Teamfight Tactics Patch 11.12 Notes & Breakdown

Teamfight Tactics Patch 11.12 Notes & Breakdown

Welcome to our analysis for TFT Patch Notes 11.12!

UPDATED for 11.12

11.11 was another patch that was quite top heavy. There were definitely a few stand out comps and carries that stood well above the rest. We’re seeing nerfs to the top comps once again this patch, and there are a good amount of small nerfs to bring up some of the underused champions and items.

TFT Patch 11.12 Highlights

Biggest Changes for Patch 11.11

  • Consumables: Items like Reforger and Magnetic Remover are back. These won’t affect how many items you see in game, but they’re nice to have to give players some more options.
  • Armory Updates: The Armory is getting a few tweaks. Overall, you won’t have as many consistent item choices, but in the late game, you might luck into some very powerful items.
  • Critical Damage Nerf: This is the first time we’re seeing a change to the base power of critical strike damage. This is a nerf to Assassins and crit items. The meta will likely shift quite a bit because of this.
  • Chase Traits: We’re seeing some higher traits to go for like Revenant 4 and Ironclad 4. Some of these traits will show up in your games, while others will likely become more meme traits to go for once in a blue moon.

There’s a lot to cover as it’s a massive update! As always, you’ll find the info from the patch notes in italics followed by our analysis. Later on, we’ll cover buffs in green, nerfs in red, and reworks/powershifts in yellow.


Loot Orbs

  • Reforger: Use to reroll items into other items of the same evil/vanilla variant and same tier (completed/uncompleted as well as emblems).
  • It’s unnatural: Force of Nature and Force of Darkness cannot be rerolled.
  • Magnetic Remover: Use to remove items equipped to a champion.

Consumable items are making a return, and likely will stay in the game for the foreseeable future. These items are nice additions to the game as they allow for more skill expression.


  • 3-2 Armory (Changed): 2 Regular Components ⇒ 1 Shadow, 1 Regular
  • 4-2 Armory (Removed): Removing the 4-2 Armory to prevent against forcing builds and an overabundance of items.
  • Armory Frequency: Starting on Stage 4, the Second Round of each Stage (4-2, 5-2, 6-2, etc.) has a chance to have an additional Armory. These will have a variety of options including: Consumables (Reforger, Neeko’s, Magnetic Remover, and Loaded Dice), Spatulas, Item Components (Bow, Sword, etc.), Combined Items (Bloodthirster, Riskthirster, etc.), and Emblems (Completed Spatula Items).
  • Later stage drops are more powerful. A Stage 6+ Armory will no longer offer item components, and later Stage armories can offer Emblems for traits that you are playing.
  • Hyper Roll Armory: A bonus Armory can appear on 5-2, 7-2, 9-2, etc.
  • Hyper Roll Basic Armory rounds have been shuffled slightly to accommodate the newly stocked Armory.

This is quite a large amount of changes for the Armory, but it boils down to a few things. The removal of the 4-2 Armory makes it so forcing one comp with perfect items is less viable. By making the Stage 4+ Armories random, you will have more variance without breaking the game, in theory.

Critical Strike Damage

  • Base Critical Strike Damage: 150% ⇒ 130%

Crit damage has been one of the best ways to scale a champion’s damage for very long time. This change will hopefully make items more diverse and allow for a more expansive meta.


Reach Traits

  • Dragonslayer 6: Now offers Dragonslayers 140 Ability Power and teammates 100 Ability Power
  • Ironclad 4: Allies gain 180 Armor
  • Renewer 6: Renewers Heal for 10% of their maximum Health each second, and at full Health, they restore 10% of their Mana instead.
  • Revenant 4: Revenants will revive with 75% of max Health.
  • Spellweaver 6: Spellweavers have 80 increased Ability Power and are granted an additional 8 Ability Power Per Cast, stacking up to 10 times.
  • Skirmisher 9: Skirmishers gain a shield equal to 60% of their max Health at the start of combat, and 10 bonus Attack Damage per second.

Some larger traits have been added to the game which always make for some fun gameplay. Some of these may be very powerful and consistent, while others will be seen very rarely.


  • Dawnbringer Bonus Damage: 10% ⇒ 12%
    • Ever since they fixed the bug that stopped Dawnbringers from being one shot, they haven’t been the same. This buff is small to err on the side of caution, and hopefully it helps enough.
  • Redeemed Armor/ Magic Resist/ Ability Power: 30/50/70 ⇒ 30/60/90
    • We haven’t seen much with Redeemed since the nerfs to Kayle, Vel’Koz, and Varus. This buff is also small and should help.
  • Skirmisher Max Health Shield: 20/40/60% ⇒ 25/40/60%
    • The only buff to Skirmishers is to the 3 Skirmisher trait. This should help the early game when transitioning, as 3 Skirmishers was somewhat underpowered.


  • Cavalier Damage Reduction: 20/30/35% ⇒ 20/25/30%
    • Hecarim and Cavaliers were definitely a problem last patch. Their power was way too good for 2-cost carries. This nerf hits quite hard, and should leave them in a much better state than before.



  • The Monstrosity now stops charging after slamming into two targets.
  • The Monstrosity now removes Attack Speed Slows and AD Reduction effects when he casts his spell.
  • Armor/Magic Resist: 40/50/60 ⇒ 40/60/75
  • Attack Damage: 100/160/220 ⇒ 90/150/200
  • Bonus AD: 10/16/22 ⇒ 9/15/20

The changes to Abomination are overall a nerf to how he was played before. Instead of being a high damage Assassin like unit, he’s now much more like a frontline tank. His tank stats are buffed, but his damage stats were nerfed. The fact that he now stops charging when hitting 2 units also makes it very difficult for him to reach the backline now.


Tier 1


  • Lissandra
    1000 Daggers Primary Damage: 250/300/400 ⇒ 280/330/450
    1000 Daggers Secondary Damage: 125/150/200 ⇒ 140/165/225
    • Lissandra and Renewers saw very little last patch outside of Soraka reroll comps. This buff should definitely help Lissandra be more relevant in the early game.
  • Vayne Silver Bolts Damage: 65/90/140 ⇒ 70/100/140
    • The buff to Vayne is very slight, so we won’t see Vayne be a hard carry like before, but she’ll be more relevant in early game fights.
  • Vladimir Max Mana Buff: 0/85 ⇒ 0/80
    • This buff is very small. I’m almost inclined to say that this buff won’t do anything for Vladimir. It will help nonetheless, but just barely.

Tier 2


  • Nautilus
    Attack Damage: 65 ⇒ 80
    Anchor Slam Damage: 150/250/700 ⇒ 200/300/750
    • This buff aims to help 2-cost units that are meant to be tanks. They can be underwhelming in the early game when you are able to 2 star them, so this buff will help them actually take down units.
  • Sejuani Attack Damage: 45 ⇒ 65
    • This buff aims to carry out the same thing as with Nautilus. Helping tanky units deal some damage to not be pointless in the early game.
  • Thresh Attack Damage: 55 ⇒ 75
    • This buff does the same as the two above, but I’m more worried about this buff as Thresh already deals solid damage with his ability and also has Forgotten to buff up his stats even further.


  • Brand Mana Lock after casting: 1 ⇒ 1.5 seconds
    • This nerf won’t affect Brand too much. This fixes a bug he had where he would activate items twice with Blue Buff, but he won’t cast too much slower than before.


  • Hecarim
    Spirit of Dread now correctly scales with Ability Power
    Spirit of Dread Damage: 450/600/1200 ⇒ 250/350/500
    Spirit of Dread Healing: 300/400/800 ⇒ 250/350/500
    • Hecarim didn’t have correct scaling with his ability before, so the damage nerfs aren’t too extreme when combined with the fix to his AP scaling. Overall, this is still a nerf to Hecarim, though.
  • LeBlanc
    Ethereal Chain Damage: 200/250/500 ⇒ 100/150/250
    Ethereal Chain Stun Duration: 2 ⇒ 1.5/2/2.5 seconds
    Health: 550 ⇒ 600
    • Leblanc is no longer a high damage Assassin and is now mainly a unit to provide some CC to the team. This makes her role much more defined, but we won’t be seeing anymore Leblanc carries.

Tier 3


  • Zyra
    Max Mana Buff: 60/120 ⇒ 40/100
    Grasping Roots Damage: 250/350/700 ⇒ 200/325/700
    • Zyra didn’t see any love last patch from players as Spellweaver 4 wasn’t common in the meta and neither was Draconic. This buff definitely helps her be strong again, but her usage will largely depend on the strength of her traits as well.


  • Katarina
    Sinister Blade Primary Damage: 200/250/450 ⇒ 200/250/420
    Sinister Blade Secondary Damage: 100/125/225 ⇒ 100/125/210
    • This nerf to Katarina only affects her 3 star damage, but this combined with the critical damage nerf makes for quite the nerf overall. We don’t expect her to disappear from the meta, but the nerfs are pretty heavy.
  • Riven
    Blade of the Dawn Attack Damage Bonus: 90/100/150% ⇒ 90/100/130%
    Attack Damage: 90 ⇒ 85
    • Riven saw a decent amount of play as another 3-cost carry, but she was still outperformed by Yasuo in most cases. This is likely to counteract the Dawnbringer buff, so she will likely still be a viable carry.
  • Nunu Max Mana Nerf: 0/70 ⇒ 0/75
    • This is a very small nerf to Nunu. The biggest nerf to Nunu will be the changes to Abomination rather than this nerf. He might still see play in a different type of Abomination comp like Zoo or One Punch Man, but they won’t be as strong as they were before.

Tier 4


  • Aphelios Max Mana Buff: 0/100 ⇒ 0/90
    • This is only a small buff to Aphelios, but it will definitely help. Aphelios and Yasuo are definitely going to be two carries that players will look for next patch. They also play flexibly with each other depending on what items you get as well.
  • Jax Empowered Strike Bonus Attack Speed: 20/25/60% ⇒ 30/35/100%
    • After the Skirmisher meta, Jax basically disappeared from the meta. This buff will help him stand up to the other 4-cost carries a lot, but being melee already puts him at a disadvantage.
  • Vel’koz Attack Speed: 0.65 ⇒ 0.75
    • This buff to Vel’Koz will help him cast more often. This ideally would be what will help him be a more consistent carry. Instead of nuking enemy teams, he can provide a more consistent source of damage.


  • Karma
    Mana Lock: 1.25 ⇒ 1.5 seconds.
    Max Mana Buff: 0/60 ⇒ 0/50
    Mana Reduction Per Cast: 20/20/40 ⇒ 15/15/30
    Soulflare Damage: 200/250/600 ⇒ 240/300/700
    • Overall, all of these changes are meant to buff Karma. The mana lock increase paired with the decrease in mana pool allows her to use Spear of Shojin decently and not only Blue Buff. The damage nerf is nice and it’ll be interesting to see if she makes her way back into the meta.

Tier 5


  • Kayle Divine Ascent 3rd Ascension Attacks per Immunity: 7 ⇒ 10
    • Even with the nerf to Kayle last patch, she still saw some games where she could overpower enemy teams with her scaling ability. This nerf affects arguably the most overpowered part of her kit.



  • Archangel’s Staff Mana Ratio: 40% ⇒ 45%
    • This item is getting another buff this patch, and we may see this item pop up more on certain characters like Vladimir or Warwick, but we’ll see if this went overboard this time.
  • Archdemon’s Staff of Immortality Mana Ratio: 350% ⇒ 400%
    • This buff mirrors that of Archangels. The item has seen virtually no play, so this buff aims to make it powerful at least in some situations.
  • Riskthirster Self Damage: 33% ⇒ 25% of max Health
    • Over time, players realized the Riskthirster was inferior to Bloodthirster in almost every situation. The drawback was too much and the shield from Bloodthirster was proffered. This buff helps make Riskthirster a more viable option than Bloodthirster in some situations.
  • Hand of Justice Attack Damage and Ability Power: 40 ⇒ 45
    • Ever since the scaling damage was removed on Hand of Justice, this item has seen very little play. This buff helps, but it may not be enough.
  • Ionic Spark Magic Resist Shred: 40% ⇒ 50%
    • Ionic sees very little play in the meta. It can be a decent item to make with extra components, but it’s never a sought after item. This may change with this buff, but it still likely won’t be a priority in most comps.
  • Sacrificial Gauntlet Self Damage: 15% of max Health ⇒ 100% of max Mana multiplied by Star Level
    • This may seem like a nerf, but it’s a buff in most cases. This means that Sacrificial Gauntlet is more viable on champions with low mana pools like Karma or Brand.


  • Bloodthirster Lifesteal: 40% ⇒ 33%
    • This nerf to Bloodthirster is likely to make Riskthirster a more attractive item. This item has also seen a lot of play this set, so bringing it down a notch is no surprise.
  • Titan’s Revenge Damage: 25% ⇒ 20% of pre-mitigation damage taken
    • This item saw most play in hyper defensive comps like Cavaliers or Leona tank comps. The item likely won’t be as big of an issue with the nerfs to Cavaliers.


  • Vengeful Trap Claw has been renamed to Banshee’s Claw
    • This change just make the name match the new reworked effect of Banshee’s Claw.

Thanks for reading our TFT patch notes breakdown and meta analysis report for Patch 11.12. See you next time and let us know what you think of this patch in the comments below!