Teamfight Tactics Patch 9.16 Notes & Breakdown

Teamfight Tactics Patch 9.16 Notes & Breakdown

Welcome to the TFT Patch Notes 9.16!

Patch 9.16 is coming with 4 new champs all hailing from the Hextech Origin. Lots of people have spoken out saying that TFT is more focused on items than the original autochess games, and the items determine what you should do more than the champs. Hextech being an origin focused entirely on denying or mitigating the power of items will make the evolution of the game very interesting.

As usual, our experts have been playing on the PBE to give you a good estimate of what’s going to happen in this 9.16 Patch Notes Breakdown.

Make sure to check out our tier list and team comp changes as well! Here are the official 9.16 Patch Notes so you can follow along.

For those of you in a hurry, here are the cliff notes:

1. Four new champions (Hextech)

Hextech units are viable with Jinx possessing Draven levels of carry potential, so look for them to shake up the meta. Although 4 Hextechs seems unlikely, plenty of comps can benefit from running 2. People will have to consider distributing their items and spreading out their carries or risk losing the fight in the first 8 seconds (the length of most fights!).

2. Major item tunings

Some of the more powerful items in the game such as Statikk Shiv, Morellonomicon, and Guardian Angel got their power levels tuned. Combined with the Hextech passive and weaker items getting tuned up, expect there to be more diversity in item choices.

3. Gunslingers, Brawlers, and Shapshifters have a higher ceiling

Gunslingers, Brawlers, and Shapeshifters can now actually hit a higher ceiling for their class bonus. Using 6 brawlers or 6 gunslingers is viable, and now the ease of reaching 4 makes it so that you will see them even more often. Jinx and Vi are great additions to each, and the comps that revolve around them will be prevalent in the meta, throwing in the Hextech passive to make life miserable for opponents.

4. Demon rework

Demons got reworked in a way that feels less oppressive for the opposing player, but much more empowering for the demon player. Expect to see lots of multicast Aatrox’s running around, as well as other units with spammable ults made into demons with Daarkin.

5. Cho’Gath nerfed again

King of the Void, Cho’Gath, took another hit to his ultimate damage, so expect comps to revolve around void damage to lose power. From the other end, the addition of more brawlers makes them beefier in some situations.

6. Wild is rising

Wild carries are even stronger now, as just a few patches ago 8% per stack was the value. The difference is an entire Recurve Bow on a fully stacked Wild. Watch out for wild comps, that use Nidalee as an effective early game carry that can transition later.

TFT meta analysis banner

Hextech Origin: Camille, Jayce, Vi and Jinx

With patch 9.16 comes an entire new origin and champion set. Here’s what the Hextechs are all about.

“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.

  • Hextech is a powerful ability that just needs 2 units to disrupt the way your opponent plays and positions. Expect to see it a fair amount as a strong alternative in traditional comps as two are a great play, but four hextechs are unreasonable to play in most effective comps.

Camille

Ability: Camille’s ability, The Hextech Ultimatum, roots an enemy and forces her in-range teammates to target whomever she’s fighting.
Class: Blademaster
Cost: 1 Gold
Ability Damage: 200/325/450″

  • Camille is a solid role player (B-tier), but not a remarkable unit in her own right.
  • As an early blademaster with a powerful origin, she can slot into many comps easily and be sold at no loss.
  • Learn more with our TFT Camille guide.

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″

  • Jayce is another solid role player (B-tier), who can excel in smaller skirmishes and vs dive assassins due to his knockback and stun.
  • As a 2 cost shapeshifter with a powerful origin, he can slot into many comps easily and be a core tech vs dive comps. He is also Garen’s worst enemy.
  • Learn more with our TFT Jayce guide.

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″

  • Vi is a powerful brawler (A-tier) that can really put a dent in your opponents carry game with her ultimate and powerful origin.
  • As a 3 cost brawler, she makes a powerful alternative to Volibear if you aren’t running glacial. She can slot into many comps easily and with items like Morellonomicon and Frozen Heart, she can really cause disruption to multiple enemies.
  • Learn more with our TFT Vi guide.

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.”

  • Jinx is a powerful endgame carry for gunslinger comps (S-tier). Her damage potential rivals Draven’s and considering Hextech and gunslingers spike in the first portion of the fight before the enemy has a chance to do damage.
  • Expect to see Jinx as a powerful carry in lots of meta comps.
  • Learn more with our TFT Jinx guide.

Systemic Changes

Riot is continuing the dynamic development cycle of TFT. Matchmaking & Ranked improvements, less annoying draws and more. Yey interesting patch notes!

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.

  • Well, you never have to worry about finally getting your comeback together and facing the high rolling first place player…more than once anyways! Overall a very healthy change for the game.

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.”

  • From what we have seen on the PBE, a draw turns into sheer chaos. The feral scream accompanying it is enough to alarm any poro loving player. Luckily the maritime mammals will do fine with their buff.

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.”

  • At least it’s super clear now that you will be demoted if you play at 0 LP. Although I never had that problem.

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

  • Definitely agree that the game is in a healthier place now with less player damage, and speeding up the last few rounds isn’t necessarily a bad thing.
  • For most games, this means that the games that get to stage 6 and 7 will decide sooner rather than later. Overall, you shouldn’t see a large effect to the core of the game.

Trait Changes

Brawler (nerfed)

“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

  • It’s a small nerf to the 4 brawler comps, but 2 brawlers remains untouched.
  • In the last live patch, 6 brawlers was not possible, so 1000 HP is still plenty to work with.

Demon (powershift)

“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.

  • Overall change. Instead of demons being so oppressive to play against when they are 4 or more, now demons are more empowered for the player who fields them.
  • Expect to see many ults when playing against demons, including Darkin empowered units.

Ninja (buffed)

“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″

  •  People weren’t playing many ninjas other than Kennen. I don’t think this changes their assessment, but in general, if Ninjas are uncontested that can make them more valuable for you, especially with the buffs to Zed and Akali.

Noble (buffed)

“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.

Bonus Armor and Magic Resist: 60 ⇒ 70

  • This small buff that makes nobles stronger, but more so in the early game than the late game.
  • Expect to keep seeing that noble Lucian trounce your team early on.

Sorcerer (nerfed)

“Three piece Sorcerer is a just a little too strong due to its versatility.

Bonus Ability Power: 45%/100% ⇒ 40%/100%

  • Small nerf that shouldn’t impact the way sorcerers are valued. However, other things are changing like the power of auto-attackers and Hextech origin disabling key items that may push sorc comps down a bit in strength.

Wild (buffed)

“Wild is still underperforming, we’re giving it just a little bit more.

Attack Speed: 10% per stack ⇒ 12% per stack”

  • A small buff that follows another small buff, making for a big wild buff in the last 2 patches.
  • Wild carries are stronger than ever, with 3 Recurve Bows on full stack, so expect to see them more frequently.

Champion Changes

Tier 1 Champions

Elise (buffed)

“Health: 450 ⇒ 500
Spiderling Attack Speed: 0.6 ⇒ 0.7”

  • This small buff males Elise a better role player in early shapeshifter and demon comps.

Kha’Zix (buffed)

“Non-Isolated Damage: 150/300/450 ⇒ 150/250/350”

  • This small nerf that doesn’t change the fact that Khazix fundamentally starts to fall off as team comps get larger since he can’t effectively get isolation damage.

Mordekaiser (buffed)

“No longer casts his ability if there are no enemies in range at the start of the cast time.”

  • Small QOL fix that will make Mordekaiser less useless…

Nidalee (buffed)

“Now always heals two units when she transforms. Previously she would only heal herself if she had the lowest health on your team.”

  • Small buff makes Nidalee’s early game carry more appealing along with wild buffs.

Vayne (buffed)

“Attack Speed: 0.75 ⇒ 0.7
Ability Damage (% of Max Health): 8%/10%/12% ⇒ 8%/12%/16%”

  • This is a significant buff.
  • Since rank 3 Vayne is not uncommon, you can expect her to do really well with attack speed items, especially vs beefy front line compositions.

Tier 2 Champions

Braum (nerfed)

“Health: 750 ⇒ 650”

  • Significant nerf to rank 1 Braum’s starting HP, but you probably won’t play Braum unless you want him for his origin or class, so it shouldn’t affect your decision making.

Lissandra (buffed)

“Total Mana (the mana required to cast her ability): 150 ⇒ 125”

  • Small buff makes Liss able to ult sooner and more often.

Lulu (nerfed)

“Ability Health: 300/475/650 ⇒ 300/400/500”

  • Significant nerf at ranks 2 and 3, but since she ults multiple targets and knocks them up, Lulu should still be a strong candidate for yordle and sorc based comps.

Zed (buffed)

“Health: 500 ⇒ 550
Attack Speed: 0.65 ⇒ 0.7
Ability Damage: 200/300/400 ⇒ 200/350/500”

  • Significant buff to Zed. It might be enough to make people notice and go back to ninja assassins.

Tier 3 Champions

Aatrox (buffed)

“No longer casts his ability if there are no enemies in range at the start of the cast time.”

  • Small QoL buff that should prevent the rare loss because of this.

Evelynn (buffed)

“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.”

  • Small QoL buff that makes Eve’s AI much better.

Katarina (buffed)

“No longer casts her ability if there are no enemies in range at the start of the cast time.
Attack Damage: 70 ⇒ 75

  • Small QoL buff that makes Katarina’s ults better, if she gets them off.

Kennen (buffed)

“No longer casts his ability if there are no enemies in range at the start of the cast time.”

  • Small QoL buff that makes Kennen’s ults better.

Shyvana (buffed)

“Leap AI improved to better kite away from her target.”

  • Small QoL buff that gives Shyvana big brain plays.

Tier 4 Champions

Akali (buffed)

“Attack Damage: 70 ⇒ 80”

  • This slight buff will make some players remember the former queen of TFT.

Brand (buffed)

“Ability Damage: 200/375/550 ⇒ 250/450/650
Starting and Total Mana: 0/125 ⇒ 50/150″

  • This significant buff makes Brand’s first ult sooner and more powerful. Couple that with demon buffs and you should see more ults from Brand in general.

Cho’Gath (nerfed)

“Ability Damage: 250/500/750 ⇒ 175/350/525”

  • Significant nerf (S to A tier), but the values are misleading since his values on live are actually 400 at level 2 (hotfix).
  • In general, Cho has powerful CC and does respectable damage. This change will tone him down from being super contested to just popular.

Tier 5 Champions

Karthus (nerfed)

“Starting and Total Mana: 0/85 ⇒ 40/125”

  • Small nerf that won’t affect Karthus’s first ult timing much, but will make subsequent ultimates much more difficult.

Kayle (nerfed)

“Attack Speed: 1.1 ⇒ 1.0”

  • Small nerf that will make it harder for Kayle to ult. Combined with the nerf to mana cost to her ult last patch, Kayle using her shield frequently will be a thing of the past with no items.

Miss Fortune (buffed)

“Health: 650 ⇒ 700
Total Mana: 100 ⇒ 75”

  • Significant buff that allows her to ult more frequently, but the question is will she hit anything? Also please make sure not to place attack based items on MF since she will spend even more time channeling her ult.

Item Changes

Hush (powershift, leaning towards nerfed)

“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.”

  • This is an interesting change to the item. First off the proc chance got lowered from 50% to 33%. It basically means that it will not prevent units from casting but it will prevent units from gaining mana from any source. This has several secondary effects:
    • It makes it harder for the unit to cast if the debuff falls off since it won’t have mana.
    • It buffs demons because with hush they guarantee prevention of enemies from gaining and using mana at all.
    • It nerfs GA because units will no longer come alive with full mana from being damaged to cast ults.

Infinity Edge (buffed)

“Critical Strike Damage: 150% ⇒ 200%”

  • This is a large buff.Expect to see it more in assassins and on Jinx and Draven.

Ionic Spark (nerfed)

“Damage: 150 ⇒ 125. Now properly stacks.”

  • Although Spark is weaker, you can stack it now to make units like Lucian suffer. I don’t think it will affect the power rankings of the item much.

Locket of the Iron Solari (buffed)

“Shield Duration: 4 seconds ⇒ 6 seconds”

  • 6 seconds is more than enough time to decide a fight for comps that would use this item. Think assassins. Expect Locket to be used more if people can realize that.

Morellonomicon (nerfed)

“Burn Damage Duration: 5 seconds ⇒ 10 seconds”

  • Morello used to do a lot of damage fast, and in a few patches it got moved to only doing 2% max hp/s . So on a unit with 1000 HP that’s 20hp/sec, as opposed to 50 hp/sec a couple of weeks ago.
  • Also remember that most units could reapply the debuff in 5 seconds and this is an overall nerf, despite the fact that it guarantees that no one heals for the duration of the round.

Red Buff (nerfed)

“Burn Damage Duration: 5 seconds ⇒ 10 seconds”

  • Same logic as Morellonomicon, but even more so since it’s much easier to reapply the red buff to units with auto attacks than it is to cast spells.

Redemption (buffed)

“Heal: 1000 health ⇒ 1500 health”

  • If healing debuff items appear less frequently, then this could be a big deal. Otherwise, it feels really bad to see a huge heal that takes forever to come fully negated.

Warmog’s Armor (neutral change)

“Heal: Now heals a maximum of 400 health per tick. This mostly nerfs its effect on PVE dragons.”

  • Although the early game power isn’t affected too much, as soon as there are 5 units on the board, Shiv starts to feel the 60 damage nerf.
  • Overall though, it shouldn’t affect how people use Shiv, but it will affect the late game power of Shiv + phantom in ranger comps.

Guardian Angel (powershift)

“Tooltip updated to reflect functionality (does not interrupt abilities or remove positive buffs). It now properly removes Grievous Wounds and resurrects properly.”

  • GA also got moved down to 500 HP on revive instead of 800, which is missing from the notes.
  • However, it’s nice to know that it’s not a coin toss anymore to decide if you will revive or not.

New Drop Mechanic 

“In rare instances it’s now possible to drop a full completed item instead of the two components separately.”

  • Not sure how often this is or how it will change the game when it does. In some cases like a dropped GA or RFC, this could be huge. In other cases, if it eats up your luck protection for a Knight’s Vow and you have no knights, it might not be desirable.

Thanks for reading our TFT patch notes breakdown and meta analysis report for Patch 9.16. 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.