Teamfight Tactics Patch 9.24 Notes & Breakdown

Teamfight Tactics Patch 9.24 Notes & Breakdown

Welcome to our analysis for TFT patch notes 9.24!

Patch 9.24 comes with many small changes to champions, origins, classes, and items. Patch 9.23 saw lots of innovation over the days with new strong comps appearing every weekend. The most notable comps were the late game comps that ran Zed or Singed as the hyper carry. With this patch, more comps should be viable in the midgame to avoid people going for fast 8 comps.

Hyperrolling has also been addressed with the many nerfs to the infamous Renekton woodland hyper roll. Many changes are very positive, and this patch will definitely result in a somewhat fresh meta for players to enjoy.

Make sure to check out our tier list and team comp changes as well! Here are the official 9.24 Patch Notes so you can follow along.

Biggest Changes this Patch

Of the many small changes, there are a select few that will impact the meta more and more immediately on opening day:

  • Lucian, Senna, and Amumu were added in this patch. Because of this, finding upgrades may be more difficult with a larger champion pool. As such, we may see more people rolling down instead of saving up for level 8.
  • Shadow was adjusted to be at intervals 3/6 instead of 2/4. This definitely will change the optimizations for any shadow comps looking to run Kindred or Master Yi.
  • Phantom Dancer no longer dodges critical strikes. This is definitely the big change of this patch. With no way to dodge critical strikes, assassins are sure to become very popular in the next patch.
  • Electric and Cloud both saw decent buffs and will definitely result in many players playing Sivir/Nocturne comps and Zed/Electric comps.
  • Interface Changes have been made to the bar, so be careful which button you press to reroll or level up.

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Traits

Berserker

(6) Now additionally grants all Berserkers +25 Attack Damage.

Cloud

Dodge Chance: 15/20/30% ⇒ 20/25/35%

Electric

Damage: 70/250/500 ⇒ 100/300/500

Inferno

Effect triggers on spell damage ⇒ Effect triggers on spell damage and critical strikes
Bonus Damage: 80%/175%/250% over 5 seconds ⇒ 70%/120%/180% over 4 seconds
Hexes that light on fire: 1/1/1 ⇒ 1/3/5

Light

Attack Speed Bonus: 10/20/35% ⇒ 15/25/35%

Ocean

Mana Regen: 15/35/60 ⇒ 15/30/60

Ranger

(2) Chance to activate Attack Speed bonus: 30% ⇒ 35%
(4) Chance to activate Attack Speed bonus: 65% ⇒ 80%
(6) 100% chance to activate a 2.5x Attack Speed Bonus.

Shadow

“With the addition of Senna, we restructured the trait from 2/4 to 3/6 as she was making it too easy to access the top-end.”

Now a 3/6 bonus.
Shadow champions gain bonus damage for 4 seconds. Resets when they participate in a takedown.
(3) +70% damage
(6) +140% damage and resets when any shadow champion gets a takedown.

Summoner

Bonus Duration & Health: 40%/100% ⇒ 30%/120%

Buffs:

Berserker got a nice small buff with 25 attack damage, but players haven’t experimented enough with 6 berserkers to warrant a spot in the meta for now.

Cloud got a very nice buff to the dodge change, and Blender Nocturne builds will definitely be very strong paired alongside Cloud.

Electric got a huge buff to the damage at both 2 and 3 electric. Most important is the buff at 2 electric which will allow Ornn and Volibear to be stronger and transition easier into the late game to find Zed.

Light got two small buffs at 3 and 6 light which will definitely help light builds as well as power up Lucian as your new carry.

Ranger got very sizable buffs to 2, 4, and 6 rangers. Even with these buffs, however, rangers haven’t shown enough promise in the current meta to be run as a centerpiece of a build yet.

Nerfs:

Ocean received a tiny nerf to their mana generation at 4 ocean. This likely won’t make any huge difference, but still a nerf nonetheless.

Summoner saw a small nerf to their 3 summoner bonus, while getting buffed at 6 summoners. Since 3 summoners are usually run over 6, this counts as a nerf overall.

Rework:

Shadow rework now introduces 3 and 6 shadow bonuses instead of 2 and 4. This rework also comes with increased damage at 3 and 6 shadow to compensate for the higher requirement.

Inferno got their damage reduced across the board in exchange for burning more hexes at 6 and 9 inferno. While this can lead to strong builds, if 6 or 9 inferno are never run, this simply turns into a slight nerf for 3 inferno.

Champions

Tier 1

Ivern Shield Value: 200/350/500 ⇒ 200/300/400
Maokai Passive Heal: 100/175/250 ⇒ 100/150/200
Renekton Spell Healing: 150/250/350 ⇒ 150/225/300

Nerfs

Ivern, Maokai, and Renekton were used in hyper roll woodlands, and this nerf will definitely make this build almost obsolete if not obsolete.

Tier 2

Neeko Attack Range: 2 ⇒ 3
Yasuo Attack Damage: 55 ⇒ 60

Buffs

Neeko was never run over Leblanc as Leblanc gave assassin synergy, but Neeko getting some buffs definitely might change things up.

Yasuo getting a slight AD buff along with the buff to cloud definitely make Yasuo a stronger unit as a synergy piece.

Tier 3

Aatrox Total Mana: 85 ⇒ 70
Sivir Attack Damage: 50 ⇒ 55
Soraka Attack Range: 2 ⇒ 3
Soraka Attack Speed: 0.65 ⇒ 0.7

Buffs

Aatrox getting a slight buff to his mana pool will help him cast before dying, buffing the light synergy as a whole.

Sivir has seen more play with CC items toward the end of Patch 9.23, and this buff will increase her power and play rate even more.

Soraka was a key unit in making Light Zed alongside mystic, and the increased range and attack speed make her a very desirable unit in many comps.

Tier 4

Annie- Tibbers Health: 2200 ⇒ 2000
Annie- Tibbers Armor: 40 ⇒ 30
Brand Ability Damage: 250/325/400 ⇒ 225/300/600
Malphite Ability Damage: 125/200/275 ⇒ 150/300/1000
Yorick Ghoul Health: 600/1000/1400 ⇒ 600/1000/2000

Buffs

Malphite received a decent but not amazing damage buff to his ability. He was never used for his damage and more so his CC ability, but this buff helps him regardless.

Yorick received a fun little buff at 3 star with a whopping 2000 ghoul health. While this won’t matter 99% of your games, it will be a highlight to see it in action.

Nerfs:

Annie has been very popular to run alongside Ocean and Tibbers has definitely been very powerful. This nerf curbs her power level while still leaving her as a strong unit.

Brand received a small nerf to his ability damage at levels 1 and 2, but with the multiple bounces and scaling with AP, this nerf can become quite substantial.

Tier 5

Taric Total Mana: 150 ⇒ 125
Singed Ability Damage: 200/400/2000 ⇒150/300/2000

Buffs

Taric received a very needed buff to help him ult faster as he hasn’t seen much play in patch 9.23 With this change, he may be a bit better, but won’t skyrocket up to overpowered.

Nerfs

Singed gets a very necessary nerf to his ability damage as a Singed carry could carry an entire team with only his damage. This will definitely keep Singed more in line with other 5 cost units and encourage players to run Singed in relevant teams rather than a 1 man carry.

Lux Tier

Lux should be a champion that makes you at least consider pivoting to accommodate her even if she isn’t currently a part of your gameplan. These boosts should push her in that direction.
Lux Total Mana: 85 ⇒ 80
Lux Ability Damage: 500/800/9999 ⇒ 600/900/9999

Buffs

Lux has been somewhat lackluster in patch 9.23. While she can add crazy synergies, many teams have optimized to not need to run her. With this change, she could become a pivot point in the late game for players to build around.

Items

Phantom Dancer now only negates the bonus damage from critical strikes, rather than dodging the entire attack. This change will not be reflected in the PD tooltip until patch 10.1.
Reduced the likelihood of class items appearing on Dragon.
Re-enabled a bunch of items to drop from Dragons/Rift Herald again. Now only Thieves Gloves, Force of Nature, and Titanic Hydra will not drop.
Giant Slayer Damage: 8% ⇒ 9%

Buffs

Giant Slayer got a small buff to 9%, but considering the fact that Giant Slayer pairs very nicely with Lucian, this item will definitely see more play unless better items for Lucian are innovated.

Nerfs

Phantom Dancer not being able to dodge critical strikes is a HUGE nerf to the item. This will drastically increase the number of players running assassins like Kha’Zix and Nocturne.

Thanks for reading our TFT patch notes breakdown and meta analysis report for Patch 9.24. 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.