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Teamfight Tactics patch notes: what's new in TFT patch 9.16

A full list of the latest Teamfight Tactics patch notes.

Teamfight Tactics patch notes are a weekly highlight for anyone properly embedded in the world of TFT, with each patching bringing pretty significant, meta-altering tweaks and changes to the game.

The patches are fairly regular, at a rate of one a week, and due to the min-maxing nature of the game it's well worth keeping on top of the changes each Teamfight Tactics update brings.

If you're just getting started meanwhile, it's worth giving our Teamfight Tactics guide and tips page a run through for a fantastic primer on auto chess battler.

On this page:

Teamfight Tactics Gameplay Trailer - League of LegendsWatch on YouTube

When is the Teamfight Tactics patch update release day and time?

The Teamfight Tactics patch release day varies, but more often than not it releases on Tuesday night or Wednesday morning in the UK, at the following times:

  • UK: 3am (BST)
  • Europe: 4am (CEST)
  • East Coast US: 10pm (EDT)
  • West Coast US: 7pm (PDT)

For more like this, see what's new in the latest Teamfight Tactics update 9.16 patch notes, or head to our introductory Teamfight Tactics guide to get a great start on the mode. Otherwise, we've a Teamfight Tactics items cheat sheet and a Teamfight Tactics tier list to give you an idea on who's strong right now, too.

Teamfight Tactics patch notes: what's new in TFT patch 9.16

Here are the Teamfight Tactics patch 9.16 notes, released August 14th in the UK, copied verbatim from the official League of Legends site with credit to Riot Games.


The Hextechs

  • The Hextech champions are all strong and serve their own purpose, but together they give some counterplay to items. But the bomb itself can be played around. We hope this adds a new and interesting dynamic to play around.
  • Trait: Throw a bomb at an enemy unit with an item, and disables all items in a 1/2 hex radius for 8 seconds.


  • Ability: Camille's ability, The Hextech Ultimatum, roots an enemy and forces her in-range teammates to target whomever she's fighting.
  • Class: Blademaster
  • Cost: 1 Gold
  • Ability Damage: 200/325/450


  • Ability: Disrupts the enemy frontline by knocking back an enemy unit with his Thundering Blow. He then switches to his Mercury Cannon bringing increased attack speed and ranged damage.
  • Class: Shapeshifter
  • Cost: 2 Gold
  • Ability Damage: 200/350/500


  • Ability: Targets the farthest enemy and charges towards them, knocking aside and damaging every enemy along the way. Once she gets there, she knocks her target up and damages them.
  • Class: Brawler
  • Cost: 3 Gold
  • Ability Damage: 250/450/650


  • Ability: Gets Excited after her first takedown, gaining bonus attack speed. If she scores a second takedown she pulls out Fishbones, her rocket launcher, causing her attacks to deal AoE damage.
  • Class: Gunslinger
  • Cost: 4 Gold
  • Rocket Damage: 100/225/350 magic damage in an explosion that covers 3 hexes total.



  • We've improved how the player matching works to prevent the streaky scenarios where you would face the same player (or ghost army) two or more times in a row. Now this should happen almost never.

URF Overtime Mode

  • Now, 30 seconds in to every battle, URF Overtime kicks in and speeds things up for 15 seconds. Draws are still possible but there should be a lot less of them.
  • 30 seconds into every battle the URF Overtime bonus will activate.
  • 300% Attack Speed
  • 200% Ability Damage
  • 66% reduced Crowd Control duration
  • 66% Healing Reduction
  • 30% increased affection towards maritime mammals.

Ranked Changes

  • As intended, everyone will now be demoted if you lose LP in any game you start at 0LP.
  • For Grandmaster and Challenger players, if you're demoted you will now skip Master and go directly to Diamond 1. This is now true in League of Legends as well.
  • We've also made adjustments to LP gains and losses underneath the hood for extreme edge cases. For the most part, you will not see or feel any changes based on this optimization.

Player Damage

  • Base damage now scales with current stage.
  • Stages 1-2: 1 damage
  • Stage 3-4: 2 damage
  • Stage 5: 3 damage
  • Stage 6: 4 damage
  • Stage 7+: 5 damage



  • Brawlers are quite strong and are getting a bit too much free health so we're toning that down a bit.
  • Bonus Health: 300/700/1200 ⇒ 300/600/1000


  • We've redesigned the Demon trait bonus to not be quite the shutdown of ability dependent units like it was before. Instead, Demons drain mana allowing them to cast their spells faster.
  • Demon basic attacks have a 40% chance to burn 20 mana from their target and return 15/30/45 mana to the attacker.


  • Ninja should be strong single units that have a place on almost any team. Right now they're not getting there, so we're buffing their trait and some of the individual champions.
  • Bonus Attack Damage and Ability Power: 40/60 ⇒ 50/70


  • Nobles are still underperforming a bit as an end-game fantasy. We'll likely need to make bigger changes to address this, but for now we're giving them a small bump.
  • Bonus Armor and Magic Resist: 60 ⇒ 70


  • Three piece Sorcerer is a just a little too strong due to its versatility.
  • Bonus Ability Power: 45%/100% ⇒ 40%/100%


  • Wild is still underperforming, we're giving it just a little bit more.
  • Attack Speed: 10% per stack ⇒ 12% per stack



  • Health: 450 ⇒ 500
  • Spiderling Attack Speed: 0.6 ⇒ 0.7


  • Non-Isolated Damage: 150/300/450 ⇒ 150/250/350


  • No longer casts his ability if there are no enemies in range at the start of the cast time.


  • Now always heals two units when she transforms. Previously she would only heal herself if she had the lowest health on your team.


  • Attack Speed: 0.75 ⇒ 0.7
  • Ability Damage (% of Max Health): 8%/10%/12% ⇒ 8%/12%/16%



  • Health: 750 ⇒ 650


  • Total Mana (the mana required to cast her ability): 150 ⇒ 125


  • Ability Health: 300/475/650 ⇒ 300/400/500


  • Health: 500 ⇒ 550
  • Attack Speed: 0.65 ⇒ 0.7
  • Ability Damage: 200/300/400 ⇒ 200/350/500



  • No longer casts his ability if there are no enemies in range at the start of the cast time.


  • Now prioritizes her current target with her ability.
  • No longer casts her ability if there are no enemies in range at the start of the cast time.


  • No longer casts her ability if there are no enemies in range at the start of the cast time.
  • Attack Damage: 50 ⇒ 65


  • No longer casts his ability if there are no enemies in range at the start of the cast time.


  • Leap AI improved to better kite away from her target.



  • Attack Damage: 70 ⇒ 80


  • Ability Damage: 200/375/550 ⇒ 250/450/650
  • Starting and Total Mana: 0/125 ⇒ 50/150


  • Ability Damage: 250/500/750 ⇒ 175/350/525



  • Starting and Total Mana: 0/85 ⇒ 40/125


  • Attack Speed: 1.1 ⇒ 1.0

Miss Fortune

  • Health: 650 ⇒ 700
  • Total Mana: 100 ⇒ 75



  • Reworked: Now has a 33% chance on hit to prevent the enemy champion from gaining mana (we're calling it Mana Lock) for four seconds.

Infinity Edge

  • Critical Strike Damage: 150% ⇒ 200%

Ionic Spark

  • Damage: 150 ⇒ 125. Now properly stacks.

Locket of the Iron Solari

  • Shield Duration: 4 seconds ⇒ 6 seconds


  • Burn Damage: 20% max health over 5 seconds ⇒ 20% max health over 10 seconds

Red Buff

  • Burn Damage: 13% max health over 5 seconds ⇒ 20% max health over 10 seconds


  • Heal: 1000 health ⇒ 1500 health

Statikk Shiv

  • Damage and Bounces: 4 bounces, 90 damage per bounce ⇒ 3 bounces, 100 damage per bounce

Warmog's Armor

  • Heal: Now heals a maximum of 400 health per tick. This mostly nerfs its effect on PVE dragons.

Guardian Angel

  • Tooltip updated to reflect functionality (does not interrupt abilities or remove positive buffs). It now properly removes Grievous Wounds and resurrects properly.
  • Health on resurrection: 800 ⇒ 500

New Drop Mechanic

  • In rare instances it's now possible to drop a full completed item instead of the two components separately.


  • Spiderlings and Golem can now properly be the target of Frozen Heart, Kindred, Swain, Karthus, Shen, and Veigar.
  • Graves now properly gains range with Rapidfire Cannon.
  • Frozen Heart no longer applies too many slows when stacked.
  • Fixed some item slots not showing up or being in weird spots.
  • Fixed Win/Lose streak gold being granted after PvE Rounds instead of after the PvP Round that happened before (streak gold should be granted at the end of all PvP rounds and no PvE rounds).
  • Fixed Little Legends having collision after dying (and subsequently body blocking players in the shared roulette).
  • Fixed Blitzcrank attempting (and failing) at targeting untargetable enemies, and therefore not casting.