
Traits
Assassins
"Critical Strike Damage Bonus: 50%/150% ⇒ 65%/225%"
Now that Assassins have kind of been crowded out from the Blender comps, Riot is going to give them a little bit of love back. I particularly like the massive buff they get at six-Assassin comps because those are particularly risky (and there are a lot of very good Assassins). Note this is also an indirect buff to Bramble Vest as it incentivizes more people to buy it.
Blademaster
"Blademasters can no longer store more extra attacks than the maximum your trait level provides (1/2/3). In short, this means that it will be much less likely, if not impossible, for your champions to go “infinite” off their auto-attacks. Specifically, this nerfs (4) and (6) Blademaster. Blademaster chance to get extra auto-attacks: 40% ⇒ 35%"
This is a pretty big nerf to Blademasters, and thus Blender comps, because Blademasters can no longer “hold” those extra attacks they triggered from their bonus attacks and they’re getting a lower chance to get that extra auto-attack. Will this kill the Blender comp?
Desert
"Armor Reduction: 50%/90% ⇒ 40%/100%"
Desert is one of the most underrated synergies in TFT and I’m glad that they’re both nerfing the early efficiency and boosting the late game strength. This makes it a lot more appealing to go into a hybrid Desert/Summoner or Desert/Assassin comp in Patch 10.2.
Inferno
"Damage: 70%/140%/210% ⇒ 70%/150%/250%"
A lot of people have been trying to run Inferno comps without a lot of success because the units in the comp are quite weak. A buff to the damage at 6 Inferno is welcome, even if it is quite small.
Mage
"(6) Mages: 100% Chance to Double Cast ⇒ 100% Chance to Double Cast & 20 AP to all Mages"
The big problem with running 6 Mage is that you have an incredibly squishy comp and you’re kind of pigeon-holed into running Thresh/Nautilus for extra Ocean buffs. Extra AP to Mages is a nice bonus, but I still think this comp is quite hard to execute.
Shadow
"Bonus Damage Duration: 5 seconds ⇒ 6 seconds Bonus Damage: 65%/150% ⇒ 65%/175%"
Shadow comps were a big problem in the early part of Set 2, so I’m glad Riot’s not pushing them forward too hard. That said, The bonus damage duration buff they’re getting in Patch 10.2 could make those Shadow/Summoner comps a lot more appealing.
Warden
"Armor Bonus: 150%/300%/450% ⇒ 150%/300%/999%"
Yeah, it seems big, but are you realistically ever going to be running 6 Warden? If so, you’ll have no damage and you’re going to get absolutely waxed if you face any sort of Mage or Summoner comp.
Woodland
"Gotta get six Woodland to clone them all."
This was one of the most-hyped changes in Patch 10.2, where you will clone all of your Woodland units if you get six. But keep in mind that there are only four Woodland units (Ivern, Maokai, Neeko, and Leblanc) in TFT right now.
That means, to activate this synergy, you need to not only get all the Woodland units, you need to also get a Lux and have it be Woodland. That not only means that this comp doesn’t kick in until late game, but it’s also super risky.
Champions
Leona
"Damage Reduction: 40/90/140 ⇒ 40/80/120"
Lunar units have become the new hotness since their release and Leona has been a pretty strong tank. Putting a Warmog’s on her to regen while she has all the damage reduction is pretty sick to play against, so I’m happy Riot is toning her back.
Renekton
"Ability Damage: 150/275/400 ⇒ 150/275/475"
Giving him more damage on his ability when he hits 3-stars is definitely a nice buff for one of the weaker Berserkers in the game. The six ‘Zerkers comp gets a little stronger with this buff.
Vladimir
"Ability Damage: 200/325/450 ⇒ 200/325/500"
Now, with the 20 AP that you get for free at 6 Mage comps, Vlad could actually be looking quite scary if you get him to 3-stars and put a Rabadon’s on him. Maybe he can serve as a pseudo-tank to help protect some of those other units in his comp and make the 6 Mage comps more viable.
Malzahar
"Minion health: 250/250/250 ⇒ 250/300/400"
It makes sense that Malzahar’s minion health should scale up along with his star level. With the Shadow buff, I could see Malz being a pretty strong unit in Patch 10.2.
Ezreal
"Health: 600 ⇒ 650 Ability Damage: 200/400/800 ⇒ 225/450/900"
Ezreal is certainly one of the most lackluster Rangers, so these Patch 10.2 buffs should help him out a bit. Unfortunately, Rangers really have never been that meta in Set 2, nor have Glacials, so I think he’s still going to be in a bit of an awkward spot.
Karma
"Attack Speed Bonus: 60/70/80 ⇒ 40/60/80"
Like with Leona, Karma was a very strong component to helping buff key carries in certain comps (especially those Light/Lunars). This nerf should make those a little bit more palatable to face.
Sion
"Mana: 50/125 ⇒ 75/125"
Six ‘Zerkers intensifies! But seriously giving Sion more of a chance to get off his first ult is needed, especially given how long that wind-up is.
Sivir
"Bounces: 10/10/10 ⇒ 5/7/9"
Straight up putting Sivir in the dumpster and, by association, Blender comps as well. I mean, cutting the number of bounces in half at 1-star is pretty massive.
Veigar
"Spell Damage: 300/600/900 ⇒ 325/650/975"
There is already a top-10 Challenger player who does nothing but stack 3-star Veigars and has a lot of success with it. Between this and all the buffs coming to Mages, Veigar could be a huge unit in Patch 10.2.
Ashe
"Ability Attack Speed Bonus: 50%/75%/250% ⇒ 50%/75%/100% Ability Attack Damage Ratio: 0.3/0.35/0.4 ⇒ 0.3/0.35/0.75"
I’m not sure about the math but this looks like a nerf to Ashe, who has unfortunately been left outside of the meta for a lot of the year despite being a pretty strong unit on her own.
Olaf
"Attack Speed: 0.85 ⇒ 0.8"
Six ‘Zerkers de-tensifies. But honestly, this nerf probably doesn’t mean that much to Olaf or Berserkers, who will probably thrive in Patch 10.2 to dominate the TFT meta.