Teamfight Tactics

Kiki

Log Wizard
2,243
1,814
Yes, needs more rock paper scissors. Counterpicking, etc. Not just: these two builds are OP and shit on everything else.
 

Arbitrary

Tranny Chaser
27,093
71,707
The way you want the game to go is each player is given a bunch of random items and champions and through their careful management of resources they cobble together the best team they can with the limited resources provided. Positioning, scouting opposing comps, econ and draft order all provide additional avenues with which to apply skill. Just running meta comps shouldn't really be much of a strategy because who knows what you're going to be handed.

Right now what I would like to see would be an item or two that were strong early, weak late and did bonus damage to the opposing player. Right now everyone kinda plays at the speed of whatever the meta is greeding as much as is allowed. Going hard early needs to be something that is possible.

edit - better yet an Origin where you do bonus damage to the opposing player at 3/6 of them but their two star and three star units sell for nothing to make it hurt really bad to try and run them early only to transition out late. Applying a penalty to your own income could also work. Origin - Mercenary, do bonus damage at 3/6 units but lose 1/2 interest.
 
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Kuro

Naxxramas 1.0 Raider
8,344
21,201
I've been really enjoying the game since they added the brawler's glove items. Having some option for CC mitigation reduces some frustration. Looking forward to the new champion rotation. Pantheon may not have been here long, but I am already completely happy to boot him.
 

Leon

<Silver Donator>
5,403
18,546
Really loving the updated champ pool and graphics. Def lot easier on the eyes and polished.
 

chthonic-anemos

bitchute.com/video/EvyOjOORbg5l/
8,606
27,246
Rise of the Elements




  • Explore! the new Elemental Hexes, Champions, Origins, and Classes.
  • Read this! for our learnings from the Beta Set and our goals for the new set.





General Game Changes




We made a few systemic changes in preparation for Rise of the Elements. The board size change will allow for additional options and decisions to make the optimal formation for any given situation. Many of the other changes account for the champions and synergies in the new set.

  • Board size: 3 rows of 7 hexes ⇒ 4 rows of 7 hexes.
  • Player Damage: 3/3/3/4/5/6 ⇒ 2/3/4/5/6/7
  • Summoned units don’t deal player damage by themselves, but they count as as if their Summoner was alive if at least 1 of them survives the round.
  • Level 8 Champion drop chances per Tier level: 15/20/35/22/8 ⇒ 15/20/35/24/6
  • Once you pick up a champion from the carousel, your Little Legend will no longer collide with your opponents.





Ranked Changes




New season, new rules.



  • Ranked is off during patch 9.22, it will return with patch 9.23.
  • Placing 4th or better will never deduct LP. Placing 5th or lower will never reward LP.
  • We're slightly decreasing the number of challenger and grandmaster slots in many regions in order to make sure that the master to challenger ranks have the appropriate distribution of players.
  • Korea, Vietnam, China: 300 Challengers, 700 Grand Masters.
  • EU West and North America: 200 Challengers, 500 Grand Masters.
  • All other regions: 50 Challengers, 100 Grand Masters.





Champion Pool Changes




We're decreasing the number of each champion in the pool. It will be much more difficult for multiple players to build similar teams. Keep an eye on what your opponents are building and find the open synergies for maximum success.

  • Tier 1: 39 ⇒ 29
  • Tier 2: 26 ⇒ 22
  • Tier 3: 18 ⇒ 16
  • Tier 4: 13 ⇒ 12
  • Tier 5: 10





Mana Generation




  • 1 Star Champions: 6-10 Mana per attack ⇒ 8 Mana per attack
  • 2 star champions: 10 Mana per attack
  • 3 star champions: 10 Mana per attack ⇒ 12 Mana per attack
  • Mana generated from taking damage reduced by 15%.





Items



Recipe Changes
  • Cursed Blade has been removed
  • Negatron Cloak + Recurve Bow = Ruunan’s Hurricane
  • Spatula + Needlessly Large Rod = Inferno’s Cinder
  • Spatula + Tear of the Goddess = Mage’s Cap
  • Spatula + Chain Vest = Warden’s Mail
  • Spatula + Negatron Cloak = Talisman of Light
  • Spatula + Sparring Gloves = Berserker’s Axe
Stat Changes
  • All Spatula Items: No longer give double stats
  • Chain Vest Armor: 20 ⇒ 25
  • Deathcap Ability Power: +50% ⇒ +75%
  • Dragon’s Claw Magic Reduction: 75% ⇒ 50%
  • Giant’s Slayer: 5% Max Health True Damage ⇒ 8% Current Health Physical Damage
  • Guardian’s Angel: 500 Health on revive ⇒ 400 Health on revive
  • Hand of Justice Damage and life on hit: 40% or 40 ⇒ 50% or 50
  • Ionic Spark True Damage: 125 ⇒ 100
  • Luden’s Echo Damage: 180 ⇒ 150
  • Luden’s Echo now always goes off once per spell cast
  • Negatron Cloak Magic Resist: 20 ⇒ 25
  • Recurve Bow Attack Speed: 20% ⇒ 15%
  • Runaan’s Hurricane Bonus Damage: 75% ⇒ 60%
  • Runaan's Hurricane now grants one extra bolt per copy on a Champion.
  • Thieves Gloves: Increased Average value of items at Level 8 & 9.





Item System




  • Uncommon orbs average gold value reduced very slightly.
  • Gold orbs average gold value reduced very slightly.
  • Spatula drop rates reduced.
  • Reduced the chances of getting combined items slightly.
  • Dragons now drop two common orbs in addition to their carried item.
  • Elder Dragon and Rift Herald drop a common and an uncommon orb in addition to their carried item.





Trait UI Tooltip Update




  • Champions that contribute to a Trait will have their portraits and tier information displayed inside the tooltip.
  • Champions that are active on the battlefield will have their portraits highlighted





Freljord Arena Skins




Bring your armies to the frozen lands of the Freljord with three all-new arena skins.

  • Find out more about the three new boards and potential future boards here!.





Bugfixin'




  • Red Buff & Morellonomicon tooltips are now correct.
  • Fixed a bug where 3-Star Tier 3 units were doing 1 more player damage than intended.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,452
3,577
Huge changes, but I welcome it.
Hopefully it means less meta-copying.
I'm disappointed ranked isn't out right away, means I probably won't play much right away.
 

Caliane

Avatar of War Slayer
14,542
10,029
my teir list.

Light seems really strong. funny vayne went from total shit, to pretty great, with light buffing her attack speed like crazy by the end. and the periodic life gains.
Light heal will probably get nerfed.
light/mystic probably easy #1

Summoners are solid, but lack end game power from what I can tell. Zyra and annie will mess things up... but, most summons can't take Nami, and the like.

Mage double cast is ok. Not nearly as powerful as the +ap of sorcs. It only applies to mages, and its slow. Mages cast then cast again, full animations. so somewith a slow ult, will take quite a while before the doublecast happens.

Ocean seems weak.

Woodland/druid so odd. Just crazy powerful early combo. I am def not sure the thoughts behind this. mao is a strong tank/life gainer. Ivern is a strong tanky support. neeko is a mid-strong nuker. Copy a char is such a crazy strong ability. neekos ult bouncing is good aoe... but will also hit the same target 3 times, if there is no other target, making it powerful single target too.

Still not sure what inferno even does. Esp on annie/zyra.

Had a really nice crit Volibear 6zerker/3electric. voli was spamming crazy aoe nukes. however, the weakness was too much melee bodyblocking, and getting nuked down by aoe spells.

Warden is a bit under powered imho. since, most end game seems to be magic. so making your tanks more armor resist means jack shit. its your back line that needs armor. thats why gaurdian had use. it could give armor to your back line to protect from assassins. The wardens themselves are good., malph aoe stun, nasus hp, and decent aoe damage. target immune, naut is new seg/poppy..


Tried making a 6 blademaster team, after getting two spatulas. Sadly, Yi never popped up. Overall was still not amazing. sivir as a ranged blademaster was decent. had the gear on her.
but aoe nukes, nami, etc took me down. also, well, some of those wardens. perhaps another desert for that armor pen would have helped. but again, really it was the nukes that killed me.
Which goes back to the mention of Light. Light periodic heals, keeps your dps topped off, vs those assassins, and aoe magic hits.
 
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Caliane

Avatar of War Slayer
14,542
10,029
zed probably going to eat a nerf.

after a few games, finding some flaws in light. not light specifically, as that mechanics is ridiculously strong.
Vayne as a carry is not good enough. maybe hurricane is required, but in general, rageblade/deathblade stacked to high hell, still can't beat yorik/zed summoner spam. Single target champs can't deal with zed/yorik.

Zed is totally broken with a few options. GA, tali of light or magecap. make him light or a mage to doublecast, or get heals/attackspeed.
 

chthonic-anemos

bitchute.com/video/EvyOjOORbg5l/
8,606
27,246

TFT Update: Soulbound Class
By Riot Jag and Riot Beernana
Senna and Lucian enter Teamfight Tactics together, bound beyond life and death. As Soulbound, these two damage dealing carries fight past their own mortal limits as long as the other is still alive.
Here's how they work:
Soulbound
(2) The first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.

Senna
Cost: 2
Origin: Shadow
Class: Soulbound
Ability: Piercing Darkness

  • Senna fires a beam through her furthest ally, dealing 50/100/150 magic damage to enemies, and buffing allies' on-hits for 5 seconds to deal 25/45/65 magic damage from Senna.
Senna is a back-line unit that focuses on buffing allies as well as dealing damage. Her ability Piercing Darkness infuses any friendly in the beam with bonus on-hit magic damage applied from Senna, allowing her Shadow trait to benefit from many more takedowns in a combat.

Lucian
Cost: 4
Origin: Light
Class: Soulbound
Ability: The Culling

  • Lucian fires at 4 times his normal Attacks Per Second in a direction for 4 seconds, each attacking for 20/30/50% of his AD, applying on-hits, and dealing 30/40/50 magic damage.
Lucian is the new carry for the Light trait and is especially adept at single-target DPS. His ability Culling synergizes very well with damage modifiers like Piercing Darkness and applies on-hit effects.

Oh, and we almost forgot about Amumu
Cost: 5
Origin: Inferno
Class: Warden
Ability: Curse of the Sad Mummy

  • Amumu’s rage explodes, dealing 250/500/1337 magic damage to enemies within 2/3/4 Hexes, and stunning them for 1.5 seconds.
Inferno at the 6-piece level has been a bit underwhelming. Specifically, it lacks the utility to compete with other all-in compositions (Light, for example). Enter Amumu - he’s here to be the tanky frontline for all of your Infernal needs. He roots enemies in Inferno Hexes and is generally an adorably cute, but often lonely, force of raw destruction.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,452
3,577
Set 3 looks so nice.

Clever cringe video announcing a stream event tomorrow & friday, but what's noteworthy is the final seconds : "and an update on competitive TFT, from Riot"

 
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