TFT

TFT 13.14 patch notes: Choncc Dome, Soul Brawl, buffs, nerfs & more

TFT 13.14 patch notes: Choncc Dome, Soul Brawl, buffs, nerfs & more
Images via Riot Games

Written by 

Tarran Stockton

Published 

18th Jul 2023 19:00

The TFT 13.14 patch notes are now here, detailing everything about the latest update, including the Choncc Dome event and Soul Brawl mode.

TFT gets frequent changes with new patches, with each update to the game buffing and nerfing a slew of characters and items. TFT 13.14 is no different, but it goes further with a brand-new event for players to enjoy. So, check out the full patch notes below.

TFT 13.14 patch notes: Events

a promo image of the Choncc Dome in TFT patch 13.14
Click to enlarge

Both the Choncc Dome and Soul Brawl mode will be available from July 19 to August 15

Soul Brawl

  • The Soul Brawl mode has two phases, the Training Phase from 1-1 to 3-8, and the best of 3 Tournament Phase past 3-8.
  • During the training phase you will be gathering Soul Power upon winning rounds (30), losing rounds (15), and killing enemy champions (1). Soul Power replaces Health and can only go up.
  • Soul Power will increase the number of loot options you get from Gwen and Sett when they visit to help with loot, or appear as a PvE boss.
  • During training you’ll be granted the Imperfect Soul Crown. The Imperfect Soul Crown increases the crowned unit’s stats (AD, AP, and HP) and allows their last listed non-unique trait to count as two.
  • During the tournament phase your Imperfect Soul Crown will transform into its perfect form providing additional stats based off of your Soul Power and having an additional revival effect.
  • During the tournament phase losing twice will result in your elimination from the match! Good luck!

Choncc Dome

The Choncc Dome is our first TFT event that can be engaged fully on Mobile. During the Dome, you’ll be met by Soul Fighter Champions and their personal trainers (Little Legends) as they embark on their own journey in the Choncc Dome.

Each pair will have their own missions to complete that will earn you XP towards your Soul Fighter Pass, which will also be accessible via the HUB’s page.

Event Pass

The Choncc Dome is our first event that will have an Event Pass. The Pass is similar to our standard set/mid-set Pass, as you’ll unlock new thematic content as you play and collect XP. The Event Pass is shorter both in length and tracked milestones since it will only be live during our event.

  • You will be able to purchase the Soul Fighter Event Pass for 575 RP before the event turns on at 3PM PT. You're welcome to buy it ahead of this time, but rewards and XP for the event Pass will not be enabled until the event goes live
  • Upgrading the pass provides access to content like Emotes, Star Shards, Booms, and the Legendary Little Legend, Khaat’Sai in addition to the 100 free Treasure Tokens on the free Pass.
  • The Pass will also contain 3 new Booms, each of which will be fully upgraded upon unlocking: Soul Power, Soul Static, and God’s Eye.
  • The Event Pass will have separate XP from the Runeterra Reforged Pass XP, meaning that Soul Fighter missions will only progress the Soul Fighter Event Pass.

  • We also have a TFT Traits tier list for the S-tier Traits in the game.

TFT 13.14 patch notes: All changes

an infographic of the TFT patch 13.14 changes
Click to enlarge

System Changes

Elder Dragoon

Despite the power level of Runeterra Reforged being higher than past TFT sets due to new Augments, added balance levers, and Region Portals, Elder Dragon has remained untouched—until now. This won’t make the fight much harder, but will prevent the Dragon from being bursted down so quickly that you don’t even have time to make your high-pressure pivots/comp adjustments that are so often done in this time window. Finally, we are aware that this may stress out certain high-profile streamers who have historically struggled with PvE rounds in the late game—we look forward to seeing you overcome your next challenge, or meet an early gray screen for the memes.

  • Elder Dragon Health 10000 ⇒ 12000

PvE Loot Orbs

I still don’t understand where they are hiding these orbs.

  • Krugs, Wolves, and Raptors will now always drop at least 2 orbs.

Training Dummy

Your Deadeye Training Dummies from Wandering Trainer can kill things. Deadeye, Rogue Training Dummies will also be able to apply the Rogue bleed all over the place. Finally, Training Dummies via Wandering Trainer now have a chance to appear in your nightmares.

  • Training Dummy Attack Damage: 0 ⇒ 50
  • Training Dummy will now appear in the combat tracker

Region Portals

Yuumi’s Zoom Zone and Petricite Forest have been two of our least picked Region Portals since PBE. Previously, both Portals had effects that did not require much adjustment in play style or strategy, they just either made rounds shorter or gave your units some Health. We’re reworking both portals to be much more dynamic and interactive, so you are encouraged to adjust your gameplan. They’ll still be less impactful than most of our other Portals because we see lower impact Portals as having an important space in the set, both to juxtapose our wilder Portals (like House Lightshield), but also to offer a more simple TFT option that’s not Stillwater Hold.

  • REWORKED Yuumi’s Zoom Zone: When you buy XP, gain an additional 2.
  • REWORKED Petricite Forest: Start the game with 3 component anvils.
  • What The Forge (Augment) can no longer be taken in Noxkraya (grants items on arena hexes)
  • Warlord’s Palace Treasure Dragon reroll cost 2 ⇒ 1

Strongest Unit Criteria

The criteria for the strongest unit has been made consistent. This change affects things like Shurima Ascension buff, Yordle 4-starring, Demacia Radiant items, Ionia bonus, and Lesser Jeweled Lotus selection.

  • Criteria for deeming the strongest unit: The unit with the most items is the strongest, with ties broken by which unit was most recently fielded.

Mana Reave

Reducing the impact of the Mana Reave debuff that is just too potent at denying big spell casts.

  • Mana Reaves have been reduced to 30% from 35% for all sources. This affects: Ahri, Freljord, Shroud of Stillness

Large Changes

Traits

We caught a bug in Multicaster 4’s bonus cast that is likely the root of them overperforming. Fixing this bug will result in a slight nerf to the trait.

Previously, Piltover’s T-Hex could be sold before it gained power during the start of the planning phase. We don’t want this to accidentally rain on your parade cashout, so we’re providing a fix that should prevent accidental exsplosion of your well-earned loot.

Rogue 4 has been one of our least played traits partly due to its low numbers, but also due to a frustrating bug where Rogue units wouldn’t dash when they were in a cast animation that prevented movement—which defeated the whole point of the trait. We made adjustments to the trait to align it more with expectations for Edge of Night behavior in order to guarantee that they'll actually dash into the backline like the dashing Rogues they are.

We’re buffing Shadow Isles in two ways: lengthening the duration of the shield, AND fixing a bug that often left units like Gwen receiving their Spectral form too late in fights. The bug fix is pretty impactful so we’re raising the requirement needed to trigger Spectral Form—this will still be a net buff.

Void 3 is a powerhouse in the early game thanks to the impact that an extra unit can have, but its power quickly fades as other boards come online. We’re giving Shelly, AKA Rift Herald, some much needed buffs both in the survivability department and the kill-ability one.

  • Darkin Respawn Timer: 5 ⇒ 4 seconds
  • Deadeye Bonus Damage: 20/65/140% ⇒ 25/70/150%
  • Demacia Armor & MR: 5/20/50/100 ⇒ 5/25/60/125
  • Multicaster BUGFIX: Multicaster 4’s bonus casts now have the intended 60% reduced effectiveness instead of 50%
  • Piltover T-Hex, Hextech Breath Damage: 360 ⇒ 325
  • Piltover T-Hex can no longer be sold at the start of the shopping phase before gaining its power.
  • Piltover T-Hex no longer has floating text when gaining power and charge
  • Rogue 4 Bleed Damage: 30% ⇒ 40%
  • Rogue units are now temporarily CC immune while dashing
  • Rogue units will no longer cancel their dash if triggered during a cast animation that disallows movement.
  • Shadow Isles Shield Duration: 12 ⇒ 15 sec
  • Shadow Isles Bugfix: Now counts ALL instances of damage towards triggering Spectral form instead of only counting damage from attacks
  • Shadow Isles Damage Instances to trigger Spectral form: 8 ⇒ 10
  • Slayer Default Omnivamp: 15 ⇒ 12%
  • Slayer Damage Increase enemy Health Threshold: 75% ⇒ 60%
  • Strategist AP: 20/30/50/70 ⇒ 15/25/40/60
  • Technogenius BUGFIX: The Mechano-Swarm upgrade now burns for the correct amount when upgraded
  • Technogenius Mechano-Swarm Rocket Damage: 50/100/175 ⇒ 50/80/120
  • Technogenius Shrink Module Shred and Sunder: 40/60/70% ⇒ 40/50/70%
  • Void Remora Base AD: 70 ⇒ 55
  • Void Rift Herald Base HP: 900 ⇒ 950
  • Void Rift Herald Void Charge Damage: 180 ⇒ 240
  • Void Baron Base HP: 1000 ⇒ 1100

Units: Tier 1

Grow’Gath (aka Cho’Gath) has struggled to earn the nickname Grow’Gath so much that I had to specify that I was talking about Cho’Gath in parentheses. We’re increasing the effectiveness of the stacks he earns per kill as he levels and increasing the damage scaling with his max Health in hopes that he can reclaim the name Grow’Gath. It will still be tough collecting those early stacks, but they should come easier in the mid to late game.

Jhin will always be a great item holder, but his dominance in the early game with Ionia 3 has been too much. Maybe if the trait required Ionia 4 it would be balanced, but completely restructuring a trait web for a meme breaks our balance framework, so instead -10% AD will have to do.

Orianna was very hit or miss because some of her casts would shield a backliner (which is kind because she is keeping them alive), but then the AoE damage of the spell would hit nothing. This was particularly painful when Ori was in a 1v1 against ranged champions and would simply have no ability to damage the enemy beyond her auto-attacks.

  • Cassiopeia Mana: 0/40 ⇒ 0/30
  • Cassiopeia Twin Fang Damage: 200/300/450 ⇒ 170/255/385
  • Cho’Gath HP on Feast kill: 30 ⇒ 30/35/40
  • Cho’Gath Feast Damage HP ratio: 10% ⇒ 12%
  • Jhin Ionia Bonus AD: 30% ⇒ 20%
  • Malzahar Call of the Void Damage: 175/260/395 ⇒ 200/300/450
  • Malzahar Call of the Void Shield Destruction: 35% ⇒ 50%
  • REWORKED Orianna Command: Protect: Orianna shields her lowest-health ally and empowers her next attack to deal bonus magic damage.
  • Orianna Command: Protect Damage: 190/285/430 ⇒ 260/390/585
  • Poppy Steadfast Hammer 4-star Upgrade AOE stun: 1 sec ⇒ .25 sec
  • Samira Mana buff: 0/40 ⇒ 0/30
  • Samira Flair AD ratio: 200% ⇒ 175%
  • Viego Blade of the Ruined King stab Damage: 125/185/280 ⇒ 110/165/250

Units: Tier 2

Last patch we buffed Ashe’s AD ratio to make her worth itemizing, but it wasn’t enough, so we’re increasing it even more, while greatly increasing her AD ratio at 3-stars in hopes that she can find a spot as a reroll carry.

Sure the Idol of Durand is a nice slam on an early game board, but he’s nothing to idolize in the mid to late game, even when starred up. With a number of buffs to his durability and Mana, we’re lifting Galio across all star levels, but especially 2 and 3 stars where we are increasing his heal by over 33% and his damage reduction at 3-stars by 25% of the 13.13 value.

Even though Swain will be in Demonflare for a shorter duration, he’ll be a more effective tank with easier access to the refreshing Health bonus of his Demonflare state which has slightly more Health too!

Zed reroll is one of the strongest comps of our second 13.13 mid-patch update. Even though the nerfs here look small, we’re hitting his go-to comp in a couple of smaller ways so as to have no one aspect of it become unplayable nor remain overpowered.

  • Ashe Volley AD ratio: 125/125/130% ⇒ 150/150/160%
  • Galio Shield of Durand Damage Reduction: 20% ⇒ 20/20/25%
  • Galio Shield of Durand Heal: 275/300/325 ⇒ 350/400/450
  • Galio max Mana buff: 80/140 ⇒ 60/120
  • Jinx Fishbones! AD ratio: 133/133/140% ⇒ 150/150/160%
  • Jinx Fishbones! Now only every other rocket from her spell counts as an attack for items like Guinsoo’s Rageblade, Runaan’s Hurricane, etc.
  • Soraka Astral Infusion Damage: 100/150/235 ⇒ 115/170/265
  • Swain Mana buff: 50/100 ⇒ 40/80
  • Swain Demonflare Buff Duration: 6 ⇒ 5 sec
  • Swain Demonflare Bonus HP: 425/450/480 ⇒ 450/475/500
  • Teemo Noxious Trap Damage: 200/300/465/465 ⇒ 200/300/465/500
  • Warwick Primal Howl passive heal on attacks: 25/30/35 ⇒ 30/35/40
  • Zed AD: 60 ⇒ 55
  • Zed Living Shadow Base Damage: 25/40/60 ⇒ 25/40/50

Units: Tier 3

By lowering the power ceiling Akshanhas with specific items like Guinsoo’s Rageblade and Runaan’s Hurricane, we’re able to give him some buffs that will hopefully have him finding success in scenarios where you don’t get perfect items.

Garen's changes are simply buffs to revive the spin to win dream. He'll still want a mix of AD and Attack Speed items, so he’ll still be a great unit to run as an Elite in Demacia comps, especially in the early to mid game.

We’re adjusting Karma to make her slightly less reliant on her Ionia bonus in hopes that she can find success in Invoker verticals, or other comps we haven’t thought of yet. All-in-all, this will be a buff that is well-deserved for a champion who’s all about balance.

Taric just isn’t outrageous… yet.

  • Akshan Comeuppance: Now only every other bullet from his ability counts as an attack for items like Guinsoo’s Rageblade, Runaan’s Hurricane, etc.
  • Akshan Comeuppance Bullet AD ratio 125% ⇒ 130%
  • Akshan Comeuppance is no longer interruptible by crown control.
  • Garen Judgement AD ratio per spin: 70/72/75% ⇒ 72/75/80%
  • Garen Judgement Base Spins: 1.8 ⇒ 2
  • Garen Judgement AS% per bonus spin: 55% ⇒ 50%
  • Karma Inner Flame Damage: 155/230/390 ⇒ 180/270/445
  • Karma Ionia Bonus AP: 30 ⇒ 20
  • Katarina Voracity Damage: 145/220/360 ⇒ 130/195/320
  • Rek’Sai Furious Bite true Damage threshold: 60% ⇒ 70%
  • Rek’Sai Furious Bite Execute Heal: 15% ⇒ 10% of max Health
  • Taric Mana buff: 40/90 ⇒ 40/70
  • Taric Radiance Shield: 400/475/550 ⇒ 550/650/750
  • Taric no longer has floating “blocked” combat text while his shield is active

Units: Tier 4

Last patch we buffed Gwen because she couldn’t even beat Paper, let alone Rock. The buff wasn’t enough, so we’re not only giving her a Chibi form as an apology, but also cutting out another section of buffs for her in this patch. With improved decision making skills, Gwen should be less likely to dash into huge clumps of enemies and immediately die, and she's also going to stick on targets better, so she's less likely to randomly decide to cut into a backliner before her primary target is turned into paper snowflakes.

When positioned on the same side of the enemy carry and equipped with a Rapid Firecanon, Yasuo has been able to nearly single-handedly delete a carry. By reducing his single target damage we’re ensuring that carry has a fighting chance at getting their damage off, or getting a clutch heal/shield.

Zip-zap, is Zeri back? Does lightning strike twice? Will Zeri return to her patch 13.12 dominance? Find out next time, on the 13.14 meta! Spoiler: this buff doesn’t return her to her former dominance, but she should be viable!

  • Aphelios AD: 60 ⇒ 65
  • Gwen Snip Snip! 3rd cast Armor & MR buff duration: 2/2.5/4 ⇒ 3/3/6 sec
  • Gwen Snip Snip! Dash AI is slightly smarter
  • Gwen will now continue attacking her current target after casting, if able.
  • Lux’s ability can no longer be interrupted by crowd control.
  • Lux Torrent of Light Damage: 700/1050/3333 ⇒ 735/1100/3333
  • Sejuani now gains the shield immediately on cast, rather than after a delay.
  • Urgot Mana buff: 0/100 ⇒ 30/90
  • Yasuo Last Breath Single Target Damage ratio: 500/500/1500% AD ⇒ 475/475/1500% AD
  • Zeri AD: 60 ⇒ 65
  • Zeri Overcharge Duration: 6 ⇒ 9/9/15 sec
  • Zeri BUGFIX: Now gets full value from Robotic Arm.

Units: Tier 5

Having a 5-cost be used as a trait bot is never ideal. With a series of buffs to Aatrox we’re hoping to see him worthy of itemizing with offensive items and expect him to come out as a truly Legendary unit.

  • Aatrox Armor and Magic Resist: 60 ⇒ 70
  • Aatrox Mana buff: 0/60 ⇒ 0/50
  • Aatrox World Ender Damage: 250/250/2500% ⇒ 275/275/25000%
  • Aatrox’s Darkin revive revive animation speed has been increased
  • Aatrox World Ender cast animation speed increased
  • Ahri Essence Thief overall cast time reduced. Ahri will now return to attacking more quickly after casting
  • Ahri Essence Thief 3rd cast win-up time significantly reduced
  • BUGFIX Bel’Veth no longer continues casting on nothing if her target dies with no other targets in range. She’ll now find the next closest target
  • Bel’Veth Royal Maelstrom Lash Damage AD ratio: 75% ⇒ 60%
  • Bel’Veth now moves faster while in Empress form
  • Bel’Veth max Mana nerf: 0/55 >>> 20/70

Legend Augments

Veigar’s power hasn’t been as true to the name as we’d like it to be.

  • Spoils of War II/III: Re-added a small chance to drop multiple gold on kill on stage 3 and beyond.
  • Tiny Power I AD, AP, AS: 8 ⇒ 7
  • Tiny Power II AD, AP, AS: 11 ⇒ 10
  • Tiny Power III AD, AP, AS: 18 ⇒ 16

Augments

Caretaker’s Ally often gave a 2-star three cost when you were already committed to a comp. By allowing you to know what unit you’ll receive earlier, we expect the Augment to be much easier to play and adjust your comp to.

Endless Hordes was our worst performing Augment throughout all of 13.13. Being incredibly impactful, we opted to release it in a weak state, but not this weak, so we’re giving it considerable buffs that should make it a viable option for some creative comps.

Know Your Enemy had a similar output to Contagion, by simply increasing damage without much thought, so we're differentiating it slightly by bringing back parts of its original design, and allowing you some more agency to be smart about using it. I hereby dub this the “Contest me plz” Augment.

  • REWORKED Caretaker's Ally: When you reach Level 6, gain a 2-star Tier 3 unit ⇒ Each time you level up, gain the same random Tier 3 champion
  • Medium End Shopping Changed from Gold to Silver
  • Medium End Shopping Gold: 3 ⇒ 1
  • Unified Resistance Armor & MR: 20 ⇒ 18
  • Young and Wild and Free now grants a random component
  • Built Different II HP: 175/230/285/340 ⇒ 180/240/300/360
  • Built Different II AS: 30/35/40/50% ⇒ 40/45/50/60%
  • Dueling Gunners Initial Attack Speed: 10% ⇒ 5%
  • Jeweled Lotus Crit Chance: 50% ⇒ 40%
  • Know Your Enemy REWORKED: Your units deal 15% increased damage. If you and your opponent have any of the same traits activated, they deal 20% increased damage instead.
  • Long Distance Pals Stat Percent Share: 30% ⇒ 25%
  • Loving Invocation AP per cast: 2.5 ⇒ 2
  • Mana Burn % HP Burn per sec: 3 ⇒ 2
  • Ravenous Hunter Stats Per Stack: 6 ⇒ 5
  • Stable Evolution (Void) HP per star level: 80 ⇒ 70
  • Stable Evolution (Void) AD/AP per star level: 8 ⇒ 7
  • Stars are Born Gold: 3 ⇒ 6
  • Suppressing Fire Debuff Duration: 4 ⇒ 8 sec
  • The Boss Sett Stats Per Situp: 30 ⇒ 35
  • Three’s a Crowd HP per three cost: 100 ⇒ 111
  • Built Different III HP: 240/350/460/570 ⇒ 270/380/490/600
  • Built Different III AS: 35/40/45/55 ⇒ 50/55/60/70%
  • Caretaker's Chosen Level at which the Radiant Armory opens: 8 ⇒ 7
  • Endless Hordes Health Reduction: 40% ⇒ 20%
  • Endless Hordes Gold: 2 ⇒ 8
  • Level Up Initial XP: 4 ⇒ 2
  • Starter Kit Champs Gained: 1 ⇒ 2
  • Wellness Trust Gold required to heal: 50 ⇒ 40

Items

Dragon Claw was previously nerfed back in Monsters Attack!, when super tanks like Mecha Garen and Sett took advantage of the max Health regen. Now that our super tanks are less turbo charged, we’re able to give more power to the item that’s been suffering in Runeterra Reforged.

Locket of the Iron Solari was temporarily over-nerfed in our first micropatch of 13.13, so now that we can do a full patch we're bringing the item back up with a mini-rework. Instead of hitting 5 total units it'll only hit 3 but it will grant a larger shield for those 3 units.This makes the item more usable in a wider variety of comps without making Bastion frontlines immortal.

  • Dragon Claw Magic Resist: 70 ⇒ 75
  • Dragon Claw max HP regen: 4% ⇒ 5%
  • Locket of the Iron Solari Shield Value: 180/200/220 ⇒ 250/300/350
  • Locket of the Iron Solari Shield Duration: 4 ⇒ 8 sec
  • Locket of the Iron Solari Allies shielded on each side: 2 ⇒ 1

Ornn (Forge) and Radiant Items

  • Dragon Claw (Radiant) Magic Resist: 140 ⇒ 150
  • Dragon Claw (Radiant) max HP regen: 8% ⇒ 10%
  • Locket of Iron Solari (Radiant) Shield Value: 200/250/300 ⇒ 275/325/375
  • Sniper’s Focus Grants +1 range
  • Sniper’s Focus Damage Bonus Per Hex: 10% ⇒ 8%

Small Changes

Traits

Despite the success of Akshan, Deadeyeas a trait has failed to hit the mark as a vertical trait. We’re giving it some love while adjusting Akshan (above) to be more intuitive and less oppressive with specific items that hyper synergized with his ability.

  • Bruiser Bonus Health %: 10/35/70% ⇒ 10/40/70%
  • Deadeye Bonus Damage: 20/65/140% ⇒ 20/65/150%
  • Juggernaut Max Damage Reduction: 25/35/50 ⇒ 25/40/50
  • Zaun Robotic Arm Bonus Attack Chance: 60% ⇒ 50%

Units

What’s faster, an alligator, or a crocodile? Because Renekton is whichever one is faster now.

  • Renekton Cull the Meek wind-up time slightly reduced

Augments

  • Salvage Bin now deconstructs craftable emblems
  • Gifts From Above now correctly renamed to Spectral Supplies
  • Double Trouble Now grants the two star units directly rather than giving them in an orb.
  • Scrappy Inventions temporarily removed from Double Up!

Tooltips

  • Burn Tooltips for Morellonomicon, More More-ellonomicon, Sunfire Cape, and Sunlight Cape have been updated to more accurately reflect Burn damage per second

Bug Fixes

  • Rolling For Days rolls now correctly count towards Frequent Flier and Return on Investment.
  • Think Slow: Rolling For Days rolls are no longer consumed by Think Fast.
  • Summons and Training Dummies can no longer be selected as the strongest unit for Shurima, Demacia, and Lesser Jeweled Lotus.
  • Removed a small window where Darius could gain mana between casts after resetting.
  • Removed Cursed Crown and Golden Egg from Double Up game mode.
  • Ancient dragons and ancient tooltips: Golden Egg unit description no longer says it will hatch into a Draconic Champion
  • T-Hex can now gain mana on the first fight after cashing out if her ability is unlocked.
  • Contagion Augment bonus damage now additively stacks with other sources of bonus damage rather than multiplicatively.
  • Warlord’s Palace and Targon Prime now work in Hyper Roll.
  • Fixed a bug where Vel’Koz could occasionally fail to multicast if his first cast killed his target.
  • Yasuo can no longer use his ability on untargetable units.
  • Lesser Jeweled Lotus and Jeweled Lotus now always grant the correct amount of Critical Strike Chance.
  • Bastion combat start VFX will now properly play on the center of champions rather than their feet.
  • Dug up: Buried Treasure I/II/III will now stack properly instead of disabling the most recently selected one.
  • Fixed a bug where Demacia could give an additional radiant item when a stronger unit auto filled an army from bench
  • Fixed a bug where Jeweled Lotus Augments were not adding their Critical Strike Chance together
  • The tooltips of Zeke’s Herald, Bramble Vest, Edge of Night, Mortal Reminder, Statikk Shiv, and Gargoyle’s Stoneplate, Redemption, Protector’s Vow, and Hextech Gunblade now match their radiant counterparts
  • AFK Augment should now always properly allow you to see the shop the round after its effects expire.
  • Think Fast will no longer appear on Augment rerolls. For real this time. Pinky promise.
  • Unloaded I: Loaded Dice can no longer be offered as part of the Targon Prime Blessing
  • Unloaded II: Loaded Dice can no longer be offered in Hyper Roll armories
  • Unloaded III: Loaded Dice can no longer be offered in Double Up assist armories.
  • The sound of music: Fixed a Sona spell fizzle.
  • Riftwalk tooltip now correctly states that the Augment grants a Kassadin.
  • Fixed a bug where the Ionia bonuses would deactivate after summoning a unit during combat
  • Taliyah will no longer throw rocks at Knocked Up targets when Stunned or under Zephyr
  • Collateral damage: Fixed a bug where Yasuo’s spell would trigger enemy Taliyahs to cast their spell on him.
  • Lucky Gloves Augment will now properly give you Sparring Gloves even if you have Component Buffet Augment.
  • Shoplifting now works correctly even when your bench is full.
  • Yasuo will no longer knock up and damage his target if he dies mid cast.
  • The man of dreams: Dreaming Pool can now grant Ryze if Invoker is your top trait
  • World walker: Ryze can now appear on carousels
  • Ryze now appears in the end of game screen
  • Zeri now gets full value from Robotic Arm
  • Fixed Forgefire Poro looking lower quality than intended on Very High settings
  • Baron Little legends no longer flies through the bottom of the carousel (or edges of the map) with CTRL 2 (Taunt)
  • Get Rek’t: Rek’Sai will no longer execute enemies through death prevention effects like Edge of Night and Heimerdinger Turret’s Repair-o-matic
  • Ahri now correctly gains double mana per second while in her Ionia spirit form.
  • Deadeye of the storm: Deadeye units with Runaan’s Hurricane now correctly deal Deadeye proc damage

TFT 13.14 patch notes: Augment data policy

At the start of Runeterra Reforged we announced that we’re making updates to our developer API policy. To review, we’re rolled out two changes: 3rd party sites will not be allowed to share any data around Legend win rates, and by July 19th, 2023, 3rd party sites will no longer be allowed to expose win rates for specific Augments at each stage.

We’re now at the second stage of implementation, so we want to take some time to review philosophy around this update. First, we’re huge fans of community-developed comp guides, discussion, and debate, including Augment recommendations.TFT is at its most exciting when players are experimenting and sharing home-brewed strategies, and innovating to disrupt the meta naturally over time. Augments encouraged a rise of purely data-driven decision making that we believe discourages player choice, but more importantly, it causes players to inadvertently ignore potential paths to victory or an exciting new combination, and trade it off with what is statistically "the best" option. This also has a downstream effect of leading a number of players in the same lobby to target the exact same comps, resulting in a less organic, diverse gameplay experience across the board.

Alright, let’s chat about the meta in a world without Augment data. While we’ve significantly grown our live balance team over the past year, we know at the end of the day, a meta will always develop. Our balance team will continue to devote an unprecedented amount of effort and understanding of TFT as a game and community as we have in the past. We are excited to see the meta game develop naturally over time as the community gets to explore together not just with every set, but also, every patch.

We’ll continue to provide info through our API and allow sites to showcase the most popular comps, positioning guides, and item/Augment recommendations, which allows players to have a healthy base to build from as they learn and become comfortable with a new set or the game itself.

We know this will be an adjustment in the way a number of players approach TFT, but we’re confident that this decision will create more diverse lobbies, satisfying exploration, and more conversation out-of-game in our community. In the meantime, we’re actively working on more ways to onboard new players & improve in-game resources like the inspect panel, carousel inspect, and others, to make sure players at all experience levels can approach choices with confidence in a more organic way.

That's all you need to know about the TFT 13.14 patch notes.

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Tarran Stockton
About the author
Tarran Stockton
Tarran is a Senior Guides Writer at GGRecon. He previously wrote reviews for his college newspaper before studying Media and Communication at university. His favourite genres include role-playing games, strategy games, and boomer shooters - along with anything indie. You can also find him in the pit at local hardcore shows.
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