TFT Patch 10.12 Breakdown: The Mid Set Update is Here

Teamfight Tactics. Photo Courtesy of Riot Games.
Teamfight Tactics. 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. /

We break down all the changes coming to TFT in Patch 10.12!

Champion Changes


"Health: 700 ⇒ 750 Mana: 75/150 ⇒ 70/140 Galaxy Shield-Blast Damage: 150/200/300 ⇒ 300/400/600 Galaxy Shield-Blast Shield: 270/360/540 ⇒ 400/500/700"

It makes sense that she’d get buffs given that Mech Pilots are getting changed up in Patch 10.12, but I worry that all of these buffs could make her incredibly strong. The extra 130 shield and 150 damage on his ability are absolutely nuts.


"Mana: 50/125 ⇒ 50/100 Enchanted Crystal Arrow Damage: 250/350/700 ⇒ 200/275/550 Missile Speed increased by 50%"

I like that they’re focusing Ashe on being more utility than damage, letting her have more uptime on her arrow while nerfing the damage. That said, Ashe is already one of the stronger champions and I would expect that to continue after the changes.


"Mana: 50/125 ⇒ 50/80 Attack Speed: 0.7 ⇒ 0.75 E.M.P Damage: 200/300/600 ⇒ 100/150/400"

Riot said previously that they wanted to make Ezreal more utility based, but with all these changes I think it’s just a straight buff. You weren’t really building AP on him to amp up his ult’s damage, but now you’re even better off building attack speed or Red Buff in a Blaster/Brawler comp.


"Health: 750 ⇒ 850"

Jayce is good, Vanguards are now getting better. That’s it, that’s the Tweet.


"Pop Blossom Damage: 200/275/550 ⇒ 150/250/500"

If you’re going to nerf a Protector following the buffs in Patch 10.12, why would it be Neeko, probably the worst of the bunch, over Rakan or Jarvan IV?


"Health: 800 ⇒ 900 Mana: 0/60 ⇒ 0/50 Flamespitter Damage: 350/500/1000 ⇒ 500/750/1500"

Again, Rumble is getting buffs thanks to Mech-Pilots having less mana coming out of the ejection in Patch 10.12. However, at least his buffs aren’t as big and crazy as Annie’s. Then again, he was already the best of the bunch so he’ll probably still be the main Mech carry.


"Deceive Attack Damage Bonus: 200/225/250% ⇒ 250/275/300%"

Infiltrators are being nerfed so Shaco is getting a baby buff. It’s not too bad, 50% more attack speed at 2 and 3-stars. I just hope we don’t end up back in the position where a 2-star Shaco can one-shot everything it sees.


"Mana: 0/65 ⇒ 0/60 Unleashed Power Damage: 100/150/250 ⇒ 100/125/200 Syndra will now pick additional targets if she’s dealing more than enough damage to kill her target."

Syndra was once the strongest carry among the Star Guardians, but now she’s barely even considered for inclusion in the comp. Maybe these changes will make her a higher priority, but the fact that she’s lost damage at 3-stars likely means you won’t be slow rolling for her.


"Health: 600 ⇒ 700 Attack Speed: 0.8 ⇒ 0.85 Mana: 80/150 ⇒ 60/120 Chum the Waters Damage: 350/500/2000 ⇒ 450/600/5000"

Another Mech-Pilot getting buffed, but I think that Fizz is doubly-hit with the nerf to Infiltrators as well. He’s still a worthy pick, but not a priority pick.


"Attack Damage: 90 ⇒ 85 Base Attack Speed: 0.9 ⇒ 0.85 / 0.9 / 1.1 by star level"

The tradeoff of AD for attack speed isn’t really worth it to Jhin, who wants raw damage as best he can. The fact that he scales a little better helps and the changes to Dark Harvest will likely make Jhin an A-tier TFT champion to build around.


"Rocket Damage: 125/200/750 ⇒ 125/200/1000"

It’s so rare to get 3-stars on a 4-cost unit, this 250 damage buff really doesn’t matter except in a few situations.

Aurelion Sol

"Starting/Total Mana: 40/120 ⇒ 120/120 Damage per fighter: 100/150/750 ⇒ 90/175/750 [New]: Fighters drain 10/25/50 mana from their targets [New]: First cast launches 4 fighters. Subsequent casts launch 2 additional. Note: Taken together, he’ll deal more damage through the first 10 seconds of the fight, then fall behind from there, relative to before Patch 10.12."

These changes are massive, taking away Aurelion Sol’s initial cast of his ability and dropping damage per fighter (except at 3-stars which, again, is unlikely to happen). However, the biggest change is that his fighters now drain mana from the other champions they attack. This effectively makes Aurelion Sol a pseudo-mana reaver and could actually make him a key component of any Rebel comp.


"Starting/Total Mana: 50/150 ⇒ 80/150 Chronobreak Damage: 225/400/2000 ⇒ 100/200/2000 Chronobreak targeting: Hits every enemy once ⇒ Hits 5/7/20 times. [New]: Slows the Attack Speed of all enemies hit by 50% for 7 seconds."

The slow to the attack speed of targets hit by his ult gives Ekko more of a purpose than being a hyper carry. This change is very similar to Aurelion Sol and I think it could make him a much more important unit in the Cybernetic comps.


"Reduced the size of increased radius Gangplank gains from his Larger Area Upgrade"

This is a nerf, to be sure, but you’re still going to want to upgrade Gangplank whenever you can.


"Graves: +5 Armor & +10 Magic Resistance Illaoi: +5 Armor & +10 Magic Resistance Jarvan: +5 Armor & +10 Magic Resistance Leona: +5 Armor & +10 Magic Resistance Malphite: +5 Armor & +10 Magic Resistance Poppy: +5 Armor & +10 Magic Resistance Annie: +10 Armor & +15 Magic Resistance Blitzcrank: +10 Armor & +15 Magic Resistance Mordekaiser: +10 Armor & +15 Magic Resistance Nautilus: +10 Armor & +15 Magic Resistance Rakan: +10 Armor & +15 Magic Resistance Shen: +10 Armor & +15 Magic Resistance Xin Zhao: +10 Armor & +15 Magic Resistance Jayce: +10 Magic Resistance Neeko: +10 Armor & +20 Magic Resistance Rumble: +10 Armor & +20 Magic Resistance Vi: +10 Armor & +20 Magic Resistance Gnar: +15 Armor & +20 Magic Resistance Wukong: +15 Armor & +20 Magic Resistance Aurelion Sol: +20 Armor & +20 Magic Resistance Thresh: +20 Armor & +20 Magic Resistance"

Tl;dr, all of these champions are tankier in Patch 10.12 and if you weren’t already building them primarily to be your front line units, you should be.