TFT Patch 10.12 Breakdown: The Mid Set Update is Here
By Josh Tyler
We break down all the changes coming to TFT in Patch 10.12!
Traits
Brawler
"Bonus Health: 350/650 ⇒ 350/600"
Blasters/Brawlers already got weaker thanks to losing Cho’Gath. He gets replaced by Gnar now, so it looks like Riot isn’t waiting to see where he lands. This weakens the comp, but I don’t think 50 health takes it out of the meta.
Celestial
"Celestial (6) is now only attainable via Celestial Orb Celestial Healing from Damage: 15/35/60% ⇒ 15/40/99%"
This is because the Celestials have lost Kassadin from their ranks. As a result, 4 Celestials got a modest buff and 6 Celestials got giga buffed. I’ll be interested to see how good 6 Celestials might be if you hit the proper items.
Chrono
"Added Chrono (8): 0.75 seconds"
This is due to the addition Riven, giving us eight total Chrono champions. This means you’ll be getting that attack speed boost faster than every second, which is nuts.
Cybernetic
"Health & Attack Damage: 350 & 35/700 & 70 ⇒ 350 & 40/600 & 80"
Huge buffs to the Cybernetic AD at both 3 and 6 champions. Yes, they’re losing health late, but getting 10 AD more than makes up for it. Expect Cybernetics to become a contested comp again.
Dark Star
"Breakpoints: 3/6/9 ⇒ 2/4/6/8 Bonus Attack Damage and Ability Power: 20/25/30 ⇒ 8/16/24/32 Dark Stars now get their damage buffs whenever an ally dies rather than when just another Dark Star dies."
It’s important to note that, with the new unit breakpoints, at 6 Dark Stars you’re getting less damage now than before the changes. However, the fact that you now gain the damage buffs whenever any ally dies more than makes up for it, since you’ll get more overall extra damage.
Infiltrator
"Bonus Attack Speed: 50/75/120% ⇒ 40/70/120%"
A straight nerf to the Infiltrator is surprising since the two strongest Infiltrators, Kha’Zix and Kai’Sa, are both being removed from TFT in Patch 10.12. I suppose Riot is afraid that Zed and Nocturne will make up for those two in power level.
Mech Pilot
"Pilots Health on Eject: 100% ⇒ 35% Mech Health: 1500 + 45% of Pilots ⇒ 2000 + 50% of Pilots Mech Attack Damage: 90 + 45% of Pilots ⇒ 160 + 50% of Pilots Mech Attack Speed: 0.75 ⇒ 0.85 Mech Cleave Damage: 100% of AD ⇒ 80% of AD Mech Total Mana: 225 ⇒ 200 Mech Armor: 30 ⇒ 70 Mech Magic Resistance: 20 ⇒ 70"
So this is a lot of information to digest, but the long and short is that Riot is making the Mech itself more powerful, but taking power out of the Mech Pilots themselves (which is why they now have less health after the mech dies). The only way in which the Mech is getting weaker is in its raw health, however it is also getting a significant buff to its resistances, which could make it have equal effective health overall.
Mystic
"Magic Resistance: 35/105 ⇒ 50/125"
Mystics are just always a good synergy to add to your comp, so buffing them will just put their priority even higher. Besides, with the addition of Cassiopeia and Bard, 4 Mystics could actually be a strong comp to build around.
Protector
"Shield (amount of maximum health): 25/30/40 ⇒ 30/40/55%"
Protectors have fallen out of the meta for a while now, so Riot’s giving them a nice buff to try and bring them back. However, with Urgot now joining the galaxy, I fear that he could become the go-to unit to build comps around.
Sniper
"(2): 15% ⇒ 10% Bonus Damage per hex. [New] Sniper (4): 18% Bonus Damage per hex."
Snipers aren’t, in and of themselves, a strong synergy. You tend to build champions like Jhin or Ashe because they are individually strong. The big problem is that this bonus damage isn’t reliable enough to structure a comp around and is easily countered by Infiltrators.
Sorcerer
"[Removed] Sorcerer (8) Bonus Spell Power: 20/40/75 ⇒ 20/45/75%"
A re-adjustment to Sorcerer’s power level now that Viktor is joining the set is interesting, including a small buff to 4 Sorcerers. I don’t think this really changes the strategy around a Sorcerer comp, but gives it a little more power mid-comp.
Star Guardian
"Mana distribution: 30/50 ⇒ 30/45 Star Guardian now properly gives the correct amount of mana for casts after the first one. This results in a buff for the trait. [New] Star Guardian (9): 60 Mana"
Without knowing more about how this bug used to work, we’ll have to take it from Riot that this will be a net buff to Star Guardians. Most certainly, they needed it as Star Guardians have been one of the weakest synergies in TFT for a while now.
Vanguard
"Armor: 125/250 ⇒ 125/300 [New] Vanguard (6): 1000 Armor"
Vanguards are a fairly strong trait in the right circumstances, and there are a few very strong champions that have this trait (Wukong and Jayce, most notably). With Nautilus now entering the set in Patch 10.12, I could see an instance where you’d want to stack Vanguards around a single carry like Jhin.