TFT Patch 9.24b breakdown: Blender breaks and Electric gets unplugged

League of Legends. Photo courtesy of Riot Games.
League of Legends. Photo courtesy of Riot Games. /
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Lunar Origin. TFT. League of Legends.
League of Legends. Photo Courtesy of Riot Games. /

With some final tuning in the preseason before the end of the year Riot made some significant changes in TFT Patch 9.24b.

If you were looking forward to spending the holidays ignoring your family and playing Teamfight Tactics, Riot has given you an early present. The obnoxious Assassin, Shadow, and Electric comps are finally getting tuned down as are 3-star unit’s scaling. Here’s what got changed in the TFT Patch 9.24b.

Star Scaling

"3-Star scaling Health & Attack Damage from 2-star values: 2x ⇒ 1.8x"

Patch 9.24b kicks off with a pretty straight-forward nerf that will make 3-star units a bit less oppressive to go against. It doesn’t really change much in terms of gameplay or strategy, you still want to get 3-stars whenever you can, but it’s something to be aware of.

Trait synergies

Inferno

"Damage: 70%/120%/180% ⇒ 70%/140%/210%"

Inferno is actually in a pretty good spot, in my opinion, with Ocean/Inferno/Mage comps (primarily built around Brand, Mage Annie, and Zyra) being quite strong. I don’t think you’re going to get nine Infernos very often, but a 20% buff at six Infernos is pretty huge. Add this to one of your go-to comps in the future (along with Inferno/Summoners).

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Shadow

"(3) Shadow Bonus Damage: 70% ⇒ 60%"

I don’t consider Shadow to be nearly as strong since it went from a 2/4 unit comp to a 3/6 unit comp because essentially it needs to be a focal point with at least one strong champion to build around. There really isn’t a Shadow champion that is worth building around heavily and that is probably only exacerbated by the nerf.

Electric

"Damage: 100/300/500 ⇒ 80/250/500"

On the other hand, Electric is a pretty good comp right now, especially with Ornn and Volibear being a fairly strong early game duo. Add Zed late game and Electric/Assassins become difficult to deal with, so I’m okay with this nerf, particularly at the two unit pairing.

Assassins

"Assassin (3): 75% Crit Damage/10% Crit Chance ⇒ 50% Crit Damage & 10% Crit Chance"

The change to Phantom Dancer in Patch 9.24 really opened up the Assassin class to being dominant, especially champions like Nocturne and Kha’Zix. I like that they’re not touching the crit chance in Patch 9.24b because I think doing so would really kill the Class.

Champion changes

Zyra

"Ability Damage: 70/80/90 ⇒ 55/65/75"

Far and away the best 1g unit in TFT, I’m not surprised at all that she got a damage nerf. I think she’s still in a fine spot with Inferno getting buffed and Summoners just generally being very reliable but this is still a welcome sight.

Senna

"Ability Bonus Magic Damage: 25/45/75 ⇒ 15/30/55"

Senna definitely needed some tuning after coming out of the gates firing in Patch 9.24. With Lucian, she’s still a part of one of the stronger synergies in Soulbound but now she should be a bit less of a “grab her whenever you see her early” unit.

Rek’Sai

"Attack Damage: 65 ⇒ 60"

I would say that maybe this hurts Predator comps except for the fact that you can literally swap him for Warwick/Skarner with ease. He’s not central to the early Predator comp so this really does nothing other than make him less viable outside that comp.

Nocturne

"Ability Heal: 40%/60%/80% ⇒40%/45%/50%"

He was the focus of that Blender comp I discussed the other day, so it’s unsurprising he’s getting a nerf. I do like that they’re nerfing the heal so he doesn’t have that same massive sustain when he gets in the Assassin/Blademaster comp. I think the Blender comp will be fine but not S tier.

Twitch

"Attack Damage: 60 ⇒ 65Starting/Total Mana: 0/90 ⇒ 0/70"

It’s pretty bad when a 4g unit in a comp is one of the most replaceable units, but that tends to be the case with Poison comps. You’re typically just praying to hit a Singed to get rid of Twitch, never even considering dropping your Mundo or hyper-rolled Kog’Maw. Hopefully, Twitch will now actually become a viable option to build as a hypercarry now. This could also make Predator/Poison comps even stronger than they were, so I suggest you keep rolling those Kogs if you get them early.

Ashe

"Ability Attack Damage (per arrow): 25%/30%/35% ⇒ 30%/35%/40%"

I’m glad that Riot elected to buff the higher-cost Rangers in Patch 9.24b rather than doubling down on the lower-cost ones like Vayne and Ezreal. That said, I don’t know how well Ashe can fit into a comp that isn’t Crystal. Luckily, that only requires two units so she can be added to a Predator comp (Skarner) or if you’re going to add Taric for frontline.

Brand

"Starting/Total Mana: 0/90 ⇒ 0/80"

Even though Inferno is strong (as are Inferno/Ocean/Mages) Brand does still feel quite weak. I don’t think 10 mana will make him suddenly the focus of those comps, but it is nice to know RIot recognizes that they haven’t quite got Brand right yet.

Zed

"Attack Damage: 80 ⇒70Armor: 30 ⇒25"

Zed was definitely a strong unit, but I’m not a fan of nerfing him right when two of his synergies got hit. I think he’ll still be worth picking up but this also really hurts the viability of Electric/Assassin comps.

Amumu

"Starting/Total Mana: 50/150 ⇒ 50/125Ability Range: 2/3/4 ⇒ 3/3/3"

I’m glad I’m not the only one who thought Amumu was a bit weak early. Like Taric, it really feels bad when he doesn’t get that high-impact ult off at least once so I’m glad Riot is changing his early mana pool.

Next. A guide to the Blender comp. dark

Items

Hush & Swordbreaker

"Proc Chance (same for both items): 33% ⇒ 25%"

These items aren’t incredibly problematic or crowding out the others, but they’re picked a lot as a function of which champions/comps are viable (Blenders and Blademasters) and because other attack speed items are quite bad at the moment. This hurts Blademasters a fair amount, especially Sivir but it could also hurt Twitch who applies on-hit effects with his ult.