DOUBLE UP!
- Step 1: Grab a partner (can be a friend or rando, or even me!)
- Step 2: Release them. They’ll need their hands to play and you’ll need them at their best, since you share health!
- Step 3: Don't’ Lose. When either partner runs out of health, your health gets reset to 1. Afterwards any loss eliminates BOTH of you!
- Step 4: Use the Assist Armory to give your partner item components, gold, and other boosts at key points in the game.
- Step 5: Use friendship in the form of the Rune of Allegiance to gift champions and any items they may be holding to your partner at different points throughout the game!
- Step 6: Send in the reinforcements! If you beat your opponent’s army before your partner beats theirs, after a short delay your surviving champions will hop onto your partner’s board to help them out!
- Step 7: Win (together)! You and your partner can start winning when this patch goes live!
SYSTEM CHANGES - Augments
- We’ve gone from eight possible Augment arrangements, the order by which you are offered varying Augments throughout the game, to fourteen to create more unique experiences. As a reminder, the weakest Augments are Silver, and the most powerful are Prismatic. The six new arrangements are quite rare, ranging from a one percent chance (Prismatic, Silver, Prismatic), to a ten percent chance (Gold, Silver, Silver).
- Silver, Prismatic, Silver
- Prismatic, Gold, Gold
- Gold, Silver, Silver
- Silver, Gold, Prismatic
- Gold, Gold, Gold
- Prismatic, Silver, Prismatic
SYSTEM CHANGES - Carousel UI Buff
- During carousel rounds, you can now inspect champions while scouting other boards.
LARGE CHANGES - Augments
- Ardent Censer (Enchanter) Tier: Gold ⇒ Silver
- Lifelong Learning (Scholar) Tier: Gold ⇒ Silver
- Lifelong Learning (Scholar) can no longer be offered on the 3rd Augment choice
- Runic Shield (Arcanist) Shield Duration: Infinite ⇒ 8 seconds
- Runic Shield (Arcanist) Shield scaling (Silver/Gold/Prismatic): 250/375/500% ⇒ 300/450/600% AP
- Share the Spotlight (Socialite)Shared Bonus: 75% ⇒ 100%
- Titanic Force Health Threshold: 1300 ⇒ 1400
- Titanic Force max percent Health as bonus AD: 4% ⇒ 3%
- Woodland Charm Tier: Gold ⇒ Prismatic
- Woodland Charm Copy Health: 1200 ⇒ 1500
- Underdogs Health regen per second: 10% ⇒ 12% missing Health
- Underdogs Health regen per second cap: Uncapped ⇒ 200 Health per second
- Portable Forge Armory option, Death’s Dance Armor: 25 ⇒ 50
- Portable Forge Armory option, Muramana Mana over 4 seconds: 100 ⇒ 200
- Portable Forge Armory option, Obsidian Cleaver Armor/MR Pen: 40% ⇒ 70%
- Portable Forge Armory option, Randuin’s Omen Shared Armor & MR: 40 ⇒ 50
- Portable Forge Armory option, Rocket Propelled Fist Health: 200 ⇒ 750
- Portable Forge Armory option, Rocket Propelled Fist Mana: 15 ⇒ 30
- Training Dummy Health: 600 ⇒ 500
LARGE CHANGES - Traits
- Academy Starting Attack Damage and Ability Power: 20/40/60/80 ⇒ 18/35/50/70
- Academy Ability Power and Attack Damage Per Cast: 3/5/10/15 ⇒ 3/5/8/12
- Bodyguard NEW: Bodyguards now gain a shield shortly after combat begins when they trigger their taunt
- Bodyguard Shield Amount: 100/300/600/1000
- Colossus (2) Damage Reduction: 25% ⇒ 30%
- Enforcers will no longer detain units who are immune to crowd control effects. When selecting which units to detain, Enforcers will skip over units who are immune to crowd control
- Enforcer: Zephyr now takes priority over Enforcer. When selecting which units to detain, Enforcers will skip over units who are cycloned by Zephyr
- Imperial team Bonus Damage: 0/40% ⇒ 0/50%
- Innovator, Innovation Base Health: 650/1100/1900 ⇒ 475/750/1250
- Innovator, Innovation Base Attack Damage: 50/75/100 ⇒ 40/50/65
- Innovator, Innovation Star Level Modifier: 15% ⇒ 25%
- Innovator, Innovation, Hextech Dragon is now immune to crowd control
- Innovator, Innovation, Hextech Dragon Attack Range: 4 ⇒ 2 Hexes
- Innovator, Innovation, Hextech Dragon Electrifying Roar Fear Range: 3 ⇒ 5 Hexes
- Innovator, Innovation, Hextech Dragon Electrifying Roar Fear Duration: 4 ⇒ 3
- Innovator, Innovation, Hextech Dragon 3rd attack Magic Damage: 750 ⇒ 500
- Innovator, Innovation, Hextech Dragon Electrifying Roar now increases ally size for the buffs duration
- Mercenary: Lowered the total power of the trait by slightly reducing the value of various dice rolls across the board.
- Mutant Hyper-Adrenal Glands renamed to Adrenaline Rush
- Mutant Cybernetic Enhancement bonus Health: 400/800 ⇒ 450/900
- Mutant Voracious Appetite AD and AP: 30/50 ⇒ 25/40
- Mutant Metamorphosis AD and AP Per Stack: 10/20 ⇒ 5/10
- Sniper NEW: Snipers gain +1 Attack Range. Units equipped with the Sniper Emblem will also benefit from this bonus
- Sniper units (Jhin, Caitlyn, Tristana, Miss Fortune, Kog’Maw) have had their range reduced by one to compensate for the one extra range the trait now grants.
LARGE CHANGES - Champions: Tier 3
- Gangplank Health: 800 ⇒ 750
- Gangplank Armor and Magic Resist: 45 ⇒ 40
- Gangplank Attack Damage: 80 ⇒ 75
- Gangplank Parrrley Base Damage: 125/150/200 ⇒ 110/135/170
- Miss Fortune Attack Speed: 0.75 ⇒ 0.7
- Miss Fortune Make It Rain Damage: 300/400/600 ⇒ 275/375/550
- Samira Attack Damage: 85 ⇒ 80
- Samira Flair ranged cast time slightly reduced ranged
- Samira Flair Attack Damage scaling: 175/180/190% ⇒ 165/170/180%
- Samira Flair Amor shred: 10/20/40 ⇒ 10/15/20
LARGE CHANGES - Champions: Tier 4
- Urgot Attack Damage: 75 ⇒ 70
- Urgot Purge Attack Damage scaling: 30% ⇒ 25%
LARGE CHANGES - Champions: Tier 5
- Galio starting Mana buff: 180/300 ⇒ 200/300
- Galio Colossal Entrance damage: 125/250/2000 ⇒ 150/250/2000
SMALL CHANGES - Augments
- All for One (Tyrant) Health percentage of ally granted to the Tyrant upon their death 40% ⇒ 33%
- Built Different: Most Heart and Soul Augments, as well as all Emblem Augments, are no longer offered after choosing Built Different
- Built Different can no longer be offered on the 3rd Augment choice
- Built Different Health (Silver/Gold/Prismatic): 300/450/600 ⇒ 300/400/500
- Built Different Attack Speed (Silver/Gold/Prismatic): 50/65/80 ⇒ 50/60/70
- Binary Airdrop: Silver ⇒ Gold
- Binary Airdrop: Item randomization now tries to avoid granting champions items that have poor synergy (ie: Ziggs can no longer roll Zz’Rot Portal, Blitzcrank can no longer roll Deathblade)
- Calculated Loss can no longer be offered on the 3rd Augment choice
- Dominance can no longer be offered on the 3rd Augment choice
- Junkyard (Scrap) can no longer be offered on the 3rd Augment choice
- Sharpshooter (Twinshot) Damage Falloff: 40% ⇒ 45%
- Windfall Now grants the correct amount of gold per Augment (20/25/30g instead of 25/30/30g)
SMALL CHANGES - Traits
- Bruiser Bonus Health: 125/250/400/700 ⇒ 125/225/350/700
- Clockwork base Attack Speed: 10/25/50 ⇒ 10/30/55%
- Scrap item randomization now tries to avoid granting champions items that have poor synergy (ie: Ziggs can no longer roll Zz’Rot Portal, Blitzcrank can no longer roll Deathblade)
SMALL CHANGES - Champions: Tier 1
- Ezreal Mystic Shot Damage: 30/60/90 ⇒ 25/50/100
- Garen max Mana nerf: 40/80 ⇒ 50/90
- Singed Flinged Main Target Stun: 1.5/2/2.5 ⇒ 1.5/2/3
- Ziggs Attack Damage: 45 ⇒ 50
- Twisted Fate starting Mana nerf: 30/40 ⇒ 0/40
SMALL CHANGES - Champions: Tier 2
- Katarina Shunpo damage: 180/225/300 ⇒ 190/240/320
- Kog’Maw Attack Damage: 30 ⇒ 35
- Swain Death’s Hand Healing: 200/250/325 ⇒ 200/230/300
- Trundle Chomp Attack Damage scaling: 150% ⇒ 140%
SMALL CHANGES - Champions: Tier 3
- Cho’Gath max Mana buff: 100/160 ⇒ 100/150
- Shaco Deceive Attack Damage scaling: 175% ⇒185%
SMALL CHANGES - Champions: Tier 4
- Dr. Mundo Zap Dose Magic Damage Ticks: 100/150/300 ⇒ 80/125/300
- Dr. Mundo Zap Dose current Health Explosion scaling: 20/25/50% ⇒ 15/20/50%
- Dr. Mundo Zap Dose instant heal max Health scaling: 40% ⇒ 35%
- Dr. Mundo Zap Dose heal over time max Health scaling: 20/30/100% ⇒ 25/35/100%
- Fiora Blade Waltz startup delay has been slightly reduced
- Yone Attack Speed: 0.85 ⇒ 0.8
SMALL CHANGES - Champions: Tier 5
- Jayce Melee Bonus Armor and Magic Resist: 50 ⇒ 40
- Jinx Attack Speed: 1.1 ⇒ 1.05
- Tahm Kench Devour Damage: 1000/1600/30000 ⇒ 900/1450/30000
- Yuumi Health: 850 ⇒ 800
SMALL CHANGES - Items
- Ionic Spark zap Damage: 250% ⇒ 225%
HYPER ROLL
- Yordles: Now gives one Yordle after each player combat.
- Yordles: Has a chance to give a second Yordle after each player combat. This chance increases each stage.
TFT COINS (MOBILE)
- Mobile is getting a new currency to make things easier on our back-end. Pricing of all products has not changed, you’ll just be using TFT Coins to buy them.
BUG FIXES
- Nice shot: Sharpshooter (Twinshot) Augment no longer works with Sniper attacks
- Time waits for no one: Broken Stopwatch Augment (Clockwork) now properly freezes CC immune units (ie: Colossus, Quicksilver)
- It still works: Items created from the Binary Airdrop Augment will now properly trigger their start of combat phase effects (ex: Zephyr, Zeke’s Herald, etc.)
- No longer off-the-hook: Blitzcrank’s allies always properly retarget to his Rocket Grab target if they’re within range
- Bench bubbles: The Runic Shield Augment (Arcanist) will no longer grant shields to units on the bench
- TrainingDummiesRpeople2: Training Dummies should no longer show up in End of Game/Match History screens
- Orb hunter: Mercenary Orbs have been moved to the right so they should no longer be hidden by the Hextech core.
- Yordle together strong: Fixed an issue where Yordles could fail to combine and star-up when coming out of the Yordle Portal. This would most commonly happen when getting 2 Yordles in Hyper Roll. We believe there’s still a second, much rarer way this bug can happen that may not be fixed. We’ll be keeping an eye out for Yordles that want to stay independent.
- Even the Minion rounds: Gold Collector no longer grants gold on PVE rounds
- Ride together, die together: Taric no longer fails to heal himself if his primary heal target dies while he’s casting