TFT Patch 9.16 Notes – This WILL Change the META, Again!

(Aug 16 Update: A new hotfixed has been released (announced by Mort on Twitter), which reverted the buff from 9.16 to Nobles. So now they still grant 60 Armor and Magic Resist, as they did before the 9.16 patch. Apparently they were too strong when they granted 75 Armor and Magic Resist, making them top tier comp in 9.16 Meta. We’ll see how these changes the played comps in the higher ELO).

Riot released TFT Patch 9.16 which comes with some important changes, but probably the most important of them is the addition of a new Origin “Hextech”.

6 Nobles is still the strongest team comp in TFT 9.16 Meta, you can read our guide here.

This adds 4 new champions to the pool: Camille, Jayce, Vi and Jinx. Finally we can get the 6 Brawler buff now (which just got nerfed, as you can see in the Patch Notes below).

TFT Patch 9.16 Notes
TFT Patch 9.16 Notes (Image credit)

The TFT Patch 9.16 also brings other note-worthy updates, so let’s dive in:

TFT Patch 9.16 Brigns New Origin and Champions

New Origin: Hextech

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.

This has been tested on PBE for a while now, and it’s been changed a lot from its initial stage. Basically, this is Riot’s attempt to fix the item stacking on single carries, because currently stacking 3 items on 2 carries is much stronger than putting one item on 6 different champs.

While they consider this to add an interesting dynamic, I personally don’t really like it, because items are what can win or lose you the game. So disabling them for 8 seconds seems a bit too much. We’ll see how this changes the meta. One counter play to this would be to spread the units and don’t keep them grouped up.

One thing to keep in mind though is that, with the addition of new champs, this reduces the chance to get a champion you need, since the champion pool is increased, while you still see 5 champions in the store.

Scarra also said in his Patch 9.16 rundown that Riot could add like 5 more units before they have to announce a new expansion or champion rotation, otherwise, this will dilute the champion pool too much, making it harder to get your units to level 3.

New Champion: Camille

  • 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

If you wanted to go 9 Blademasters but never had any luck with Spatulas, you’ll love TFT Patch 9.16 a bit, you’ll need one Spatula less now. About Camille…I’m not sure about her Ability, because forcing the allies to focus a Thornmail-stacked Braum, for example, while there’s a Draven melting through the units, doesn’t seem like a good idea, but we’ll see how the interaction works.

New Champion: Jayce

  • 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

Jayce adds another new type of interaction in the game with his Ability. I’m curious to see if now people will go for the 6-Shapeshifters bonus, which seems pretty strong, especially on a stacked Shyvana. But wait, will this still work, considering the Hextech origin disabling items? We’ll see.

New Champion: Vi

  • 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

Finally Void Brawlers can get Cho even beefyer with the new 6-Brawler bonus. That aside, I’m curious to see how strong Vi will be in the meta, considering that she can cancel a lot of Abilities that take some time to channel, like Karthus. Also, damaging all champions along the way makes me think about Ahri’s Spirit Orb or Pyke’s Phantom Undertow which proc Morello. Vi seems to be a great Morello option as well.

New Champion: Jinx

  • 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’ll probably see a lot of Jinx in the new meta. She is pretty much an AD threat like Draven, which TFT lacks at the moment. Even the rangers aren’t focused so much on AD damage, but rather they’re good carries for Shivs or stunning like Ashe or Draining mana like Varus. Currently, Draven is the only real AD DPS champ and Jinx is a nice addition to this pool.

Also, the addition of Jinx might give Gunslingers comps a better chance late game, since they usually tend to fall off mid-game, but Jinx with her huge DPS could change that a bit.

One last thing to mention here because we move to the next Patch section is that with the addition of these new champs, it gets a bit harder to level up to 3 stars your units because the new champions basically dilute the pool a bit. While this does give a few more options to build different team comps, rather than all building the same, they still need to be careful now to add too many champions, which will make it pretty costly to get your champions to level 3, where they are really strong.

Patch 9.16 Systems Changes

Matchmaking Improved

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.

B-E-A-utiful!!! Finally they fixed this, which was one of the most annoying things in TFT. Now, theoretically, you shouldn’t fight the same player or clone multiple times in a row. This was frustrating especially when only 3 players left and 1st and 2nd place would fight them to death, while the 3rd player which was the weakest of all, would get top 2 because of this.

URF Overtime Mode

We don’t like draws. They aren’t fun. So 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.

TFT players’ reaction to this is mixed, some like this, some don’t. Personally, I didn’t mind the draws and I actually enjoyed getting a draw with an unkillable Braum while 2-3 champions kept hitting him. Now with the Healing Reduction and Ability Damage increased, this makes it less likely to draw with a unit that won’t just die.

Ranked Changes

Teamfight Tactics’ ranked system is looking pretty good overall. Even so, we’re‌ ‌taking‌ ‌stock‌ ‌and‌ making ‌a‌ ‌few‌ ‌tuning‌ ‌adjustments.‌ Specifically, a couple bugs and ‌inconsistencies‌ ‌made‌ ‌it‌ ‌a‌ ‌little‌ ‌more‌ ‌forgiving‌ ‌than‌ ‌we‌ ‌intended. You’ll now almost always be demoted if you lose LP in any game you start at 0 LP (this was always intended). Additionally, Grandmaster and Challenger players who demote will now skip Master and go directly to Diamond 1 (this is due to some funky situations at the top of the ladder making it impossible for GM and Challengers to demote). If you want to read more about these changes and why we made them, check out SapMagic’s post here!

  • 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.

This could be somewhat of a concern for Challengers and Grandmasters. Other than this, nothing fancy, I would say.

Player Damage

We made some changes to player damage in patch 9.15 and overall it worked well. But it led to games being longer than intended, especially when fights were close. So we’re making some more adjustments. Overall damage should still be less than at launch.

  • 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

Not sure how much this will affect the length of the game or how quicker the game will end once it gets to late-game. Will have to play and this how these changes affect the gameplay. But it’s pretty clear that this + the URF addition means they really didn’t want the game to go this long.

TFT Patch 9.16 Traits Changes

Brawlers got nerfed

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

Ok, things are heading in the right direction. Not sure how much this will affect the 4-Brawlers team comp though, 100 Health for each of them doesn’t seem like a big loss. Anyway, Brawler/Void was way too common, so they’re attempting to tone it down.

Demon’s buff got changed

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.

This is a pretty interesting change for the Demons. First part of this update seems like a nerf to them, or a balancing mechanism, because now they won’t be able to suddenly burn 100 mana and deal 100 true damage to the target, which was quite OP. Only 20 mana, for a 40% chance seems reasonable.

What’s a bit weird though is the amount of mana they recover when they get to steal some from the enemies. I think 30 mana recovered is still a lot, not to mention that this on Morgana, which is also a Sorcerer and gains double mana from basic attack, might seem a bit too powerful. This will allow her to cast her ability way too often.

In his recent stream, Disguised Toast already proved that 6 Demons are quite strong and this patch buffed them really nicely, we’ll see how this will affect the meta and how players will adapt to this.

Ninjas got buffed

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 got buffed

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

Looking forward to the “bigger changes” they announced. I think the biggest issue is that 3-Nobles buff is strong only early game, but after that it falls off quite quickly. And getting 6 Nobles limits the other Synergies you can go for, that’s why 6 Nobles isn’t a top tier comp yet. We’ll see if this small buff will help.

3-Sorcerer Bonus nerfed

Three piece Sorcerer is a just a little too strong due to its versatility.

  • Bonus Ability Power: 45%/100% ⇒ 40%/100%

Not sure if this will have any influence whatsoever over the meta. I think the issue with Sorcerers is that they’re quite strong with the 6 buff, so maybe they should have addressed that as well.

Wilds got buffed

Wild is still underperforming, we’re giving it just a little bit more.

  • Attack Speed: 10% per stack ⇒ 12% per stack

 

Tier 1 Champions Updates in TFT Patch 9.16

Elise

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

Khazix

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

Mordekaiser

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

Nidalee

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

Vayne

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

Elise got a small buff, but I still don’t think it’s good enough to make her viable late game.

Kha’Zix got nerfed which makes sense, because Voids were too strong previously.

Mordekaise got his Ability fixed, which is good, I’ve seen him multiple times casing the Ability on literally no one.

Nidalee got a small buff and with the Wild buff as well, it means we’ll probably see more of them early-game.

Vayne got a small buff, but we’ll see how well she fits in the comps now, with the Statikk Shiv’s nerf, discussed below.

Tier 2 Champions Updates

Braum

  • Health: 750 ⇒ 650

Lissandra

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

Lulu

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

Zed

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

Braum got slightly nerfed, Lissandra got a small buff, Lulu got nerfed as well, while Zed has been buffed.

Tier 3 Champions

Aatrox

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

Evelynn

  • 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.

Katarina

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

Kennen

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

Shyvana

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

Tier 4 Champions

Akali

  • Attack Damage: 70 ⇒ 80

Brand

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

Cho’gath

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

Tier 5 Champions

Karthus

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

Kayle

  • Attack Speed: 1.1 ⇒ 1.0

Miss Fortune

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

Items Changes in TFT Patch 9.16

Hush

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.

This is huge. I think the item was too OP previously, because it could literally perma-silence a target, which is totally stupid. Now, with just the Mana Lock, I don’t think will be such a strong item anymore.

Infinity Edge

Critical Strike Damage: 150% ⇒ 200%

IE got buffed pretty nice, because no one ever used it. Let’s wait and see if this will change things.

Ionic Spark

Damage: 150 ⇒ 125. Now properly stacks.

Ionic Spark’s damage gets nerfed again, but at least now it stacks. Though, with the last 2 nerfs, I’m not sure how often we’ll see it in the top meta.

Locket of the Iron Solari

Shield Duration: 4 seconds ⇒ 6 seconds

Locket got hit pretty hard with the latest nerf. Now Riot is trying to fix it a bit by increase the shield duration, but I still don’t think this will make it come back to meta.

Morellonomicon

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

I consider this to be a buff to both Morello and Red Buff. While the damage has been reduced in half basically, since it is now dealt over double the duration, I think what’s more important about the Burn effect is that healing disabled, which is why this is most likely a buff.

Redemption

Heal: 1000 health ⇒ 1500 health

Redemption was more of a niche item, not getting in the top tier items in previous meta. Now, with this 50% buff, I think it could work pretty well especially late game.

The issue is still with the Morello and Red Buff Burn effect which has been doubled in duration, so Redemption might still not be picked vs comps with Morello or Red Buff.

Statikk Shiv

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

Not really the nerf expected. They could have kept the 4 bounces, but instead reduce the damage or make it not stack.

Warmog’s Armor

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

This shouldn’t affect much how it works on most units.

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

Finally GA now works even with the Burn Effect on the unit. Buuuut, it’s been nerfed quite a bit, with only 500 healing now, which means it will probably fall out of the meta, slowly.

New Drop Mechanic

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

Ok. This seems weird. Why would I want a full item instead of the components? It’s enough that Drakes drop sometimes useless items, while others get Bloodthirster, Morello, etc. Not sure how often will this happen, because “rare instances” is pretty vague.

Bugfixes in Patch 9.16

  • 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.

What I don’t like here is the “bugfix” where Veigar can target Spiderlings; I would consider this a nerf, because I’d rather Verigar focus on a hypercarry, than a poor spiderling.

So, what are your thoughts on these TFT Patch 9.16 Updates? Will this change you strategy in any way? Do you think you’ll try the 6 Shapeshifters now? Let us know your opinion in the comments below.

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