Knock knock. Who's there? Knock. Knock who? Knockout rounds!
Groups and play-ins were heckin' hype, and the Worlds train isn't stopping anytime soon! This patch, we've got lots of champion and rune adjustments chugging along, as well as a very big change to Goredrinker to keep fighters on track. New Dragonmancer skins also make their landing this week, and each one's got a mighty personality.
Tune into the quarter and semifinals these next couple of weekends as we draw closer to crowning the Season 2021 winners!
Rise and grind tacticians, 'cause it’s the last patch before the new set, Gizmos & Gadgets. So read all about the changes in the TFT patch notes here!
Starting this patch, /all chat will be disabled in matchmade queues in a few regions. Since our original announcement, response has varied between regions, so we're shifting our approach and only disabling /all chat where players were most receptive to trying it out.
This test will last for 11.21 and 11.22. In regions where the disable rolls out, /all chat will still be available in custom games, and no other tools are being disabled. We'll evaluate the impact of this change through verbal abuse reports, penalty rates, surveys, and direct feedback. When the test ends, we may leave /all chat disabled, make changes to the disable, or turn it back on, on a per-region basis. We may also make adjustments during the test itself based on initial results.
E damage decreased.
Akshan's been steadily creeping up since swinging into release. We're tapping down on his signature move's damage to make the choice between maxing Q or E first a bit more strategic.
E bonus armor decreased.
Graves' defensive dueling power makes his laning a little too consistent in some early matchups. We're reducing his burliness to give his opponents a chance to outplay the outlaw.
Passive attack speed increased. E range increased. R cooldown decreased.
Jinx is craving some excitement, so we're boosting her passive to make her pop-off moments really pop and letting her wreak more havoc across the map with her ult. Flame Chompers' range is also getting a slight increase to work better with Fishbones' basic attacks. Everybody, panic!
E mana restore reduced early and scales more with rank.
Karthus bot gets almost infinite wave control in early game thanks to his E passive. Pretty spooky. We're trimming down his mana early to target his performance in lane without affecting his jungle.
Base attack speed per level increased. Passive mark duration adjusted. E damage increased. R cooldown decreased.
Despite increasing her E damage in 11.10, Lux still isn't shining so bright in either mid or support. We're taking this opportunity to buff her a bit while also making her passive more reliable.
Base mana reduced. W mana cost increased.
Miss Fortune has been popular at every level of play, including at Worlds. We want to preserve the flexibility between her lethality and crit builds, so we're nerfing her in a way that forces her to pick her early shots more wisely.
W bonus attack speed decreased late.
Quinn's been flying high above her competition in top lane. We're dropping her to a lower elevation so that her enemies can stand a chance against her in duels.
W shield increased.
Our most recent buffs to Sion's shield in 11.19 were clearly not strong enough for the juggernaut, so... Here he is again!
Q cooldown decreased; blind duration increased; missile speed increased.
Captain Teemo's fallen behind in the top lane ranks. We're putting a little more anti-basic attack poison in the friendly yordle's dart to make him more
annoyingpowerful in lane.
Q damage ratio increased. W self-slow decreased. R crit ratio increased.
The last set of Viego nerfs did the job and prevented him from dominating at Worlds, but it hit him a little too hard at all levels of play. We're buffing him slightly with an emphasis on his crit builds rather than bringing back some of his tankiness.
Base move speed increased. Q cooldown decreased late.
We've carefully buffed Xayah quite a few times this season to help her non-Pro performance, but she's still pretty weak across the board. Her damage is already pretty sharp, so we're buffing her ability to set her feathers up.
At its core, Goredrinker is supposed to be a sustain Mythic that lets fighters outlast their enemies with well-timed Thirsting Slashes. While wanting to sustain through a fight isn't unique to fighters, it's a big part of their class identity: They have the best tools to stay on the offensive at low health (ex. the dream Illaoi ult that lets her turn a 1v5). At the same time, this is a risky niche to fill: Two of our bigger rough patches since the item update have been damage and healing, and Goredrinker offers both.
We've seen this risk play out over the course of the season, with Goredrinker becoming the dominant Mythic pick for fighters due to offering the best sustain without making sufficient tradeoffs on the damage front. As further evidence,assassins have been taking Goredrinker over their own Mythics. Assassins are designed to kill quickly, so they shouldn't be valuing an item that indexes so much into sustain and strength at low health. Between its 1.0 AD ratio and its heal, Goredrinker's active is just too valuable as another button in assassin combos that also lets them shrug off any damage they take while eviscerating their target.
In order to move Goredrinker back into its sustain niche, we're removing its low-health bonus AD (to nerf damage for fighters) and weakening Thirsting Slash's AD scaling (to nerf damage for assassins). At the same time, we don't want Goredrinker to become a bad pick for fighters, so we're giving it omnivamp to make sure it still lives up to its identity as their sustain Mythic.
We’re adjusting Ironspike Whip's active to match Goredrinker's reduced offensive capabilities.
We’re also adjusting Stridebreaker's active to match the damage changes to Goredrinker and Ironspike Whip, but it's also getting an AD boost to compensate since it doesn't need a nerf right now.
We're seeing a broad range of champions pick Conqueror even in situations that don't match its purpose: extended all-ins. We're honing in on that identity and giving it a nerf.
Guardian's been overperforming in the support role and crowding out other keystones, so we're tuning it down.
The health shard is a niche stat that doesn't get a lot of love right now. It's generally useful when you don't expect much of a threat in lane (since armor or magic resist shards would be more useful against specific matchups). It's not getting picked much even in these cases, so we're upping its numbers to make it more desirable.
At the beginning of the season, we updated Ingenious Hunter to work not only on item actives and trinkets, but also on item passives like Guardian Angel and Sterak's Gage. It was slightly nerfed to compensate and has been weak ever since, so we're giving it a buff to compete with the other Hunter options.
Ravenous Hunter is one of the most popular minor runes in the game. It's crowding out other choices, especially in bot lane, so we're nerfing it a bit.