TFT Patch 10.16 Breakdown: We Are Salvaging Our LP

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. /

We break down TFT Patch 10.16 and discuss the newest galaxy coming to Teamfight Tactics!

We press on into another patch of Teamfight Tactics changes, including a brand new galaxy that will allow players to finally re-build items from their components. Patch 10.16 also brings us some pretty big item changes to niche items like Locket and Gunblade. All this and more in our latest TFT patch breakdown!

Systems

Galaxies

"New Galaxy: Salvage World – When you sell a champion, any completed items they were holding are broken down into their components."

This is a pretty interesting new galaxy that adds a mechanic that is completely new to TFT. There’s never been a way to break down completed items once you’ve crafted them, so this will allow players to better optimize their builds late game. This also should encourage players to craft items as soon as they can on placeholders in anticipation of selling them for better units and items later.

"Removed Galaxy: Star Cluster"

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Quality of Life

"In-game item recipes Right-click any item component to see what it can build into. (If you’re playing on mobile, simply tap it.) Full items you can currently build are highlighted. Recipes now appear in the tooltips for completed items."

This is a great new addition that should reduce the learning curve for newer TFT players. Now you won’t need to have the item chart up on your second screen.

Items

Hand of Justice

"Heal 50 health on hit ⇒ Grants 50% healing from damage done by both abilities and basic attacks."

HoJ is now going to be a pretty decent item for champions who do a lot of auto-attacking and spells. Ashe, Yasuo, and Irelia could especially benefit from this change.

Hextech Gunblade

"Overhealing with this item now generates a shield (max 400 Health)."

This is actually a decent buff to this item and makes it more attractive to build on AP casters. Getting the extra shield on a Syndra, Ahri, or Xerath could be the difference between them living long enough to get off another cast of their ability or not

Locket of the Iron Solari

"Shield Value: 250/275/350 ⇒ 250/300/375"

An extra 25 shield power really isn’t that impactful. This item is still going to be an item you only build when you’re down to your last few components.

Runaan’s Hurricane

"Attack Damage Multiplier: 70% ⇒ 75%"

Another nice buff that doesn’t really fix the problem with this item. It’s great if you have some sort of an on-hit effect on a champion like Xayah or Jhin, so they might consider building this item now.

Statikk Shiv

"Primary Damage: 90 ⇒ 85 Statikk Shiv now does an additional 85 True Damage if the target has a shield or is CC’d."

The primary damage buff is decent, but the new true damage effect on targets that are shielded or CC’ed is really interesting and could make this a great item on damage dealers when paired with Demolitionists.

Sword Breaker

"Chance to Disarm: 25% ⇒ 33%"

Sword Breaker has just been a terrible item for a while now, so a buff to its chance to disarm hit opponents is welcome. This is actually a revert of the nerf the item got back in Patch 9.24b, back when this item was ridiculously strong, so we’ll have to see if Sword Breaker takes a spot atop the item food chain after this change.

Traits

Chrono

"Attack Speed Gains: 8/3.5/1.5/0.75 ⇒ 8/3/1/0.5 seconds"

It’s very rare that you’ll go more than two Chronos in a comp, and that trait hasn’t been touched at all.

Infiltrators

"Jump time is now fixed at 0.6 seconds (this means putting Infiltrators on the front line will no longer get them to the back line faster)"

More of a quality of life change than anything. Infiltrators weren’t dominating the meta or anything, but this makes them a bit more threatening.

Rebel

"Shield Amount: 150/210/330 ⇒ 150/225/400"

Rebels haven’t been a high-priority pick in quite a while and this is a fairly significant buff to the 6 Rebel comps. I don’t know if it makes the Rebel comp top-tier, but it certainly makes them a bit more viable.

Space Pirate

"Chance to Drop an Item: 25% ⇒ 33%"

The 4 Space Pirate buff is really never one that you’re really ever going after, but one that you add to your comp when it happens to work out. Increasing the item drop chance is nice, but that only matters if there is a viable carry to slap those extra items on.

Vanguard

"Bonus Armor: 125/300/1000 ⇒ 125/300/900"

Vanguards are quite strong and deserving of a nerf, for sure. But this only hits the 6 Vanguard comps and leaves intact the much stronger Vanguard/Mystic comps that only have four Vanguards.

Chase Traits

Separating these out from the normal trait changes because Riot is pointing out that these combinations are normally not going to be hit very often. Obviously, all of these changes make the full comps incredibly strong, but it’s difficult to know if those bonuses are going to be worth going full-on for one trait. Of the ones changes, though, I can see Star Guardian and Infiltrator being the two most impactful.

"Rebel (9): 330 & 15% ⇒ 400 HP & 20% Dmg Buff Star Guardian (9): 45 ⇒ 60 Mana Battlecast (8): 880 ⇒ 1000 Damage/healing Dark Star (8): 38 ⇒ 48 AD&SP Infiltrator (6): 120% ⇒ 150% Attack Speed"