We’ve got the Teamfight Tactics 9.16 Patch Notes! This update brings us the addition of the Hextech class/origin, and brings along four new champions into the game: Camille, Jayce, Vi, and Jinx! Brawler & Sorcerer have both been nerfed, while Demon, Ninja, Noble, and Wild have all been changed/buffed.

Khazix, Braum, Lulu, Cho’gath, Kayle, and Karthus have all had small nerfs. There’s also been a bunch of item changes that you can find listed below!

Update: Nobles had their buff reverted in a hotfix!

The headliner for this patch is the introduction of the Hextech origin bringing Camille, Jayce, Vi, and Jinx to the Convergence. Building Hextechs into your team composition will provide answers to enemy teams relying on a single champion stacked with items. On the flip side, when playing against Hextechs be prepared to spread your items out between your champions to mitigate their disruption.

In addition to the fun new stuff, we’re also making a few less flashy (but hopefully just as satisfying) improvements to a few systems in Teamfight Tactics. The randomized round-by-round matchmaking system will no longer pit you against the same player multiple times in a row. Additionally, we’re limiting the number of round ties by adding the whole new URF Overtime buff that activates at the end of long battles. We’ve been pretty happy with the player damage changes from patch 9.15, but we’ve added some base player damage to keep close end games from going too long. Last but not least, three new Little Legends and the second beta pass round out the new stuff in this patch.

Take this portal if you’re looking for League’s patch notes!

Now, let’s get into it.

Blake “Riot Beernana” Edwards

New Origin and Champions

The Hextechs

  • Trait: Throw a bomb at an enemy unit with an item, and disables all items in a 1/2 hex radius for 8 seconds.

Camille

  • Ability: Camille’s ability, The Hextech Ultimatum, roots an enemy and forces her in-range teammates to target whomever she’s fighting. Class: Blademaster Cost: 1 Gold Ability Damage: 200/325/450

Jayce

  • Ability: Disrupts the enemy frontline by knocking back an enemy unit with his Thundering Blow. He then switches to his Mercury Cannon bringing increased attack speed and ranged damage. Class: Shapeshifter Cost: 2 Gold Ability Damage: 200/350/500

Vi

  • Ability: Targets the farthest enemy and charges towards them, knocking aside and damaging every enemy along the way. Once she gets there, she knocks her target up and damages them. Class: Brawler Cost: 3 Gold Ability Damage: 250/450/650

Jinx

  • Ability: Gets Excited after her first takedown, gaining bonus attack speed. If she scores a second takedown she pulls out Fishbones, her rocket launcher, causing her attacks to deal AoE damage. Class: Gunslinger Cost: 4 Gold Rocket Damage: 100/225/350 magic damage in an explosion that covers 3 hexes total.

Systems

Matchmaking

URF Overtime Mode

  • 30 seconds into every battle the URF Overtime bonus will activate. 300% Attack Speed 200% Ability Damage 66% reduced Crowd Control duration 66% Healing Reduction 30% increased affection towards maritime mammals.

Ranked Changes

  • As intended, everyone will now be demoted if you lose LP in any game you start at 0LP. For Grandmaster and Challenger players, if you’re demoted you will now skip Master and go directly to Diamond 1. This is now true in League of Legends as well. We’ve also made adjustments to LP gains and losses underneath the hood for extreme edge cases. For the most part, you will not see or feel any changes based on this optimization.

Player Damage

  • Base damage now scales with current stage. Stages 1-2: 1 damage Stage 3-4: 2 damage Stage 5: 3 damage Stage 6: 4 damage Stage 7+: 5 damage

Traits

Brawler

  • Bonus Health: 300/700/1200 ⇒ 300/600/1000

Demon

  • Demon basic attacks have a 40% chance to burn 20 mana from their target and return 15/30/45 mana to the attacker.

Ninja

  • Bonus Attack Damage and Ability Power: 40/60 ⇒ 50/70

Noble

  • Bonus Armor and Magic Resist: 60 ⇒ 70

Sorcerer

  • Bonus Ability Power: 45%/100% ⇒ 40%/100%

Wild

  • Attack Speed: 10% per stack ⇒ 12% per stack

Tier 1 Champions

Elise

  • Health: 450 ⇒ 500 Spiderling Attack Speed: 0.6 ⇒ 0.7

Khazix

  • Non-Isolated Damage: 150/300/450 ⇒ 150/250/350

Mordekaiser

  • No longer casts his ability if there are no enemies in range at the start of the cast time.

Nidalee

  • Now always heals two units when she transforms. Previously she would only heal herself if she had the lowest health on your team.

Vayne

  • Attack Speed: 0.75 ⇒ 0.7 Ability Damage (% of Max Health): 8%/10%/12% ⇒ 8%/12%/16%

Tier 2 Champions

Braum

  • Health: 750 ⇒ 650

Lissandra

  • Total Mana (the mana required to cast her ability): 150 ⇒ 125

Lulu

  • Ability Health: 300/475/650 ⇒ 300/400/500

Zed

  • Health: 500 ⇒ 550 Attack Speed: 0.65 ⇒ 0.7 Ability Damage: 200/300/400 ⇒ 200/350/500

Tier 3 Champions

Aatrox

Evelynn

  • Now prioritizes her current target with her ability. No longer casts her ability if there are no enemies in range at the start of the cast time.

Katarina

  • No longer casts her ability if there are no enemies in range at the start of the cast time. Attack Damage: 50 ⇒ 65

Kennen

Shyvana

  • Leap AI improved to better kite away from her target.

Tier 4 Champions

Akali

  • Attack Damage: 70 ⇒ 80

Brand

  • Ability Damage: 200/375/550 ⇒ 250/450/650 Starting and Total Mana: 0/125 ⇒ 50/150

Cho’gath

  • Ability Damage: 250/500/750 ⇒ 175/350/525

Tier 5 Champions

Karthus

  • Starting and Total Mana: 0/85 ⇒ 40/125

Kayle

  • Attack Speed: 1.1 ⇒ 1.0

Miss Fortune

  • Health: 650 ⇒ 700 Total Mana: 100 ⇒ 75

Items

Hush

  • Reworked: Now has a 33% chance on hit to prevent the enemy champion from gaining mana (we’re calling it Mana Lock) for four seconds.

Infinity Edge

  • Critical Strike Damage: 150% ⇒ 200%

Ionic Spark

  • Damage: 150 ⇒ 125. Now properly stacks.

Locket of the Iron Solari

  • Shield Duration: 4 seconds ⇒ 6 seconds

Morellonomicon

  • Burn Damage: 20% max health over 5 seconds ⇒ 20% max health over 10 seconds

Red Buff

  • Burn Damage: 13% max health over 5 seconds ⇒ 20% max health over 10 seconds

Redemption

  • Heal: 1000 health ⇒ 1500 health

Statikk Shiv

  • Damage and Bounces: 4 bounces, 90 damage per bounce ⇒ 3 bounces, 100 damage per bounce

Warmog’s Armor

  • Heal: Now heals a maximum of 400 health per tick. This mostly nerfs its effect on PVE dragons.

Guardian Angel

  • Tooltip updated to reflect functionality (does not interrupt abilities or remove positive buffs). It now properly removes Grievous Wounds and resurrects properly. Health on resurrection: 800 ⇒ 500

New Drop Mechanic

  • In rare instances it’s now possible to drop a full completed item instead of the two components separately.

Bugfixes

  • Spiderlings and Golem can now properly be the target of Frozen Heart, Kindred, Swain, Karthus, Shen, and Veigar. Graves now properly gains range with Rapidfire Cannon. Frozen Heart no longer applies too many slows when stacked. Fixed some item slots not showing up or being in weird spots. Fixed Win/Lose streak gold being granted after PvE Rounds instead of after the PvP Round that happened before (streak gold should be granted at the end of all PvP rounds and no PvE rounds). Fixed Little Legends having collision after dying (and subsequently body blocking players in the shared roulette). Fixed Blitzcrank attempting (and failing) at targeting untargetable enemies, and therefore not casting.

Source