Worlds patch! Worlds patch! Worlds patch!
In case you didn’t know, it’s the Worlds patch. This means that we’re focused on buffing weaker Augments, traits, and units to create a competitive meta that’s as diverse as possible. That doesn’t mean we won’t be nerfing any overperforming Augments—cause we are, but most of our high impact nerfs shipped with our 12.6 mid-week update to get the changes to you faster, and to make sure we can respond to any balance outliers these changes may cause in time for our Worlds patch. Finally, we’ll be keeping a close eye on the meta as it progresses (cause it’s the Worlds patch, in case you didn’t hear) and will be ready to ship a mid-week update if needed.
Y’all are about to get tired of my Silco emote real fast.
Large, like my hype for Worlds—which will be played on this patch, if you haven’t heard.
In addition to general balance, we’re combing through Augments to make sure you’re offered them at times that make sense and won’t require drastic pivots.
The newly added scaling for Electrocharge and Luden’s Echo helped with their power levels, but the Augments still require a specific strategy that's difficult to pivot into on 4-6.
Now that the Hextech trait is in a strong and healthy place, we can adjust some of the Augments that have been impacted by the changes. Hextech Unity was always an awkward Augment, requiring you to run Hextech units and avoid them. It was powerful, but the way to tap into this power was not clear, nor very fun. So we’re yeeting it. With the increased value of the Hextech trait, Augments that add to the trait are more valuable, so we’re adjusting their availability to better reflect their power.
Don’t leave me hanging on this sweet High Five buff!
Finally, we removed Woodland Trinket. It was only strong in the early game, and its use cases were narrow, forcing an awkward playstyle with little payout. Meanwhile, Woodland Charm has a similar scaling problem, but can be used in almost any composition, so we’re giving it a buff to help players take advantage of its early to mid game power.
Yordle Augments have too much impact on the trait’s power. By nerfing the Yordle Augments, we’re able to safely buff the trait, bringing the power ceiling and floor closer together—just how Yordle sized individuals like it.
Staying frosty, our QA team caught a mana bug for Ashe that had her max mana to cast at 55 instead of 60. By fixing that, we were able to pull a few strings and give Ashe better AD scaling, making Volley hit harder with improved arrow dynamics.
Now that the bird is in the cage and the dog is on the leash, we can safely buff Tryndamere, who has been underperforming despite being a crucial trait bot in powerful comps.
After some necessary nerfs to Innovator’s mechanical summons in the last patch, the Innovator vertical comps are in need of a star. This’ll also help Socialite, which has been experiencing a bit of stage fright recently.
Our Sivir nerf is a minor nerf to her Hextech build, but a much larger one to her significantly overperforming Striker Scrap build.
Leaning more into the Chad energy of Galio’s thicc boi damage scaling, while also giving him a needed buff.
Base attack speed buffs also mean better scaling with attack speed items and Augments. Try giving Zeri more bows to make this Debonair a Debo-scare.
Small, like the chances Caitlyn reroll meta takes off.
Getting rid of those awkward Augment situations where you get offered an Augment for something totally different than you’ve committed to.
Try placing your Caitlyn in a corner with Zephyr to win streak early—said literally one person on the TFT marketing team.
Still won’t stop Jirachy from one-tricking.
Helping the Cho’Gath deficit early game so he doesn’t become Cho’Goth.
We’re evolving Kha’Zix’s wings so his dreams can really take off.