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. /
3 of 3
Eternum Nocturne. League of Legends.
League of Legends. Courtesy of Riot Games. /

Tier 3 Champions


"HP: 700 ⇒ 800 Spell damage: 250/500/1000 ⇒ 300/600/1200"

This is actually a huge buff. 100 HP is pretty massive for his early game and getting spell damage buffs at every level is huge if you get him into a Blademaster/Blender comp where he can get his ult stacked up quickly. With Light getting direct buffs and some of the new items in play, I could see Aatrox becoming an S tier pick in Patch 10.1 for TFT.


"Spell damage: 125/250/375 ⇒ 150/275/450"

Azir should be a much stronger and more contested pick, in my opinion, given his two great synergies. However, he is probably one of the least-contested picks in the game unless you’re going six Summoners, so a little buff is probably fine. I doubt he’ll become the centerpiece of a lot of comps.


"Attack speed: 0.75 ⇒ 0.7 Attack damage: 60 ⇒ 55"

Yet another shot coming at the Blender comp, and with some of the new items being very friendly to those Blademasters, I can understand why they’d nerf Nocturne. I think he might still be a decent pick, as will the Blender comp.


"Stun duration: 3/4/5 seconds ⇒ 2.5/3.5/4.5 seconds Spell damage: 300/500/700 ⇒ 300/500/900"

This is overall a nerf, but it’s not really that sizeable given that you’re only losing 0.5 seconds on her stun. You weren’t really building her up for CC purposes anyway, so losing a little on the stun doesn’t hurt too bad.


"Spell duration: 7 ⇒ 5 seconds"

She’s really the big reason that items like Hush and Sword Breaker needed those nerfs, because her ult lets them apply the on-hit to up to five enemy units. Reducing the duration should reduce her impact in those Blender comps, where she is currently a central piece.

Tier 4 Champions


"Tibbers AD: 150/300/1000 ⇒ 125/350/1500"

Losing 25 AD at 1-star to gain 50 AD at 2-stars is easily worth the trade-off. You’re always going to want to (and probably will be able to) get Annie to 2-stars and you’re building her almost always into Summoner comps. With the increased uptime for Tibbers, he’ll be able to get off more attacks with his meaty paws and deal that extra damage.


"Spell bonus AD Ratio: 125/150/300% ⇒ 130/160/300%"

I think Twitch is more likely to become a decent pick if Poison/Predator comps become strong, not based on this buff. Overall this buff is nice for him, but Twitch just doesn’t have a spot as a late game carry given his synergies.

Tier 5 Champions


"Stun duration: 2/2/2 seconds ⇒ 1.5/2/5 seconds Spell damage: 150/250/1337 ⇒ 100/200/1337 Starting mana / Total mana: 50/125 ⇒ 75/150"

This is overall a massive nerf to Amumu since you’re probably never getting him to 3-stars, you’re losing 50 damage and 0.5 seconds on your stun and your mana cost has gone up. Amumu might actually be one of the worst late-game units in TFT, as he’ll have the highest mana cost on his ult (tied with Malphite, Master Yi, Warwick, and Zed).

Master Yi

"Spell bonus damage: 50/75/500 ⇒ 75/100/500"

Speaking of Yi, it’s nice to see him getting a buff so he can live out his fantasy of being that late game carry you swap a lot of items onto. 25 damage is nice, but not really what’s holding him back from being that primary carry late.


"Spell damage: 150/250/350 ⇒ 100/200/300"

Finally, we have Nami, who is still a massively strong unit but really that’s entirely due to her synergies. I think Mystics tend to get woefully overlooked and having her in conjunction with any Ocean-based comp is incredibly good. Losing 50 damage on her spell really doesn’t hurt her too much, that’s not what you’re building her for.

Next. Ranking all the Traits in TFT Set 2. dark

Patch 10.1 outlook

So what does all of this mean? Well, from these patch notes I think I can make a few (un)educated guesses about what the TFT meta will look like in Patch 10.1:

  • The new Lunar Origin will probably be overlooked initially, but I think it will be really good to pair with just about any three-unit comp. I’d recommend using it because it should boost those spell-based comps (like Mages or Assassins) get stronger into the late game.
  • The new scaling items and changes to champions will swing the TFT meta back to being a bit more early-game focused. Hyper-rolling might actually become a much more viable strategy for more different kinds of comps.
  • Speaking of hyper-rolling, I think hyper-rolling Predators will be back to being one of the strongest comps, with either Kog and Skarner being viable options. I could see players getting the Rapidfire Cannon on Skarner and him becoming a massive threat like Olaf was in the early Set 2 of TFT.
  • Hyper-rolling Vayne could be stupid good. I could maybe see hyper-roll Vayne with Blade of the Ruined King (paired with Aatrox) plus six Lights being really strong.
  • Wardens and Berserkers are probably slightly better thanks to the item changes. Summoners, Assassins, and Mages are probably slightly worse (but they’re really good with Lunar). Rangers and Blademasters could both be better.