League of Legends’ Patch 9.14 is massive not only for the Summoner’s Rift but also for the newest game mode, Teamfight Tactics.
This is the second in a series of articles that will try to tackle as much as possible in the changes in the first official patch of Teamfight Tactics. In case you missed our article on the general changes to Teamfight Tactics check it out here.
In this part, we’ll take a look at the changes to the different traits. Traits, of course, cover both Origin and Class. Overall, these are necessary changes to the game especially for the stronger traits like Elementalist and Gunslinger. That said, these won’t make aren’t enough to make them useless.
For the full patch notes, visit the website.
- Mana burn chance: 40/60/80% ⇒ 25/50/85%
The change to Demons is quite interesting as they’ve lowered the mana burn chance at six units but increased it passive at two and four. The addition of the Demon trait to Elise’s spiderlings also makes it easier to build Demon early, assuming she transforms, of course.
A 15% and 10% increase at two and four pieces, respectively is still pretty strong especially early game.
- Armor buff: Stacks up to 2 times ⇒ Stacks any number of times
The change to Guardians gives players the opportunity to have multiple Braums or Leonas on the board and still get the Guardian armor buff off. This allows players looking to build level 3 Braum or Leona to play the extra level 2 champion for more defense on the board.
- Attack speed per stack: 7% ⇒ 8%
The change to Wild is an overall buff especially for those that are looking to build Wild-Sorcerers. This gives a little bit more attack speed, which is always a good thing especially for Sorcerers in order to get their abilities off in time or before they die.
- Golem health: 3000 ⇒ 2500
- Golem Attack damage: 200 ⇒ 100
Prior to this patch, building Elementalist was pretty strong because of the Golem. The Golem, with its original stats, is almost equivalent to a free champion on the board. At times, it became the difference between a win and a loss.
The nerf to the Golem’s health and Attack Damage makes perfect sense but it isn’t low enough to make them useless in game.
- Improved visualization of Gunslinger AoE attacks
- Fixed some bugs where Gunslinger extra attacks could fail to fire at high attack speeds
- Extra Units Hit: 1/all ⇒ 1/2
Gunslingers, like the Elementalists, gets a hit this patch lowering the extra unit hit to just two from all at max. This doesn’t come too much of a surprise as Gunslingers were previously strong and at times can be too strong. This just keeps them at bay.
- Average gold per chest: 2 ⇒ 1.6
With the introduction of Twisted Fate, the average gold per chest has been slightly decreased this patch. This makes a lot of sense with one more way to build Pirate. Despite the change though, Pirate and Gunslinger will surely still be viable especially with the right items and composition.
- Bugfix: Shapeshifters will now gain the correct amount of health when they transform, previously they would fail to take into account the health they gained from their star level.
- Transform health gain: 100% ⇒ 60%
Last, but definitely not the least, are the Shapeshifters. The change to them seems like the biggest out of the different traits with a lower health gain by 40%. This makes them a bit squishier when they transform, which isn’t the worst thing especially with times where it felt like they just won’t die after transforming. This will require a bit of adjustment.