League of Legends

Teamfight Tactics: Patch 11.8 – Changes’ description

Details of the changes in patch 11.8 Teamfight Tactics.

Welcome to the After, After Party,

It’s the last patch of Fates and we’re sending it off with a BANG! It’s a TFT tradition for the last patch of a set, sometimes the last two patches, to get a little wild. We do this because the patch that World’s tournaments are played on has been locked two patches ago, allowing us to make changes that make more risks in order to prioritize FUN. So, to conclude the Festival of Beasts, we have some minor balance adjustments to the most dominant compositions and then a series of larger changes that’ll be sure to make some truly memorable moments.

Patch in short


Lucky Lanterns

Luckier and more frequent Lucky Lanterns.

  • More frequent gold drops with more gold
  • Significantly increased the drop rates of rare items (Neeko’s, Spatula, Force of Nature)
  • Instead of having a 25% chance to not spawn a Lantern, each game will have a 25% chance to drop a Lantern in all 3 Stages


The Fortune changes will add a bit more variety to the already max’d out for-fun trait. Let us know who figures out what the new Fortune drops are first! Meanwhile, Spirit’s getting a little less spirited after a nerf that I touch on during the items section as well.

  • Fortune: Added a new drop possibility for 3 Fortune 12 Losses (40% Chance)
  • Fortune: Added a cold hearted new drop possibility for 6 Fortune (4% chance)
  • Fortune: Changed the chance to drop ‘The Boot’ in 6 Fortune from 1% ⇒ 4%
  • Spirit Bonus Attack Speed: 20/35% ⇒ 18/30%


Tier 3

With recent buffs, Darius and Neeko have become powerful carries. But when we pair their current power with our Lantern changes, which will make 3 starring units easier in general, we’re implementing a quick nerf to these already strong reroll powered 3-cost carries.

  • Darius Fortune’s Guillotine Damage Falloff: 25/20/10% ⇒ 25/20/15%
  • Neeko Blooming Burst Damage: 250/350/450 ⇒ 250/325/425

Tier 4

Considering Aurelion Sol is used (almost) exclusively in Mage comps, go ahead and double the numbers on this nerf. And if you aren’t using Aurelion Sol with Mage then you’ve got a lot to figure out in the last patch of Fates.

  • Aurelion Sol Voice of Lightning Damage: 325/500/1400 ⇒ 300/475/1300
  • Kayle Divine Ascension wave Damage: 100/140/350 ⇒ 110/150/350

Tier 5

Here are the fun changes. Fueling clickbait youtube thumbnails for content creators. Feel free to use the titles below:

  • “Azir BREAKS all Riot Games at Once!” Azir Emperor’s Divide Damage: 200/350/8888 ⇒ 225/375/18888
  • “Rito Overnerf ruins gAmE” Lee Sin Health: 1000 ⇒ 999
  • “3-star EPIC Ornn Win-Con!?” Ornn Stampede Damage: 150/250/750 ⇒ 175/275/9999
  • “Samira Nerf Got You Down, Just 3 Star Her!!!” Samira Inferno Trigger Base Damage: 15/25/40 ⇒ 10/20/777
  • “You’ll NEVER Believe…” Sett Showstopper Damage: 40/60/400% ⇒ 40/60/800%
  • “They Buffed Sett Twice!” Sett Showstopper Secondary Damage: 20/30/200% ⇒ 20/30/400%
  • “INSWAIN Swain Nerf” Swain Draconic Ascension maximum Health gain: 60/75/100% ⇒ 60/65/100%
  • “EZ climb to Masters with Zil Buff!” Zilean Rewind Fate Revive Delay: 3.5/3/1 ⇒ 3/2/0.5 seconds


Drobna informacja: przed patchem 11.5 wszyscy myśleli, że Naszyjnik przydaje się tylko do zdobycia serii zwycięstw we wczesnej fazie gry. A potem pojawiła się kompozycja Tristany i duchów, w której gracze rozgryźli, jak wykorzystać Naszyjnik, aby obejść się bez przedniej formacji. Gdy zobaczyliśmy jego potencjał, osłabiliśmy Naszyjnik (i Tristanę) w patchu 11.6, a gracze jak zwykle zareagowali, jakbyśmy całkowicie zabili tę kompozycję. No i przyszedł czas na patch 11.8, a my ponownie osłabiamy zarówno duchy, jak i Naszyjnik z powodu mocy kompozycji bez przedniej formacji w środkowej fazie gry.

  • Wytrzymałość tarczy Naszyjnika Żelaznych Solari: 300/350/450 pkt. ⇒ 300/350/400 pkt.