TFT Patch 10.9 Breakdown: A Treasure Trove of Changes

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

Trait Changes

Blademaster

"Proc chance: 30/60/100% ⇒ 30/55/100% Increased the speed of the bonus attacks."

A 5% decrease to the proc chance is a fairly light nerf to Blademasters and it’s only for full 6 Blademaster comps (which are, admittedly, quite strong). Overall, Blademasters will still be strong in Patch 10.9 after the nerfs.

Blaster

"Bonus attacks: 3/6 ⇒ 3/5"

A pretty significant nerfs to the Blasters/Brawlers comps that have been popular and strong in TFT Set 3. However, I’m not sure if this completely takes the comp out of the meta. Unless you’re building a lot of on-hit items, losing the extra target for the bonus attacks isn’t massively meaningful.

Brawler

"Bonus Health: 300/700 ⇒ 350/650"

The other (less important) piece of the Blaster/Brawler gets hit at 4 Brawlers. Interestingly, 2 Brawlers gets a slight buff, which is quite nice for the early game Brawlers, Malphite and Blitzcrank.

Celestial

"Healing: 15/40/65% ⇒ 15/35/60%"

Celestials badly needed nerfs given how good Celestial/Protectors were and how strong the new Space Jam comp taking advantage of the Celestial healing was. Now, in Patch 10.9, I’d expect to see those comps be a bit less oppressive.

Chrono

"Attack Speed: 15/35/75% every 4 seconds ⇒ 15% every 8/4/2 seconds First tick now happens immediately on start of combat."

Very interesting that now the attack speed is consistent, but the ramp gets faster. Overall, I think this makes Chronos weaker. In a 16-second fight, at 6 Chrono, the team would get about 150% bonus attack speed, but with the changes they would only get 120% bonus attack speed.

More from Patch Updates

Cybernetic

"Bonus HP and Damage: 350&35/750&75 ⇒ 350&35/700&70"

This is a pure nerf to full Cybernetic teams, which has been an under-the-radar comp for most of Set 3. I think the 50 health and 25 damage nerf will be significant, but not enough to make the comp completely unviable.

Dark Star

"Attack Damage and Spell Power: 25/30/35 ⇒ 20/25/35"

A nice nerf to Dark Star at the 3/6 unit comps. Dark Stars have actually been significantly weaker following the previous nerfs to Shaco, so I wonder if these additional nerfs will bump the comp out of the meta entirely. In either case, I don’t expect this to be one of the top TFT comps.

Infiltrator

"Attack Speed Bonus: 50/80/125 ⇒ 50/75/120 Now refreshes on takedown at all levels"

Losing 5% attack speed bonus to get the refresh at all levels is a fairly even tradeoff (even though you’d get the refresh at 4/6 Infiltrators. Right now, Mech-Pilots/Infiltrators is still a decent comp, but you might not want to go full Infiltrators. Having additional wiggle room to flex around for your comp is incredibly valuable.

Mech-Pilot

"Base Health: 1800 ⇒ 1500 Mana granted to Pilots on Mech death: 25 ⇒ 0"

The Mech-Pilot comps (Infiltrators or Sorcerers) are both quite strong in the current TFT patch, and these changes will make them considerably weaker in Patch 10.9. This will likely be a comp that you cannot run absent the specific items and hitting on units early.

Protector

"Shield: 20/30/45% ⇒ 25/30/40%"

This is shocking to be honest. Dropping the Protector shield strength at 6 Protector (which never happens now, as there are only four Protector units in TFT currently). In exchange, 2 Protector gets stronger, which is baffling to me and makes the comp easier to transition into the 4 Protector that we normally see with Celestials.

Rebel

"Shield: 150/225/350 ⇒ 150/210/330"

Rebels got nerfed into the ground and now Riot is nerfing them again? Yeah, makes sense. Don’t pick Rebels in Patch 10.9.

Sorcerer

"Spell Power: 20/45/80/125 ⇒ 20/40/75/120"

Five spell power lost at 4/6/8 breakpoints for Sorcerers is a light pill to swallow given how strong Sorcerers were last patch. However, they also seem to be overshadowed by new comps so I’m happy this is just a light nerf to keep Sorcerers viable in Patch 10.9.

Star Guardian

"Mana: 30/60 ⇒ 30/50"

The Star Guardian/Sorcerer combo was uber powerful together, but this nerf is likely more impactful than the Sorcerer nerf we discussed.

Starship

"20 mana per second ⇒ 40 mana per second"

A nice buff to Aurelion Sol unless some other Starship gets added later.

Valkyrie

"Critical Strike threshold: 50% ⇒ 40% or below"

Yes, Kayle is quite a strong unit in the current meta, but I don’t think she was that problematic to warrant nerfs to all the Valkyries. Both Miss Fortune and Kai’Sa are quite underwhelming TFT units at the moment unless you fully optimize them with items.

Vanguard

"Armor: 60/250 ⇒ 125/250"

Wow. Doubling Vanguard armor at the 2 Vanguard level is ridiculous. Jhinguard could easily come back in the next TFT meta.