Teamfight Tactics Patch 10.16 Notes & Breakdown

Teamfight Tactics Patch 10.16 Notes & Breakdown

Welcome to our analysis for TFT Patch Notes 10.16!

UPDATED for 10.16

Patch 10.15 was a very diverse patch with only a few comps being slightly stronger than others. Because of this, we saw great diversity in the meta with only a few comps and units being underplayed.

While this patch seems to have lots of changes, the devs aren’t looking to change the meta too much. Most of the changes are either small nerfs to the top comps or small buffs to underused units. We also have a larger item update than in previous patches, but only a few of the changes may see play in the meta going forward.

tft 10.16 patch

Biggest Changes for Patch 10.16

  • Sniper Nerfs: Astro Snipers was one of the most dominant comps of the patch, although just slightly. This nerf tones them back a bit to allow for other 4 cost carries to shine again.
  • Bard Nerf: The “Peeba” comp that originated in Korea involved rushing level 9 to hit 5 cost units. An early Bard allowed players to rush level 9, and the nerf reduces the ability to highroll into this comp.
  • Rebel buffs: Rebel comps and Brawler Blaster comps have largely been out of the meta. With the buffs to Jinx, Rebels, and Gangplank, we may see a small resurgence in Jinx based comps.

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.



New Galaxy: Salvage World – When you sell a champion, any completed items they were holding are broken down into their components.
Removed Galaxy: Star Cluster

Quality of Life

In-game item recipes are here!
Right-click any item component to see what it can build into. (If you’re playing on mobile, simply tap it.)
Full items you can currently build are highlighted.
Recipes now appear in the tooltips for completed items.

For those of you still using item cheat sheets or can’t remember every single item combination, this will greatly help.


We’re taking a pass at some of the items that are rarely built to open up new itemization options. Now, getting certain item components shouldn’t feel like as much of a punishment.


  • Hand of Justice: Heal 50 health on hit ⇒ Grants 50% healing from damage done by both abilities and basic attacks.
    • HoJ was very popular toward the end of Set 2, but has largely fallen off as an item. With 50% healing, this item is better than both Bloodthirster and Hextech Gunblade combined. Any unit that does well with either of these items can also run HoJ as an alternative.
  • Hextech Gunblade: Overhealing with this item now generates a shield (max 400 Health).
    • Hextech Gunblade now has the nice effect of a shield, but it still suffers from the same problems as before. Usually, more damage on abilities is prioritized over defensive effects like healing or shields.
  • Locket of the Iron Solari Shield Value: 250/275/350 ⇒ 250/300/375
    • Locket has also fallen out of the meta without good comps that can position in a line. This buff definitely helps, but may still be not strong enough to justify building.
  • Runaan’s Hurricane Attack Damage Multiplier: 70% ⇒ 75%
    • Runaan’s saw a lot of play when Ashe became very strong, but with Ashe toned down, Runaan’s also saw less play. This item does see some play on units like Master Yi, so there’s still room for this item in the meta.
  • Statikk Shiv Primary Damage: 90 ⇒ 85
    Statikk Shiv now does an additional 85 True Damage if the target has a shield or is CC’d.
    • Statikk Shiv is a core item on Kog’Maw for Battlecast comps, and this buff simply makes this comp slightly better. The change is small, but it will definitely help against Protectors or Rebels.
  • Sword Breaker Chance to Disarm: 25% ⇒ 33%
    • Sword Breaker is almost never built in the meta. Having this effect can be nice on a unit like Ezreal with Blasters, but damage items on Jinx are almost always more important and better.



  • Rebel Shield Amount: 150/210/330 ⇒ 150/225/400
    • Rebels are in much need of a buff, and while this buff is slight, it definitely helps any comp that runs Rebels.
  • Space Pirate Chance to Drop an Item: 25% ⇒ 33%
    • 4 Space Pirates is more of a meme comp that doesn’t see competitive play, but the buff does help players who want to go for this comp anyway.
  • Chrono Attack Speed Gains: 8/3.5/1.5/0.75 ⇒ 8/3/1/0.5 seconds
    • Chrono without Kayle became largely irrelevant except for in comps that ran it naturally. The buff to Chrono 4 helps a solid amount, and the buff to 6 and 8 Chrono may lead to some interesting comps if players are brave enough to innovate a new comp.


  • While not technically just a trait, the Mana Reaver effect (cost increase of target’s next spell cast) from
    Ezreal, Shroud of Stillness, and Mana-Reaver reduced from 40% to 30%.
    • Shroud of Stillness became an extremely common item and was frustrating players too much to play around. With too many Shrouds in the game, avoiding it became a coin flip rather than a conscious decision. This nerf alleviates some of the power of these effects.
  • Mech Pilot Mecha Justice damage: 700/750/800/850/900/1200/5000 ⇒ 650/700/750/850/900/1200/5000
    • The Mech Pilot was part of one of the strongest comps of the meta, and this nerf reduces the damage on the Mech’s ability. Even with this nerf, the comp will likely remain strong anyway as Infiltrators have such a unique advantage in the game.
  • Vanguard Bonus Armor: 125/300/1000 ⇒ 125/300/900
    • 6 Vanguards was very strong in this meta where Sorcerers were somewhat rare. Even with items like Last Whisper, 6 Vanguards could be too hard of a counter to some comps.


  • Infiltrators Jump time is now fixed at 0.6 seconds (this means putting Infiltrators on the front line will no longer get them to the back line faster)
    • Infiltrators placed toward the front would actually jump faster toward the enemy backline, so this change allows Infiltrators to have more freedom with where they are placed on the board.


Tier 1 Champions


  • Fiora Health: 450 ⇒ 500
    • Fiora saw very little play other than being used for synergy in either Blademaster or Cybernetic comps. While there’s nothing wrong with that, Fiora getting a small buff is nice to see more early game play.

Tier 2 Champions


  • Zed Attack Damage Steal: 20/25/40% ⇒ 20/33/50%
    • Zed is mainly used in Master Yi comps, and rarely anywhere else. His ability doesn’t have the punch that the developers had wanted, so this buff should help Zed counter units like Jhin or Jinx.

Tier 3 Champions


  • Bard Passive Mana: 8/20/90 ⇒ 5/20/90
    • Finding an early Bard often led to players being able to reach level 9 too easily, so this reduces the variance by nerfing only 1 star Bard.
  • Master Yi Chosen One bonus true damage: 75/100/175 ⇒ 75/100/150
    • Master Yi is one of the strongest units when 3 starred, so this small nerf scales him back just a bit. It’s unlikely that this nerf will destroy the comp, but ideally Master Yi 2 should have more power, while Master Yi 3 shouldn’t be overpowered.

Tier 4 Champions


  • Jinx Attack Damage: 70 ⇒ 75
    • Even with the buffs in 10.15, Jinx wasn’t strong enough to make a splash in the meta. With another buff on the way, Jinx may become a viable 4 cost carry in 10.16.


  • Fizz Chum the Waters damage: 400/550/4000 ⇒ 350/550/4000
    • Fizz has been used to nuke backline units with his ability as well as in Mech Pilot comps. This nerf reduces the power spike from finding 1 Fizz, but still keeps 2 star Fizz strong as to not destroy any of the comps that run him currently.
  • Jhin Attack Speed: 0.9/0.95/1.2 ⇒ 0.85/0.9/1.2
    • Jhin can’t attack any faster with items or traits like Chrono, so having high base attack speed is important. the previous buffs were too much, so this will tone him back a bit to level the playing field with other 4 cost carries.
  • Teemo Attack Speed: 1.0 ⇒ 0.95
    • Teemo with Jhin were dominant in 10.15, so the dual nerfs to Jhin and Teemo in 10.16 will likely make room for other comps to rise in the meta.

Tier 5 Champions


  • Gangplank Orbital Strike Damage: 450/600/9001 ⇒ 550/700/9001
    • Gangplank was considered one of if not the worst 5 cost unit. He was pretty good in Dwarf Planet (smaller board size), but other than that, he was largely irrelevant. With this buff, Gangplank has potential to be a strong unit once again for Rebel or Blaster team comps.


We’re looking to improve some of the chase traits that just aren’t currently worth it when you hit them. These are very rare and hard to hit, so they should be more rewarding when you do. They won’t be 100% win conditions, but they will be exciting.

Rebel Health & Damage buff (9): 330 & 15% ⇒ 400 & 20%
Star Guardian Mana (9): 45 ⇒ 60
Battlecast Damage/Healing (8): 880 ⇒ 1000
Dark Star Attack Damage & Spell Power (8): 38 ⇒ 48
Infiltrator Attack Speed (6): 120% ⇒ 150%

While chase traits are definitely exciting, they are usually not consistent enough to be considered a meta comp. Hitting it in a game can be very exciting, but is too inconsistent to try and build a comp around. However, should you find yourself in a position to hit these traits, you may decide it worth going for with these buffs.


We’re also trying to make champs worth 3-starring a bit more often, especially for the non-carry champions. Our goal is not that these become win conditions, but that it’s something you consider chasing if you happen to high roll extra copies to power up your army. All of the stat changes below are for the 3-star version of the Champion.

While 3 star champions are fun to go for, they usually are rare circumstances that don’t affect the meta too much outside of rare situations. Even so, knowing these changes can allow you to diverge from the meta to try something new out if you find yourself with many copies of a unit.

Tier 1 Champions

  • Leona Cyber Barrier Damage Reduction: 200 ⇒ 400
  • Malphite Energy Shield: 60% ⇒ 70%
  • Poppy Buckler Toss Damage: 200 ⇒ 225
  • Poppy Buckler Toss Shield: 400 ⇒ 450
  • Ziggs Bomb! Damage: 550 ⇒ 600

Of all the 1 cost units, Leona seems the most interesting 3 star unit. 400 damage reduction is nothing to scoff at and with the recent buffs to Lucian, a new slow roll comp could arise with Leona being the main tank. Even without slow rolling, hitting 3 star Leona in a Cybernetic comp can be the difference in the late game should you find enough copies.

Tier 2 Champions

  • Ahri Orb of Deception Damage: 375 ⇒ 425
  • Annie Galaxy Shield-blast Damage: 600 ⇒ 700
  • Annie Galaxy Shield-blast Shield: 700 ⇒ 800
  • Blitzcrank Rocket Grab Damage: 850 ⇒ 1337
  • Darius Dreadnova Guillotine Damage: 800 ⇒ 888
  • Lucian Relentless Pursuit Damage: 550 ⇒ 600
  • Mordekaiser Indestructible Shield: 800 ⇒ 850
  • Nautilus Impact Crater Damage: 400 ⇒ 500
  • Nautilus Base Stun Duration: 5 ⇒ 6sec

All of the 2 cost units getting buffs have very strong abilities that can be useful even in the late game. As we mentioned before, the combination of Lucian and Leona 3 star could be strong, but even in regular comps, hitting a 3 star unit can be very powerful if you have enough gold to spare.

Tier 3 Champions

  • Ezreal E.M.P Damage: 400 ⇒ 800
  • Rumble Flamespitter Damage: 1500 ⇒ 1650
  • Vi Spell Damage: 1100 ⇒ 1350
  • Vi Spell Secondary Damage: 500 ⇒ 600
  • Vayne Final Hour Attack Damage: 225% ⇒ 275%

Ezreal and Vi getting buffs is nice, but they are too expensive to justify going for in most games. Vayne and Rumble are interesting to see though as Vayne has carry potential and Rumble has seen some experimentation as a damage carry rather than a tanky unit for the Super Mech.

Tier 4 Champions

  • Gnar! Transform Health: 4000 ⇒ 5000
  • Riven Base Energy Slash Damage: 450 ⇒ 600
  • Riven Energy Slash Shield: 1000 ⇒ 1200
  • Riven Final Energy Slash Damage: 1000 ⇒ 1500

4 cost units are extremely expensive to 3 star, and should usually result in a win when they are hit. Riven has some potential in 6 Sorcerer comps while Gnar is a very powerful unit in a lot of comps. Hitting these 3 star units are extremely difficult, but these buffs allow players to expect a win if they are able to hit these.

Tier 5

  • Janna Howling Gale Stun Duration: 1.5 ⇒ 8sec

An 8 second stun may seem extremely overpowered, but hitting any 3 star 5 cost unit should result in a win. If you are able to hit Janna 3, you deserve a win.

Thanks for reading our TFT patch notes breakdown and meta analysis report for Patch 10.16. 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.