League of Legends Patch 9.16 Teamfight Tactics – enter the Hextech ultimatum
By Josh Tyler
Classes
Brawler
"Bonus Health: 300/700/1200 ⇒ 300/600/1000"
Brawlers have been an extremely strong class in Patch 9.15, so nerfing the bonus health, especially at the highest tier, is warranted. I think they’ll still be good (especially early) but maybe a bit less of a pick-em-and-sit-on-em Class.
Sorcerer
"Bonus Ability Power: 45/100 ⇒ 40/100"
Sorcerers have also been very strong, especially with just three, so I get them taking some damage off the Class early. I don’t know if 5 damage early is going to be enough to completely push them out of the meta.
Origins
Demon
"Demon basic attacks have a 40% chance to burn 20 mana from their target and return 15/30/45 mana to the attacker."
So now instead of doing damage based off the mana burn, the Demons are going to be getting that mana, ostensibly to allow them to cast their abilities more quickly. This is definitely good for champions like Aatrox and Morgana (and Brand/Varus if their damage actually becomes meaningful) but it leaves Shapeshifters like Elise and Swain out in the cold.
Ninja
"Bonus Attack Damage and Ability Power: 40/60 ⇒ 50/70"
I don’t know if this will be enough to bring Ninjas back after Riot gutted the ability in Patch 9.15 (taking the damage from % AD to flat bonus AD and AP), but I’ll be interested to see if Ninjas make a comeback.
Noble
"Bonus Armor and Magic Resist: 60 ⇒ 70"
Riot says that Nobles are underperforming, but I think Nobles are incredibly strong early and can be very good in a late game comp paired with something like a Draven (Leona+Garen+Darius+Braum). I fully expect that comp to become much stronger in the absence of some other changes.
Wild
"Attack Speed: 10% per stack ⇒ 12% per stack"
Wild definitely still stinks, but it’s not because of the buff. It’s because outside of Warwick (and maybe Gnar) the Wild champions kind of suck.