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MID-PATCH UPDATES

NOVEMBER 21ST

KDA boards now correctly apply their Health & stat buffs when combat starts on an away board.

RANKED REWARDS AND MORE!

NEW RANKED SEASON AND RANKED CHANGES

Developer's notes
TL;DR: Because we’re moving to 3 sets a year with no mid-sets, we need to make some updates to smooth out the climb. These updates include the release of Emerald tier, a reduction in penalties for LP decay below Challenger, and an increase in the banked game max to 14 to align with LoL PC. Masters+ players can now enjoy a full 2-week vacation!
Climbing will be slightly easier & faster to rank up to Platinum & below
Higher ranks may take longer, because we have a longer season (no mid-set reset), we’re adjusting the climb to fit it’s new length (but not exactly in a 1:1)
Emerald Tier is here
Inactivity penalty changed! Days banked 10 ⇒ 14 (aka Masters+ players can now enjoy a full 2-weeks off)
LP Decay adjusted! For Master, the new penalty for inactivity will be -50 LP (from -250)
LP Decay adjusted! For Grandmaster, the new penalty for inactivity will be -150 LP (from -250)
LP Decay for Challenger players remains the same, -250LP
When Remix Rumble goes live in your region, you'll be able to start climbing the ladder immediately
Depending on your rank in the previous season, you will start anywhere from Iron II to Bronze IV. This is true for both Double Up and Standard ranked.
You will get 5 provisional matches after the reset, meaning you will not lose any LP for sub-top 4 placements in your first 5 ranked games of the new stage. You'll also gain extra LP for finishing top 4, so best of luck!
Your Hyper rating will be reset to 500
Note that there’s still a 24h period of delay between mobile and PC going live

SYSTEMS

HEADLINER

Developer's notes
First up, the big one. 2-star Headliners can be purchased from the shop (they appear at the far right) with an additional plus one to one of their traits, and have a unique Headliner bonus.
Purchases at 2-stars from the shop
Add an additional plus one to one of their traits
Have unique Headliner bonuses
Appear in every shop when you do not have a Headliner
Appear in 1 in 4 shops even when you DO have a Headliner (pivoting is welcome)
You must sell your current Headliner to purchase a new one
Headliners take 3 units from the pool
Headliners have a small amount of bad luck protection (you won't see the same ones consecutively)
Headliners for units with less than half their total unit copies in the pool are not offered

PORTALS

Developer's notes
Portals are back, but they’re toned down a bit since the Region Portals of Runeterra Reforged, both to allow everything else in the set to be as loud and energetic as possible, but also because of our additional mechanic (Headliner) adding to the game variance. We’re starting with a smaller list of unique Portals, but will be adding a few more Portals as the set goes on (these ones will be a bit crazier but still not as wild as House Lightshield).
There are seven categories of Portals.
And don’t worry, Scuttle Puddle is back!
Vote for 1 of 3 Portals at the start of the game to modify the game’s rules.
Portal categories: Augments, Gold, Champions, Items, Combat, Unique, Headliner

LEGENDS REMOVED

Developer's notes
We talk more extensively about our removal of Legends in both our Learnings article and our mechanics article.
Legends have been removed.

LEVELING CHANGES

Developer's notes
TFT goes to 10! We’re reworking the leveling system so each level has a distinct purpose for your comp. Need to 3-star your Legendary 5-costs—go fast 10! Odds have also changed to sharpen each Level’s identity (see next section).
Level 10 is now the max level you can achieve at any point
Level 5 to 6: 24 ⇒ 20xp
Level 6 to 7: 40 ⇒ 36xp
Level 7 to 8: 60 ⇒ 48xp
Level 8 to 9: 84 ⇒ 80xp
Level 9 to 10: 100 ⇒ 84xp
Total XP need to hit max: 228 ⇒ 288

SHOP ODDS

Developer's notes
Roll chances have been adjusted giving each level a clearer purpose. Reroll 2-costs at Level 6, 3-costs at level 7, 4-costs are easiest to find at level 8, and getting the optimal 5-cost to finish your comp is best done at 9. Level 10 can allow you to pursue those ephemeral (SAT words never die) 3-star 5-costs!
Level 6: 25/40/30/5/0% ⇒ 30/40/25/5/0%
Level 7: 19/30/40/10/1% ⇒ 19/35/35/10/1%
Level 8: 16/20/35/25/4% ⇒ 18/25/36/18/3%
Level 9: 9/15/30/30/16% ⇒ 10/20/25/35/10%
Level 10: 5/10/20/40/25 (No change)

UNIT POOL CHANGES

Developer's notes
At its core, TFT is a draft game. Our shared pool of champions creates an additional layer of strategy via scouting, contesting, and informing when to more aggressively roll down to find specific units. These "bag sizes" as we refer to them have been the same since TFT's release, and we felt like Remix Rumble was a good time to re-evaluate, especially due to the addition of Headliners. Our goal here is to keep TFT in a healthy state for the long-term by reducing power inflation caused by easily 3-starring the right unit, and we're reducing bag sizes at each tier as a step in that direction. Here's what those bag sizes look like now, though we may continue to change them over the coming months & years as we collect more data & feedback!
1-cost copies: 29 ⇒ 22
2-cost copies: 22 ⇒ 20
3-cost copies: 18 ⇒ 17
4-cost copies: 12 ⇒ 10
5-cost copies: 10 ⇒ 9

PLAYER DAMAGE

Developer's notes
Player damage is a tricky system in TFT. As a reminder, when you lose, you take damage that is a total of a flat value (based on Stage) and an additional 2 damage per living unit on the board.
We’re lowering player damage from huge losses, but making losses in the mid-game sting a bit more. The goal here is to have a bit more consistency and avoid situations where you take 18 damage from that Cruel Pact player in the early game.
Base Stage Damage: 0/3/4/6/9/15 ⇒ 0/3/5/7/9/15
4th Unit Alive: 2 ⇒ 1 Damage

MANA GENERATION

Developer's notes
Champions gain Mana from attacking, Augments, Items, etc. But one of the less visible ways tanks gain mana is from taking damage. We’re lowering the amount of Mana they get from being damaged as premiere tanks (e.g. Cho’Gath from Runeterra Reforged) have been dependent on this bonus for many-a-sets.
Mana gained from post mitigation damage: 7% ⇒ 5%

LOOT

Developer's notes
Duplicators enable access to 3-stars. You know what else does? Headliner. We’re lowering the rate of Duplicators now that Headliners already provide access to starred up units.
Duplicators are now less likely to show up from bonus orbs.

CRITICAL STRIKE CHANCE

Developer's notes
Infinity Edge and Jeweled Gauntlet have been changed so that they’re not wasted when units already have spell crit. We’re reverting this excess crit to avoid Triple Infinity Edge being too powerful with our new Critical Strike traits like Executioners.
Excess Critical Strike Chance is now converted at 50% instead of the increased 80% from Horizonbound

TARGET DUMMIES

Developer's notes
No brains or brawn.
All Target Dummy Base HP: 700 ⇒ 625

CAROUSEL

Developer's notes
Care-ousel.
Carousels can no longer contain duplicate Emblems.

LARGE CHANGES

3RD PARTY FRIENDS

Developer's notes
There’s so much to uncover with Remix Rumble, and these patch notes can’t possibly cover it all. Good thing we have a supportive ecosystem of 3rd party friends that can give you specifics for the new content not covered here.
TFTactics
League Of Graphs
LoL Chess
Mobalytics
Blitz.gg
MetaTFT
OPGG
Tacter
Tactics.tools
TFTPS
TFTactics

AUGMENT CYCLING: REMOVED

Developer's notes
Brand new Augments have been added to the pool—be sure to check them out with any of our partner links above. Additionally, we’re cycling out some existing augments for other previously-existing Augments.
All Natural I/II
Cybernetic Leech I/II/III
Early Education
Endurance Training
Enshrouding Stillness
Hustler
Lesser Jeweled Lotus
Unburdened I/II
Wandering Trainer

AUGMENT CYCLING: RETURNING

Developer's notes
Welcome back some familiar and fun Augments from past sets!
Best Friends I
Best Friends I/II
Clear Mind
Clear Mind
Cluttered Mind
Cluttered Mind
Cybernetic Uplink I
Cybernetic Uplink I/II/III
Keepers I
Keepers I/II

AUGMENTS ADJUSTED

Developer's notes
As a whole we’re reducing econ inflation from some of the highs we’ve seen in Runeterra Reforged.
AFK
AFK Gold: 22 ⇒ 18
Binary Airdrop
Binary Airdrop will now use the champion’s item recommendations to pick the airdrop item. This item can not be the same as an item that the champion has already equipped.
Birthday Present
Birthday Present Gold Per Level Up: 1 ⇒ 0
Blood Money
Blood Money 1g per 3 HP Lost ⇒ 3g per 10 HP Lost
Bronze/Silver/Golden Ticket renamed Silver/Golden/Prismatic Ticket to correspond with their Augment tier
Caretakers Chosen Radiant Armory Given: Level 7 ⇒ Level 8
A Cut Above
A Cut Above Deathblade kill gold drop proc Chance: 25% ⇒ 20%
Cutting Corners
Cutting Corners XP Reduction: 3 ⇒ 4
Cybernetic Bulk I
Cybernetic Bulk I/II/III HP: 225/300/500 ⇒ 222/333/555
Healing Orbs Heal: 250/500 ⇒ 225/450
Hedge Fund
Hedge Fund/+/++ Gold: 23/32/44 ⇒ 20/30/40
Late Game Specialist Gold: 44 ⇒ 30
Level Up!
Level Up! can now only be shown on 2-1
Level Up! Initial XP: 2 ⇒ 8
Level Up! Bonus XP on Purchase: 3 ⇒ 2
Lucky Gloves
Lucky Gloves will now use the champion’s item recommendations to pick the “ideal” items
Lucky Gloves: Both of the Thief’s Gloves items will be picked from the pool of 8 recommended items
Lucky Gloves: The two items will never be the same item
New Recruit
New Recruit now grants a Champion Duplicator
Parting Gifts
Parting Gifts Tier: Gold ⇒ Silver
Parting Gifts Shield: 50% ⇒ 10%
Red Buff
Red Buff has been renamed to Blistering Strikes
Risky Moves
Risky Moves Gold: 33 ⇒ 30
Tiniest Titan
Tiniest Titan Gold Per Turn: 2 ⇒ 1
Two Healthy
Two Healthy Health per 2-cost: 100 ⇒ 110
Three's a Crowd
Three’s a Crowd HP per 3-cost: 100 ⇒ 85
Young Wild & Free: 1 component ⇒ 3 gold

CORE ITEMS

Developer's notes
Many of our double component items (2x B.F. Sword, Needlessly Large Rod, Negatron Cloak, etc.) have been dependent on providing large stats that other items amplify. We’re giving these items a generic effect that will make them a bit stronger as a single standalone item. As a consequence, their big stats have been lowered.
Bramble Vest is becoming less of a hard counter to AD Crit and getting more general tankiness. It’ll still be your go-to against AD heavy lobbies, but should be slightly less of a “paper beats rock” situation. Dragon’s Claw is also getting a similar treatment with 10 less MR and bonus max Health.
As we continue to make traits and other effects that allow spells to critically strike, we don't want players feeling bad about having built Infinity Edge or Jeweled Gauntlet. So they'll grant some additional power if the player already has spell crit.
Bramble Vest
Bramble Vest Armor: 75 ⇒ 55
Bramble Vest Damage: 75/100/150/200 (by star level) ⇒ 100
Bramble Vest new: Grants 5% max health.
Bramble Vest new: Take 8% reduced damage from attacks.
Bramble Vest no longer reduces Critical Strike Damage
Blue Buff
Blue Buff Ability Power: 25 ⇒ 20
Blue Buff no longer grants 10 Mana after Takedowns within 3 seconds of casting their ability.
Blue Buff new: After a takedown, deal 15% increased damage for 8 seconds.
Deathblade
Deathblade Attack Damage: 66 ⇒ 55
Deathblade new: Grants 8% bonus damage
Dragon's Claw
Dragon’s Claw Magic Resist: 65 ⇒ 55
Dragon’s Claw new: Grants 5% max health.
Infinity Edge
Infinity Edge new: If the holder’s spells can already critically strike, gain 10% Critical Strike Damage
Guinsoo's Rageblade
Guinsoo’s Rageblade Attack Speed: 18% ⇒ 15%
Guinsoo’s Rageblade AS Per Attack: 4% ⇒ 5%
Jeweled Gauntlet
Jeweled Gauntlet new: If the holder’s spells can already critically strike, gain 10% Critical Strike Damage
Morellonomicon
Morellonomicon new: Burn and Wound apply on Ability and Attack damage.
Quicksilver
Quicksilver Magic Resist: 30 ⇒ 20
Quicksilver CC Immunity: 18s ⇒ 14s
Quicksilver new: While CC Immune, gain 6% Attack Speed every 2 seconds (the AS lasts after immunity ends).
Night Harvester replaced with Steadfast Heart
Rabadon's Deathcap
Rabadon’s Deathcap Ability Power: 70 ⇒ 60
Rabadon’s Deathcap new: Grants 8% bonus damage
Rapid Firecannon replaced with Red Buff
newRed Buff Attack Speed: 45%
Red Buff
Red Buff no longer grants +1 Range
Red Buff Bonus Damage: 8% ⇒ 8% (unchanged)
Red Buff Attacks and Abilities 1% Burn and 33% Wound targets for 5s.
newSteadfast Heart: 250 HP, 20 Armor, 20% Crit Chance
Steadfast Heart
Steadfast Heart: Take 8% reduced damage. While above 50% Health, take 15% reduced damage instead.
Warmog's Armor
Warmog’s Armor Health: 800 ⇒ 650
Warmog’s Armor new +8% Max HP

ARTIFACT ITEMS

Developer's notes
Artifacts allow us to keep adding unique things to play with, so we’re welcoming the return of a few favorite Shimmerscale items. Most Artifacts are receiving small buffs to keep them up to par with their rarity.
Deathfire Grasp
Deathfire Grasp Mana: 30 ⇒ 15
Deathfire Grasp Ability Power: 50 ⇒ 45
Diamond Hands
Diamond Hands has been added to the Artifact pool
Diamond Hands Health: 300 ⇒ 400
Diamond Hands Gold Per Proc: 2 ⇒ 1
Gambler's Blade
Gambler’s Blade has been added to the Artifact pool
Gambler’s Blade AP: 20 ⇒ 10
Gambler’s Blade AS: 15% ⇒ 20%
Gambler’s Blade Gold Cap: 60 ⇒ 30
Gambler’s Blade Trigger Chance: 6% ⇒ 4%
Goldmancer's Staff
Goldmancer’s Staff Mana: 0 ⇒ 15
Hullcrusher
Hullcrusher Bonus Health: 550 ⇒ 600
Mogul's Mail
Mogul’s Mail Health: 150 ⇒ 200
Sniper's Focus
Sniper’s Focus Damage Increase Per Hex: 8% ⇒ 9%

SUPPORT ITEMS

Developer's notes
I still think this should be called Best Friend’s Club.
Banshee's Veil
Banshee’s Veil Attack Speed: 15% ⇒ 25%

RADIANT ITEMS

Developer's notes
Making adjustments to the Radiant versions of the Core Items we changed above (plus a little bit of balancing).
Baron’s Gift (Nashor’s Tooth) AS on Proc: 60% ⇒ 80%
Blue Blessing
Blue Blessing (Blue Buff): No longer grants 20 Mana after Takedowns within 3 seconds of casting their ability.
Blue Blessing: After a takedown, deal 25% increased damage for 12 seconds.
Blue Blessing AP: 50 ⇒ 60
Covalent Spark
Covalent Spark (Ionic Spark) MR: 25 ⇒ 50
Dragon's Will
Dragon’s Will (Dragon’s Claw) Magic Resist: 130 ⇒ 115
Dragon’s Will Grants 8% max health.
Equinox
Equinox (Evenshroud) Health: 400 ⇒ 500
Equinox Hex Range: 2 ⇒ 3
Guinsoo's Reckoning
Guinsoo’s Reckoning (Rageblade) Attack Speed Per Attack: 8% ⇒ 10%
Luminous Deathblade
Luminous Deathblade (You know this one) Attack Damage: 125% ⇒ 105%
Luminous Deathblade grants 12% bonus damage
More More-ellonomicon
More More-ellonomicon (what could this be?) Burn and Wound apply on Ability and Attack damage.
More More-ellonomicon AP: 40 ⇒ 50
Quickestsilver
Quickestsilver (Quicksilver) Magic Resist: 40 ⇒ 30
Quickestsilver: For 14s, gain 7% Attack Speed every 2 seconds.
Rabadon's Ascended Deathcap
Rabadon’s Ascended Deathcap (Rabadon’s Deathcap) Ability Power: 130 ⇒ 110
Rabadon’s Ascended Deathca grants 12% bonus damage
Rapid Lightcannon: Name and icon replaced with Crest of Cinders (Red Buff)
Crest of Cinders
Crest of Cinders (Red Buff) no longer grants +2 Range
Crest of Cinders Bonus Damage: 12% ⇒ 10%
Crest of Cinders Attack Speed: 50% ⇒ 70%
Crest of Cinders Attacks 3% Burn and 50% Wound targets.
Rosethorn Vest
Rosethorn Vest (Bramble Vest) Armor: 140 ⇒ 120
Rosethorn Vest Damage: 150/175/225/400 ⇒ 175
Rosethorn Vest Grants 8% max health.
Rosethorn Vest Take 25% reduced damage from attacks.
Rosethorn Vest no longer reduces Critical Strike Damage
Royal Crownshield
Royal Crownshield (Crownguard) HP: 100 ⇒ 250
Legacy of the Colossus
Legacy of the Colossus (Steadfast Heart): 500 HP, 40 Armor, 20% Crit Chance
Legacy of the Colossus: Take 9% reduced damage. While above 40% Health, take 18% reduced damage instead.
Warmog's Pride
Warmog’s Pride (Warmog’s Armor) Health: 1300 ⇒ 1000
Warmog’s Pride: gain 12% max health.

NEW PLAYER ONBOARDING

NEW PLAYER EXPERIENCE UPDATES

Developer's notes
The following changes go live with patch 13.23 (Remix Rumble’s launch) and only impact "new players", who have played 3 or fewer non-Tutorial games of TFT on that account.
New players will only be able to queue for Normals, all other queues will be locked
During a player’s first 3 games, new players will see bots in their games. These bots will adapt to their skill, providing a more gradual onramp to TFT.
Players will only see these bots in their first 3 games. Players WILL NOT encounter them in any queue after their first 3 games.
Established players who have already played more than 3 games of TFT won’t see any changes unless they queue with a new player, and they won’t be able to join any other queue besides Normals while in a Lobby with a new player. Prism’s note to these established players queuing with newcomers: “Please be kind to our bots - they’re nowhere close to Challengers, but still appreciate a “‘gg wp.’”
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