Rise of the Elements
- Explore! the new Elemental Hexes, Champions, Origins, and Classes.
- Read this! for our learnings from the Beta Set and our goals for the new set.
General Game Changes
We made a few systemic changes in preparation for Rise of the Elements. The board size change will allow for additional options and decisions to make the optimal formation for any given situation. Many of the other changes account for the champions and synergies in the new set.
- Board size: 3 rows of 7 hexes ⇒ 4 rows of 7 hexes.
- Player Damage: 3/3/3/4/5/6 ⇒ 2/3/4/5/6/7
- Summoned units don’t deal player damage by themselves, but they count as as if their Summoner was alive if at least 1 of them survives the round.
- Level 8 Champion drop chances per Tier level: 15/20/35/22/8 ⇒ 15/20/35/24/6
- Once you pick up a champion from the carousel, your Little Legend will no longer collide with your opponents.
Ranked Changes
New season, new rules.
- Ranked is off during patch 9.22, it will return with patch 9.23.
- Placing 4th or better will never deduct LP. Placing 5th or lower will never reward LP.
- We're slightly decreasing the number of challenger and grandmaster slots in many regions in order to make sure that the master to challenger ranks have the appropriate distribution of players.
- Korea, Vietnam, China: 300 Challengers, 700 Grand Masters.
- EU West and North America: 200 Challengers, 500 Grand Masters.
- All other regions: 50 Challengers, 100 Grand Masters.
Champion Pool Changes
We're decreasing the number of each champion in the pool. It will be much more difficult for multiple players to build similar teams. Keep an eye on what your opponents are building and find the open synergies for maximum success.
- Tier 1: 39 ⇒ 29
- Tier 2: 26 ⇒ 22
- Tier 3: 18 ⇒ 16
- Tier 4: 13 ⇒ 12
- Tier 5: 10
Mana Generation
- 1 Star Champions: 6-10 Mana per attack ⇒ 8 Mana per attack
- 2 star champions: 10 Mana per attack
- 3 star champions: 10 Mana per attack ⇒ 12 Mana per attack
- Mana generated from taking damage reduced by 15%.
Items
Recipe Changes
Stat Changes
- Cursed Blade has been removed
- Negatron Cloak + Recurve Bow = Ruunan’s Hurricane
- Spatula + Needlessly Large Rod = Inferno’s Cinder
- Spatula + Tear of the Goddess = Mage’s Cap
- Spatula + Chain Vest = Warden’s Mail
- Spatula + Negatron Cloak = Talisman of Light
- Spatula + Sparring Gloves = Berserker’s Axe
- All Spatula Items: No longer give double stats
- Chain Vest Armor: 20 ⇒ 25
- Deathcap Ability Power: +50% ⇒ +75%
- Dragon’s Claw Magic Reduction: 75% ⇒ 50%
- Giant’s Slayer: 5% Max Health True Damage ⇒ 8% Current Health Physical Damage
- Guardian’s Angel: 500 Health on revive ⇒ 400 Health on revive
- Hand of Justice Damage and life on hit: 40% or 40 ⇒ 50% or 50
- Ionic Spark True Damage: 125 ⇒ 100
- Luden’s Echo Damage: 180 ⇒ 150
- Luden’s Echo now always goes off once per spell cast
- Negatron Cloak Magic Resist: 20 ⇒ 25
- Recurve Bow Attack Speed: 20% ⇒ 15%
- Runaan’s Hurricane Bonus Damage: 75% ⇒ 60%
- Runaan's Hurricane now grants one extra bolt per copy on a Champion.
- Thieves Gloves: Increased Average value of items at Level 8 & 9.
Item System
- Uncommon orbs average gold value reduced very slightly.
- Gold orbs average gold value reduced very slightly.
- Spatula drop rates reduced.
- Reduced the chances of getting combined items slightly.
- Dragons now drop two common orbs in addition to their carried item.
- Elder Dragon and Rift Herald drop a common and an uncommon orb in addition to their carried item.
Trait UI Tooltip Update
- Champions that contribute to a Trait will have their portraits and tier information displayed inside the tooltip.
- Champions that are active on the battlefield will have their portraits highlighted
Freljord Arena Skins
Bring your armies to the frozen lands of the Freljord with three all-new arena skins.
- Find out more about the three new boards and potential future boards here!.
Bugfixin'
- Red Buff & Morellonomicon tooltips are now correct.
- Fixed a bug where 3-Star Tier 3 units were doing 1 more player damage than intended.
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TFT Update: Soulbound Class
By Riot Jag and Riot Beernana
Senna and Lucian enter Teamfight Tactics together, bound beyond life and death. As Soulbound, these two damage dealing carries fight past their own mortal limits as long as the other is still alive.
Here's how they work:
Soulbound
(2) The first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.
Senna
Cost: 2
Origin: Shadow
Class: Soulbound
Ability: Piercing Darkness
Senna is a back-line unit that focuses on buffing allies as well as dealing damage. Her ability Piercing Darkness infuses any friendly in the beam with bonus on-hit magic damage applied from Senna, allowing her Shadow trait to benefit from many more takedowns in a combat.
- Senna fires a beam through her furthest ally, dealing 50/100/150 magic damage to enemies, and buffing allies' on-hits for 5 seconds to deal 25/45/65 magic damage from Senna.
Lucian
Cost: 4
Origin: Light
Class: Soulbound
Ability: The Culling
Lucian is the new carry for the Light trait and is especially adept at single-target DPS. His ability Culling synergizes very well with damage modifiers like Piercing Darkness and applies on-hit effects.
- Lucian fires at 4 times his normal Attacks Per Second in a direction for 4 seconds, each attacking for 20/30/50% of his AD, applying on-hits, and dealing 30/40/50 magic damage.
Oh, and we almost forgot about Amumu
Cost: 5
Origin: Inferno
Class: Warden
Ability: Curse of the Sad Mummy
Inferno at the 6-piece level has been a bit underwhelming. Specifically, it lacks the utility to compete with other all-in compositions (Light, for example). Enter Amumu - he’s here to be the tanky frontline for all of your Infernal needs. He roots enemies in Inferno Hexes and is generally an adorably cute, but often lonely, force of raw destruction.
- Amumu’s rage explodes, dealing 250/500/1337 magic damage to enemies within 2/3/4 Hexes, and stunning them for 1.5 seconds.