League of Legends TFT: Patch 9.23 notes breakdown

League of Legends. Photo Courtesy of Riot Games.
League of Legends. Photo Courtesy of Riot Games. /
facebooktwitterreddit
Prev
1 of 3
Next
Riot Games
Riot Games /

The TFT ranked ladder returns with League of Legends Patch 9.23 so here are all the changes to Set 2 that you’ll need to know.

Set 2 for Teamfight Tactics has been out for a patch now and hopefully you have all gotten your practice in the Arena. With League of Legends Patch 9.23, TFT’s ranked ladder will be available to play with all of the new units and strategies. Before we get into the new ranked year, let’s break down what adjustments Patch 9.23 will bring.

Traits

Glacial

"Stun chance: 20%/40%/60% ⇒ 20%/35%/50%"

Glacial was one of the strongest synergies in Set 1 of TFT and it hasn’t gotten any weaker since then. It’s unsurprising that this relatively low-risk synergy is getting nerfed.

Light

"The total heal amount is now based on the dying Champion’s health rather than those receiving the heal."

So it seems that the heal will be stronger if your frontline Light champions (like Nasus and Jax) are dying earlier in the fight. I think this is ultimately a buff to a synergy that’s already quite strong.

Ocean

"Mana per second: 15/30/50 ⇒ 15/35/60"

Ocean has been one of the more underwhelming synergies in TFT, so the buff to their late game is pretty nice. I actually love that they’re not hitting the three-unit synergy because in the early game Ocean is easy to get and it could be very OP on champs like Vladimir.

Shadow

"Bonus damage: 50%/100% ⇒ 45%/85%"

Shadow was one of the strongest synergies in the game considering how easy it is to get and how strong the champions within it are. 15% bonus damage late game is steep, yes, but I still think Shadow comps will be viable if not strong.

Warden

"Bonus armor: 125%/275%/450% ⇒ 150%/300%/450%"

The one thing that’s stood out to me about Set 2 is that there really isn’t a good versus-all front line class like Knights were in Set 1. It seems Riot is trying to change Wardens to be that, but I am still concerned that they’re easily solved by having high AP teams (which are quite strong in Set 2).

Tier 1 Champions

Ivern

"Shield: 200/400/600 ⇒ 200/350/500"

I don’t know who thinks Ivern is a strong unit in the game. Yes, Woodland champs are good early, but Ivern is probably the worst of the Woodland champs.

Maokai

"Passive Heal: 100/200/300 ⇒ 100/175/250"

Extreme John Madden voice now here’s a Woodland champion that’s actually good! Maokai somehow got away with a lighter nerf than Ivern (which was justified) but Woodland will still be super strong early.

Nasus

"Ability Damage: 35/70/105 ⇒ 50/70/90 Ability Bonus Health: 200/400/600 ⇒ 250/400/550"

Nasus is an early game monster who is somehow able to scale decently into the late game, so he was very deserving of those late game nerfs. I’m unsure of why he’s getting buffs to his ability damage and bonus health at 1-star though.

Taliyah

"Mana: 50/85 ⇒ 50/80 Ability Stun Duration: 1.5 ⇒ 2"

Taliyah is one of those champions that only works in specific circumstances (on a Mountain board) so I would have preferred to see her get a little damage boost. Making her more of a CC Mage really limits her uses even more than she already is.

Vayne

"Ability Damage: 8%/12%/16% ⇒ 9%/12%/15%"

Like Nasus, Vayne’s getting the “early buff/late nerf” because of how OP Light is late game. However, unlike Nasus who is super good early, I actually agree with giving Vayne some early game love.