Home News Teamfight Tactics Patch 16.1: Lore & Legends releases

Teamfight Tactics Patch 16.1: Lore & Legends releases

Teamfight Tactics’ (TFT) biggest set ever is releasing on December 3rd, as TFT Patch 16.1 brings the Lore & Legends update.

The TFT Lore & Legends set will feature 100 champions, far more than any other set.

Many of these champions will be unlockable by completing in-game challenges and conditions as part of the new mechanic.

Here is everything new in the game with the release of the brand new patch.

Lorefinder

Of the 100 playable champions, 40 of them will be locked behind different conditions.

Players will be able to keep track of every champion they unlock through the new in-game Lorefinder feature.

Unlocking these champions will earn players rewards, with a Little Legend reward for unlocking all of them.

And players can earn an exclusive portal if they can get a top-four finish with every unlockable champion.Ne

New ranked season

Once Lore & Legends goes live, the ranked ladder will be immediately available.

Depending on players’ rank in the previous set, they will start anywhere from Iron II to Silver IV; both in Double Up and Standard ranked.

Players will get five provisional matches in ranked after the reset, where they won’t lose any LP for bottom four placements.

During these five matches, they will also early extra LP for top four finishes.

Note, there will still be a 24-hour delay between mobile and PC going live.

TFT mobile notification rewards

TFT players on mobile can earn bonus rewards for having push notifications turned on.

For each set players opt in to notifications for, they will be given the following rewards:

  • First Set: 50 Treasure Tokens
  • Second Set: 250 Treasure Tokens
  • Third Set: 50 Treasure Tokens
  • Fourth Set: 250 Treasure Tokens
  • Fifth Set: Emote

TFT Patch 16.1 new systems

Set mechanic: Unlockables

As mentioned earlier, 40 of the 100 champions in Lore & Legends will have to be unlocked before they can be added to your draft pool.

These champions will have a lock icon in the top right of their portrait in Team Planner, which unlocks once you gain access to them. 

Once Unlocked, the unit will appear in the furthest right slot of your shop on your next roll.

Unlocked units have the same amount of copies as other units of their tier. Units above 5 gold still count as Legendary (gold shop border) units and have the same unit pool sizes (9 for Legendary units).

If multiple players Unlock the same Unlockable units, they will be taking copies from the same shared Unlocked pool.

If you Unlock a unit and do not have a copy of it on your board/bench, you will see it less often.

Continue to not purchase this unit and not have it on your board or bench, and it will appear less and less down to a minimum of 20% of the normal appearance rate for that unit.

This keeps your shop focused on units that the player wants to field. If you later purchase this previously ignored unit from the shop, they will return to the pool as normal.

If you sell an Unlockable unit, it returns to that unit’s pool as normal.

For 4- and 5-cost Unlockables, if a small number of players have them Unlocked, the odds of them appearing after you have 3 copies become much worse based on the total copies in the pool.

So if one player has a champion unlocked, buying 9 copies is much harder than a standard champion.

This is to ensure three-starring Unlockables is roughly equivalent to three-starring a regular unit that can be contested.

Note, once four players have that unit unlocked, their weight (frequency) returns to normal as they can be adequately contested.

As a reminder, Unlocks do not carry over from game to game.

Player Damage

Players take damage based upon each stage, and one more for each unit remaining on the battlefield.

Riot is adjusting the flat damage to make Stage 3 more meaningful, rewarding tempo play and strong flexible boards.

With Lore & Legends, fast 8/9 strategies are expected to be much more consistent due to more powerful late game units availble with Unlockables and XP/Level odds changes.

So, to ensure Stage 3 still has impact (and tempo play/reroll is viable), Riot is increasing the player damage.

Damage reduction for Stage 4, along with XP changes, should make the mid-game feel a bit longer and reliable to play for. 

Player Damage (Flat) Stage 3 Base Damage: 5 >>> 6

Player Damage (Flat) Stage 4 Base Damage: 8 >>> 7

Experience to level

Getting to Level 8 will be a bit harder after TFT Patch 16.1, but hitting desired 4-costs will be much more consistent and rewarding.

Going from 8 to Level 9 and 10, will be a bit easier, rewarding you for building a strong Level 8 board. 

XP To 8: 48 >>> 60

XP to 9: 76 >>> 68

XP to 10: 84 >>> 68

Shop odds

Making it to Level 8 and 9 will now feel much more comfortable to roll for your desired 4- or 5-costs—just remember to have a bit of gold when you do get there. 

Level 8: 17/24/32/24/3% >>> 15/20/32/30/3%

Level 9: 12/18/25/33/12% >>> 10/17/25/33/15%

Carousel

With Prismatic Traits now mostly (Ionia and Yordle have Augments) reliant on hitting Level 10 with two Emblems, Riot wants to make sure that it is viable to pursue them, so they’re increasing the odds of seeing Spatulas and Pans on Carousels 

Stage 2 & 4 Carousel Odds of seeing 1x Spat/Pan: 11% >>> 15%

Stage 2 & 4 Carousel Odds of seeing 3x Spat/Pan: 1% >>> 3%

Stage 3 Carousel Odds of seeing 1x Spat/Pan: 12% >>> 15%

Roles

Last set, Riot removed Assassin from the Roles Revamped rework. But now they’re adding it back with a rework for its extended roster. 

Assassins take 15% less damage from all enemies except the current target.

Champion movement

Champions will now begin moving to new hexes slightly faster.

This should resolve occasional issues with champions stuttering when pathing multiple hexes to start attacking their next target, especially at higher movement speeds.

Opening Encounters

 New set, new Opening Encounters. Overall, Opening Encounters should have a lower impact than previous sets. 

The big swap here is from Wandering Trainer to Ryze’s Emblem Ensemble, which instead of giving you a Golem with three Emblems, simply gives you three random Emblems.

Overall, Wandering Trainer is one of the most popular Opening Encounters, and it has been so since its early Portal versions.

But the amount of impactful RNG there, along with Riot’s move back to two-Emblem Prismatics, would allow for hitting Prismatic Traits too early if Wandering Trainer is kept around.

Swapping to Emblems means players will still have to hit Level 10 to activate any of super super-powerful Prismatic trait breakpoints, while also maintaining the excitement of an Opening Encounter that asks you to adapt your comp so dramatically. 

Golden Gala 6.2% Twisted Fate deals out all gold tier Augments this game.

Prismatic Party 4.1% Seraphine turns all Augments to prismatic tier this game.

Prismatic Finale 4.1% Zilean ages the last Augment to be prismatic this game.

Prismatic Opener 4.1% Galio’s entrance turns the first Augment to prismatic this game.

3-Cost Start 7.2% Start with a random 3-cost champion this game.

2-Cost Start 4.1% Start with a random 2-cost champion this game.

Upgraded Start 6.2% Ekko upgrades your starting champion to 2-star.

Component Anvils 6.2% Poppy grants you two component anvils.

Scuttle Puddle 6.2% Rift Herald fills the game with crabs carrying bonus loot.

Loot Subscription 5.2% Zoe gives you highly varied loot at the start of each stage.

Emblem Ensemble 4.1% Ryze grants you 3 random Emblems to begin your journey.

Gold Subscription 5.2% Tahm Kench grants you gold at the start of every stage.

Augment Round Swap  6.2% LeBlanc manipulates Augments to be offered earlier this game.

No Encounter 5.2% It’s a calm day in Runeterra. No Opening Encounter this game.

Howling Abyss 7.2% Gain 5 random 1-costs to fight on the Howling Abyss.

Silver Scrapes 7.2% The final two players gain 70 gold for an epic final fight.

Reckoner Arena 6.2% Draven rewards gladiators with gold whenever an opponent falls.Scouting Party 5.2% Teemo’s scouting party has found +1 Augment reroll for all Augments.

Augments removed in TFT Patch 16.1

  • All That Shimmers
  • Another One and Another One+
  • At What Cost
  • Backup Dancers
  • Blazing Soul
  • Big Friend II (Big Friend I still exists as “Big Friend”)
  • Blood Rage
  • Caretaker’s Chosen
  • Climb the Ladder I/II
  • Cloning Facility
  • Crownguarded
  • Cybernetic Uplink I/II
  • Diversified Portfolio I/II
  • Evil Beyond Measure
  • Final Ascension
  • Gold For Dummies
  • Golden Quest
  • Greater Moonlight
  • Howling Gale
  • Investment Strategy I/II
  • Item Collector
  • Kraken’s Fury
  • Max Cap
  • Moonlight
  • Piercing Sight
  • Pocket Recombobulator
  • Psychic Forge
  • Raining Gold+ (Raining Gold still exists)
  • Reroll Transfer
  • Scapegoat
  • Silver Destiny++
  • Scoreboard Scrapper
  • Tesla Coil
  • Tomb Raider I/II
  • Vampiric Vitality
  • Water Lotus I/II
  • Young and Wild and Free

Returning augments in TFT Patch 16.1

Riot is bringing back some fan-favourite augements, some of which have been adjusted such as Cruel Pact to keep in line with the XP changes.

  • Band of Thieves II now has a + and ++ version that are only available on specific rounds
  • Band of Thieves now grants another TG after a delay
  • Band of Thieves II (2-1): After 8 player combats (stage 3-5)
  • Band of Thieves II+ (3-2): After 6 player combats (stage 4-3)
  • Band of Thieves II++ (4-2): After 3 player combats (stage 4-6)
  • All Band of Thieves II versions are exclusive from each other
  • Binary Airdrop no longer has a unit limit
  • Binary Airdrop temporary item is now completely random instead of tailored to the champion’s role
  • Binary Airdrop now also grants 2 item components immediately
  • Celestial Blessing I/II/III Omnivamp: 10/15/25% >>> 12/18/25%
  • Celestial Blessing I/II/III Shield: 200/300/400 >>> 200/400/1000
  • Clockwork Accelerator is no longer available on 2-1
  • Crash Test Dummies
  • Cursed Crown now also grants your team 4% Durability
  • Jeweled Lotus I is no longer available on 2-1
  • Jeweled Lotus I Crit Chance: 15% >>> 20%
  • Jeweled Lotus II is no longer available on 2-1
  • Jeweled Lotus II now additionally grants 10% Crit Damage
  • Makeshift Armor I/II
  • NO SCOUT NO PIVOT: Instead of the bonus stats being attached to individual champions, the bonus stats are now a teamwide aura that increases each combat. Bonus stats now apply teamwide instead of to champions only, meaning Training Dummies and summons will be buffed
  • NO SCOUT NO PIVOT HP Per Round: 14 flat HP >>> 1% HP
  • On a Roll
  • Titanic Titan

Augments adjusted: Silver

  • Best Friends I is no longer offered on 2-1
  • Best Friends I AS & Armor: 12 >>> 10
  • Chaotic Evolution HP: 100 >>> 80
  • Chaotic Evolution AD/AP/AS: 10% >>> 8%
  • Dummify HP Per Stage: 1000 >>> 1200
  • Eye for an Eye+ Deaths Required: 16 >>> 18
  • Glass Cannon I Starting Health: 90% >>> 75%
  • Glass Cannon I Damage Amp: 13% >>>  17%
  • Iron Assets Gold: 4 >>> 3
  • Keepers I Shield Strength: 145 >>> 130
  • Kingslayer now grants 1 gold per player combat regardless of combat outcome
  • Lategame Specialist Gold: 33 >>> 36
  • Latent Forge Turns to wait: 8 >>> 10
  • Placebo+ Gold: 15 >>> 14
  • Preparation I is no longer offered on 3-2
  • Reroll Transfer Gold: 3 >>> 1
  • Rolling for Days I Rerolls: 11 >>> 10
  • Second Wind I is no longer appears on 2-1
  • Silver Destiny Gold: 3 >>> 2
  • Survivor now grants 3 gold immediately
  • Survivor Gold: 92 >>> 100

Augments adjusted: Gold

  • Aura Farming Unlock Round: 4-3 >>> 4-5
  • Best Friends II is no longer offered on 2-1
  • Best Friends II Armor: 20 >>> 18
  • Big Friend II Damage Reduction: 10% >>> 13%
  • Bronze For Life I Damage Amp Per Trait: 3% >>> 2.5%
  • Cry Me a River Delay Timer: 15 >>> 10 sec
  • Epoch Rerolls each Stage: 2 >>> 3
  • Exclusive Customization Gold: 5 >>> 10
  • Explosive Growth now grants XP the turn you take it
  • Explosive Growth Additional Rounds: 4 >>> 3
  • Explosive Growth XP Granted: 8 >>> 7 (total: 32 over 4 turns >>> 28 over 3 turns)
  • Explosive Growth+ now grants XP the turn you take it
  • Explosive Growth+ Additional Rounds: 4 >>> 3
  • Explosive Growth+  XP Granted: 11 >>> 10 (total: 44 over 4 turns >>> 40 over 3 turns)
  • Glass Cannon II Starting Health: 90% >>> 75%
  • Glass Cannon II Damage Amp: 20% >>>  30%
  • Gold Destiny Gold: 4 >>> 3
  • Hard Bargain HP: 4 >>> 6
  • Hard Bargain Gold: 9 >>> 10
  • Healing Orbs II Heal: 400 >>> 440
  • Healing Orbs II no longer appears on 2-1
  • Hefty Rolls HP per roll: 7 >>> 8
  • Heroic Grab Bag++ Gold: 13 >>> 10
  • High Voltage Percent Increase: 15% >>> 20%
  • Hustler Gold granted Immediately: 3 >>> 5
  • Hustler now grants 2 XP a turn
  • Keepers II Shield Value: 230 >>> 210
  • Know Your Enemy now allows you to see the exact player you’re fighting next
  • Last Second Save no longer available on 2-1
  • Last Second Save Heal: 22% >>> 20%
  • Lucky Gloves+ now additionally grants another Sparring Gloves after 2 player combats
  • Mess Hall Tier: Prismatic >>> Gold 
  • Mess Hall now deals flat magic damage, scaling with AD and AP
  • Mess Hall now fires 2 projectiles instead of 1
  • Quiet Quitting Gold: 16 >>> 24
  • Pandora’s Bench Tier: Silver >>> Gold
  • Pandora’s Bench no longer appears on 4-2
  • Pandora’s Bench now additionally grants a Lesser Champion Duplicator
  • Pandora’s Bench Gold: 5 >>> 4
  • Pilfer now has an additional effect. The first time you gain 30 gold worth of champions through Pilfer, gain a Thief’s Gloves.
  • Pilfer: If the first champion killed is one you haven’t unlocked, you will gain the gold value of the champion
  • Plot Armor Initial Armor/MR: 10 >>> 8
  • Preparation II is no longer offered on 3-2
  • Preparation II HP per stack: 45 >>> 50
  • Time Skip XP: 28 >>> 32

Augments adjusted: Prismatic

  • At What Cost XP: 4 >>> 12
  • Belt Overflow Belts: 5 >>> 4
  • Belt Overflow Belts Bonus HP: 60 >>> 75
  • Bronze For Life II Damage Amp Per Trait: 3% >>> 2.5%
  • Bronze For Life II Durability Per Trait: 1.5% >>> 2%
  • Buried Treasures is now only available on 2-1
  • Call to Chaos New Rewards: 6 unique components, Spatula + Frying Pan + 2 Component Anvils, Radiant Lucky Item Chest + 15g + 1 Remover, 2 Completed Item Anvils + 1 Golden Egg
  • Call to Chaos Removed Rewards: 3x Sniper’s Focus, 3x Hullcrusher, 5 Random Emblems, 3* 3-cost and 20 gold
  • Call to Chaos RNGolem Bonus Stats: Bonus AD: 0% >>> 30%, Bonus Resists: 25 >>> 40
  • Call to Chaos Ranged Golem: AS: 50% bonus >>> 20% base (0.75 AS)
  • Call to Chaos Ranged Golem Artifact: Sniper’s Focus >>> Rapid Firecannon
  • Call to Chaos Ranged Golem Gains 3 Range by default
  • Call to Chaos Melee Carry Golem: AS: 50% bonus >>> 20% base (0.75 AS)
  • Call to Chaos Melee Carry Golem Completed Item: Quicksilver >>> Bloodthirster
  • Call to Chaos Melee Carry Golem Artifact: Death’s Defiance >>> Mittens
  • Call to Chaos Melee Carry Golem Radiant: Sterak’s >>> Titan’s Resolve
  • Call to Chaos Tank Golem Artifact: Innervating Locket >>> The Indomitable
  • Deadlier Blades Tier: Gold >>> Prismatic
  • Deadlier Blades 1% AD per 5 takedowns >>> 2% AD per 3 takedowns
  • Deadlier Caps Tier: Gold >>> Prismatic
  • Deadlier Caps 1% AD per 4 takedowns >>> 2% AP per 3 takedowns
  • Giant and Mighty size scaling adjusted
  • Giant and Mighty no longer offered on 2-1
  • Giant and Mighty Flat Health: 300 >>> 200
  • Giant and Mighty HP%: 4% >>> 10%
  • Going Long Gold: 15 >>> 12
  • Going Long XP per Turn: 4 >>> 5
  • Hold the Line is now additionally available on 3-2
  • Hold the Line buff now updates during the Planning Phase as players move their units around. Visual effects have been added to show that units are being buffed
  • Hold the Line Buff Targeting: Back row >>> Back 2 rows
  • Hold the Line now includes summoned units like Training Dummies both for the front row unit count and for receiving the buff
  • Invested now calculates free rerolls based on the player’s gold before they gain gold for the round. 
  • Prismatic Destiny Gold: 5 >>> 4
  • Prismatic Destiny+ is now available on 3-2, granting 10 gold
  • Quality Over Quantity Bonus HP: 4% >>> 7%
  • Shopping Spree now has a new icon
  • Sword Overflow Swords: 5 >>> 4
  • Sword Overflow AS per Sword: 2% >>> 3%
  • Tiniest Titan Gold Per Round: 1 >>> 2
  • Tiny but Deadly no longer offered on 2-1
  • Wand Overflow Rods: 5 >>> 4
  • Wand Overflow AS per Rod: 5% >>> 7%

Items

  • Adaptive Helm Mana Regen: 2 >>> 3
  • Adaptive Helm Tanks & Fighters Armor/MR: 35 >>> 45
  • Bloodthirster AD/AP: 20% >>> 15%
  • Bramble Vest HP %: 7% >>> 9%
  • Bramble Vest Auto Reduction: 8% >>> 5%
  • Evenshroud HP: 150 >>> 250
  • Edge of Night proc no longer cleanses damage over time effects
  • Giant Slayer AD/AP: 20 >>> 15
  • Kraken’s Fury Bonus AS: 40% >>> 30%
  • Kraken’s Fury AD Per Attack: 4% >>> 3.5%
  • Spear of Shojin AP: 10% >>> 15%
  • Sterak’s Gage Shield Duration: 5s >>> 4s
  • Warmog’s Armor HP: 600 >>> 500
  • Warmog’s Armor Max HP: 12% >>> 15%

Radiant items

All Radiant items are now exactly double the stats of their base model.

Any exceptions are light and only because the core effect cannot be duplicated (e.g. Edge of Night, Last Whisper, Infinity Edge).

  • Adaptive Helm Mana Regen: 4 >>> 6
  • Adaptive Helm Marksman & Caster AD/AP: 60% >>> 30%
  • Archangel’s Staff Base AP: 55% >>> 60%
  • Archangel’s Staff Proc: 35 AP every 4 sec >>> 40 AP every 5 sec
  • Bloodthirster AD/AP: 45% >>> 30%, MR: 20 >>> 40
  • Bloodthirster Shield: 40% >>> 50%
  • Bramble Vest Armor: 100 >>> 130, Max HP: 15% >>> 18%
  • Bramble Vest Auto Reduced Damage: 25% >>> 10%
  • Bramble Vest Damage Proc: 175 >>> 200
  • Deathblade AD: 105% >>> 110%
  • Dragon’s Claw MR: 115 >>> 150, Max HP: 15% >>> 18%, Health Regen: 10% >>> 5%
  • Edge of Night Armor: 20 >>> 40
  • Proc no longer cleanses damage over time effects
  • Evenshroud Base MR: 30 >>> 40
  • Evenshroud Bonus Armor/MR: 70 >>> 50
  • Gargoyle Stoneplate HP: 250 >>> 200, Armor/MR for each target: 15 >>> 20
  • Gargoyle Stoneplate Removed HP Regeneration
  • Giant Slayer AD/AP: 50% >>> 30%, AS: 20% >>> 30%, Damage Amp: 20% >>> 30%, Bonus Amp vs Tanks: 25% >>> 30%
  • Guinsoo’s Rageblade AP: 30% >>> 20%, Base AS: 25% >>> 20%, Stacking AS: 13% >>> 14%
  • Hand of Justice AD/AP: 35% >>> 30%, Omnivamp: 20% >>> 24%
  • Hextech Gunblade Mana Regen: 1 >>> 2
  • Infinity Edge, AD: 65% >>> 75%
  • Ionic Spark Shock Range: 3 >>> 2, Shock Damage: 200% >>> 300%
  • Removed HP Regeneration
  • Jeweled Gauntlet AP: 70% >>> 75%
  • Kraken’s Fury MR: 20 >>> 40, AS: 25% >>> 20%, Stacking AD: 7% >>> 8%, Bonus AS: 80% >>> 60%
  • Last Whisper AS: 25% >>> 40%, Crit: 55% >>> 40%
  • Morellonomicon HP: 150 >>> 300, AP: 50% >>> 40%, Mana Gen: 3 >>> 2, Burn Duration: 8 >>> 10 sec
  • Nashor’s Tooth AS: 10% >>> 20%, HP: 200 >>> 300, Crit: 35% >>> 40%
  • Protector’s Vow Mana Start Bonus: 20 >>> 40, Mana on Proc: 20 >>> 30, HP Shield: 45% >>> 40%
  • Quicksilver MR: 30 >>> 40, AS: 40% >>> 30%
  • Rabadon’s Deathcap AP: 80 >>> 100, Damage Amp: 50% >>> 30%
  • Red Buff AS: 65% >>> 90%, Damage Amp: 10% >>> 6%
  • Spear of Shojin AP: 25% >>> 30%
  • Spirit Visage Damage Reduction: 18% >>> 20%, Mana Gen: 2 >>> 4
  • Steadfast Heart Crit: 20% >>> 40%, Base Durability: 16% >>> 20%, Health Cutoff: 40% >>> 50%, Buffed Durability: 30% >>> 36%
  • Striker’s Flail HP: 150 >>> 300, AS: 25% >>> 20%, Crit: 35% >>> 40%, Damage Amp Per Stack: 8% >>> 10%, Buff Duration: 8 >>> 5 sec
  • Sunfire Cape Max HP: 12% >>> 16%, Proc Timer: 1.5 >>> 2 sec, Hex Range: 3 >>> 2, Buff Timer: 8 >>> 10 sec
  • Titan’s Resolve Armor: 35 >>> 40, AS: 30% >>> 20%, AP/AD per stack: 3% >>> 4%
  • Void Staff AP: 60% >>> 75%, AS: 60% >>> 30%, Mana Gen: 3 >>> 2
  • Warmog’s Armor Bonus HP: 20% >>> 30%
  • Warmog’s Armor Removed Health Generation

New Artifacts

  • The Darkin Bow
  • The Darkin Staff
  • The Darkin Aegis
  • The Darkin Scythe
  • Void Gauntlet
  • Cappa Juice
  • Eternal Pact
  • Hellfire Hatchet
  • Shadow Puppet
  • Aegis of Dawn
  • Aegis of Dusk

Removed Artifacts

  • Innervating Locket
  • Unending Despair
  • Deathfire Grasp
  • Manazane
  • Spectral Cutlass
  • Tricksters Glass

Adjusted Artifacts

Riot is rebalancing Artifacts with the goal of making them less sharp than before, while still being more specific than core items.

Overall, Riot states Artifacts should be more powerful than core items, especially on their preferred users, but less powerful than Radiant Items.

Riot also admits that this may take some time to get right, especially with 100 champions available to cook up powerful combos.

  • Blighting Jewel AP: 50 >>> 60
  • Blighting Jewel Flat MR Shred: 4 >>> 2
  • Blighting Jewel Mana Granted at 0 MR: 3 >>> 2
  • Blighting Jewel Ability damage can only trigger its effect on an enemy once every 0.5 seconds.
  • Dawncore AD & AP: 15% >>> 10%
  • Death’s Defiance AD: 10% >>> 25%, AS: 25% >> 15%, Armor: 30 >> 40
  • Gold Collector AD: 25% >>> 40%, Crit Chance 30% >> 20%
  • Zhonya’s Paradox AP: 40% >>> 25%, Armor/MR: 30 >>> 25
  • Hullcrusher Armor/MR: 35 >>> 50, HP Bonus: 600 >>> 400, AD/AP Bonus: 20% >>> 10%
  • Flickerblades AS: 15% >> 12%, AS per attack: 6% >>> 5%
  • Flickerblades AD Per 5 autos: 3% >>> 2%, AP Per 5 autos: 4% >>> 2%
  • Gambler’s Blade AS: 35% >>> 45%, AP: 10% >>> Removed
  • Luden’s Echo Bolts Fired on kill: 3 >>> 2
  • Mogul’s Mail HP: 100 >>> 300
  • Mogul’s Mail HP per stack: 10 >>> 5
  • Mogul’s Mail Gold delay: 10 >>> 12 seconds
  • Mittens Attack Speed: 75% >>> 65%
  • Mittens 25% Durability >>> 15% Damage Amp
  • Mittens Passive Chill immunity >>> Chill & Burn/Wound immunity
  • Rapid Fire Cannon AS: 75% >>> 65%
  • Rapid Fire Cannon now has 5% Damage Amp
  • Prowlers Claw AD: 30% >>> 35%, Crit Chance: 50% >>> 45%, Critical Strike Bonus: 60% >>> 50%
  • Wit’s End HP: 300 >>> 400, AS: 30% >>> 25%, Armor/MR 30 >>> 20
  • Wit’s End Proc Damage: 42/60/75/90/100 >>> 30/45/65/85/100
  • Wit’s End Magic Vamp: 35% >>> 30%
  • Sniper’s Focus Bonus Range removed
  • Sniper’s Focus AD: 15% >>> 20%, AP: 15% >>> 20%, AS: 15% >>> 20%
  • Sniper’s Focus [REWORK] Gain 40% Damage Amp against targets 4 or more hexes away.
  • Lich Bane AP: 30% >>> 55%, AS: 30% >>> 10%
  • Seeker’s Armguard AP: 40% >>> 25%, Armor/MR: 30 >>> 10
  • Seeker’s Armguard Added 20% Omnivamp
  • Seeker’s Armguard Passive changed to “On takedown gain 20 Armor, MR, and Ability Power”
  • Seeker’s Armguard on-kill effect Removed 
  • Statikk Shiv AP: 40% >>> 15%, AS: 40% >>> 50%
  • Statikk Shiv Base Damage: 40 >> 30
  • Talisman of Ascension Health: 600 >>> 450
  • The Indomitable HP: 400 >>> 500, Armor/MR: 25 >>> 20, Max Health: 10% >>> 12%
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