We’ve transcribed these TFT patch notes from Mort’s stream so that you have them available in written format as well. They are subject to change until patch 10.13 hits the live servers.
This page will always be updated with the latest TFT patch notes even before they are live, so feel free to bookmark it for easier access. Since our patch notes are always on the same URL, you can link to this page from your Twitch stream or Discord and you don’t have to update the command every time a new patch comes out.
Mortdog thinks Patch 10.12 ended up in a “really good spot”, with two major things out of line:
1) Battlecast being underpowered
2) Urgot frustrating to play against, but not overpowered. However, Urgot changes will be coming in 10.14.
Table Of Contents
Galaxies
*NEW* Binary Star
Champions can only equip two items
*Thief’s Gloves still works the same
*Super-Mech is also limited to two items
Medium Legends Removed From The Game
Trait Changes
Battlecast
70/160/325/600 > 80/180/480/880 Healing & Damage on Proc
Blademaster
30/70/100% > 30/65/100% Chance for bonus attacks
Blaster
3/5 > 3/6 Extra Attacks
Cybernetic
40/80 > 40/75 Bonus AD
Dark Star
8/16/24/32 > 8/18/28/38 Bonus AD & AP
Infiltrator
40/70/120 > 40/80/120 Bonus Attack Speed
Mystic
50/125 > 50/120 Magic Resist
Champion Changes
1 Cost
Illaoi
600 > 700 HP
4 > 6 second Spell Duration
20/30/50% > 30/40/60% Defense Stealing
Nocturne
0.7 > 0.75 Attack Speed
200/250/350 > 200/250/400 Spell Damage
Xayah
0/70 > 0/60 Mana
2 Cost
Darius
35 > 40 Armor
20 > 30 Magic Resist
400/500/750 > 400/550/800 Spell Damage
Kog’Maw
500 > 550 HP
0/40 > 0/30 Mana
2/4/7% > 2/4/8% Max HP% Damage
Nautilus
60/120 > 50/120 Mana
3/3.5/5 > 3/3/5 second Stun Duration
3 Cost
Bard
Cast time significantly reduced
Cassiopeia
12 > 14 second Poison Duration (same damage over a longer duration = less DPS)
Jayce
850 > 800 HP
Master Yi
75/100/200 > 75/100/175 Spell Damage
4 Cost
Fizz
60/120 > 50/120 Mana
Gnar
750/1250/2500 > 750/1250/4000 HP on Transform
100/175/400 > 100/175/550 AD on Transform
2 > 1.5 second Stun Duration
Jinx
60/75/100% > 50/70/100% Bonus Attack Speed
Riven
250/400/100 > 225/375/1000 Spell Shield
Teemo
125/175/600 > 125/175/500 Spell Damage
4 > 3 second Slow Duration
5 Cost
Ekko
100/200/2000 > 100/150/2000 Spell Damage
Thresh
50/75 > 50/90 Mana
Item Changes
Bloodthrister
40 > 45% Lifesteal
Hextech Gunblade
40 > 45% Spell Steal
Jeweled Gauntlet
20% > 30% Bonus Crit Damage
Statikk Shiv
80 > 90 Damage
Zz’Rot Portal
1000/2000/3000 > 1500/2250/3000 Voidling Health
System Changes
Raised the minimum number of items that can drop in a game by 1
If you are ranked Master or above, you may only solo queue in Ranked
Bug Fixes
Cleaned up some tooltips with respect to percentages
Fixed Malphite’s Energy Shield not benefiting from the Spell Power provided by Chalice of Power
Fixes Space Pirates rarely causing additional coin drops when equipped with Giant Slayer
Fixed an issue where a Kog’Maw’s attacks during Barrage could rarely become Trap Claw procs
Removed the unintended orange glow that would play on melee weapons of units equipped with Infinity Edge
Fixed an issue where Zephyr’d units could be hit by certain AoE spells like Teemo’s Satellite Traps
TFT Patch Notes Video
If you’re interested in a video breakdown of the TFT patch notes, check out Mort’s video, where he goes over everything in detail.
5 thoughts on “TFT Patch Notes 10.13 (Transcribed From Mort’s Stream)”
I could understand if 6 chronos is considered a buff if you have guinsoo since you start multiplying the attack speed earlier. But why is 2 chronos considered good?
Because you don’t have to wait 4 seconds to benefit from the trait and you’ll get crucial spells off earlier in the fight. Playing 2 Chronos is also pretty easy and you can easily fit it in.
Yea, I Was Going To Say The Same, If You Have 2 Units With Chrono As Kind Of A Secondary Synergy, It Can Be Helpful, Like When I Run Blademaster Vanguard And I Have Shen And Wukong, The Chrono Is Just A Bonus To Playing Both Of Those
You basically only do it for the initial 15%. With Chrono you get the first stack right away and you don’t really care about the next stacks since the fights are over so fast anyway. However, with the new buffs I might consider giving 4 or 6 Chrono another try.
I could understand if 6 chronos is considered a buff if you have guinsoo since you start multiplying the attack speed earlier. But why is 2 chronos considered good?
Because you don’t have to wait 4 seconds to benefit from the trait and you’ll get crucial spells off earlier in the fight. Playing 2 Chronos is also pretty easy and you can easily fit it in.
Yea, I Was Going To Say The Same, If You Have 2 Units With Chrono As Kind Of A Secondary Synergy, It Can Be Helpful, Like When I Run Blademaster Vanguard And I Have Shen And Wukong, The Chrono Is Just A Bonus To Playing Both Of Those
You basically only do it for the initial 15%. With Chrono you get the first stack right away and you don’t really care about the next stacks since the fights are over so fast anyway. However, with the new buffs I might consider giving 4 or 6 Chrono another try.
I didn’t understand why gotta to nerf the stun of gnar.