Teamfight Tactics Patch 11.2 Notes & Breakdown

Teamfight Tactics Patch 11.2 Notes & Breakdown

Welcome to our analysis for TFT Patch Notes 11.2!

UPDATED for 11.2

Patch 11.2 marks the beginning of Set 4.5: Festival of Beasts. Usually, the patch notes analysis considers how champions have been doing and how the changes will affect the game. Since the mid set update effectively brings a whole new meta to the game, lots of things will be uncertain this patch.

We’ve spent lots of time on the PBE in order to get a good feel for the game, but players will undoubtedly find more innovations for the meta. This analysis will consist of the units and traits that are coming back, as all of the new additions are still fresh and need more playtesting.

Biggest Changes for Patch 11.2

  • Everything: If you haven’t caught up on all the new champions, traits, and mechanics, check out our previous article on all the new Set 4.5 champions and synergies where we go over all of that. Many of the numbers have been adjusted over the course of the PBE, so keep that in mind as well.

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.

SYSTEMS

Lanterns

Lanterns are the new mid-set mechanic that can drop at various game times, or not at all. They can contain things like Item Components, Loaded Dice, Gold, and more.

This new mechanic won’t flip the game on its head, but it’ll be a nice little bonus you may find during games for some extra things to play around with.

Chosen Shop Odds

Level 6: 15/45/40/0/0 ⇒ 0/60/40/0/0
Level 8: 0/15/45/40/0 ⇒ 0/0/60/40/0
Level 9: 0/0/15/45/40 ⇒ 0/0/0/60/40
Reduced the chances of rolling a Chosen slightly, as in you probably wouldn’t have noticed if you didn’t read what you’re reading right now. This outta make it just a tad more difficult to force comps.

This change is slight, but by leveling up, you’re more likely to hit a higher cost Chosen unit than before. This will likely encourage players to save up and roll at specific levels to try and hit high priority units.

Carousel Changes

Removed the All Defensive Component First Carousel. Replaced it with a 2x Sword, 2x Bow, 2x Rod, 2x Tear, 1x Glove version.

This is a nice change. All defensive items can be a struggle to work with early on compared to offensive items.

TRAITS

Buffs:

  • Assassin: Critical Strike Damage: 30/60/90% ⇒ 25/60/100%
  • Assassin: Critical Strike Chance: 10/25/40% ⇒ 10/30/55%
    • Assassins had an interesting place in the meta, but most of the time it involved Diana Slow Roll comps. This small buff is nice, but so far, Assassin 4 or 6 comps in 4.5 also seem to involve Diana Slow Roll.
  • Cultist: Galio Attack Damage: 75/160/280 ⇒ 80/175/330
  • Cultist: Galio Star Multiplier: 14% ⇒ 16%
    • Now that Jhin is gone, Cultists don’t have as powerful of a carry anymore. This buff to Galio is small, but will be noticeable for players trying out Sivir or Kalista as their main carry.
  • Duelist: Attack Speed per Stack: 12/20/35/60 ⇒ 15/25/40/60
    • Yasuo Slow Roll was very popular in Set 4, but the comp itself was a bit lacking. It can perform well under the right circumstances, but it’s not as consistent as one would like. This buff will help, but it may not be enough.
  • Enlightened Mana Bonus: 50/70/100% ⇒ 50/100/150%
    • This buff is very important for Enlightened comps. Previously, going for 6 Enlightened was never worth it as the mana gain didn’t give enough. Now that it gives more, there is a better incentive to go for 6 Enlightened as an option.
  • Mystic Magic Resist Bonus: 40/100/200 ⇒ 40/120/300
    • Very few comps are able to fit in 4 Mystic, so this change likely won’t affect too much in the meta.
  • Sharpshooter Number of Bounces: 1/2/3 ⇒ 2/3/4
  • Damage Reduction per Bounce: 55/50/45% ⇒ 65/50/30%
    • Sharpshooters got a small nerf to their ricochet damage, but the increase in shots overcomes that small nerf. This change is also quite nice for eam comps that only want to splash in 2 Sharpshooters rather than going for 4 or 6.
  • Warlord Health: 200/450/700 ⇒ 250/550/850
  • Warlord Spell Power: 20/40/70 ⇒ 25/55/85
    • Katarina comps were in a decent spot in Set 4, so this buff definitely helps them even more. It’s likely that the new units simply outperformed the old Warlords so they needed to give them a little push.

Nerfs:

  • Cultist: Galio Health: 800/1400/2000 ⇒ 800/1325/2000
    • This is a small nerf to Cultist, but the other buffs are likely more impactful than this small nerf.
  • Elderwood: Armor & Magic Resist Per Stack: 20/30/40 ⇒ 15/25/40
    • Xayah and Rakan are two new Elderwoods that look to be quite powerful. This nerf is slight, but it will still affect the early game for Elderwood comps.
  • Fortune: 0 Loss Average Value: 2.5g ⇒ 2.2g
  • Fortune: 1 Loss Average Value: 6g ⇒ 5.5g
    • Fortune was rarely a competitive trait except for in a few situations. This change will reduce the gold you get on average, but the important one is the 0 loss average. Even if you were winning with Fortune, the gold you got was just a bit too high.
  • Keeper Shield: 150/225/350 ⇒ 125/200/250
    • The nerf to Keepers is very slight, and they will definitely still be strong.

Rework:

  • Brawler: Now additionally to Health, grants 20/40/80/150 bonus Attack Damage to the Brawlers
  • Brawler Health: 400/800/1200/1800 ⇒ 400/700/1100/1600
    • Brawlers haven’t seen much play since the early days of Set 4. They have some play in Elderwood comps, but 6 and 8 Brawlers are almost nonexistent. This rework gives them a bit more than just health, but they might need a little more to become competitive.
  • Mage: Double Casting breakpoints reworked from 3/6/9 ⇒ 3/5/7
  • Mage (3): 80% of Spell Power
  • Mage (5): 105% of Spell Power
  • Mage (7): 135% of Spell Power
    • 6 Mage comps were very risky in Set 4. It took a while to get all your Mages together and it didn’t leave much room for other utility or frontline. This rework lets Mage comps be a bit  more flexible with the other units in the comp.
  • Spirit Rework: Spirit will now grant flat attack speed the first time a Spirit unit casts
  • Spirit (2): 20% Attack Speed
  • Spirit (4): 40% Attack Speed
    • Spirit gave rise to many problems in Set 4. Infinite scaling over time made some units very difficult to deal with. With this new change, Spirit units now give a small boost at the beginning of fights once they cast. This is much more manageable to balance now, and they have decent potential already.
  • Vanguard Armor Bonus: 120/300/750/2000 ⇒ 100/250/500/1000
  • Vanguard now additionally grants 20/40/70/100 Magic Resist to the Vanguards
    • Vanguards are in a similar boat as Vanguards. There are a few high cost powerful ones, but you rarely run 6 or 8 Vanguards. This rework makes the usual Vanguard frontlines have slightly less Armor in exchange for some Magic Resist. This might make Vanguards a bit too powerful as frontlines, but they are already a lot of players proffered frontlines with units like Aatrox and Sejuani.

CHAMPIONS BALANCE

Tier 1 Champions

Buffs:

  • Diana
    Traits: Moonlight Assasin ⇒ Spirit Assassin
    Health: 500 ⇒ 550
    Attack Speed: 0.65 ⇒ 0.7
    Pale Cascade Orb Damage: 70/80/90 ⇒ 90/100/110
    Pale Cascade Shield: 200/300/400 ⇒ 200/300/450
    Pale Cascade Orbs: 4/5/6 ⇒ 4/5/7
    • Diana no longer has the Moonlight trait to give her a bonus star. Because of this, a lot of her stats and numbers need to be increased to make up for that.
  • Fiora Chosen Bonus: Max Mana Reduction ⇒ Health
    Riposte Stun Duration: 1.5/2/3 ⇒ 2/2.5/4 seconds
    • Having a longer stun is helpful, and having bonus health as a Chosen will help with Duelists’ squishyness.
  • Nidalee Mana: 0/80 ⇒ 0/70
    • This buff is a small help for Nidalee who can take too long to cast her spears in early game fights.

Tier 2 Champions

Buffs:

  • Zed Traits: Ninja Shade ⇒ Ninja Slayer
    Attack Speed: 0.75 ⇒ 0.8
    • Shade is being replaced with Slayer, and Zed gets just a tad bit more attack speed.

Nerfs:

  • Janna Mana: 30/60 ⇒ 40/70
    • This mana change for Janna is likely so that she isn’t too powerful when combined with Enlightened 4 or 6.
  • Pyke Traits: Cultist Assassin ⇒ Cultist Assassin Slayer
    Mana: 75/125 ⇒ 60/120
    Phantom Undertow Damage: 125/200/375 ⇒ 100/175/275
    • Pyke is getting some small nerfs, but the fact that he gets a third trait makes him very useful and flexible for the early game.
  • Teemo Sporecloud Dart Damage: 300/400/900 ⇒ 250/400/900
    • Teemo 1 is getting a small nerf to his ability damage, which won’t affect too much, but it still makes him a bit weaker.

Tier 3 Champions

Buffs:

  • Kalista Attack Speed: 0.9 ⇒ 1.0
    • With Jhin removed from the Set, Kalista needed some love as one of the main carries in Cultists comps.
  • Veigar Attack Speed: 0.6 ⇒ 0.65
    • People haven’t used Veigar much as a carry in 4.5, but the attack speed definitely helps him. The faster he attacks, the faster he can gain mana to cast his ability.

Nerfs:

  • Katarina Death Lotus Tooltip Fix: 600/900/1800 ⇒ 600/900/1650
    • This says it’s only a tooltip fix, so it’s likely that she willb e doing the same damage, it just didn’t reflect in the tooltip.
  • Kindred Traits: Spirit Hunter ⇒ Spirit Executioner
    Dance of Dread Damage: 450/650/1000 ⇒ 400/600/1000
    • Kindred is getting a slight nerf to her damage, but executioner is quite a strong trait that it likely makes up for the damage nerf.

Tier 4 Champions

Buffs:

  • Aatrox Infernal Chains Damage: 250/450/1250 ⇒ 350/550/1500
    • Players slowly preferring Sejuani over Aatrox as Se t 4 went on, so this damage increase can help even out the two champions.

Nerfs:

  • Sejuani Mana: 70/150 ⇒ 80/160
    • This mana nerf is very slight, but in prolonged fights, this can potentially make her cast less.

Rework:

  • Morgana Traits: Enlightened Dazzler ⇒ Enlightened Syphoner
    Tormented Shadow no longer heals Morgana for a portion of the damage dealt. Spell now reduces enemy Attack Damage by 40% while they remain inside.
    Tormented Shadow no longer shreds Magic Resist
    • Morgana is still a strong unit, and the attack damage reduction is a remnant of Dazzlers. The Syphoner trait allows her to heal now, so there’s no reason to have that be a part of her ability.

Tier 5 Champions

Nerfs:

  • Azir
    Emperor’s Divide Knock Up Duration: 2 ⇒ 1.5 sec
    Emperor’s Divide Slow Duration: 4 ⇒ 3
    • Azir has been one of the best units in Set 4. He fits into a lot of comps and provides an insane amount of utility. This will bring him back down slightly, but I still expect him to be just as powerful.
  • Lee Sin God Fist Damage: 250/450/1000 ⇒ 200/375/1000
    • The nerf to Lee Sin’s damage hurts, but he’s mainly used as a CC bot or an executor rather than a damage dealer anyway.

Rework:

  • Yone
    Seal Fate Armor and Magic Resist Reduction: 60% ⇒ 40%
    Seal Fate Shred and Unforgotten Execute Marker now only lasts for 8 seconds
    Unforgotten Damage: 200/400/1000 ⇒ 350/600/1500
    Unforgotten no longer deals missing health damage. Instead, Unforgotten will deal additional percent damage based on the target’s missing health for up to 100% additional damage
    • TLDR: Yone needs to kill his targets a bit faster in order to perform as well as he did before. He needs slightly more investment in items, but he’s still a very strong unit.

Thanks for reading our TFT patch notes breakdown and meta analysis report for Patch 11.2. See you next time and let us know what you think of this patch in the comments below!