Teamfight Tactics Patch 9.16 Patch Notes – Hextech, Overtime, Beta Pass #2

Good news Teamfight Tactics fans! It’s not an off week. That means we’ve got a full-fledged TFT patch on our hands. TFT Patch 9.16 comes out later today and with it comes a slew of new content. From the new Hextech class and champions to yet another Beta Pass, we’ve got the full rundown below!

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TFT Patch 9.16 Patch Summary

Looking for a quick rundown? Here’s what’s been buffed, nerfed, and added or changed:

Changes & Additions

  • New Hextech Class!
  • New Champions: Vi, Camille, Jayce, Jinx.
  • Beta Pass #2! Rewards include summoner icons, arena chromas, and emotes.
  • Little Legends Series 3: Hushtail, Paddlemar, and Protector.
  • Matchmaking updated to make facing the same player less likely.
  • URF Overtime Mode: 15 seconds of overtime with increased stats.
  • Some ranked system changes.
  • Player damage now scales as the match goes on.
  • Some items may drop as a complete item rather than two separate items.

Reworks

  • Traits: Demons
  • Items: Hush

Buffed

  • Traits: Ninjas, Nobles, Wild
  • Champions: Elise, Mordekaiser, Nidalee, Vayne, Lissandra, Zed, Aatrox, Evelynn, Katarina, Kennen, Akali, Brand, Miss Fortune
  • Items: Infinity Edge, Locket of the Iron Solari, Morellonomicon, Red Buff, Redemption

Nerfed

  • Traits: Brawlers, Sorcerers
  • Champions: Kha’Zix, Braum, Lulu, Cho’Gath, Karthus, Kayle
  • Items: Ionic Spark, Statikk Shiv, Warmog’s Armor

New Hextech Champions

Camille – TFT Stats and Information

  • Class: Blademaster
  • Ability: Hextech Ultimatum – Camille roots and damages her current auto-attack target. Camille’s abilities that can attack that target will switch their current target to do so.
  • Meta: Ideally, Camille can single out an enemy and help her team focus fire them down. Explicit external control over AI’s targeting is a new effect, and we’d like to see players consider who they want to target on the enemy team.
  • Skin: Base
  • Tier: 1

Jayce – TFT Stats and Information

  • Class: Shapeshifter
  • Ability: Thundering Blow + Transform Mercury Cannon – Knock back his target then change to ranged, gaining max attack speed for a few attacks.
  • Meta: Jayce is able to break up the enemy frontline fairly early on in the fight, a premium and rare effect in TFT. Jayce has particularly low mana cost for a shapeshifter (50).
  • Skin: Base
  • Tier: 2

Vi – TFT Stats and Information

  • Class: Brawler
  • Ability: Assault and Battery – Vi targets the furthest enemy and launches towards them, knocking aside everyone else while knocking up and dealing damage on impact with her target.
  • Meta: Vi provides backline access on priority targets. Something we particularly wanted for Brawlers.
  • Skin: Base
  • Tier: 3

 Jinx – TFT Stats and Information

  • Class: Gunslinger
  • Ability: Get Excited – Jinx gets more excited as she scores takedowns. After her first, she gains attacked speed. After her second, she pulls out Fishbones for AoE damage on Autos.
  • Meta: Jinx is a ramping AoE AA carry (opposed to Draven ramping single target AA carry). She’s a particularly squishy, high risk/reward carry.
  • Skin: Base
  • Tier: 4

TFT Patch 9.16 Patch Notes

Hey Tacticians, welcome to the Teamfight Tactics patch 9.16 notes. 

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

The Hextech champions are all strong and serve their own purpose, but together they give some counterplay to items. But the bomb itself can be played around. We hope this adds a new and interesting dynamic to play around.

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: Blademater
    • 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
    • We’ve improved how the player matching works to prevent the streaky scenarios where you would face the same player (or ghost army) two or more times in a row. Now this should happen almost never.
  • URF Overtime Mode
    • We don’t like draws. They aren’t fun. So now, 30 seconds in to every battle, URF Overtime kicks in and speeds things up for 15 seconds. Draws are still possible but there should be a lot less of them.
      • 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
    • Teamfight Tactics’ ranked system is looking pretty good overall. Even so, we’re‌ ‌taking‌ ‌stock‌ ‌and‌ making ‌a‌ ‌few‌ ‌tuning‌ ‌adjustments.‌ Specifically, a couple bugs and ‌inconsistencies‌ ‌made‌ ‌it‌ ‌a‌ ‌little‌ ‌more‌ ‌forgiving‌ ‌than‌ ‌we‌ ‌intended. You’ll now almost always be demoted if you lose LP in any game you start at 0 LP (this was always intended). Additionally, Grandmaster and Challenger players who demote will now skip Master and go directly to Diamond 1 (this is due to some funky situations at the top of the ladder making it impossible for GM and Challengers to demote). If you want to read more about these changes and why we made them, check out SapMagic’s post here!
    • 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
    • We made some changes to player damage in patch 9.15 and overall it worked well. But it led to games being longer than intended, especially when fights were close. So we’re making some more adjustments. Overall damage should still be less than at launch.
    • 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
    • Brawlers are quite strong and are getting a bit too much free health so we’re toning that down a bit.
    • Bonus Health: 300/700/1200 ⇒ 300/600/1000
  • Demon
    • We’ve redesigned the Demon trait bonus to not be quite the shutdown of ability dependent units like it was before. Instead, Demons drain mana allowing them to cast their spells faster.
    • Demon basic attacks have a 40% chance to burn 20 mana from their target and return 15/30/45 mana to the attacker.
  • Ninja
    • Ninja should be strong single units that have a place on almost any team. Right now they’re not getting there, so we’re buffing their trait and some of the individual champions.
    • Bonus Attack Damage and Ability Power: 40/60 ⇒ 50/70
  • Noble
    • Nobles are still underperforming a bit as an end-game fantasy. We’ll likely need to make bigger changes to address this, but for now we’re giving them a small bump.
    • REVERTED: Bonus Armor and Magic Resist: 60 ⇒ 75
  • Sorcerer
    • Three piece Sorcerer is a just a little too strong due to its versatility.
    • Bonus Ability Power: 45/100 ⇒ 40/100
  • Wild
    • Wild is still underperforming, we’re giving it just a little bit more.
    • 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
    • No longer casts his ability if there are no enemies in range at the start of the cast time.
  • 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: 70 ⇒ 75
  • Kennen
    • No longer casts his ability if there are no enemies in range at the start of the cast time.
  • 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.
  • Guardian Angel
    • Revive with 800HP ⇒ Revive with 500 HP.
  • 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.
  • 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.

TFT Patch 9.16 New Boards

Thanks to Surrender@20 for finding these new game boards in the PBE files.

TFT Patch 9.16 New Little Legends

Here are the official notes from Riot.

Hey everyone,

In patch 9.16 three new Little Legends and their variants will be available in their own egg series (series three for those counting). They’re on PBE or will be soon, so let us know what you think as you get a sense of how they look, move, feel, and most importantly, taunt.

Formally introducing:

  • Moontipped Hushtail
    • Mistberry Hushtail
    • Fae Hushtail
    • Untamed Hushtail
    • Monarch Hushtail
    • Eternal Hushtail
  • Jade Paddlemar
    • Rosebloom Paddlemar
    • Tidepool Paddlemar
    • Glamorous Paddlemar
    • Caldera Paddlemar
    • Yuletide Padldemar
  • Jeweled Protector
    • Shadowgem Protector
    • Reigning Protector
    • Skygem Protector
    • Fierce Protector
    • Sunborn Protector

Some totally canon information about the new Little Legends:

The Moontipped Hushtail has come to explore Runeterra. The Hushtail can take on many forms… It can be difficult to spot the Hushtail unless you know to look for its three iconic bushy tails.

The Jade Paddlemar aspires to someday sail the skies with the adult Paddlemars. But he’s just… so sleepy.

The Jeweled Protector is a fierce winged beast. He has gems embedded along his spine that glow with a mysterious power.

A note about VFX:

You may notice that the Series 3 set of Little Legends has a slightly different visual styling at three stars than our previously released sets.

Our original intent with the 3-Star Little Legends was to make them feel special and cool. When making our new set, we wanted to explore a different direction for the VFX that we thought would push it even cooler and sparklier!

If everyone likes the new styling, we’ll go back and update the Series 1 and 2 Little Legends! We updated the Silverwing on PBE, so take a look and let us know what you think!

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Dillon Skiffington

Content Editor at Fanbyte, Dillon is currently trading in Elder Scrolls Online, waiting to play the Witcher 3 DLC, and flying across rooftops in Mirror's Edge: Catalyst.

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