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TFT 11.9 patch notes: Reckoning Set, Pass, Little Legends, Arenas, more

The full patch notes for Team Fight Tactics 11.9 is now out.
TFT 11.9 patch notes: Reckoning Set, Pass, Little Legends, Arenas, more

RECKONING

Cheatsheet

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Details

 The cheat sheet above should give you a good idea of the champions and traits in the new set. But if you want to dive deep into all the stats and new items, we recommend heading to one of the sites listed below. 

RECKONING PASS AND PASS+ EXCLUSIVES

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 Here are some highlights from the brand new 1295RP Pass+ during TFT: Reckoning! You can read more about the Pass and more here! As with past Passes, you’ll get rewards for gathering XP, but to unlock all the exclusives listed below, you’ll want to upgrade to the Pass+.The Pass formally enables Wednesday, 11 AM PST, along with all the other store content. 
  • Emotes: God King Faceoff, Evil Grin, Please Ruin Me, and more
  • Booms to celebrate your victories: Infernal Flock, Rune Surge, and Prismatic Smite
  • Star Shards to star-up your favorite Little Legends
  • LL Eggs: Magical Misfit Eggs, and more
  • Arenas: Sanctum of Order, Realm of Harmony, and Court of Chaos
  • Chaos Pengu and Chaos Sprite
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Chaos Pengu: When Pengu made contact with the corrupting forces of the Black Mist, Chaos Pengu burst from the Feather Knight we know and love. And—while Chaos Pengu’s hair, dance moves, and rap theme are superior—it’s important to note that Chaos Pengu is just that, superior.


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Chaos Sprite: Chaos Sprite has never understood River Sprite. But we’re sure they’d be friends if flames weren't so easily extinguished by water.

LITTLE LEGENDS

 The Magical Misfits are here! 
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Dowsie: Looking to add a mystical mer-mage to your party? Look no further than... wait, where’d that Dowsie go? Oh, right—Dowsie can adapt to nearly all surroundings, so you’ll have to lure them out. And if you are luring one out, stay calm and remember they’re only bashful— until angered, then they might bash-you-full of spells.


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Fenroar: So, you want the ghost wolf, Fenroar, to join your party. Fenroar are fiercely loyal warriors. But don’t let the sword intimidate you. They become eternally bound to their Puproar as well as their friends, which they make quite easily after a round or two of fetch the orbs.


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Nimblefoot: A cunning master of speed, traps, and thievery, Nimblefoot quickly turns any journey into a mischievous misadventure. Their enchanted red pouch can hold anything and everything, from gold to orbs to… wait, is that cheese?

 Sun’s out, Choncc’s out! 
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Splash Town Choncc: Splash Town Choncc’s dream is winning the Splash Party surfing competition. And with how much napping they do, they’re likely to keep on dreaming.


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Lifeguard Choncc: Splash Town locals and tourists alike can feel safer knowing Lifeguard Choncc is on the lookout. On the lookout for the best waves, and Chonccest vibes of course.


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Sunkissed Choncc: Lifeguard Choncc may be the best swimmer, surfer, and boogie boarder, but Sun Kissed Choncc is the best at some really important stuff too. Stuff like, humming, belly bongos, playing the ukulele, and Hula dancing!

ARENAS

 Reckoning has two interactive Arenas available in Bundles and on their own. Whether you enjoy the sun and seagulls, or caves and bats, we’ve got you covered. 

RANKED

  • When Reckoning goes live in your region with patch 11.9, you’ll be able to start climbing the ladder in this set's first Ranked stage. As a reminder, Grandmaster and Challenger are unlocked right out of the gates! Best of luck!
  • Everyone will start Reckoning in Iron II.
  • You will get 5 provisional matches after the reset, meaning you will not lose any LP for sub-top-4 placements in your first 5 ranked games of the new stage. You’ll also gain extra LP for finishing top-4, so best of luck!
  • Fates Ranked rewards will be given out on patch 11.10.
  • Players who reached Gold or higher at any point in the Fates set will receive the Victorious Protector to me-wow their opponents.
  • Players who managed to reach Gold or higher in both halves of the set will receive the Fates-themed Triumphant Protector as well! Nicely done.
  • Competitive play in Hyper Roll is going to work a bit differently. Everyone will start in Gray tier and progress throughout a Color system climaxing in Hyper Tier. For information on Hyper Roll Rating click it here.

HYPER ROLL

 It’s here, TFT’s first official Lab, Hyper Roll, where you can roll faster and harder than a three-star Dango. Here’s a brief overview of the new Lab which you can read more about here
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RECKONING SET MECHANIC(S)

 Shadow Items are the new set mechanic. You can read about them in detail in our Gameplay Overview Article here

Shadow Items

  • Shadow Components can appear in every carousel after the first one, as well as in the Armory
  • You only need one Shadow component to create a completed Shadow Item. The other component can be a normal one. Two shadow components also create a completed Shadow Item.
  • When used correctly, Shadow Items are more powerful than base items, but if used carelessly, they can cause your team more harm than good.

The Armory

 The Armory is not exclusive to Reckoning, but it is making its debut here. It’s core to Hyper Roll and it will likely stick around for TFT’s future. 
  • The Armory is a pop-up shop where you select an item from a couple of options as you would a champion. These items are free, but you can only take one per Armory. You can, and often should, pick up Shadow components here.

SYSTEMS

 For this set, we’ve spent a lot of time improving some of the lesser-noticed systems in TFT. And here they are for you to notice! 

Unit Movement

 Champions now evaluate their movements before commiting when chasing enemy units. #WORTH 
  • Old: If a unit’s target moves out of their Attack Range, it will move 1 hex to attempt to get back in range, and then re-evaluate its target if still not in range
  • New to Reckoning: If a unit’s target moves out of their Attack Range, it will evaluate if moving 1 hex would put it back into range. If not, it will immediately re-evaluate its target.
  • Assassins now consistently jump first before other champions move at the start of combat.

Mana Generation

 In previous sets, if you put a lot of tanky items on a character, they become more efficient at generating mana. Now, stacking defensive items won’t allow you to generate crazy amounts of mana, but it’ll still be good. 
  • Old: 6% of damage taken pre-mitigation is gained as mana
  • New: 1% pre-mitigation and 7% post-mitigation damage taken is gained as mana

Ability and Item Conventions Update

 Some ability terms and interactions are being updated for consistency. 
  • Attack Range is now calculated in Hexes
  • Spell Power is renamed to Ability Power
  • Basic attacks are renamed to just “attacks”
  • All physical damage, from abilities or attacks, can now critically strike and be dodged
  • All Active Abilities (abilities that are not Passive, like Vayne’s Silver Bolts) can now be blocked by Trap Claw
  • Item icons have been updated

Shop Card Glow

 I don’t think I can play without this anymore. 
  • If you own a copy of a champion, cards of the same champion will glow in your shops.

Shop Odds

 During Fates, hitting a 3 star 4-cost was made easier with the Chosen system. With it’s removal, we’re rebalancing some of the Shop odds changes we had to make in order to balance the Chosen system. 
  • Level 7: 22/35/30/12/1% ⇒ 19/35/30/15/1%
  • Level 8: 15/25/35/20/5% ⇒ 15/20/35/25/5%

Round Timers

 We’ve cut a few seconds out of moments where you’re not doing much to allow for more play time and less ‘dead’ time. This is especially important because we are adding time on a few stages with the new Armory system. 
  • Opening Carousel: Time To Gate Opening: 13 sec ⇒ 11 sec
  • Opening Carousel: Pick Time: 10 sec ⇒ 8 sec
  • Stage 1-2 Planning Phase: 12 sec ⇒ 6 sec
  • Stage 1-3 Planning Phase: 20 sec ⇒ 15 sec
  • PVE Rounds Arrival Time: 6 sec ⇒ 4 sec
  • All Carousels Pick Time: 8 sec ⇒ 6 sec
  • All Carousels Additional time for final picks: 5 sec ⇒ 3 sec

Carousel Odds

 Less randomness, slightly more Spatulas, still a bit of variance. 
  • Stage 2 & 4 Carousel: One of all: 80% ⇒ 76%
  • Stage 2 & 4 Carousel: One of all + 1 Spat: 15% ⇒ 22%
  • Stage 2 & 4 Carousel: 3 Spats + Random Items: 5% ⇒ 2%
  • Stage 3 Carousel: One of all: 30% ⇒ 50%
  • Stage 3 Carousel: 9 Random Components: 50% ⇒ 33%
  • Stage 3 Carousel: One of all + 1 Spat: 15%
  • Stage 3 Carousel: 3 Spats + Random Items: 5% ⇒ 2%

Tiebreaker Update

 We added a new tiebreaker, which kicks in if players are still tied after the first two tiebreakers (negative health and health prior to elimination). The new tiebreaker is “won a round more recently.” 
  • The Player who won a round more recently in a situation where multiple players are eliminated with the same health and health prior to elimination will finish ahead of the other.

UPDATED ITEMS

Item Raw Stat Deflations

 Most base stats for Component Items and the Completed Items they produce have been reduced. This will slow down the power ramp that Champions experience when getting their items. 
  • Spell Power ⇒ Ability Power
  • BF Sword Attack Damage: 15 ⇒ 10
  • Recurve Bow Attack Speed: 15% ⇒ 10%
  • Needlessly Large Rod Ability Power: 15 ⇒ 10
  • Chain Vest Armor: 25 ⇒ 20
  • Negatron Cloak Magic Resist: 25 ⇒ 20
  • Giant’s Belt Health: 200 ⇒ 150
  • Sparring Gloves Crit Chance: 10% ⇒ 5%
  • Some Completed items built from Sparring Gloves lost 5% Dodge instead
  • Infinity Edge did not lose 5% Crit because we want it to still grant 100% Crit Chance

Updated Classic Items

 Returning items have been updated to accommodate the changes in Reckoning. These items have deflated raw stats based on their components (see above). A few of these items have been reworked, while many have just been adjusted. 
  • The following items are now Unique (don’t stack them, it won’t work well): Trap Claw, Sunfire Cape, Guardian Angel, Frozen Heart
  • Bloodthirster NEW EFFECT: The first time the wearer would fall below 40% Health, they gain a shield equal to 30% maximum Health for 5 seconds. It still gives Lifesteal as well.
  • Dragon’s Claw REWORKED: Grants 200 bonus Magic Resist (including components)
  • Frozen Heart Attack Speed Slow: 50% ⇒ 35%
  • Frozen Heart Radius: 1 ⇒ 2 Hexes
  • Gargoyle Stoneplate Armor and Magic Resist per Enemy: 20 ⇒ 18
  • Hand of Justice Now grants +40 Attack Damage and Ability Power instead of +40% increased damage
  • Luden’s Echo ⇒ Archangel’s Staff
  • Archangel’s Staff (Luden’s Echo REPLACEMENT): Each time the wearer casts their spell, they gain Ability Power equal to 35% of their maximum Mana
  • Quicksilver Crowd Control Immunity shield duration: 10 ⇒ 12
  • Rapid Firecannon Bonus Attack Range: +200% ⇒ +1 Hex
  • Rapid Firecannon Attack Speed: 20% ⇒ 40%, a heavy compensation for losing some attack range.
  • Redemption REWORKED: The wearer radiates an aura to allies within 1 Hex, healing them for 25% of their missing Health every 5 seconds. Allies affected by the aura take 40% reduced damage from area-of-effect attacks.
  • Morellonomicon Healing Reduction: 75% ⇒ 50%
  • Runaan’s Hurricane Bolt Damage: 80% ⇒ 75% of Attack Damage
  • Spear of Shojin now grants Mana On Attack instead of On Hit, thereby removing its synergy with Hurricane.
  • Spear of Shojin Mana per on Attack: 5 ⇒ 8
  • Statikk Shiv can no longer crit
  • Statikk Shiv Magic Resist Shred: On Crit ⇒ On Hit
  • Statikk Shiv Magic Resist Shred: 60% ⇒ 70%
  • Statikk Shiv Magic Resist Shred: 6 ⇒ 5 seconds
  • Statikk Shiv Proc Damage is now 70
  • Titan’s Resolve stacks now increase Attack Damage and Ability Power by 2 instead of increasing damage by 2%
  • Zeke’s Herald Attack Speed: 30% ⇒ 25%
  • Zephyr now pierces CC immunity effects (ie: Quicksilver, Verdant)
  • Zz’Rot taunt now happens immediately. Taunt is an instant effect that no longer compels enemies that are taunted to chase the target for 1 second. Instead, enemies can retarget once if no longer in range.
  • Zz’Rot Health and Attack Damage now scale based on the current Stage (capping at Stage 5) rather than the Star Level of the wearer
  • Summoned Units (Abomination’s Monstrosity), will not spawn a voidspawn in 11.9, but will in future patches at a reduced capacity. This is a temporary fix to a balance issue that recently came up on PBE. This applies to both Zz’Rot and its Shadow counterpart.

SHADOW ITEMS

 As a reminder, completed Shadow Items are made with a Shadow component and either a regular or a shadow component. They’re powerful, but have trade-offs, which, well, you’ll see. Here’s a list of what each Shadow Item does. 

Sacrificial Infinity Edge

Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder critically strikes, they deal 3% of their maximum Health to themselves as true damage.

[Unique - Only One Per Champion]

BF Sword and Sparring Gloves

Dark Shroud of Stillness

When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]

Chain Vest and Sparring Gloves

Trickster's Gloves

At the beginning of each planning phase, the holder equips 2 temporary items. These are always full shadow items.

[Consumes Three Item Slots]

Sparring Gloves and Sparring Gloves

Vengeful Trap Claw

Blocks the first enemy ability that hits the holder, then teleports them to the ability's caster, and causes both units to start targeting each other. They deal 25% increased damage to each other.

Sparring Gloves and Giant’s Belt

Caustic Quicksilver

The holder is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]

Sparring Gloves and Negatron Cloak

Final Whisper

When the holder inflicts a critical hit, both the target's Armor and Magic Resist are reduced by 50% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.

[Unique - Only One Per Champion]

Sparring Gloves and Recurve Bow

Sacrificial Gauntlet

The holder's magic and true damage from their ability can critically strike. The holder gains +40% Critical Strike Damage and 20% Critical Strike Chance. After the holder casts their ability, they lose 15% of their maximum Health.

Sparring Gloves and Needlessly Large Rod

Hand of Vengeance

At the beginning of combat, the holder gains both of the following:

- +40 Attack Damage and +40 Ability Power

- Basic Attacks and abilities heal for 40% of damage dealt

These bonuses expire after each takedown and renew on the next.

Sparring Gloves and Tear

Spectral Spear of Shojin

The holder's attacks restore 14 Mana on-hit. The holder deals 20% less damage.

Tear and BF Sword

Frozen Dark Heart

Reduces the Attack speed of all enemies within 2 hexes by 50%. The Attack Speed of allies (except the holder) within 1 hex(es) is reduced by 50%.

[Unique - Only One Per Champion]

Tear and Chain Vest

Sacrificial Redemption

The holder radiates an aura to all allies on the board except themself, and heals them for 20% of their missing Health every 5 seconds. Each time this happens, the holder damages themself for 10% of their current Health as true damage.

Tear and Giant’s Belt

Chalice of Malice

When combat begins, all of the holder's allies within 1 hex in the same row gain 45 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.

Tear and Negatron Cloak

Statikk Stiletto

Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 70% for 5 seconds. The holder receives -33% Attack Damage.

Tear and Recurve Bow

Archdemon's Staff of Immortality

Each time the holder casts their ability, they gain empty maximum Health equal to 300% of their maximum Mana. The holder then heals for the Health that was gained from that ability cast.

Tear and Needlessly Large Rod

Very Dark Blue Buff

After casting their ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50.

[Unique - Only One Per Champion]

Tear and Tear

Hextech Gunblade of Immortality

The holder's magic and true damage from Abilities heals the nearest ally with missing Health for 60% of the damage dealt. This healing cannot affect the holder.

BF Sword and Needlessly Large Rod

Locket of the Silver Lunari

When combat begins, the holder and all allies within 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.

Needlessly Large Rod and Chain Vest

Mor-evil-lonomicon

When the holder deals magic damage with their ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn. The holder’s ability deals 50% less damage.

[Unique - Only One Per Champion]

Needlessly Large Rod and Giant’s Belt

Ionic Dark-Spark

Enemies and allies within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 100% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 5 Ability Power for the rest of combat.

Needlessly Large Rod and Negatron Cloak

Guinsoo's Sacrificial Rageblade

Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.

Needlessly Large Rod and Recurve Bow

Rabadon's Caustic Deathcap

Grants 100 bonus Ability Power (including components) and -20% maximum Health

Needlessly Large Rod and Needlessly Large Rod

Caustic Deathblade

Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 3). The holder receives -20% maximum Health.

BF Sword and BF Sword

Fallen Guardian Angel

Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 80% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]

BF Sword and Chain Vest

Zeke's Bleak Herald

When combat begins, the holder reduces the Attack Speed of all allies within 1 hex in the same row by -25%. The holder gains +40% Attack Speed for each affected ally.

BF Sword and Giant’s Belt

Riskthirster

Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 3 seconds (does not stack). The holder takes 33% of their maximum Health in true damage at the beginning of combat.

BF Sword and Negatron Cloak

Evil Giant Slayer

The holder's Abilities and attacks do 50% bonus damage. If the target has less than 1100 maximum Health, the holder's Abilities and attacks do 15% decreased damage instead.

BF Sword and Recurve Bow

Titan's Revenge

Every 3 seconds, the holder's next basic attack deals 25% of the total damage they have taken since the last empowered attack as true damage.

Recurve Bow and Chain Vest

Unstable Zz'Rot Portal

When the holder dies, a Construct arises to continue the fight. When it dies it deals 600 true damage to enemies within one hex.

Giant’s Belt and Recurve Bow

Runaan's Untamed Hurricane

The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.

Recurve Bow and Negatron Cloak

Eclipse Cape

Every 1.5 seconds, a random enemy within 3 hexes is burned for 25% of their maximum Health over 10 seconds. Any healing they receive is reduced by 50%. The holder is burned for 4% of their maximum Health every second and any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]

Giant’s Belt and Chain Vest

Warmog's Sacrificial Armor

Grants 1800 bonus Health (including components). The holder takes 100 true damage each second.

Giant’s Belt and Giant’s Belt

Turbulent Zephyr

When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and 30 Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]

Giant’s Belt and Negatron Cloak

Gargoyle Stoneplate of Immortality

The holder heals themself for 45 Health every 2 seconds for each unit targeting them.

Negatron Cloak and Chain Vest

Refracted Bramble Vest

Grants 200 bonus Armor (including components).

Chain Vest and Chain Vest

Refracted Dragon's Claw

Reduces incoming magic damage by 15%.

Negates bonus damage from incoming critical hits.

Negatron Cloak and Negatron Cloak

Rapid Deathcannon

Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within a 2 hex radius.

The holder's attacks can no longer miss.

Recurve Bow and Recurve Bow

SPATULA ITEMS

Spatula Items

 And because there’s an entirely new roster of traits, here’s a graphic of Spatula Items. Each Completed Spatula Item is now named after the trait it grants the equipped champion. The Item’s icon is also the Trait’s Icon. Here’s a cool graphic from our artist who did the cheat sheet at the top too — thanks artist! 
SpatulaCheatSheet_Final_New_v1.jpg

CLOSING

 We made it! Lots of code, sweat, and tears have been poured into this Set and we truly hope you enjoy it to the fullest. Because this is the early days in Reckoning, we’ll be balancing things frequently, so to stay up to date with all the changes by circling back to the Patch Notes, or our socials. Have a great time with TFT: Reckoning, and we’ll be seeing you on the Convergence!