Teamfight Tactics patch 15.3 notes
Welcome back to another episode of K.O. Coliseum! We got balance changes to units, items, and some of our Prismatic traits to make them easier to hit!
Welcome to another episode of K.O. Coliseum! With patch 15.3, we’re continuing the goal of slowing down combat pacing, so you will see more nerfs than anything else. Radiant Items and Artifacts have also been contributing to how fast combat rounds play out, so we’re tuning many of them down. Finally, we’re making three of our Prismatic traits just a tad more obtainable.
Alright, let’s get into it!


PATCH HIGHLIGHTS
ROTATING SHOP INFOGRAPHIC
PURCHASING BATTLE PASS XP
Starting on PBE this patch, you’ll be able to purchase levels for your battle pass, with this feature heading to Live on September 10th.
- Battle Pass levels can be purchased for 130RP per level.
SYSTEMS
POWER UPS
Previously, Power Ups would still show up occasionally despite the weight (probability of their appearance) being 0. We’re fixing that to make sure they won’t be showing their face when they are not supposed to. We’re also reintroducing two Power Ups whose weight was previously 0, meaning they weren’t showing up at all. Since this may be your first time seeing some of these, we have their descriptions below.
- Power Ups with weights of 0 will now correctly be hidden.
- Max Speed: 0 ⇒ 10
- Mana Rush: 0 ⇒ 5
- Max Speed: Gain 10% Attack Speed, and permanently gain 1.5% every 3 takedowns.
- Mana Rush: Start Combat with Full Mana
PRISMATIC ORBS
Getting all gold when your opponents are being showered in items can feel pretty bad. We’re changing the all gold drop to make it feel more even across the board.
- 55 Gold ⇒ 10 gold + Radiant Lucky Item Chest
FOUR-STARS
There are more ways than ever before to get a four-star unit in TFT, and their consistency is also matched by their power. We’re removing their bonus HP for becoming four-stars to ensure that other units, regardless of their stars, are also able to be the protagonist for once.
- 4-star Flat HP Bonus: 200 ⇒ 0
ARMORY POP UP LOCKOUT TIMER
The brief lockout timer when an Armory pops up to prevent misclicking has been slightly reduced so you can complete your actions faster and truly flex with your crazy-high APM—go get ’em.
- Safety timer for Armories has been reduced for some Armories, including: Power Snax, Crystal Gambit, and Lee Sin.
LARGE CHANGES
Large, like a bouncing Zac balloon.
TRAITS
Diamonds are forever, as Crystal Gambit (7) remains our best Gold tier trait for the second patch in a row. But just like diamonds, the values for Crystal Gambit are completely constructed, so we’re choosing to lower the overall Damage Amp for the trait, which helps us with our goal of slowing combat pacing as well.
With two 4-costs, Mighty Mech (3) is easily splashable to provide powerful late-game CC with Jarvan IV and a recently buffed Yone, and a damage with battle-top Karma. We’re lowering the late-game scaling for Mighty Mech (3) and reducing the healing it receives to cut back on the front-line power the trait provides.
Luchador is currently overperforming on the defensive end of things with both powerful heals and a cleanse that can remove damage-over-time effects (sorry Malzahar). We’re wrestling this trait down to a balanced state with these nerfs, but have plans in the future for bigger Luchador changes. Hopefully that can keep the trait strong enough to pin down their place in the meta without relying on a gimmick that’s quickly turning them into a heel (wrestling term for the bad guy).
Unless you get Lulu on 2-1, it can feel pretty bad to play Monster Trainer, struggling to hit the level 30 XP for the ramp up. With this buff you should, on average, hit Level 30 one to two rounds faster, making even a Stage 3-1 Lulu viable.
Whether you’re the charming leader of your school’s club, or part of the club they’d never let me start in school, we’re giving buffs to our underperforming traits for Star Guardian’s Ahri bonus and Wraith alike.
- Crystal Gambit (3) Gems Per Loss: 11 ⇒ 13
- Crystal Gambit (7) Damage Amp: 30% ⇒ 20%
- Mighty Mech (3) HP Stage Scaling: 90/120/135/170/200% ⇒ 90/115/120/150/175%
- Mighty Mech (3) Combination Core Healing: 10% of champion damage ⇒ 12%
- Luchador Heal: 20/50% ⇒ 15/35%
- Luchador No longer cleanses Damage Over Time effects upon triggering.
- Monster Trainer XP Stage bonus slightly increased
- Star Guardian Ahri Bonus: 3 Mana over 2s ⇒ 5 Mana over 2s
- Wraith Proc Damage: 18/36/50% ⇒ 20/40/60%
1-COST UNITS
Naafiri and Syndra are the two best 1-cost item holders for their roles respectively. With a little less shield here and a bit less damage there, we should see other openers and item-holders fight their way to the top. Since we’re not seeing anyone play reroll Naafiri right now, we’re keeping her nerfs to her one and two-star forms.
- Naafiri Shield: 100/120/150 ⇒ 90/110/150
- Syndra 230/345/520 AP ⇒ 215/325/485 AP
2-COST UNITS
Have you ever run full speed into a wall? No? Are you sure? I bet you have. You definitely have. Don’t be embarrassed, I’ve been completely wiped by a two-star Mundo with two items and a rogue Giant’s Belt too. Well, the results are in, and our best 2-cost (and maybe 3-cost if he was a 3-cost) tank is harder to take down than a brick wall with a toothbrush, so we’re taking the chisel to this brick wall to bring him down to 2-cost size.
You know, it kinda makes sense why Gangplank was so hard to balance this past patch. Of course, a pirate would need a Sea-Patch to get to the right spot. Great jokes aside, we’re moving Gangplank’s power from his snowbally gold farming to his ability damage to bring him back from the dead, but not nearly in the same way he was before, as his Attack Speed, AD, and Mana are all worse off than his 15.2 non-C-patched form.
Kobuko is exclusively itemized as a tank in Mentor (4) as he’s able to constantly damage the backline, chipping away at them while he absorbs a ton of abilities and focus. This change will ensure that when he is being built as a tank, he won’t also be topping damage charts with high value backline access.
- Dr. Mundo HP Gain: 300/350/420 ⇒ 240/280/350
- Gangplank Ability Damage: 285/430/775 ⇒ 305/460/815
- Gangplank Gold chance: 40% ⇒ 30%
- Jhin’s 4th shot will redirect if the target dies while it is midflight.
- Kobuko Mentor Form Shield: 325/425/550 ⇒ 325/400/500
- Kobuko Mentor Form Slam HP Ratio: 25% ⇒ 18%
- Kobuko Mentor Form Secondary HP Ratio: 10% ⇒ 8%
- Xayah Ability Damage: 40/60/95% ⇒ 50/75/115%
3-COST UNITS
Caitlyn is our best performing 3-cost, with her bullet bounces and backline headshots haunting my dreams. The slight tweak in numbers will ensure she’s still a capable sniper, just maybe not TenZ level.
Senna’s been little more than a holder for Last Whisper or Burn items. It’s time her Super Beam Cannon became canonically accurate, even if my positioning isn’t.
It’s “I want to be the very best,” not “I want to pick the very best.” Smolder’s been far and above the bestest boy in the Monster Trainer lineup. With the buff to trainer XP, we’re toning him down slightly to make sure he doesn’t ramp out of control.
Mentor Form Yasuo is very good, but his base form? Not so much. We’re reducing the gap between his forms.
- Caitlyn Primary Target Damage: 350/525/840 ⇒ 330/495/790
- Caitlyn Bouncing Bullet Damage: 95/145/240 ⇒ 85/130/205
- Senna Ability Damage (AD): 350/525/870 ⇒ 385/580/960
- Senna Ability Damage (AP): 35/55/85 ⇒ 40/60/95
- Smolder Damage: 225/340/540 ⇒ 215/325/515
- Yasuo Base Form Stab Damage (AD): 135/200/330 ⇒ 150/225/360
- Yasuo Base Form Stab Damage (AP): 40/60/100 ⇒ 30/45/70
- Yasuo Mentor Form Slash Damage: 140/210/335 ⇒ 100/150/240
4-COST UNITS
Overall, we’re deflating damage across the meta 4-costs to allow other carries to shine and to continue working into our goal of slowing combat pacing.
Samira was previously not getting her double omnivamp during her ability. Now that this is fixed, she should be able to survive more instances of jumping into a clump of enemies. But with this quality (and extension of her) life buff, we’re lowering her damage as she’s already in a great spot as a carry.
- Jinx Ability Damage: 520/750/3600 AD ⇒ 575/875/4000 AD
- Karma Ability Damage: 1125/1700/6500 AP ⇒ 1050/1575/6500 AP
- Ryze Ability Damage: 720/1080/6000 ⇒ 770/1155/6000
- Ryze Mentor Form Ability Damage: 750/1125/6000 ⇒ 800/1200/6000
- Samira Bugfix: Properly doubles her Style’s Omnivamp during her Ability.
- Samira Bullet Damage: 90/135/650 ⇒ 80/120/650
- Samira Big Cast Damage: 280/420/2200 ⇒ 230/345/2200
- Yuumi True Damage: 32% of base damage ⇒ 30% of base damage
5-COST UNITS
Seraphine and Yone are two five-costs you never wanna Aura Farm for. With some nice buffs to their damage, we expect their Aura to be far more farmable.
- Lee Sin Executioner Form Primary Target Damage: 295/445/8000 AD ⇒ 325/500/8000 AD
- Lee Sin Juggernaut Form Mana: 30/60 ⇒ 20/50
- Lee Sin Juggernaut Form Primary Target Damage: 450/675 AD ⇒ 525/800 AD
- Seraphine Ability Base Damage: 135/205 ⇒ 150/225
- Yone AS On-Hit: 4% ⇒ 4.5%
- Yone On-Hit Magic Damage: 90/135 AP ⇒ 105/160 AP
AUGMENTS
Rageblade has been the default BIS (best in slot) for most of the Champion Augments. We’re moving their base Attack Speed buff into an additional Stat Mod, which’ll function more similarly to equipping an Attack Speed item or selecting an Attack Speed Augment like Pumping Up. This will make Rageblade less of a dominant item and should open up other build paths.
Last patch, we tried to remove the Hand of Justice that came alongside Isekai, but the change evaded our attempt—how on-brand for the Augment. We’re back once again to keep this world-jumping boy from jumping too consistently to the top of the lobby.
- Aim for the Top: Your first win grants a component. And then 1 component every 3 wins.
- Dazzling Display Damage Reduction: 25% ⇒ 20%
- Deepening Shadows AD/AP Per Proc: 5 ⇒ 6
- Diamond Hands: Removed
- Game Plan Health: 200 ⇒ 150
- Give ‘em the Chair (Mundo) Percent HP Auto Damage: 6% ⇒ 7%
- Howling Gale Mana Per Gale: 600 ⇒ 550
- Isekai no longer grants a Hand of Justice
- Schoolyard Justice (Garen) Stat Mod: 0.8 AS ⇒ 0.6 AS and 30% Attack Speed
- Starfall (Neeko) Heal: 250/350/450 AP ⇒ 300/400/550 AP
- Starfall (Neeko) Stat Mod: 0.8 AS ⇒ 0.6 AS and 50% Attack Speed
- Sunfire Board Duration: 12s ⇒ 15s
- Tectonic Titan (Malphite) Stat Mod: 0.8 AS ⇒ 0.55 AS and 50% Attack Speed
- Tiny Team Bonus: 175% ⇒ 200%
- Tournament Favorites Breakpoints 4 to 7 increased:
- 20000 ⇒ 25000
- 50000 ⇒ 60000
- 90000 ⇒ 100000
- 115000 ⇒ 130000
ITEMS AND RADIANT ITEMS
We’re further sharpening Blue Buff’s role as the premier Mana Regen item that needs no other stat to boost its Mana Regen (unlike Spear of Shojin). Speaking of, Shojin is our default BIS for most backline casters, so it’s getting a small nerf to account for its dominance.
With combat pacing slowing, the already dominant Guinsoo’s Rageblade will become even better. The item’s already enabling some of our best comps, so we’re giving it a medium-sized nerf.
As mentioned earlier, the power of our Radiant Items has also accelerated combat pacing. We’re shipping nerfs to our overperformers here, but adding two buffs for the two who’ve failed to shine this set.
- Blue Buff Mana Regen: 5 ⇒ 6
- Guinsoo’s Rageblade AS Per Second: 7% ⇒ 6%
- Spear of Shojin Attack Damage: 18 ⇒ 15
- Radiant Adaptive Helm AP/AD: 30 ⇒ 45
- Radiant Adaptive Helm Resists: 60 ⇒ 75
- Radiant Blue Buff AD/AP: 60 ⇒ 45
- Radiant Edge of Night New: Heals holder to full health after Untargetability ends
- Radiant Edge of Night Attack Speed: 40% ⇒ 30%
- Radiant Edge of Night Attack Damage: 25 ⇒ 20
- Radiant Edge of Night Ability Power: 30 ⇒ 20
- Radiant Guinsoo’s Rageblade Base AS: 30% ⇒ 25%
- Radiant Guinsoo’s Rageblade AS Per Second: 14% ⇒ 12%
- Radiant Infinity Edge Attack Damage: 70 ⇒ 65
- Radiant Spear of Shojin AD: 35 ⇒ 30
- Radiant Spear of Shojin AP: 30 ⇒ 25
ARTIFACTS
Many of you may have been looking for an Ashe or Jayce nerf. We’ve found that while strong, these champions only perform over the line when enabled by our most powerful Artifacts. So, we’re adding a few nerfs to their go-tos, while buffing Seeker’s Armguard, which hasn’t been sought by anyone this set.
- Flickerblades AS Per Attack: 7% ⇒ 6%
- Manazane no longer banks mana and grants all of it after the 2nd cast. Instead, it will pause the Mana Regen timer and start it when the champion is not Mana Locked.
- Seeker’s Armguard Ability Power: 30 ⇒ 40
- Silvermere Dawn no longer converts 1% of damage taken into Mana
- Silvermere Dawn Resists: 50 ⇒ 60
POWER UPS
Over 9000 created an odd player behavior where you’d check for it before even clearing the first rounds of PvE. We’re removing its ability to stack on PvE rounds to incentivize more strategic uses of Power Ups, while also giving this already strong one a needed nerf.
- Adaptive Skin Total Resists: 55 ⇒ 60
- Artistic KO Bonus Damage: 40% ⇒ 35%
- Best Defense Percent Shield Damage: 150% ⇒ 175%
- Bludgeoner Armor Ignore: 35% ⇒ 40%
- Caretaker Shield: 120 AP ⇒ 135 AP
- Colossal Health: 1000/1400 ⇒ 900/1250
- Colossal Damage Amp: 10/30% ⇒ 10/20%
- Essence Share Mana Share: 25% ⇒ 35%
- Efficient Mana Reduction: 20 ⇒ 15
- Fairy Tail Damage: 80/110/150/220 ⇒ 80/125/175/250
- Fairy Tail no longer offered on Samira
- Fan Service Weight: 15 ⇒ 20
- Fan Service will always be offered if the player already has Fan Service.
- Hat Trick Base AD/AP: 20 ⇒ 16
- Kahunahuna Fires missile on attack rather than on-hit. Less likely to fire on a dead target.
- Ice Bender Splash Damage: 20% ⇒ 30%
- Mech Pilot Health Share: 50% ⇒ 60%
- Max Arcana Base AP: 20 ⇒ 22
- Max Speed Base AS: 8% ⇒ 10%
- Max Speed AS Per Stack: 1% ⇒ 1.5%
- Max Vitality HP Per Combat: 35 ⇒ 40
- Max Vitality HP Per 10s: 10 ⇒ 12
- Needlework Bonus Damage: 50% ⇒ 45%
- Not Done Yet Bonus Health: 25% ⇒ 18%
- Ordinary Health: 300/400/600/800 ⇒ 300/400/750/1000
- Ordinary Attack Speed: 20/35/50/65% ⇒ 30/45/65/85%
- Over 9000 Mana Regen is less common.
- Over 9000 No longer works on PvE rounds.
- Precision Bonus Mana Per Attack: 10 ⇒ 5
- Precision Attack Speed no longer overrides Silvermere Dawn’s 0.5 Attack Speed.
- Pursuit AP Gain: 5 ⇒ 8
- Resistant Flat Damage Reduction: 30 ⇒ 25
- Robo Ranger Stat Share: 35% ⇒ 50%
- Round Two Health: 85% ⇒ 60%
- Shadow Clone Clone Damage: 25% ⇒ 22%
- Shadow Clone Clone Health: 75% ⇒ 50%
- Singularity Health Per Death: 8 ⇒ 10
- Socialite Marked Hex Lifetime: 3 ⇒ 5
- Socialite Health: 200 ⇒ 150
- Spiky Shell Damage Per Stage: 5 ⇒ 8
- Stand United Shield Amount: 40% ⇒ 50%
- Stand United MR Per Cast: 10 ⇒ 25
- Super Genius Cadence: 1.5s ⇒ 2s
- Super Genius No longer offered on Stage 2.
- Unstoppable Health: 300 ⇒ 150
- Weights Durability: 18% ⇒ 12%
SMALL CHANGES
Small, like the chances of hitting Prismatic Mighty Mech last patch.
TRAITS
Mighty Mech’s Prismatic has been an incredibly elusive chase that lacked in autonomy, as you could be offered one of the Augments needed to hit the trait, but none of the others. We’re changing this to give you more control in your Prismatic pursuits. Still, with this newfound reliability, we’re dramatically downshifting the power of the individual Augments, making it less of an RNG game and more of a “Can you survive to level 10 without econ or significant combat power Augments?”
Two other Prismatic quests have been just out of reach, but school’s back in session, so study up and you’ll be able to ace the Academy and save the world!
- Mighty Mech
- Prismatic Quest Augments will now only appear when the Augment rarities allow for all 3 augments to appear (Gold/Gold/Gold) or (Gold/Gold/Prismatic)
- If you take the first one (I’ll Be the Legs), you will be offered the rest of them
- I’ll Be the Legs Bonus Resists: 15 ⇒ 10
- I’ll Be The Arms Attack Speed: 60% ⇒ 45%
- I’ll Be The Arms No longer grants a Senna and Gangplank.
- I’ll Be The Head (Gold) Mech Health: 400 ⇒ 250
- I’ll Be The Head (Prismatic) Mech Health: 800 ⇒ 350
- I’ll Be The Head (Prismatic) Mech Damage Amp: 25% ⇒ 15%
- I’ll Be The Head (Prismatic) Now grants a Yone.
- Star Guardian Mana Threshold: 20,000 ⇒ 18,500
- Battle Academia Threshold: 175 items ⇒ 160 items
- Battle Academia Tooltip rephrased to better indicate that the effect counts items on champions only.
3-COST UNITS
Ahri and Viego need a slight push to open up reroll comps with them as the centerpiece.
- Ahri three-star Damage: 1100 AP ⇒ 1175 AP
- Viego three-star Damage: First Strike: 70 AP ⇒ 80 AP
- Viego three-star Damage: 2nd Strike: 250 AP ⇒ 270 AP
- Viego three-star Damage: 3rd Strike: 530 AP ⇒ 560 AP
4-COST UNITS
Some three-stars just aren’t making stars in our eyes.
- Poppy three-star Primary Target Damage: 2000 AD ⇒ 3000 AD
- Poppy three-star Secondary Target Damage: 600 AD ⇒ 1000 AD
- K’Sante three-star Base Form Damage: 800% Resists ⇒ 1200% Resists
- Leona three-star Base Damage: 500% Resists ⇒ 800% Resists
- Ryze three-star Secondary Damage: 550 AP ⇒ 1200 AP
- Ryze three-star Mentor Ability Secondary Damage: 550 AP ⇒ 1200 AP
- Ryze three-star Mentor Splash Damage: 250 AP ⇒ 450 AP
- Jarvan IV three-star Shield: 2000 AP ⇒ 1500 AP
- Jarvan IV three-star Ability Damage: 2000 AP ⇒ 3000 AP
BUG FIXES
- Jhinx’d: Jhin will no longer lose his 4th shot’s bonus damage when his attack animation is canceled before firing.
- Darius is no longer offered Killer Instinct.
- Support Item removed from a Double Up Assist Armory.
- Crystal Rose 7 and 10 now properly grant progress in Tocker’s Trials.
- The Crew’s first bonus now gives the correct shop odds for Ziggs at levels 8 and higher.
- Fixed tooltip errors in Juggernaut Crown and Bastion Crown.
- Crystal Gambit no longer auto cash-outs on subsequent Double Downs after failing the first Double Down.
- Mighty Mech can no longer sometimes spawn on the opposite side of the board when champions are auto-fielded and spawn the Mighty Mech.
- Robo-chef: Fixed a bug where the Mighty Mech’s items counted towards the Cooking Pot augment.
- Hard Bargain is correctly banned in Double Up.
- Kalista’s overkill damage is no longer incorrectly amplified during Overtime.
- Kai’Sa no longer fails to cast with the Mage Power Up when her target dies and no other targets are in range.
- Augment Power is no longer offered on the Earlier Augments Encounter.
- Reroll Transfer will now only appear in the first Augment round.
- Fixed an issue where the audio for emote 2/3/4 is missing from Kuro & Shiro - all Variants.
- Final Form properly removes itself after combat ends.
- Mighty Mech's Prismatic no longer occasionally fails to activate the first turn the player completes the quest.
- Rising Chaos properly applies its reduced efficiency to its Magic Resist reduction.
- Storm Bender's damage can no longer critically strike.
- Best Defense's damage can no longer critically strike.
- Shadow Clone's item damage is correctly reduced.
- Pack Tactics damage no longer applies on-hit affects.