League of Legends Patch 9.15 breakdown – Teamfight Tactics

League of Legends. Photo courtesy of Riot Games.
League of Legends. Photo courtesy of Riot Games. /
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Teamfight Tactics. League of Legends.
League of Legends. Photo courtesy of Riot Games. /

We’re back with a breakdown of the latest League of Legends patch to see which champions, classes, and items in Teamfight Tactics are getting stronger or weaker!

With a new week of League of Legends gameplay comes a new balance patch for Teamfight Tactics. Patch 9.15 promises to be far more significant than last week’s minor patch. In particular, I’ll be interested to see if overpowered classes like Blademasters, Elementalists, Gunslingers, and Ninjas will be getting nerfed.

More from League of Legends

Systems changes

Win/Loss streaks

"Win/Loss streak breakpoints: 2/5/8 ⇒ 2/4/7"

Later win/loss streak breakpoints (when you can earn more gold) will come quicker, meaning the game should be a bit more snowbally. The meta right now is very reliant on getting early win streaks and riding that to a massive lead. This should make that more prevalent.

Class breakpoints

"Gunslinger 6 ⇒ Gunslingers have a chance to fire 3 additional attacks. Brawler 6 ⇒ All Brawlers gain 1200 extra HP Shapeshifter 6 ⇒ Shapeshifters gain 120% Bonus Health on Transform Blademaster 9 ⇒ Blademasters have a chance to gain 4 extra attacks. (This one is currently possible, good luck)"

So these are new class breakpoints, added to classes rather than making changes. So now, there might be a reason to get more than four Gunslingers or six Blademasters.

Player damage

"Damage from Spiderlings/Elemental Golem: 2 ⇒ 1 Tier 4 (1 Star): 3 ⇒ 2 Tier 5 (1 Star): 4 ⇒ 3 Tier 3 (2 Star): 4 ⇒ 3 Tier 4 (2 Star): 5 ⇒ 4 Tier 5 (2 Star): 6 ⇒ 5 Tier 4 (3 Star): 7 ⇒ 6"

This damage refers to the amount of damage your HP (the one that eliminates you when it hits “0”) will take based on how many enemy units are left standing. Overall, this is a reduction to the higher tier units, which should reduce the instances in mid/late game where you’ll lose 20+ HP in one round. This will probably make the end game longer, but add a bit more room for error and adaptation.

Carousel Stage

"Available Units: 10 ⇒ 9"

Fewer units available in the Carousel means that players at the top end of the lobby will have fewer choices and thus make it more of a comeback mechanic for losing players.