Riot just released TFT Patch 9.16B, which brings some minor buffs and nerfs, but probably the most expected update was the fix regarding the in-game matchmaking.
The previous TFT Patch 9.16 came with this bug that caused fighting the same 2 opponents multiple times in a A-B-A-B-A matching pattern.
But there are other note-worthy changes, so let’s dive in.
TFT Patch 9.16B Notes & Changes
Brawlers got slightly nerfed
Bonus Health: 300/600/1000 ⇒ 250/500/900
This is one of the expected nerfs, Brawler/Void + Assassins or Sorcs were 2 of the top tier comps after the Patch 9.16 release, so it was expected for the following patches to nerf them a bit, to make room for other team comps to be played as well.
TFT Patch 9.16B Champion Nerfs
Draven’s Damage and Health Reduced
- Health: 700 ⇒ 650
- Attack Damage: 75 ⇒ 70
Jinx’ Ability Nerfed
- Ability Bonus Attack Speed: 0.75/1.0/1.25 ⇒ 0.6/0.8/1.0
- Rocket Damage: 100/225/350 ⇒ 100/200/300
I’m not sure how these 2 changes will affect the meta, because Draven and Jinx are still the strongest DPS carries and they’re used in meta team comps like the 6-Nobles purely for the DPS, even though they don’t synergize extremely well (although Jinx does help for the 2 Gunslingers bonus along Lucian).
Kayle’s Shield Duration Reduced
Shield Duration: 2/3/4 ⇒ 2/2.5/3
Lucian’s Ability Damage Reduced
Ability Damage: 150/250/350 ⇒ 100/225/350
These are part of the most-expected nerf, the one targeting Nobles, even though this is minor, I would say, and I don’t expect 6-Nobles with a DPS Carry like Draven or Jinx to fall out of meta.
Vi’s Mana Bar Increased
Mana: 50/125 ⇒ 75/150
This is also a nerf to the Brawlers comps, beside the one mentioned at the top. Basically, Vi would still required 75 Mana to use her ulti for the first time, but she needs an extra 25 for the subsequent ulties. Still, don’t expect this to make Brawler/Voids comps to fall out of meta that quickly.
TFT Patch 9.16B Notes on the Champion Buffs
While there have been some expected nerfs, with the release of Patch 9.16B, Riot also buffed some champs, in order to make players try new stuff and escape the abusing of 6-Nobles or Brawler/Void comps.
Aatrox’ Ability Damage Increased at level 1
Spell Damage: 250/600/950 ⇒ 300/600/900
Even though they reduced his level 3 damage for the same amount they increased his level 1 damage, this could be considered a buff because, relative to the level, it’s actually a 20% damage increase at level 1, which can’t be ignored. Anyway, it wasn’t that common to level Aatrox to level 3, so the 50 damage reduction at level 3 won’t affect things too much that late in the game.
Anivia Gets 50 More Health
Health: 650 ⇒ 700
Gnar Deals More Damage After Transformation
Bonus Attack Damage on Transform: 30/60/90 ⇒ 50/100/150
Miss Fortune’s Ability Damage Increased at Levels 1 and 2
Ability Damage: 800/1250/1700 ⇒ 900/1300/1700
Riot is still trying to make Miss Fortune playable. She’s unanimously considered the weakest 5 Gold unit, so she gets another buff in this TFT Patch 9.16B.
Morgana Gets Tankier
- Armor: 20 ⇒ 30
- Ability Damage: 200/325/450 ⇒ 175/300/425
The 10 Armor increase might not seem like a lot, but it actually does make a difference especially early in the game. Still, her Ability Damage has been slightly reduced.
Shen Gets 50 Health
Health: 650 ⇒ 700
Shen now has 700 Health at level 1. Not a significant buff, but with the Ninja buff from the previous Patch, this makes them even more attractive to play.
TFT Patch 9.16B Item Nerfs
Luden’s Got Nerfed
Damage: 200 ⇒ 180
In the last Patch they made Luden’s stackable, so people started abusing it (I’m guilty of that as well, Ahri with 2 Luden’s simply melts everyone). This seems to have triggered this small nerf, but I personally will keep building Luden’s on Lucian or Ahri, because they’re very OP early-to-mid game.
TFT Patch 9.16B Bugfixes
- Further adjustments to in game matchmaking to prevent seeing the same opponents as often.
- The Hextech trait now disables Ionic Spark for the appropriate 8 seconds instead of a whole round.
As I said in the beginning of the post, they finally fixed the in-game matchmaking, so theoretically you shouldn’t play the same 2 opponents over and over again.
They also fixed the bug that we’ve mentioned in a previous post, where if Ionic Spark was disabled by the Hextech trait, then it would have remained disabled for the entire match, even after being re-enabled after 8 seconds.