Welcome to the Choncc Dome!
You know the law: Eight Tacticians enter, and only one is crowned the Soul Brawl victor! This patch brings Soul Fighter to TFT with an all new tournament arc inspired game mode and Choncc inspired (they’re so inspirational) event, the Choncc Dome! Not only is the Choncc Dome our first fully-realized cross platform event (Mobile players throw your hands up), but it also comes with our first ever Event Pass, and a bunch of new cosmetics to get you in the tournament winning mood! Read all about all that stuff here.
But that’s just about the event, we’ve also got a full sized TFT patch with reworks for two of our least desirable Region Portals, and a series of balance changes… is that a Deadeye Training Dummy taking out my backline?
We’re shipping two changes to Soul Brawl to make wins matter more during training phase which alongside our Legends changes should both thwart open fort (loss-streak) playstyles that have become dominant AND reemphasize the value that practice matters!
We initially thought Akshan needed compensation buffs in 13.14 due to nerfing the interaction between his ability and attack items like Guinsoo’s Rageblade, Runaan’s Hurricane, etc. But our Runaan's/Deadeye interaction bugfix did a lot more for Akshan than we expected, resulting in an exceptionally high power ceiling from the extra Mana gained via Deadeye procs. We’re reverting his previous AD ratio buff and nerfing his Mana as well, but his ability will remain uninterruptible.
“From worst to first” is the story of the Taric Invoker comp. Taric has consistently underperformed in Runeterra Reforged, so we took some bold steps to ensure his viability—but we simply went too far in conjunction with the changes made to our gem knight’s Invoker friends. In the early game, Taric/Soraka would create an unkillable combo through healing and shielding, often resulting in one-sided fights and massive player damage if you couldn’t cut through their HP.
Depending on what three cost Caretaker’s Ally granted you, the Augment’s power could greatly exceed that of a Silver Augment (as it almost guarantees a 3-star three cost).
Due to a bug with Think Fast (that cannot be Fixed Fast), we’ve had to Act Fast and disable the Augment.
The Soul Brawl mode and the Choncc Dome event will be live from July 19th (afternoon PT) to August 15th (afternoon PT). Read more about the game mode, event, and cosmetics here.
GAME MODE: SOUL BRAWL
The Choncc Dome is our first event that will have an Event Pass. The Pass is similar to our standard set/mid-set Pass, as you’ll unlock new thematic content as you play and collect XP. The Event Pass is shorter both in length and tracked milestones since it will only be live during our event.
CHIBI GWEN AND CHIBI SOUL FIGHTER GWEN
Gwen’s not just here to train you for Soul Brawl, she’s also available as our newest Chibi Champion!
TOURNAMENT OF SOULS ARENA
Crash down from the sky and into the Tournament of Souls only to rise up again in the tournament of souls!
WELCOME TO THE CHONCC DOME
The Choncc Dome is our first TFT event that can be engaged fully on Mobile. During the Dome you’ll be met by Soul Fighter Champions and their personal trainers (Little Legends) as they embark on their own journey in the Choncc Dome.
Each pair will have their own missions to complete that will earn you XP towards your Soul Fighter Pass, which will also be accessible via the HUB’s page.
At the start of Runeterra Reforged we announced that we’re making updates to our developer API policy. To review, we’re rolled out two changes: 3rd party sites will not be allowed to share any data around Legend win rates, and by July 19th, 2023, 3rd party sites will no longer be allowed to expose win rates for specific Augments at each stage.
We’re now at the second stage of implementation, so we want to take some time to review philosophy around this update. First, we’re huge fans of community-developed comp guides, discussion, and debate, including Augment recommendations.TFT is at its most exciting when players are experimenting and sharing home-brewed strategies, and innovating to disrupt the meta naturally over time. Augments encouraged a rise of purely data-driven decision making that we believe discourages player choice, but more importantly, it causes players to inadvertently ignore potential paths to victory or an exciting new combination, and trade it off with what is statistically "the best" option. This also has a downstream effect of leading a number of players in the same lobby to target the exact same comps, resulting in a less organic, diverse gameplay experience across the board.
Alright, let’s chat about the meta in a world without Augment data. While we’ve significantly grown our live balance team over the past year, we know at the end of the day, a meta will always develop. Our balance team will continue to devote an unprecedented amount of effort and understanding of TFT as a game and community as we have in the past. We are excited to see the meta game develop naturally over time as the community gets to explore together not just with every set, but also, every patch.
We’ll continue to provide info through our API and allow sites to showcase the most popular comps, positioning guides, and item/Augment recommendations, which allows players to have a healthy base to build from as they learn and become comfortable with a new set or the game itself.
We know this will be an adjustment in the way a number of players approach TFT, but we’re confident that this decision will create more diverse lobbies, satisfying exploration, and more conversation out-of-game in our community. In the meantime, we’re actively working on more ways to onboard new players & improve in-game resources like the inspect panel, carousel inspect, and others, to make sure players at all experience levels can approach choices with confidence in a more organic way.
Despite the power level of Runeterra Reforged being higher than past TFT sets due to new Augments, added balance levers, and Region Portals, Elder Dragon has remained untouched—until now. This won’t make the fight much harder, but will prevent the Dragon from being bursted down so quickly that you don’t even have time to make your high pressure pivots/comp adjustments that are so often done in this time window. Finally, we are aware that this may stress out certain high-profile streamers who have historically struggled with PvE rounds in the late game—we look forward to seeing you overcome your next challenge, or meet an early gray screen for the memes.
PVE LOOT ORBS
I still don’t understand where they are hiding these orbs.
Your Deadeye Training Dummies from Wandering Trainer can kill things. Deadeye, Rogue Training Dummies will also be able to apply the Rogue bleed all over the place. Finally, Training Dummies via Wandering Trainer now have a chance to appear in your nightmares.
Yuumi’s Zoom Zone and Petricite Forest have been two of our least picked Region Portals since PBE. Previously, both Portals had effects that did not require much adjustment in play style or strategy, they just either made rounds shorter or gave your units some Health. We’re reworking both portals to be much more dynamic and interactive, so you are encouraged to adjust your gameplan. They’ll still be less impactful than most of our other Portals because we see lower impact Portals as having an important space in the set, both to juxtapose our wilder Portals (like House Lightshield), but also to offer a more simple TFT option that’s not Stillwater Hold.
STRONGEST UNIT CRITERIA
The criteria for the strongest unit has been made consistent. This change affects things like Shurima Ascension buff, Yordle 4-starring, Demacia Radiant items, Ionia bonus, and Lesser Jeweled Lotus selection.
Reducing the impact of the Mana Reave debuff that is just too potent at denying big spell casts.
Large, like the chance a famous streamer loses to a newly buffed Elder Dragon.
We caught a bug in Multicaster 4’s bonus cast that is likely the root of them overperforming. Fixing this bug will result in a slight nerf to the trait.
Previously, Piltover’s T-Hex could be sold before it gained power during the start of the planning phase. We don’t want this to accidentally rain on your
paradecashout, so we’re providing a fix that should prevent accidental exsplosion of your well-earned loot.
Rogue 4 has been one of our least played traits partly due to its low numbers, but also due to a frustrating bug where Rogue units wouldn’t dash when they were in a cast animation that prevented movement—which defeated the whole point of the trait. We made adjustments to the trait to align it more with expectations for Edge of Night behavior in order to guarantee that they'll actually dash into the backline like the dashing Rogues they are.
We’re buffing Shadow Isles in two ways: lengthening the duration of the shield, AND fixing a bug that often left units like Gwen receiving their Spectral form too late in fights. The bug fix is pretty impactful so we’re raising the requirement needed to trigger Spectral Form—this will still be a net buff.
Void 3 is a powerhouse in the early game thanks to the impact that an extra unit can have, but its power quickly fades as other boards come online. We’re giving Shelly, AKA Rift Herald, some much needed buffs both in the survivability department and the kill-ability one.
UNITS: TIER 1
Grow’Gath (aka Cho’Gath) has struggled to earn the nickname Grow’Gath so much that I had to specify that I was talking about Cho’Gath in parentheses. We’re increasing the effectiveness of the stacks he earns per kill as he levels and increasing the damage scaling with his max Health in hopes that he can reclaim the name Grow’Gath. It will still be tough collecting those early stacks, but they should come easier in the mid to late game.
Jhin will always be a great item holder, but his dominance in the early game with Ionia 3 has been too much. Maybe if the trait required Ionia 4 it would be balanced, but completely restructuring a trait web for a meme breaks our balance framework, so instead -10% AD will have to do.
Orianna was very hit or miss because some of her casts would shield a backliner (which is kind because she is keeping them alive), but then the AoE damage of the spell would hit nothing. This was particularly painful when Ori was in a 1v1 against ranged champions and would simply have no ability to damage the enemy beyond her auto-attacks.
UNITS: TIER 2
Last patch we buffed Ashe’s AD ratio to make her worth itemizing, but it wasn’t enough, so we’re increasing it even more, while greatly increasing her AD ratio at 3-stars in hopes that she can find a spot as a reroll carry.
Sure the Idol of Durand is a nice slam on an early game board, but he’s nothing to idolize in the mid to late game, even when starred up. With a number of buffs to his durability and Mana, we’re lifting Galio across all star levels, but especially 2 and 3 stars where we are increasing his heal by over 33% and his damage reduction at 3-stars by 25% of the 13.13 value.
Even though Swain will be in Demonflare for a shorter duration, he’ll be a more effective tank with easier access to the refreshing Health bonus of his Demonflare state which has slightly more Health too!
Zed reroll is one of the strongest comps of our second 13.13 mid-patch update. Even though the nerfs here look small, we’re hitting his go-to comp in a couple of smaller ways so as to have no one aspect of it become unplayable nor remain overpowered.
UNITS: TIER 3
By lowering the power ceiling Akshan has with specific items like Guinsoo’s Rageblade and Runaan’s Hurricane, we’re able to give him some buffs that will hopefully have him finding success in scenarios where you don’t get perfect items.
Garen's changes are simply buffs to revive the spin to win dream. He'll still want a mix of AD and Attack Speed items, so he’ll still be a great unit to run as an Elite in Demacia comps, especially in the early to mid game.
We’re adjusting Karma to make her slightly less reliant on her Ionia bonus in hopes that she can find success in Invoker verticals, or other comps we haven’t thought of yet. All-in-all, this will be a buff that is well-deserved for a champion who’s all about balance.
Taric just isn’t outrageous… yet.
UNITS: TIER 4
Last patch we buffed Gwen because she couldn’t even beat Paper, let alone Rock. The buff wasn’t enough, so we’re not only giving her a Chibi form as an apology, but also cutting out another section of buffs for her in this patch. With improved decision making skills, Gwen should be less likely to dash into huge clumps of enemies and immediately die, and she's also going to stick on targets better, so she's less likely to randomly decide to cut into a backliner before her primary target is turned into paper snowflakes.
When positioned on the same side of the enemy carry and equipped with a Rapid Firecanon, Yasuo has been able to nearly single-handedly delete a carry. By reducing his single target damage we’re ensuring that carry has a fighting chance at getting their damage off, or getting a clutch heal/shield.
Zip-zap, is Zeri back? Does lightning strike twice? Will Zeri return to her patch 13.12 dominance? Find out next time, on the 13.14 meta! Spoiler: this buff doesn’t return her to her former dominance, but she should be viable!
UNITS: TIER 5
Having a 5-cost be used as a trait bot is never ideal. With a series of buffs to Aatrox we’re hoping to see him worthy of itemizing with offensive items and expect him to come out as a truly Legendary unit.
Veigar’s power hasn’t been as true to the name as we’d like it to be.
Caretaker’s Ally often gave a 2-star three cost when you were already committed to a comp. By allowing you to know what unit you’ll receive earlier, we expect the Augment to be much easier to play and adjust your comp to.
Endless Hordes was our worst performing Augment throughout all of 13.13. Being incredibly impactful, we opted to release it in a weak state, but not this weak, so we’re giving it considerable buffs that should make it a viable option for some creative comps.
Know Your Enemy had a similar output to Contagion, by simply increasing damage without much thought, so we're differentiating it slightly by bringing back parts of its original design, and allowing you some more agency to be smart about using it. I hereby dub this the “Contest me plz” Augment.
Dragon Claw was previously nerfed back in Monsters Attack!, when super tanks like Mecha Garen and Sett took advantage of the max Health regen. Now that our super tanks are less turbo charged, we’re able to give more power to the item that’s been suffering in Runeterra Reforged.
Locket of the Iron Solari was temporarily over-nerfed in our first micropatch of 13.13, so now that we can do a full patch we're bringing the item back up with a mini-rework. Instead of hitting 5 total units it'll only hit 3 but it will grant a larger shield for those 3 units. This makes the item more usable in a wider variety of comps without making Bastion frontlines immortal.
ORNN (FORGE) AND RADIANT ITEMS
Small, like the pieces of Chibi Gwen’s enemies.
Despite the success of Akshan, Deadeye as a trait has failed to hit the mark as a vertical trait. We’re giving it some love while adjusting Akshan (above) to be more intuitive and less oppressive with specific items that hyper synergized with his ability.
What’s faster, an alligator, or a crocodile? Because Renekton is whichever one is faster now.