Another week is in the books for a fresh patch to Riot Games’ successful auto battler. This patch introduces the first of (hopefully) many new champions and origins to the game with the release of “Hextech” units. Along with the new class of heroes to combat with, both Hush and the Demon synergy have also received a fresh take with new reworks respectively. Lastly, there are also a handful of featured buffs, nerfs and bug fixes that have plagued the meta during this cycle that will also be explored. In short, this patch will develop a brand new meta and create a variety of new top-tier compositions along the way! Accompanying these balance changes is the Beta Pass V.2, which will give players the chance to earn rewards for playing the game!
What’s New in Patch 9.16?
- 2/4 Hextech Trait: Units throw a bomb at a random enemy unit with at least one item and disables all items within a 1-hex/2-hex radius for 8 seconds.
- Added 6 Brawler trait.
- Brawler bonus health reduced from 300/700/1200 to 300/600/1000.
- 2/4/6 Demons’ basic attacks have a 40% chance to burn 20 mana from their target and return 15/30/45 mana to the attacker.
- Added 6 Gunslinger trait. Gunslingers have a 50% chance to attack three additional enemies.
- 1 Ninja trait increased from 40/60 bonus attack damage and ability power to 50/70.
- 6 Noble trait bonus armor and magic resist increased from 60 to 70.
- 3 Sorcerer bonus ability power reduced from 45% to 40%.
- Attack speed per stack increased from 10% to 12%.
Cost: 1 Gold
Ability: Hextech Ultimatum – Upon reaching full mana, Camille roots an enemy and forces any teammates within range to target whomever she is fighting.
Ability Damage: 200/325/450
Cost: 2 Gold
Ability: Thundering Blow / Mercury Cannon – Starts in melee form (Mercury Hammer). Upon reaching full mana, Jayce uses Thundering Blow and knocks back the targeted frontline unit. He then shapeshifts into his Mercury Cannon form where he receives increased attack speed and ranged damage.
Ability Damage: 200/350/500
Cost: 3 Gold
Ability: Assault and Battery – Upon reaching full mana, Vi targets the furthest enemy unit and charges toward them, knocking aside and damaging any other unit she collides with along the way. Once she reaches her target, she knocks it up and damages it.
Ability Damage: 250/450/650
Cost: 4 Gold
Ability: Get Excited! – After her first takedown (kill or assist), Jinx gains bonus attack speed. If she scores a second takedown, she pulls out “Fishbones” (her rocket launcher) and causes her attacks to damage in an area of effect that covers 3 hexes total.
Rocket Damage – 100/225/350
Buffed Unit list (with notable Buffs)
- Pyroclasm damage increased from 200/375/550 to 250/450/650.
- Starting and total mana changed from 0/125 to 50/150.
- Now properly gains range with Rapid Firecannon.
- Attack speed reduced from 0.75 to 0.7.
- Percentage of max health damage from Silver Bolts increased from 8%/10%/12% to 8/12%/16%
Nerfed Unit LIst (With Notable Nerfs)
- Rupture damage reduced from 250/500/750 to 175/350/525.
- Starting and total mana changed from 0/85 to 40/125.
- Wild Growth health reduced from 300/475/650 to 300/400/500.
- Now has a 33% chance on hit to prevent the enemy champion from gaining mana for four seconds.
Infinity Edge (BUFF)
- Critical strike damage increased from 150% to 200%.
Ionic Spark (NERF)
- Damage reduced from 150 to 125.
- Damage now properly stacks.
Locket of the Iron Solari (BUFF)
- Shield duration increased from 4 to 6 seconds.
- Spell damage deals 20% burn damage over 10 seconds rather than 5 seconds.
- Still prevents healing during the duration.
Red Buff (REWORK)
- Attacks deal 13% burn damage over 10 seconds rather than 5 seconds.
- Still prevents healing during the duration.
- Heal increased from 1000 health to 1500 health.
Statikk Shiv (REWORK)
- Damage increased from 90 damage per bounce to 100 damage per bounce.
- Reduced number of bounces from 3 bounces to 4.
Warmog’s Armor (NERF)
- Now heals a maximum of 400 health per tick.
New Item Drop Mechanic
- In rare instances, it is now possible for a fully completed item to drop from Player vs. Environment (PvE) rounds.
Many minor buffs came through for multiple units that fixed ability targeting issues that caused them to use their ability when no targets were in range. Although it seems like a slight tweak, this increases the effectiveness of many powerful units. For example, Kennen now has the assurance that he will no longer waste his Slicing Maelstrom, one of the most potent abilities in the game.
An interesting change that Riot is implementing this patch is the change of starting and total mana pools on casters with devastating abilities. This means that champions such as Brand and Karthus now start with mana, but their total mana pools have been increased. As a result of this change, these casters can get their first ability off more or less the same way they used to, but getting multiple abilities off will take longer. In short, you’ll want a Spear of Shojin on your Brand or Karthus to maximize their team-wipe potential.
The inclusion of Hextech units opens up a new vulnerability in corner-stacking your carries with items. Thanks to their item disabling trait, carries will have to separate by at least one tile or risk disabling all the items you have to the Hextech bomb. As a result of this change, Assassins are indirectly buffed as the typical corner-stacked squishy carries will now be more exposed.
Lastly, despite being a super rare chance, having the ability to drop full items from PvE rounds can have turned the game around for anyone who is lucky enough to obtain a top-tier item drop such as Force of Nature or Rapid Firecannon. If you wish to see the entire 9.16 patch notes, you can find them on the official Riot Games forum page here: https://na.leagueoflegends.com/en/news/game-updates/patch/teamfight-tactics-patch-916-notes.