TFT Patch 9.17 Notes – Pantheon Arrives, Nobles Get Nerfed & More

Riot just released TFT Patch 9.17, which brings a new champion to the Convergence and some much-expected buffs and nerfs (spoiler alert, Nobles got nerfed as well this patch).

Without any further ado, let’s dive in and discuss the TFT Patch 9.17 Notes and changes and see how they will influence the current meta.

TFT Patch 9.17 Notes - Pantheon joins the TFT Champion pool
TFT Patch 9.17 Notes – Pantheon joins the TFT Champion pool

TFT Patch 9.17 Notes

Pantheon Joins the Convergence

  • Cost: 5 Gold
  • Origin: Dragon
  • Class: Guardian
  • Grand Starfall: Pantheon leaps in the air, crashing down towards the farthest enemy, stunning them for 4/6/8 seconds. Enemies in Pantheon’s path take 15%/30%/45% of their Maximum Health as Magic Damage. They then burn for an additional 20% of their Maximum Health as True Damage over 10 seconds. Applies Grievous Wounds. Note: the in-game tooltip is lagging behind and will be updated to reflect this in patch 9.18.

Well, where do we start? First of all, adding a new 5 Gold champion is good, because it dilutes the 5 Gold champions pool, which means lower chances to get Kayle, which means this can also be considered as an indirect nerf to nobles.

But damn, Pantheon is too OP. We played it on PBE, we’ve watched other top Challenger streamers play him and almost everybody agrees that he’s too strong at the moment.

He can be played in pretty much every comp, but being a Guardian, it works great in a 6-Nobles team (although they got nerfed, we’ll discuss this below), and synergises perfectly with Shyv or Asol for the Dragon trait that grants him 83% magid resist.

Overall, we think Riot shouldn’t have released Pantheon without nerfing him prior to this, but we expect this to happen in the next patch anyway. So abuse him while you can 🙂

TFT Patch 9.17 Systems Changes

  • The first carousel now has all 2 cost units.

The first carousel having all units 2 Gold is nice, because previously, you would have felt bad if you wanted an item on a 1 Gold unit, but now you don’t need to worry about this anymore. Just go for the items you want, without worrying about losing 1 Gold.

  • Ghost armies now benefit from Trait bonuses. They’re actually spooky now!

Finally, fighting a Ghost army won’t be considered an auto-win anymore. Previously, it felt bad when there were only 3 people left and one of them was fighting a Clone army, while you were fighting the other opponent. You probably cursed RNG for giving the other player a free win vs the Clone army.

Well, that will change now and I consider this to be a good thing. We still need to wait and see the general player’s reaction to this, but mostly this is what everyone wanted.

  • Attack Speed cap has been increased from 2.5 to 5.0. So fast.

Ok, this could be considered a pretty decent buff to rangers. And now, finally, building Rageblade makes more sense and you won’t be so sad when you read on Rageblade’s item tooltip “stacks infintely”, but after 20 seconds of fighting, the unit wearing the Rageblade reached the capped Attack Speed at 2.5.

Personally, I expect to see more Rageblades being built now, but of course it depends on the team comp played.

  • Tooltips have been updated to be more clear, and numbers scale with Ability Power.

Great. We always considered that Riot dropped the ball when it comes to in-game item descriptions and details. We always had to test if items stack, or if item damage scales with AP, etc. We’re still hoping everything will be more clear and make it easier for us, the players, to better understand how to build the items.

TFT Patch 9.17 Traits Updates

Assassins Reworked

Reworked to add a bit more consistency.

  • Increased the delay before Assassins jump so they can access the backline more often.
  • (3) Trait Bonus: 125% Crit Damage ⇒ 75% Crit Damage & 10% Crit Chance
  • (6) Trait Bonus: 350% Crit Damage ⇒ 150% Crit Damage & 25% Crit Chance

We haven’t played Assassins in the new patch, so it’s hard to have a personal opinion on this. While the Crit Chance addition is nice, I still think lowering the Crit Damage to 150% for 6 Assassins means it’s not worth going for this bonus.

Hextech Nerfed slightly

  • Item disable duration: 8 seconds ⇒ 7 seconds

This isn’t a significant nerf, I think it would have been better if they changed it to be like 4 seconds disabled for 2 Hextechs, 8 seconds for 4 Hextechs.

Nobles Get Nerfed Again

Tapping down their power a little bit.

  • Armor & Magic Resist: 60 ⇒ 50
  • Healing: 35 ⇒ 25

As expected, Nobles got nerfed again. Even after the small nerfs from previous patches, they were still one of the strongest team comp, if not the strongest one. And it became a bit boring because everyone at every level was abusing nobles.

The competition was about who gets Kayle first, and the game became a bit brain-dead. Simply spam Nobles for Top 2 guaranteed.

We have to see if this nerf is enough to make them fall out of meta.

Rangers Got Buffed (Slightly)

Making Rangers more consistent.

  • Double Attack Speed chance: 25%/65% ⇒ 30% /70%

This is a pretty small buff, but considering the raised Attack Speed Cap and the Noble’s nerf, it means there’s a pretty good chance we’ll see more Knight/Ranges comps now. Obviously, with Pantheon alongside them, even though it doesn’t synrgises, he’s still good in any comp 🙂

Shapeshifters Will Transform Quicker

We’re making it a little easier for Shapeshifters to transform.

  • Nidalee Total Mana: 100 ⇒ 85
  • Jayce Armor: 30 ⇒ 35
  • Jayce will now transform at max mana, even if there is no one in range to knock away.
  • Shyvana Total Mana: 100 ⇒ 85
  • Gnar Total Mana: 125 ⇒ 100

This buff to Shapes means we’ll probably see them more and more, even though Swain didn’t get buffed as well, because he was strong already. Probably 6-Shapeshifters won’t be top tier, but we expect more players to go for the 3-Shapeshifter bonus in different comps.

Yordles Got Buffed (Slightly)

Sticking with our consistency theme here.

  • Dodge chance: 30%/55% ⇒ 35%/60%

This isn’t something to write home about, but it’s a buff nevertheless.

TFT Patch 9.17 Champions Updates


  • Adjusted his interaction with Rapidfire Cannon. He maintains the range bonus but it now narrows his bullet spread, like a shotgun choke.


  • Health: 600 ⇒ 650


  • Health: 450 ⇒ 500
  • Starting Mana/Total Mana: 50/125 ⇒ 0/85
  • Ability Damage: 150/275/400 ⇒ 175/325/475


  • Relentless Pursuit’s second shot now scales with Lucian’s attack speed.


  • Ability Damage: 200/325/450 ⇒ 150/250/350


  • Stun Duration: 5/8/11 seconds ⇒ 5/7/9 seconds

The most important changes are the RFC Graves, GP and Leona’s nerfs.

TFT Patch 9.17 Healing Changes

Healing effects were tuned around Grievous Wounds, completely turning them off. Since we’re reducing Grievous Wounds’ effect, we’re also reducing the effectiveness of other healing effects to keep them from becoming too strong.

  • Grievous Wounds Healing Reduction: 100% ⇒ 80%
  • The Bloodthirster Healing: 50% of Damage ⇒ 40% of Damage
  • Hextech Gunblade Healing: 33% of Damage ⇒ 25% of Damage
  • Swain Demonflare Healing: 50/90/130 ⇒ 40/70/100
  • Redemption Healing: 1500 ⇒ 1200

Some of these changes have been requested intensively on Reddit or LOL Boards and it seem that Riot agreed with these suggestions.

Now Morello and Red Buff won’t prevent healing completely, but instead it will be reduced by 80%.

Bloodthirster aand Gunblade healing has been reduced, same for Swain and Redemption. Swain is the one that took the biggest hit probably, but he was too strong anyway, usually a level 2 Swain mean insta-win in most cases, even vs 6 Nobles, if you had a Morello or Red Buff on your team.

TFT Patch 9.17 Bugfixes

  • Hextech: Fixed a disabled Infinity Edge losing more crit damage than it should
  • Hextech: Fixed a disabled Ionic Spark not re-enabling its effect.
  • Hextech: Fixed a disabled Zeke Herald not re-enabling its effect.
  • Hextech: Fixed disabled Locket of the Iron Solari not re-enabling its effect.
  • Improved Shyvana’s ability logic. She now looks for spots to jump to that are far away from her target.
  • Fixed Rek’Sai not properly knocking up her target at longer distances.
  • Fixed Warwick spawning a new Warwick if he dies mid-leap.
  • Fixed Warwick’s Ability Damage scaling with his bonus Attack Damage.
  • Ahri will no longer cast her ability at an enemy not in range.
  • Lucian now correctly triggers launch attack effects (Statikk Shiv, Runaan’s Hurricane) on his first auto after his dash.
  • Fixed Luden’s not triggering if the target of the spell died.
  • Fixed Vi ult sometimes chain hitting the same enemy.
  • Little Legends that get inside the initial shared draft barrier before it comes down are now booted out.


Probably the most important one here is the fix to Little Legends getting inside the initial Carousel, which pissed of a lot of players.

Another notable one is the one to Lucian’s basic attack after the dash, because previously it didn’t trigger Statikk Shiv or Runaan’s.


  • Updated Dragon and Elder Dragon fireball VFX.
  • You can now mute player emotes + pings through the scoreboard.
  • Added new visual effects to show off your win streak on scoreboard.


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