League of Legends Patch 9.18 notes breakdown – Teamfight Tactics edition
By Josh Tyler
Traits
"New Nine Piece Bonuses We’re adding new nine-piece chase options for some of the traits that can be completed with Spatula items. These are not teasers for new champs this time! But we like the high end chase options so we wanted to explore a few more. Assassin 9 piece: Grants 225% crit damage and 40% crit chance Sorcerer 9 piece: Grants 175% ability power"
Both of these previously only had 3/6 piece synergies so now you could theoretically do a full 9 piece stack of either. I don’t think either of these 9 piece synergies are so strong that it would be worth it, considering how hard it is just to have nine units on the board, to begin with.
"Wild Wild (4): All your allies gain 12% AS per attack (up to 5 stacks) AND their basic attacks can’t miss."
You hear that? That’s all the Yordles crying. It’s also all the people who love Wild/Ranger comps cackling with joy.
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"Elementalist Golem’s Armor: 20 -> 40"
Maybe this is enough to make Elementalists worth picking again, but I think the Golem alone isn’t enough to be a front-line replacement in your comp.
"Knights Damage Reduction: 15/30/55 -> 15/35/65"
Glad that they didn’t change the early damage reduction. Late game, though, I don’t know how good this would be other than when facing heavy auto attack comps like Gunslingers/Rangers.
"Assassin Jump delay: 0.325sec -> 0.395sec"
Very meh, doesn’t affect the overall strength of the class.
Tier 1 Champions
"Camille Attack Damage: 50 -> 55"
I actually think that Camille is on the verge of being a decent pick in Teamfight Tactics just because Blademaster and Hextech have a lot of potential to synergize well together (aka building a Draven comp). Maybe this will push her over the edge.
"Elise Spiderling Attack Damage: 50 -> 60"
You’re not (or you shouldn’t be) building Elise for her damage. This 10 damage is nice, but overall useless.
"Graves Armor: 20 -> 30"
Graves took a massive hit in Patch 9.17, so I’m okay with giving him some love back. Gunslinger is still quite a weak class, unfortunately, so it’s unlikely he’ll go back to being meta.
"Kassadin Attack Damage: 55 -> 50"
Again, you’re not building Kassadin for that damage, you’re building him to drain mana and be a massive tank for your team. This nerf does basically nothing.
"Kha’Zix Starting/Total Mana: 0/50 -> 0/65"
Makes it so Kha’Zix doesn’t get to his first ultimate as quickly. He was one of the better Tier 1 units in Teamfight Tactics, so I don’t disagree with him needing a nerf.