Damage: 225/355/1600 ⇒ 240/360/2000
  • Shen Ki Barrier Ally Shield Damage: 250/350/1500 ⇒ 275/350/1800
  • Urgot Mana nerf: 0/70 ⇒ 0/100
  • Zeri Surge Overcharge AD ratio: 65/65/100% ⇒ 50/50/100%
  • Zeri Surge Overcharge Kills no longer reset the duration of Surge
  • Zeri Surge Overcharge duration: 5 ⇒ 6 seconds


 Bel’Veth has one job and it’s granting me access to Baron. You never want to hear about a 5-cost being a trait bot, but we’re finally able to budget more power for Queen herself, especially with our nerfs to Baron.

  • Aatrox HP: 1000 ⇒ 1100
  • Bel’Veth HP: 1000 ⇒ 1100
  • Bel’Veth max Mana buff: 0/70 ⇒ 0/55
  • Heimerdinger’s Technogenius (Apex Turret) Self-Repair upgrade duration 7/5/2 ⇒ 9/7/5
  • Ryze Realm Warp (Piltover) max Mana buff: 40/110 ⇒ 30/100
  • Ryze Realm Warp (Piltover) targets his current target ⇒ targets largest clump
  • Ryze Realm Warp (Shadow Isles) REWORK: Now marks the strongest 1/1/10 ally’s soul(s) to be reclaimed by the Shadow Isles. After they die, they return to the battlefield with 40/60/100% of their maximum Health. If all living allies are already marked, Ryze instead resurrects a deceased ally. Ryze cannot resurrect himself.
  • Ryze Realm Warp Ryze (Targon) 1.5/2/15s stun removed and replaced with a brief (0.25s) knockup.
  • Ryze Realm Warp Ryze (Bandle City) Mana: 40/90 ⇒ 50/75
  • Ryze Realm Warp Ryze (Bandle City) NEW: If there are no units left on your bench, Ryze summons a random high-cost unit from the shop.


 We’ve got over 100 Augment changes in total. As for this section we’re simply buffing/nerfing the most under/overperforming Legend options. We are taking extra care with the Legend Augments to make sure every playstyle that Legends provide is a viable route.

The age of best in slot (bis) Zeke’s Herald from Teaming Up has come to an end—the age of having to adapt to random completed items from two of the same components has begun! Teaming Up was a source of consistent access to bis builds that allowed some scary carries to become even scarier. With less of a guarantee to a staple item, it will be significantly harder to force cookie cutter comps that utilize said item.

  • Buried Treasure I/II/III: All Tiers grant 1 gold with each item.
  • Buried Treasure I/II/III: Now starts granting items the round the augment is selected.
  • Teaming Up I/II/III: Replaced with Seeing Double I/II/III
  • Seeing Double I: Gain a random item made from 2 of the same component and 5 gold.
  • Seeing Double II: Gain a random item made from 2 of the same component and 8 gold.
  • Seeing Double III: Gain 2 random items made from 2 of the same component and 3 gold.
  • Balanced Budget I Gold per turn: 4 ⇒ 5
  • Balanced Budget II Gold Per Turn: 6 ⇒ 8
  • Balanced Budget III Gold Per Turn: 10 ⇒ 12
  • Battle Ready I Damage & Damage Reduction: 4% ⇒ 3%
  • Battle Ready II Damage & Damage Reduction: 7% ⇒ 6%
  • Battle Ready III Damage & Damage Reduction: 10% ⇒ 8%
  • Final Ascension Base Damage: 18% ⇒ 15%
  • Giant Grab Bag Gold: 18 ⇒ 15
  • Knowledge Download I XP: 12 ⇒ 16
  • Knowledge Download II XP: 22 ⇒ 24
  • Knowledge Download III XP: 36 ⇒ 40
  • It Pays to Learn II XP & Gold: 14 ⇒ 18
  • It Pays to Learn III XP & Gold: 20 ⇒ 24
  • Medium Forge Gold: 12 ⇒ 10
  • Money!: Gold 9 ⇒ 12
  • Money Money! Gold: 16 ⇒ 20
  • Money Money Money! Gold: 22 ⇒ 30
  • Partial Ascension Damage Increase: 33% ⇒ 30%
  • Rolling For Days I Free Rerolls: 10 ⇒ 14
  • Rolling For Days II Free Rerolls: 18 ⇒ 21
  • Rolling For Days III Free Rerolls: 25 ⇒ 35
  • Small Forge Gold: 8 ⇒ 6
  • Tiny Power I AP/AD/AS: 5 ⇒ 8
  • Tiny Power II AD/AP/AS: 8 ⇒ 11
  • Tiny Power III AD/AP/AS: 11 ⇒ 18
  • Training Reward I Gold: 5 ⇒ 7
  • Training Reward II Gold: 13 ⇒ 15
  • Training Reward III Gold: 18 ⇒ 24
  • Well Earned Comforts II HP Per Item: 90 ⇒ 111
  • Well Earned Comforts III AS per Item: 10% ⇒ 8%


 Endless Hordes is here! As one of our most experimental Augments, we weren’t able to ship it during our first patch—it was incredibly overpowered during our PBE testing. We’re now shipping it after much more simming (testing ideal comps against each other using the Augment) and a few additional balance levers, like reduced max Health, and additional gold.

As for the rest of our Augments, there’s a lot here, so fix yourself a cup of tea and dive in.

  • All Natural I HP: 75 ⇒ 120
  • Army Building Turns before 2nd Duplicator: 8 ⇒ 7
  • Bronze Ticket Rolls per free roll: 5 ⇒ 4
  • Built Different and Double Trouble are now mutually exclusive.
  • Component Buffet: Now also grants a random component.
  • Jeweled Lotus I Crit Chance: 25% ⇒ 50%
  • Latent Forge Rounds until Ornn Anvil: 7 ⇒ 8
  • On a Roll: Limited to 2 free rolls per round.
  • Red Buff Burn Duration: 8 sec ⇒ 5 sec
  • Spoils of War I Drop Chance: 20% ⇒ 25%
  • Unburdened I Attack Speed: 35% ⇒ 30%
  • Unified Resistance I Armor & MR: 25 ⇒ 20
  • A Cut Above Chance to Drop Gold: 50% ⇒ 40%
  • Adrenaline Rush Max Damage: 30% ⇒ 25%
  • Ancient Archives I Gold: 2 ⇒ 3
  • Built Different II AS: 35/45/55/65 ⇒ 30/35/40/50%
  • Caretaker’s Favor: Gain a component anvil when you reach level 5, 6, 7, and 8.
  • Combat Caster Shield Value: 100/130/160/190 ⇒ 90/115/145/170
  • Dueling Gunners (Gunner): Base AS: 15% ⇒ 10%
  • Dueling Gunners (Gunner) AS per stack: 3% ⇒ 2%
  • Early Education Starting AP: 10 ⇒ 15
  • Frequent Flier Rerolls: 14 ⇒ 10
  • Gifts from the Fallen Stats Given: 5 ⇒ 4
  • Glacial Breeze (Freljord) HP Shield: 20% ⇒ 15%
  • Idealism Bonus Damage: 18% ⇒ 13%
  • Infusion Mana per 5 sec: 15 ⇒ 20
  • Jeweled Lotus II Crit chance: 10% ⇒ 15%
  • Long Distance Pals Stat Share: 35% ⇒ 30%
  • Loving Invocation (Invoker) AP per cast: 3 ⇒ 2.5
  • Martyr HP Heal: 12% ⇒ 10%
  • Medium-End Shopping: Now grants 3 gold.
  • Morning Light (Bastion) Heal: 60% ⇒ 40%
  • Overcharged Mana (Sorcerer) Starting Bonus Mana: 20 ⇒ 10
  • Overcharged Mana (Sorcerer) Takedown Bonus Mana: 30 ⇒ 20
  • Pandora’s Items II: Grants 2 Item Components ⇒ Grants 1 completed item
  • Ravenous Hunter AP & AD per stack: 3 ⇒ 6
  • Ravenous Hunter Max Stacks: 25 ⇒ 50
  • Return on Investment Rerolls to activate: 25 ⇒ 22
  • Sentinel’s Spirit (Ionia) Attack Speed: 20% ⇒ 15%
  • Scrappy Inventions: Now converts a maximum of 4 components to temporary items.
  • Scoped Weapons Attack Speed: 12% ⇒ 15%
  • Shimmer Inventors AS per 10 gold: 5% ⇒ 8%
  • Shimmer Inventors Max AS: 50% ⇒ 40%
  • Stable Evolution (Void) Bonus HP per star level: 100 ⇒ 80
  • Stable Evolution (Void) Bonus AD/AP per star level: 10 ⇒ 8
  • Stars are Born: Additionally grants 3 gold.
  • Stellacorn’s Blessing Attack Speed: 30% ⇒ 45%
  • Spoils of War II Drop chance 33% ⇒ 35%
  • The Boss Attack Speed & AP Per Sit Up: 20 ⇒ 30
  • Tons of Stats HP & Stats: 66 & 6 ⇒ 55 & 5
  • Total Domination (Noxus) Base Execute: 6% ⇒ 8%
  • Total Domination (Noxus) Execute per stack: 2% ⇒ 1%
  • Two Healthy HP Per Unit: 125 ⇒ 111
  • Trade Sector: Grants 2 gold.
  • Unified Resistance II Armor & MR: 35 ⇒ 30
  • Ancient Archives II Gold: 3 ⇒ 5
  • Birthday Presents: Additionally grants 1 gold when you level up
  • Built Different III Attack Speed: 40/50/65/75% ⇒ 35/40/45/55%
  • (Reworked) Caretaker’s Chosen: As you level, gain more powerful items. At level 4 – gain a Component Anvil, at level 6 – gain a Completed Item Anvil, at level 8 – open a radiant item armory.
  • (NEW) Endless Hordes: Gain +3 maximum team size, but your units can only hold 1 item and their total health is reduced by 40%. Gain 2 gold.
  • Final Reserves Gold: 25 ⇒ 40
  • Hedge Fund Gold: 18 ⇒ 22
  • Hedge Fund+ Gold: 27 ⇒ 32
  • Hedge Fund++ Gold: 40 ⇒ 44
  • Living Forge: Gives Ornn Item Anvil instead of a random Ornn Artifact.
  • Lucky Gloves: Reduced some of the less desirable combinations from Lucky Gloves rolls.
  • March of Progress Starting XP: 10 ⇒ 3
  • Spoils of War III Drop Chance: 40% ⇒ 45%
  • Spoils of War III: Major loot drops occur slightly faster.
  • Starter Kit: No longer grants a component.
  • Wandering Trainer Gold: 1 ⇒ 4
  • What the Forge HP Per Artifact: 100 ⇒ 160


 A new set means a balance pass on our core items as new champions are able to maximize certain ones more or less effectively than champions of sets past.

Of note here is the transition of Chalice of Power to a more effective defensive item, shifting some of its AP into MR and Mana. Maybe frontliners will finally get a taste of the magical ice cream cone?

We’re also tightening the power floor and ceiling of Guinsoo’s Rageblade to widen its use cases and make it slightly better on champions that may not survive the whole fight, but slightly worse on last-carry-standing users.

Attack Speed has proven to be a very powerful stat in Runeterra Reforged. We’re adjusting Zeke’s Herald so that it’s a bit greedier for equipped champion which should result in less one-Zeri-army situations even when that Zeri is a different three item stacked champion (note: Garen was quite powerful doing this as well).

  • Bramble Vest Damage Cooldown: 2.5 sec ⇒ 2 sec
  • Chalice of Power Starting Mana: 30 ⇒ 45
  • Chalice of Power MR: 20 ⇒ 45
  • Chalice of Power AP: 25 ⇒ 20
  • Guinsoo’s Rageblade Base AS: 10% ⇒ 18%
  • Guinsoo’s Rageblade AS Per Auto: 5% ⇒ 4%
  • Ionic Spark Mana Ratio Shock: 185% ⇒ 160%
  • Jeweled Gauntlet AP: 25 ⇒ 30
  • Last Whisper Armor Shred Duration: 5 sec ⇒ 3 sec
  • Protector’s Vow Armor & MR Granted: 35 ⇒ 25
  • Spear of Shojin Starting Mana: 15 ⇒ 30
  • Spear of Shojin AP: 15 ⇒ 25
  • Zeke’s Herald AD to wearer: 10% ⇒ 25%
  • Zeke’s Herald AS: 20% ⇒ 15%


 As above, so below. Changing core items usually results in changing the associated Radiant item, but now that Runeterra Reforged has been live for a patch, we’ve also gone through and done a more detailed pass on balance of both Radiant and Forge items.

Look out for the Radiant Locket of the Iron Solari plus Targon combo next patch—it may be rare, but strong.

  • Anima Visage HP: 250 ⇒ 500
  • Deathfire Grasp Debuff Duration: 6 sec ⇒ 8 sec
  • Eternal Winter Attack Slow: 30% ⇒ 20%
  • Eternal Winter Health: 150 ⇒ 500
  • Infinity Force HP: 25 ⇒ 250
  • Sniper’s Focus Attack Speed: 40% ⇒ 15%
  • Sniper’s Focus Bugfix: No longer a unique item.
  • Bramble Vest (Radiant) Damage Cooldown: 1.5 sec ⇒ 2 sec
  • Chalice of Power (Radiant) Starting Mana: 15 ⇒ 45
  • Chalice of Power (Radiant) MR: 20 ⇒ 45
  • Edge of Night (Radiant) AS on Proc: 40% ⇒ 50%
  • Gargoyle Stoneplate (Radiant) Base Armor & MR: 20 ⇒ 30
  • Guardbreaker (Radiant) Bonus Damage: 70% ⇒ 50%
  • Guinsoo’s Rageblade (Radiant) Base AS: 25% ⇒ 30%
  • Guinsoo’s Rageblade (Radiant) AS per Auto: 10% ⇒ 8%
  • Jeweled Gauntlet (Radiant) AP: 50 ⇒ 55
  • Locket of the Iron Solari (Radiant) Shield Value: 350/400/450 ⇒ 400/450/500
  • Quicksilver (Radiant) AS: 70% ⇒ 50%
  • Runaan’s Hurricane (Radiant) AD: 20% ⇒ 30%
  • Shroud of Stillness (Radiant) HP: 250 ⇒ 400
  • Shroud of Stillness (Radiant) Team Starting Mana: 15 ⇒ 25
  • Spear of Shojin (Radiant) Starting Mana: 15 ⇒ 30
  • Spear of Shojin (Radiant) AD: 10% ⇒ 25%
  • Titan’s Resolve (Radiant) AS: 30% ⇒ 20%
  • Zeke’s Herald (Radiant) Base HP: 150 ⇒ 350
  • Zeke’s Herald (Radiant) Base AD: 10% ⇒ 35%
  • Zeke’s Herald (Radiant) AS: 50% ⇒ 35%
  • Zephyr (Radiant) HP: 150 ⇒ 300


 Small, like Azir is now!


 The last Bastion of beauty, no doubt!

  • Bastion has a new start-of-combat VFX!


 Power is one way we size up our champions, but actual size is too.

  • Azir is now slightly smaller
  • Akshan shots from Comeuppance are now considered attacks for items like Statikk Shiv, Guinsoo’s Rageblade, Titan’s Resolve, etc.
  • Cho’Gath is now slightly larger
  • Cho’Gath size growth per stack of Feast (permanent Health) has been slightly increased
  • Jinx shots from her Fishbones! are now considered attacks for items like Statikk Shiv, Guinsoo’s Rageblade, Titan’s Resolve, etc.
  • Nasus is now slightly larger


  • All Natural text updated to specify it only works on champions (behavior unchanged).
  • Gifts from Above has been renamed to Spectral Supplies
  • Shoplifting: After the first shop refresh ⇒ start of each turn.
  • Winds of War (Galio Carry) text updated to specify that it deals damage based on his maximum health, not his target’s.
  • Lesser Jeweled Lotus now has a new indicator VFX.
  • Lesser Jeweled Lotus indicator now shows up during the planning phase.


  • Aatrox tooltip now more clearly explains his conversion of bonus Attack Speed to bonus Attack Damage while transformed
  • Physical spells that have base damage now display that their damage scales off Ability Power as well in the upper tooltip. This impacts the following tooltips: Akshan, Bel’Veth, Darius, Jhin, Jinx, Urgot, Yasuo, Zed


  • Neural pruning: Early Education stacks no longer reset when you star up a unit
  • Atrophy: Endurance Training stacks no longer reset when you star up a unit
  • Think slower: Think Fast can no longer appear on an augment reroll.
  • Shimmerscale items now correctly track total gold generated when units are starred up.
  • Anima Visage no longer heals during Planning Phase during the first turn it’s equipped
  • Closing the box: Fixed a rare bug where you could be offered multiple Pandora’s Items augments.
  • Fixed a bug where Salvage Bin could delete completed items rerolled by Pandora’s Items.
  • Wounded tooltips: Cassiopeia, Katarina, and Teemo now display the correct amount of Healing Reduction in their tooltips.
  • Fixed a bug where Kled could execute target’s outside the original threshold if the initial target died before completion.
  • Baron’s bonus Health modifier in Stage 5 is now the intended 100% instead of 95%
  • Fixed Pumping up I/II so output matches the tooltip
  • Rooted in place: Fixed a bug with God Willow’s Grove that could cause units to become permanently unsellable and uncombinable
  • Fixed an error in Final Grab Bag II’s tooltip
  • Fixed a bug where Demacia couldn’t roll any item if a regular version was already equipped.
  • Double Up – Piltover no longer grants Charges if you win on your partner’s board
  • Broken royal lineage: Pandora’s Box will no longer reroll Crown of Demacia
  • Fixed text mistake on Poppy’s ability
  • Fixed a bug where a unit in the God Willow’s Grove when the player died would make that unit unmovable and uncombinable for anyone else.
  • Outrageous: Fixed a bug where Two Tarics casting at same time negates all damage
  • Scrapped: Selling a Zaun-modded unit no longer deletes items if your item bench is almost full.
  • Augment rerolls now work in Hyper Roll.
  • Shimmerscale items now work in Hyper Roll
  • Empire of friendship: Shurima’s Sun Disc in Double Up will now travel with you to your partner’s board during reinforcement. With the Shurima’s Legacy augment, the Sun Disc will help attack your partner’s enemy
  • Fixed a bug where 9-12 energy T-Hex would drop one less 3 cost than intended, and 13-17 energy would drop one more 3 cost than intended.
  • Idealism now works with Radiant Hand of Justice
  • Fixed a bug that caused your game to crash when inspecting Zeri with chem mod
  • Fixed bug where Legend Augment value did not match
  • Fixed bug with floating text from T-Hex and Taric spells
  • Fixed bug with Ornn Legend on menu showing incorrect information
  • Fixed a bug where Viego’s spell would lock out enemy units from moving or attacking.
  • Wise judgment: Shurima now correctly determines strongest Shurimans
  • It’s only a shadow: Fixed a bug where Shadow Isles Emblem was being deleted by Salvage Bin
  • Jurassic Laboratory: Fixed a bug where Wandering Trainer Augment could cause multiple T-Hexes to spawn.
  • Fixed a bug where Ionians were losing their stats when units were summoned during combat.
  • URF NOISES: Fixed bug to ensure the Urf Legend makes his correct SFX
  • Fixed a bug with the Samurai Duel arena where an interaction was covered/blocked by mobile UI elements.
  • Gotta go faster: Fixed a bug where Gotta Go Fast was not giving the correct amount of extra mana
  • Dinosaurs aren’t afraid of ghosts: T-Hex now properly casts his ability on ghost armies
  • Long Distance Pals calculation no longer depends on unit size (which could cause unexpected behavior).
  • Cutting Corners now displays the correct XP value at all times.
  • Vladimir Legend now works correctly in Double Up
  • 4-Star Yordles now gain the correct amount of bonus HP from items and augments.
  • Shadows Isles now always grants a shield during combat