TFT: Patch 10.1 changes could kill the Blender comps

League of Legends. Photo Courtesy of Riot Games.
League of Legends. Photo Courtesy of Riot Games. /
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Karma. League of Legends.
League of Legends. Photo courtesy of Riot Games. /

The Lunar Origin and new items are coming to TFT in Patch 10.1 and we have everything you need to know about the changes.

The first patch of Season 10, Patch 10.1 promises to shake up the strategy for TFT players. Before the changes hit the Arena, here is everything you need to know.

Lunar Origin

We broke down the Lunar Origin in detail here, but the long and short is that we are getting two brand new units, Leona and Karma. Leona is a 1g unit who is a Lunar/Warden and her ability reduces all damage for five seconds. Meanwhile, Karma is a 3g Lunar/Mystic and her ability shields a nearby ally.

The Origin’s bonus itself, though, doesn’t actually benefit those units. It grants bonus critical strike, crit damage, and spell damage, stacking every seven seconds. Thus, these units serve more to boost up their teammates than to be a comp you should build around.

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Item Changes

Last Whisper

"Critical hits reduce the target’s Armor by 90% for 3 seconds (does not stack)."

This item replaces the Repeating Crossbow, which is a welcome change considering the Crossbow was a fairly useless item. Last Whisper will be great into the Warden comps that have become so popular and should be great on Ranger and Blademaster units.

Titan’s Resolve

"When the wearer is hit or inflicts a critical hit, they gain a 2% stacking damage bonus, up to 100%. At 50 stacks the wearer gains 25 Armor and MR and increases in size. Resets every round."

This item replaces Phantom Dancer and basically works like the Electric origin, except it doesn’t do damage but grants a stacking damage bonus (and eventually resistances). I could see this being fantastic on hyper-roll comps, particularly Berserkers like Renekton or Volibear. Unfortunately, the fact that this resets every round probably means it’s not going to be worth building unless you absolutely have to.

Bramble Vest

"Negates bonus damage from incoming crits. On being hit by a basic attack, deal magic damage to all nearby enemies."

This replaces Thornmail, meaning that healing abilities and champions are getting a boost in this patch. Bramble Vest is going to be very strong against those Blademaster and Ranger comps, but it will be especially powerful against Assassins. Note that this is one of the new items that scales based on the wearer’s star level, so it’s better on your stronger units.

Frozen Heart

"Slows nearby enemies’ attack speed by 25% ⇒ 40% (stacks to increase the radius)."

A significant buff to Frozen Heart, which is not only getting more of an attack speed reduction but also a larger area of effect as it stacks. I’m not sure how it will compare with the new items like Bramble Vest, but if I were to guess this will be a better “versus all” item than before.

Iceborn Gauntlet

"Upon dodging an attack, creates a zone of ice that slows attack speed ⇒ After casting a spell, the wearer’s next basic attack freezes the target for 1.5 seconds."

The item is now a mini-Glacial passive and procs every time you cast a spell. I think this would be good for a lot of champs that can get their spells off often (low-cooldown costs).

Quicksilver

"Gain a spell shield that prevents crowd control every 3 seconds ⇒ the wearer is immune to crowd control."

This is a much better item now and it will be great to have on your hyper-carry. I could see this becoming a crucial item to build if you have the components (Brawler’s Gloves and Negatron Cloak).

Ionic Spark

"Deal 90 true damage to an enemy when they cast a spell ⇒ Enemies within 3 hexes that cast a spell are zapped, taking magic damage equal to 200% of their max mana."

So this is a fairly unique item that does damage based on the target’s maximum mana. Since you can really control who will be impacted by positioning the wearer so they’re going to likely be around those high-mana targets, this could be really effective and inject a lot of skill-expression into TFT.

Locket of the Iron Solari

"Shield strength: 300 ⇒ 250/275/300 (scales with Star Level)."

Like Bramble Vest, Locket gets stronger when you have it on 2 or 3-star units. This is overall a nerf since you need to have it on a 3-star unit just to get it back to its present strength.

Ludens Echo

"Damage: 150 ⇒ 120/160/200 (scales with Star Level)."

On the other hand, Luden’s Echo is actually getting a fair buff as you put it on a scaling hyper-carry. This really helps out hyper-roll Kog’Maw/Predator comps, since Kog loves having Ludens as a core item.

Statikk Shiv

"Damage: 100 to 3 targets ⇒ 80 to 3/4/5 targets (scales with Star Level)."

So this is interesting. The Shiv scaling doesn’t increase the damage but the number of targets impacted. Overall, I think this will be a buff because you’re getting 100 extra damage overall at 3-stars (300 per proc vs. 400 per proc).

Hush

"Proc chance: 25% ⇒ 20%."

Another hit to Blademaster/Blender comps, this basically makes Swordbreaker the better on-hit item in just about all cases. I don’t think this kills the Blender Nocturne comps, but it definitely weakens it.

Morellonomicon & Red Buff

"Burn damage: 20% ⇒ 18% max HP."

I don’t really think these items were hugely problematic in the meta. They weren’t “must-build” on Mage or Blademaster units, but Riot’s decided to trim off a bit of their power in Patch 10.1.