Aaaand we're back! New year, new season, same old us, here with one last round of adjustments before Ranked kicks into gear. Keep in mind that we already took a first pass before the holidays in 10.25b, so this one is smaller in scale.
Past champions and items, we've got a clarification on lifesteal (look for the yellow sword!), a spicy tweak to the unlock system for Grandmaster and Challenger, and all our best wishes as you sail gracefully through your placements.
Take this portal to the last TFT patch notes before the Festival of Beasts!
W cooldown increased.
Fiddlesticks has been reaping too many rewards in the new jungle.
Mega Gnar Q base damage and slow increased. Mini Gnar E attack speed duration increased. Mega Gnar E range increased.
Giving Gnar more target access and sticking power in his Mega form so he can have more impact beyond just hopping in and casting his ultimate.
E shield strength increased late.
Karma has been a little too weak since the preseason changes, so we're amping up her durability.
Q cooldown increased later.
Master Yi is too powerful in Average play, so we're bumping down the amount of time he's invulnerable in team fights.
Base health regen decreased. W empowered AD scaling decreased.
A simple adjustment as Pantheon's just a tad too strong across the board.
Base health regen and attack damage increased.
Qiyana is weak for all but the most skilled players. We're giving her some general power for when she isn't able to capitalize on clutch roams.
Q cost now scales.
Ryze is struggling in all roles, so we're giving him back some mana.
E cooldown and cost decreased.
Xayah is having a hard time right now. In addition, since Essence Reaver is now a less appealing first item for her next to Mythics, we're helping her access her key ability more often and earlier.
Base AD growth decreased. Passive bonus crit strike chance increased; excess crit strike to AD conversion decreased.
We're giving both brothers a stronger two-item power spike. This will give them the 100% crit strike chance that they used to enjoy pre-item rework. To balance the increase in early damage, we're decreasing their overall damage output. As a reminder, Guinsoo's Rageblade was changed in 10.25 to interact differently with Yasuo and Yone's Intent passives, which also impacts their general crit power strike. We're also clarifying the excess crit strike chance to bonus AD conversion tooltip for easier comprehension.
Base AD growth decreased. Passive bonus crit strike chance increased; excess crit strike to AD conversion decreased.
Brothers stick together; see Yasuo.
We've cleaned up some champions' base stats over the years and are rounding out the remaining 99 champions.
The buffs to Tear in patch 10.24 helped Tear-friendly champions across the board, but we're still looking to improve overall satisfaction for the item line.
Lucidity has been weaker in preseason compared to other options. Looking to bump it up a bit.
Manamune and Muramana have begun to heavily influence marksman item choices. Its value for its relative cost has made it almost always the best 2nd item choice, even rivaling Mythic items for the 1st purchase. We're adjusting Manamune's cost to open up decision-making for AD legendary items.
Continuing from above! In 10.25, we limited Muramana's effect to only trigger on spells that deal physical damage to rein in its purchase on AP mages. This made champions like Ezreal and Corki sad. With other changes to Seraph's in 11.1, we believe we can lift the restriction and lower the power of the Shock passive, which is appealing to mages.
We hoped that a bigger, more expensive Runaan's would appeal to more marksmen as a fourth or fifth item choice. This isn't panning out, and champs who want it as their second item are suffering from the high cost of their Mythic+Runaan's+IE core build. We're rebalancing Runaan's to feel better as a second purchase.
Shurelya's has been trending weaker than the other options in the Mythic category at the same price (Mandate, Locket, Moonstone). With the other Mythics in a better spot, we're looking to bump Shurelya's up to par.
We heard players' concerns that we added too much burst damage into the new items; Mythics in particular. So we're pulling back specifically on those since that's where a lot of the systemic damage was added. This is intended to keep the power level of the items neutral, trading more up-front burst for stats instead.
We have noticed that system healing sources have seemed on the strong side. Pulling a systemic anti-healing lever.
In the 10.23 patch notes, we incorrectly indicated that lifesteal now works on physical damage on-hit effects. To correct the record: When it comes to added damage on attacks, lifesteal applies to all effects labelled as on-hit (as denoted with a yellow sword). Currently, this type of effect is only found on items, not champions.
We're continuing to iterate on the shop and chat. We can't stop. We won't stop.
Ranked is back! Find the local time for your region below so you can hit the Rift running:
To make the race to be the first Grandmaster or Challenger more exciting, we've changed the unlock process. Challenger and Grandmaster are still limited to the top couple hundred accounts on the server, but players must also have at least 200 LP in Master to reach Grandmaster, and at least 500 LP in Grandmaster to reach Challenger. Grandmaster and Challenger are no longer locked at the start of the season, so the race to be the first in your region starts on day one!
The following skins will be released in this patch.
The following chromas will be released this patch: