Teamfight Tactics Patch 10.2 Notes & Breakdown

Teamfight Tactics Patch 10.2 Notes & Breakdown

Welcome to our analysis for TFT patch notes 10.1!

UPDATED for 10.2’s mid-patch update

Patch 10.1 was the patch of Sivir and Azir. The buff to Azir alongside the respectable damage of Sivir dominated enough to warrant a hotfix. Even then, the build did not falter and saw lots of high level play. The main reason for this has been the adaption to include Infinity Edge in almost every meta build. Berserkers, rangers, Sivir, and more carries all can use Infinity Edge with great success.

Toward the end of the patch, many players got solid results using ability power comps such as Shadow Summoners or Brand + Ocean Wardens, but this may be a result of less contested units compared to comps like Sivir or berserkers. With this patch bringing many changes, lots of new builds will be played around with before the meta settles down, but for now, here’s the major changes.

Make sure to check out our tier list and team comp changes as well! Here are the official 10.2 Patch Notes so you can follow along.

Biggest Changes this Patch

  • Without a doubt, the biggest change this patch is the buff to 6 assassins. The massive increase in damage at that power spike will definitely make them a force in the mid and late game.
  • Many items were received small buffs, but while none of them seem spectacular at first, a large amount of small changes can definitely lead to interesting discoveries and meta shifts.
  • The item system received small tunings to make the RNG aspect a little more bearable for players with a lot of reasonable changes to even out the playing field without removing the RNG aspect completely.
  • Blademasters getting nerfed will definitely shake up the meta as the top spot will likely be open to the next theorycrafter to come up with the patch defining comp. The heavy favorite seems to be assassins, but there have been lots of buffs and nerfs to many champs and traits, so stay tuned as the meta will likely shift daily.

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Game Length

  • PVE Rounds Planning Phase Time: 30 seconds ⇒ 20 seconds

This change won’t really affect too much, PvE rounds usually had more than enough time to plan your comp, but a very slightly faster game will be nice.

Item System

  • Small Loot Boxes: Removed the “4 gold drop” possibility (average value down 15%)
  • Medium Loot Boxes: Removed the “7 gold drop” possibility (average value down 3%)
  • Removed the worst case scenarios for item drops through the course of a game and especially in the first three PVE rounds. In short, we raised the RNG “floor”.
  • Full items now drop significantly less.
  • Full items only drop if you are already rolling item components. The RNG “ceiling” has not changed, but you are more likely to get a full item as you approach that ceiling.
  • You can no longer get two full item drops in the same game from PVE rounds. This change doesn’t include epic monster rewards or the carousel.
  • Drastically reduced the chance of Force of Nature appearing on the carousel.

A whole bunch of changes have now happened to the item drop system once again. It may seem like a lot of text, but they really just lowered the RNG and variance each game. Force of Nature appearing almost every late game carousel was also quite annoying as it was an instant pickup for last place, and I think these changes will improve game experience overall.

Quality of life changes

  • PVE minions and monsters are now immune to Zephyr.
  • Updated the Trait Tracker UI with a chromatic tier to celebrate rare synergies (ex. Inferno 9).
  • Runespirit Little Legend VFX update.
  • The system for choosing your Little Legend and Arena Skin the Lobby has been greatly improved. Be sure to check it out.


  • Bramble Vest Damage: 80/120/160 ⇒ 100/140/200
  • Bloodthirster Lifesteal: 40% ⇒ 50%
  • Guinsoo’s Rageblade Attack Speed per stack: 4% ⇒ 5%
  • Hextech Gunblade Omnisteal: 25% ⇒ 33%
  • Iceborn Gauntlet Freeze Duration: 1.5 seconds ⇒ 2.5 seconds
  • Locket of the Iron Solari Shield Value: 250/275/300 ⇒ 250/275/350
  • Luden’s Echo Damage: 120/160/200 ⇒ 125/175/250


  • Bramble Vest: Bramble Vest suffers the main problem of not being able to hit ranged units, but with this buff alongside the 6 warden buff, we may see some fun builds to try out.
  • Bloodthirster: While Bloodthirster is a great item in theory, the existence of Red Buff and Morellonomicon make this item 2nd rate compared to things like Infinity Edge or Last Whisper.
  • Guinsoo’s Rageblade: This buff alongside the Ashe changes may breathe life into attack speed rangers over Statikk Shiv or crit rangers, but a lack of AoE damage might hold this prospect back.
  • Hextech Gunblade: Hextech suffers from the same problem as Bloodthirster, but can be a niche option to put on high damage carries like Lux or Veigar 3, but in Veigar’s case, the increase in heal won’t matter.
  • Iceborn Gauntlet: This change is quite substantial as a 2.5 second stun is extremely potent, but for champions like Ezreal or Kindred, being able to one-shot an enemy usually performs better than relying on CC.
  • Locket of the Iron Solari: Locket has seen a reduction in play recently as teams do less burst damage and more so sustained damage. This change likely won’t affect much this patch.
  • Luden’s Echo: Luden’s Echo stacking on Kog’Maw has been the main use of this item as Seraph’s + Rabadon’s usually outperforms on higher cost units like Kindred. This buff to 250 may push Hyperroll Predators up the meta, but with such specific item requirements, it will be hard.


Assassin: Critical Strike Damage Bonus: 50%/150% ⇒ 65%/225%
Blademaster: Blademasters can no longer store more extra attacks than the maximum your trait level provides (1/2/3). In short, this means that it will be much less likely, if not impossible, for your champions to go “infinite” off their auto-attacks. Specifically this nerfs (4) and (6) Blademaster.
Blademaster chance to get extra auto-attacks: 40% ⇒ 35%
Desert: Armor Reduction: 50%/90% ⇒ 40%/100%
Inferno: Damage: 70%/140%/210% ⇒ 70%/150%/250%
Mage: (6) Mages: 100% Chance to Double Cast ⇒ 100% Chance to Double Cast & 20 AP to all Mages
Shadow: Bonus Damage Duration: 5 seconds ⇒ 6 seconds | Bonus Damage: 65%/150% ⇒ 65%/175%
Warden: Armor Bonus: 150%/300%/450% ⇒ 150%/300%/999%
Woodland: Gotta get six Woodland to clone them all.


  • Assassins have gotten quite a substantial buff to their 6 unit bonus, and will definitely see lots of play on opening day. Now that Phantom Dancer is long gone, we may have another assassin meta coming back.
  • Desert got quite an interesting buff at 4 Desert which now negates enemy armor. Whether or not this tech is viable enough to warrant 4 spots on the team will have to be seen though.
  • Mage got a nice buff to their damage at 6 mages, which is very similar to the buff that 6 berserkers got. However, mages are not as tanky as berserkers and this build will require Brand or Veigar to one shot enemies to be viable.
  • Shadow received a multitude of buffs over time, and this one may push it back into the spotlight. Kindred is still a solid carry, and many small buffs over time usually push a build into a meta spot.
  • Warden got a huge buff at 6 wardens now granting essentially 1000% armor to all wardens. This will definitely be a fun build to try for players, and who knows, it might even become meta against assassins.
  • Woodland got a nice buff in that 6 woodlands is now a possible dream. However, with woodlands usually hyperrolling or only being transition units, being able to afford all 4 units, and then eventually find Lux may be too much of a dream for now.


  • Blademasters got quite a hit to their damage as their attacks can no longer store on top of each other. Coupled with the small nerf to their multi attack chance, blademasters are much weaker than before, but maybe not out of the meta yet.


Tier 1

Leona Damage Reduction: 40/90/140 ⇒ 40/80/120

  • Leona cemented herself as the best early game tank as her ability negated immense amounts of damage allowing backlines to run wild. This nerf will help, but she will definitely remain a strong early game pickup.

Tier 2

Malzahar Minion health: 250/250/250 ⇒ 250/300/400

  • Malzahar received a buff last patch and with another buff this patch, his minions will scale with level, possibly making him a strong contender as a main or secondary carry on shadow teams.

Tier 3

Ezreal Health: 600 ⇒ 650
Ezreal Ability Damage: 200/400/800 ⇒ 225/450/900
Karma Attack Speed Bonus: 60/70/80 ⇒ 40/60/80
Sion Mana: 50/125 ⇒ 75/125
Sivir Bounces: 10/10/10 ⇒ 5/7/9
Veigar Spell Damage: 300/600/900 ⇒ 325/650/975

  • Ezreal received another buff this patch increasing his ability damage, which may spark more interest in some players who want to build crit Ezreal. The buff to his health also helps his survivability as a carry role.
  • Sion received a small but nice buff which will allow him to cast faster. His role has mainly devolved into a berserker add on or shadow front line throwaway, but Sion 3 will definitely deal immense damage for those who want to try getting 9 Sions.
  • Veigar getting a small buff to his damage, which scales with Shadow, might result in some players theorycrafting shadow mages, but he will likely remain as a 3 star carry for those who want to have some fun.
  • Karma has seen play in many many builds as she provides defensive ability with mystic and offensive ability with her ability. This nerf will tune down her power level, but if the meta remains attack damage based, she will still be heavily prioritized.
  • Sivir has been the star of the meta alongside Azir this patch even after the hotfix to her ability. Her sustainable damage for a 3 cost unit, alongside Karma, can keep up even in late game. This nerf will definitely make it harder for those who want to force Sivir and Friends every game, and may bring the comp down a tier.

Tier 4

Olaf Attack Speed: 0.85 ⇒ 0.8

  • Olaf getting a small attack speed nerf may seem small, but even a small change can greatly impact a hard carry. He will take longer to cast his ability and his ability, which scales off his attack speed, will also be weaker. Berserkers have taken a solid hit to their main carry.


Renekton Ability Damage: 150/275/400 ⇒ 150/275/475
Vladimir Ability Damage: 200/325/450 ⇒ 200/325/500
Ashe Ability Attack Speed Bonus: 50%/75%/250% ⇒ 50%/75%/100%
Ashe Ability Attack Damage Ratio: 0.3/0.35/0.4 ⇒ 0.3/0.35/0.75

  • Renekton has gotten a small buff to his 3 star ability, which is quite interesting as he does not have the potential to hard carry anymore, but maybe with the new 4 Desert, Renekton may have a brighter future in the meta.
  • Vladimir also received a small damage buff, which may impact the few games where you high roll him, but like Renekton, he himself is not enough to hard carry, making this change a small one overall.
  • Ashe has gotten slightly different at 3 stars as her ability now deals more attack damage rather than attacking faster. This may push some people to want to build attack speed items over Statikk Shiv, but 3 star Ashe is so rare that this is unlikely to change much.

Thanks for reading our TFT patch notes breakdown and meta analysis report for Patch 10.2. See you next time and let us know what you think of this patch in the comments below!

  • Mad Owl

    I translate articles into Russian. I hope you do not mind?

    • Uthgar

      Sure! Join our discord, we can get someone to help you even.