Teamfight Tactics patch 9.22 is the first update of what Riot calls "set 2" and officially marks the end of TFT's beta period. Ranked play is sitting on the bench during this update. The ladder will return for you to climb in patch 9.23 after Riot determines that the first update of Set 2 doesn't introduce any catastrophic bugs or balance issues. You can read on Riot's blog a more in-depth look at what it learned from the TFT beta set and its goals for set 2.
Check page 2 for our archive of all previous Teamfight Tactics patch notes.
If you don't want to look at the full notes, (but you really should this time) what you need to know is that champion origins have been swapped out for elements and classes that function similarly providing bonuses for multiple champions in play. It's time to re-think all of your strategies.
Let's take a look at what's changed in this patch.
Rise of Elements: The Elements
This season champions represent elements rather than origins, but the rules are the same. Deploy multiple unique champions with the same element to unlock powerful trait bonuses! Copies of the same champion all benefit from their elemental bonus, but only the first counts for determining how many unique champions you have deployed, even if your copies are different star levels.
Deploying multiple Steel champions causes them to briefly become immune to damage when they drop below 50% health.
(Taliyah, Qiyana, Malphite)
Deploying multiple Mountain champions grants a massive shield to a random ally at the start of combat.
(Vladimir, Thresh, Syndra, Qiyana, Nautilus, Nami)
Deploying multiple Ocean champions periodically grants allies mana. The amount increases with more Ocean champions.
(Kog’Maw, Dr. Mundo, Twitch, Singed)
Deploying multiple Poison champions causes their damaging attacks and abilities to increase the mana costs of their targets’ abilities.
(Malzahar, Kindred, Veigar, Sion, Master Yi)
Deploying multiple Shadow champions causes them to deal increased damage for the first few seconds of combat, as well as for a few seconds when they score a takedown. Deploying more Shadow champions causes all of them to deal increased damage when any of them score a takedown.
(Yasuo, Qiyana, Janna)
Deploying both Wind champions grants your team dodge chance.
(Maokai, Ivern, Neeko, LeBlanc)
Deploying multiple Woodland champions causes one of them to randomly create a clone of themselves (including items) at the start of combat.
Rise of Elements: The Classes
A champion’s class describes how they fight and functions similarly to their element, conferring additional trait bonuses based on how many unique members of that class you have on your team.
Alchemists can move through other units and never stop moving.
(Diana, LeBlanc, Qiyana, Nocturne, Kha’Zix, Zed)
Assassins sneak across the battlefield at the start of combat, placing themselves opposite from where they started.
Deploying multiple Assassins grants them critical strike chance and increased critical strike damage, increasing with more Assassins.
An Avatar’s element is counted twice for trait bonuses.
(Renekton, Jax, Volibear, Dr. Mundo, Sion, Olaf)
Deploying multiple Berserkers grants their attacks a chance to deal damage in a cone behind the target. The chance increases with more Berserkers.
(Yasuo, Sivir, Aatrox, Master Yi)
Deploying multiple Blademasters grants their attacks a chance to hit extra times, increasing with more Blademasters.
(Zyra, Malzahar, Azir, Annie, Yorick, Zed)
Deploying multiple Summoners increases the health and duration of their spawned allies, increasing with more Summoners.
Summoners’ pets benefit from Element and Class bonuses, but don’t count as additional units toward activating higher levels of those bonuses.
(Ivern, Maokai, Neeko)
Deploying two Druids grants all Druids health regeneration.
(Vladimir, Taliyah, Syndra, LeBlanc, Veigar, Brand)
Deploying multiple Mages grants them a chance after casting an ability to cast it again. This chance increases with more mages.
(Soraka, Janna, Master Yi, Nami)
Deploying multiple Mystics grants all allies magic resist, increasing with more Mystics.
(Warwick, Kog’Maw, Skarner, Rek’Sai)
Deploying multiple Predators causes their attacks and abilities to immediately kill low-health enemies.
(Vayne, Varus, Ezreal, Kindred, Ashe, Twitch)
Deploying multiple Rangers periodically grants them a chance to gain a burst of attack speed, increasing with more Rangers.
(Ornn, Nasus, Thresh, Braum, Nautilus, Malphite, Taric)
Deploying multiple Wardens grants them armor, increasing with more Wardens.
Tier 1 Champions
Diana: Inferno, Assassin
Flame Cascade: Diana shields herself for a few seconds and creates three flame orbs that orbit her. Orbs explode when they contact an enemy, dealing damage.
Ivern: Woodland, Druid
Triggerseed: Ivern shields the lowest-health ally for a few seconds.
Kog’Maw: Poison, Predator
Living Artillery: Kog’Maw launches acid that damages a random enemy.
Maokai: Woodland, Druid
Sap Magic (passive): Whener Maokai is damaged by an enemy spell, his next attack heals him.
Nasus: Light, Warden
Fury of the Dawn: Nasus temporarily enrages, gaining bonus health and damaging adjacent enemies each second for the duration.
Ornn: Electric, Warden
Lightning Breath: Ornn breathes lightning in a cone in front of him, damaging enemies and increasing their chance to be critically struck for the next few seconds.
Renekton: Desert , Berserker
Cull the Meek: Renekton damages adjacent enemies and heals himself for each enemy hit.
Taliyah: Mountain, Mage
Seismic Shove: Taliyah erupts the ground under a random enemy, knocking them toward her if ranged, or away if melee.
Vayne: Light, Ranger
Silver Bolts (Passive): Vayne passively deals bonus true damage every third attack based on the enemy’s maximum health.
Vladimir: Ocean, Mage
Drain: Vladimir damages a target enemy, healing himself for the damage dealt.
Warwick: Glacial, Predator
Infinite Duress: Warwick pounces onto the lowest-health enemy, stunning and damaging them. Applies on-hit effects.
Zyra: Inferno, Summoner
Rampant Growth: Zyra spawns two untargetable Flame Spitters on random hexes at the edge of the arena, which attack the nearest enemy.
Tier 2 Champions
Braum: Glacial, Warden
Unbreakable: Braum raises his shield toward the furthest enemy, reducing incoming damage from that direction and blocking projectiles.
Jax: Light, Berserker
Counter Strike: Jax gains 100% dodge chance for the next few seconds, then briefly stuns and damages adjacent enemies.
Leblanc: Woodland, Assassin, Mage
Ethereal Chain: Leblanc sends a chain toward the nearest enemy, stunning and damaging them after a delay.
Malzahar: Shadow, Summoner
Shadow Swarm: Malzahar creates a portal that spawns minions. More star levels, more minions.
Neeko: Woodland, Druid
Blooming Burst: Neeko throws a seed at a random enemy that explodes three times in a larger and larger radius.
Rek’Sai: Steel, Predator
Furious Bite: Rek’Sai bites her target, dealing true damage.
Skarner: Crystal, Predator
Crystalline Exoskeleton: Skarner shields himself for a few seconds, gaining bonus attack speed while the shield holds.
Syndra: Ocean, Mage
Hydro Sphere: Syndra conjures a Hydro Sphere at a target location that damages enemies.
Thresh: Ocean, Warden
Deep Sea Passage: Thresh throws his lantern to the lowest-health ally, shielding them and nearby allies for a few seconds.
Varus: Inferno, Ranger
Piercing Arrow: Varus charges and fires an arrow, dealing damage to all enemies in a line.
Volibear: Electric, Glacial, Berserker
Thunder Bite: Volibear bites his target, dealing damage. Thunder Bite instantly kills enemies below a certain amount of health, fully restoring Volibear’s mana.
Yasuo: Wind, Blademaster
Last Breath: Yasuo instantly appears next to the enemy with the most items, attacking them multiple times in rapid succession and knocking them up for the duration.
Tier 3 Champions
Aatrox: Light, Blademaster
The Arclight Blade: Aatrox slams his sword in a circle in front of him, damaging enemies hit.
Azir: Desert, Summoner
Arise!: Azir summons an untargetable Sand Soldier near a random enemy that attacks whenever Azir attacks.
Dr. Mundo: Poison, Berserker
Adrenaline Rush: Dr. Mundo spawns a toxic cloud around himself that damages adjacent enemies and heals himself for the damage dealt for several seconds.
Ezreal: Glacial, Ranger
Ice Shot: Ezreal fires a shard of ice toward the lowest-health enemy, damaging the first enemy hit and applying on-hit effects.
Kindred: Shadow, Inferno, Ranger
Wolf’s Frenzy: Lamb tumbles away from her target while Wolf bites them, dealing damage.
Nautilus: Ocean, Warden
Depth Charge: Nautilus sends out a depth charge that seeks out the furthest enemy champion, knocking them up and stunning them for a really long time.
Nocturne: Steel, Assassin
Steel Blades (Passive): Every three hits, Nocturne’s next attack is enhanced, damaging all adjacent enemies and healing him for a portion of damage dealt.
Qiyana: Inferno OR Ocean OR Mountain OR Wind, Assassin
Edge of Ixtal: Qiyana dashes to the side of her target and throws a blast of wind through them, damaging and stunning enemies it passes through.
Sion: Shadow, Berserker
Decimating Smash: Sion smashes an area in front of him after a delay, knocking up and damaging enemies.
Sivir: Desert, Blademaster
Ricochet: Sivir’s attacks temporarily bounce to nearby units.
Soraka: Light, Mystic
Equinox: Soraka temporarily calms an area around a random enemy, damaging enemies and preventing them from gaining mana while inside.
Veigar: Shadow, Mage
Primordial Burst: Veigar blasts an enemy with magical energy, dealing damage. Instantly kills enemies at lower star levels than Veigar.
Tier 4 Champions
Annie: Inferno, Summoner
Tibbers!: Annie summons Tibbers onto a nearby hex. Tibbers attacks nearby enemies while active.
Ashe: Crystal, Ranger
Ranger’s Focus: For the next few seconds Ashe gains attack speed and her attacks fire a flurry of arrows, dealing bonus damage.
Brand: Inferno, Mage
Pyroclasm: Brand launches a bouncing fireball, damaging enemies hit.
Janna: Wind, Mystic
Monsoon: Janna knocks back enemies in a large area and channels for a few seconds, continuously healing nearby allies.
Kha’Zix: Desert, Assassin
Arid Assault: Kha’Zix briefly becomes stealthed, becoming untargetable and causing his next attack to critically strike.
Malphite: Mountain, Warden
Unstoppable Force: Malphite throws himself toward a random enemy, damaging and knocking up nearby enemies when he arrives.
Olaf: Glacial, Berserker
Berserker Rage: For the rest of combat, Olaf gains a large amount of Attack Speed and Lifesteal for a few seconds and becomes immune to crowd control.
Twitch: Poison, Ranger
Spray and Pray: Twitch temporarily gains infinite range and his attacks become piercing bolts that fly through their targets to the end of the board, damaging all enemies they pass through.
Yorick: Light, Summoner
Shepherd of Souls: Yorick blesses several of his lowest-health allies, reviving them as a Minion of Light when they die. More star levels, more targets.
Tier 5 Champions
Master Yi: Shadow, Mystic, Blademaster
Meditate: Master Yi becomes untargetable and significantly heals himself over a few seconds. After channeling, his attacks temporarily deal bonus magic damage on hit.
Nami: Ocean, Mystic
Tidal Wave: Nami sends a massive wave toward a random enemy, damaging and knocking up enemies it passes through and granting allies it passes through bonus magic damage on hit.
Singed: Poison, Alchemist
Poison Trail (Passive): Singed passively leaves a poison cloud behind himself that damages enemies who stand in it.
Taric: Crystal, Warden
Cosmic Radiance: After a delay, Taric and all nearby allies become invulnerable for a few seconds.
Zed: Electric, Summoner, Assassin
Living Lightning: Zed creates an identical clone of himself behind his current target, copying his items as well. This clone can also cast Living Lightning.
Tier 7 Champions
Lux: Electric OR Inferno OR Glacial OR Crystal OR Wind OR Woodland OR Steel OR Ocean OR Shadow OR Light, Avatar
There are ten copies of Lux in each game, one of each of the above elements.
Once you purchase one Lux, the other Luxes will become that element when you see them in your shop.
Final Spark: Lux fires a giant laser that deals massive damage to enemies hit and restores mana based on enemies hit.
Items increase your champions’ base stats and can upgrade into stronger items that provide unique effects. In PvE rounds, each monster you defeat has a chance of dropping an item. In Draft rounds, every draftable champion comes with an item equipped. You’ll always see basic items early on, but as the game progresses, you’ll have a shot at upgraded items.
There are nine basic items:
- BF Sword: Attacks deal more damage
- Recurve Bow: Attack more often
- Needlessly Large Rod: Abilities are stronger
- Tear of the Goddess: Begin combat with some mana
- Giant’s Belt: Gain health
- Chain Vest: Take less damage from basic attacks
- Negatron Cloak: Take less damage from abilities
- Sparring Gloves: Gain dodge chance and critical strike chance
- Spatula: Provides no stats, but upgrades into various rule-breaking items!
Equip items by dragging and dropping them onto your champions (be careful, this can’t be undone). If you equip a champion with two basic items, those items automatically combine into an upgraded item, sharing the same combination of stats as its components. Every pair of basic items creates a different upgraded item!
Upgraded items can buff your attacks and abilities, grant unique effects, and even change the properties of your champions! New classes and origins means new spatula items, here’s what’s new:
- Spatula + BF Sword: Assassin
- Spatula + Recurve Bow: Blademaster
- Spatula + Needlessly Large Rod: Inferno
- Spatula + Tear of the Goddess: Mage
- Spatula + Giant’s Belt: Glacial
- Spatula + Chain Vest: Warden
- Spatula + Negatron Cloak: Light
- Spatula + Sparring Gloves: Berserker
Element of the game
Each Rise of the Elements game will randomly feature one element: Inferno, Ocean, Mountain, or Wind. The element of the game can be tracked in the center of the carousel, and has a few effects.
Elemental Hexes grant the following effects:
- Inferno: Gain attack speed for the duration of combat
- Ocean: Start combat with additional mana
- Mountain: Gain permanent health that stacks between rounds and remains even if the champion is moved off the Elemental Hex
- Wind: Gain dodge chance for the duration of combat
General Game Changes
Board size: 3 rows of 7 hexes ⇒ 4 rows of 7 hexes.
Player Damage: 3/3/3/4/5/6 ⇒ 2/3/4/5/6/7
Summoned units don’t deal player damage by themselves, but they count as as if their Summoner was alive if at least 1 of them survives the round.
Level 8 Champion drop chances per Tier level: 15/20/35/22/8 ⇒ 15/20/35/24/6
Once you pick up a champion from the carousel, your Little Legend will no longer collide with your opponents.
- Ranked is off during patch 9.22, it will return with patch 9.23.
- Placing 4th or better will never deduct LP. Placing 5th or lower will never reward LP.
- We're slightly decreasing the number of challenger and grandmaster slots in many regions in order to make sure that the master to challenger ranks have the appropriate distribution of players.
- Korea, Vietnam, China: 300 Challengers, 700 Grand Masters.
- EU West and North America: 200 Challengers, 500 Grand Masters.
- All other regions: 50 Challengers, 100 Grand Masters.
Champion Pool Changes
- Tier 1: 39 ⇒ 29
- Tier 2: 26 ⇒ 22
- Tier 3: 18 ⇒ 16
- Tier 4: 13 ⇒ 12
- Tier 5: 10
- 1 Star Champions: 6-10 Mana per attack ⇒ 8 Mana per attack
- 2 star champions: 10 Mana per attack
- 3 star champions: 10 Mana per attack ⇒ 12 Mana per attack
- Mana generated from taking damage reduced by 15%.
- Cursed Blade has been removed
- Negatron Cloak + Recurve Bow = Ruunan’s Hurricane
- Spatula + Needlessly Large Rod = Inferno’s Cinder
- Spatula + Tear of the Goddess = Mage’s Cap
- Spatula + Chain Vest = Warden’s Mail
- Spatula + Negatron Cloak = Talisman of Light
- Spatula + Sparring Gloves = Berserker’s Axe
- All Spatula Items: No longer give double stats
- Chain Vest Armor: 20 ⇒ 25
- Deathcap Ability Power: +50% ⇒ +75%
- Dragon’s Claw Magic Reduction: 75% ⇒ 50%
- Giant’s Slayer: 5% Max Health True Damage ⇒ 8% Current Health Physical Damage
- Guardian’s Angel: 500 Health on revive ⇒ 400 Health on revive
- Hand of Justice Damage and life on hit: 40% or 40 ⇒ 50% or 50
- Ionic Spark True Damage: 125 ⇒ 100
- Luden’s Echo Damage: 180 ⇒ 150
- Luden’s Echo now always goes off once per spell cast
- Negatron Cloak Magic Resist: 20 ⇒ 25
- Recurve Bow Attack Speed: 20% ⇒ 15%
- Runaan’s Hurricane Bonus Damage: 75% ⇒ 60%
- Runaan's Hurricane now grants one extra bolt per copy on a Champion.
- Thieves Gloves: Increased Average value of items at Level 8 & 9.
- Uncommon orbs average gold value reduced very slightly.
- Gold orbs average gold value reduced very slightly.
- Spatula drop rates reduced.
- Reduced the chances of getting combined items slightly.
- Dragons now drop two common orbs in addition to their carried item.
- Elder Dragon and Rift Herald drop a common and an uncommon orb in addition to their carried item.
Trait UI Tooltip
- Champions that contribute to a Trait will have their portraits and tier information displayed inside the tooltip.
- Champions that are active on the battlefield will have their portraits highlighted
- Red Buff & Morellonomicon tooltips are now correct.
- Fixed a bug where 3-Star Tier 3 units were doing 1 more player damage than intended.
Freljord Arena Skins
- Check out the three new board skins: Avarosa, Winter's Claw, and Frostguard