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Patch NotesTeamfight Tactics17.5

Teamfight Tactics patch 17.5 Notes (12th June 2026)

Patch 17.5 focuses on lifting champions that haven't found their footing in Space Gods while taking a sweeping pass at Augments.

Nathan Lees12 min read
Teamfight Tactics Space Gods set with Pengu character party theme
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Patch 17.5 is a smaller, focused balance update that's cleaning up some loose threads from last week's bug fixes. The mid-patch adjustments to Serpent and Samira revealed that those fixes hit harder than expected, so Riot's following up with targeted nerfs to both units and a Shepherd adjustment that was propping up Fast 9 comps too easily.

The real meat here is the Augment overhaul. Economy Augments that were printing gold too generously are getting cut down, while combat options that nobody was clicking are getting buffed. This should make your Augment choices feel less like a foregone conclusion. There's also a significant restructuring of Anima tech cashouts, the 300-Anima tempo pivot is now worth less gold, which means actually committing to Anima units afterward becomes a more competitive path instead of just a stepping stone.

Look for Meeple (7) to feel more worthwhile now that power's shifted from (5), and watch how the Arbiter nerfs reshape Leona printing across the board.

Full Patch Notes

Buff Nerf Fix Tweak
Teamfight Tactics patch 17.5With 17.5 we’re lifting champions that haven’t been able to find their zero-grav footing is Space Gods, while also doing a sweeping pass on our Augments, with nerfs targeted at overperforming econ Augments and buffs for weaker combat options.Game UpdatesRodger “Riot Prism” Caudill, Katie "Riot Ukime" Guo

 

Space is the place to party with Pengu!

With a heavier balance-focused micropatch last week, we've got a smaller balance patch prepared for 17.5, primarily focused on buffing champions that haven't been able to find their footing in the zero-grav environments of SPACE GODS. Past that, we're doing a bigger sweep of our Augments, with many nerfs focused on our overperforming econ Augments and buffs to the less clicked Combat Augments.

Rodger "Riot Prism" Caudill Katie "Riot Ukime" Guo

JUNE 10TH

BALANCE CHANGES

While 17.5 has seen a relatively stable meta early on, the bug fixes we added the day before the patch went live offset many of our intended meta changes that were tested the week prior. We're following up very quickly with some balance changes now that we have more data on how Serpent/Samira bug fixes impacted the meta. And since we’re shipping a micropatch anyways, we’re also adding a Shepherd nerf, as the trait has become a very inexpensive and consistent way for Fast 9 comps to stabilize in the mid-game.

  • Samira Mana nerf: 0/60 0/65
  • Samira Ability CC Duration: 1.25s 1s
  • Stargazer, Serpent Poison Damage: 18/35/50% 25/45/60%
  • Shepherd Summon Bonus AP Per Cast: 20 15
  • Shepherd Summon Shield: 125/300/300 AP 100/275/430 AP
  • Space Groove (7) Bonus: 15% 10%
  • Two Tanky (Augment) Health: 500 450

PENGU’S PARTY BUG FIX

  • Pengu’s Party: “No Encounter” Encounter has been properly disabled


Pengu's Party is back with patch 17.5 through patch 17.6, and every single past set has an iconic trait to show off! Here is a refresher on how Pengu's Party works for our first time attendees. You'll queue up in the world of Space Gods, but along with the fickle Gods, Pengu is here to offer traits from past sets. For more information, be sure to check out our article on the mode here!

OPENING ENCOUNTERS

Delaying Augments, a core component to direction and game plan in TFT, doesn't feel good.

  • LeBlanc's Stage 3 Augments Removed

ADJUSTED GOD BLESSINGS

Buffs to our least divine God Blessings should have them feeling more clickable in the right scenarios.

  • Soraka Shield Blessing 450/550/650/800/800 500/600/700/800/900
  • Aurelion Sol Low HP Quest 18 gold 21 gold

Large, like Leona stocks in 17.4.


TRAITS

In the mid-patch update last week we hit a lot of the overperforming Arbiter outputs, but there are still a few that are overproducing Leonas, so we're following up on those.

Meeple (7) is about printing Meeples (and more), but it's very rarely run since Meeple (5) gives the same bonus HP and is generally seen as more worthwhile for the board you're running. We're moving some power from (5) to (7) and adding a bit more heft to the Prismatic as well. With Meeple (5) coming down, we're also going to be moving some power around for the units so they can flex better into other comps.

We've got two bug fixes for Serpent that should result in the trait being power-neutral or even a very small buff for variations that aren't running Xayah as their primary carry.

  • Arbiter, Every 3 Attacks, Gain Leona: 8/12% 5/8%
  • Arbiter, Every 3 Attacks, Gain Armor: 12/18 10/16
  • Arbiter, Spend 50 Mana, Gain Leona: 10/15% 9/12%
  • Meeple Flat HP bonus: 100/400/400/500 100/350/450/550
  • Meeple (10) Meeplord Abilities: Big Slam Primary Damage: 1100 AP 1500 AP, AoE Slam Damage: 700 AP 1000 AP, Stun Duration: 1.5s 3s, Stun Spell Damage: 150 AP 400 AP
  • Space Groove Health Regen Per Groovian: 0.95% 0.85%
  • Stargazer, Serpent, Fixed a bug where the poison was doing more damage than intended.
  • Stargazer, Serpent, Fixed a bug where the poison damage was calculated after damage mitigation rather than before.
  • Stargazer, Serpent Poison Damage: 20/40/60% 18/35/50%

ANIMA

We’ve seen a lot of players use a 300 Anima cashout to tempo and pivot into a different non-Anima focused reroll line. While this is fine, we also want utilizing the Anima units after these tempo-style cashouts to be a more competitive strategy, so we’re lowering the econ value of the cashout, while buffing many of the Anima items, focusing on the bonus stats these items give to Anima units.

  • 300 Anima Tech: 2* Illaoi + 7 gold 2* Illaoi + 3 gold
  • 300 Anima Tech: 2* Aurora + 7 gold 2* Aurora + 3 gold
  • 300 Anima Tech: 3* Briar + 7 gold 3* Briar + 3 gold
  • 300 Anima Tech: 2* Jinx + 15 gold 2* Jinx + 7 gold
  • 400 Anima Tech: 3 Duplicator Cashout: Added Reforger instead of Remover
  • 400 Anima Tech: All other 400 Cashouts except 3* Jinx cashout contain a bonus Reforger
  • 500 Anima Tech: 2 Tier 2 Items + 10g + 6 Lesser Duplicators 2 Tier 2 Items + 2* Fiora + 2* Aurora + 3* Briar
  • Tier 1 Items: Guiding Hex Aurora AP: 9 12
  • Tier 1 Items: Rocket Barrage Attack Damage: 10% 15%, Jinx Bonus Damage: 35% 40%
  • Tier 1 Items: Savage Slicer Briar Bonus Hits: 10 15
  • Tier 1 Items: Tentacle Slam Illaoi Bonus Effectiveness: 35% 45%
  • Tier 2 Items: The Annihilator Damage Store: 20% 25%, Mana Regen: 3 5
  • Tier 2 Items: Searing Shortbow, Ability Power: 40 45, Attack Damage: 10% 15%
  • Tier 2 Items: UwU Blaster Attack Damage: 25% 30%
  • Tier 3 Items: Evolved Embershot Ability Power: 40 45

UNITS: TIER 1

Right now there are a few 1-costs that are just too weak even when itemized and upgraded early on. Nasus has always been carried by Leona, and Teemo has fallen off since the 17.3 reroll heavy patch, so we're returning him to his 17.3 power now that we've got some of the other reroll outliers in check. Finally, Veigar is just a bit too niche right now so we're giving him an appropriately sized buff to get him standing tall enough to reach the meta.

  • Caitlyn Headshot Damage AD: 170/255/510/875 190/285/540/925
  • Ezreal Ability Damage AD: 160/240/365/620 AD 170/255/380/650 AD
  • Nasus Flat Health gained: 250/350/550/750 300/400/600/800
  • Teemo Spell Damage: 65/95/170/300 70/105/190/325
  • Veigar Spell Damage AP: 310/465/700/1190 330/495/750/1200

UNITS: TIER 2

A few 2-cost comps are doing well in 17.4, but there are a few that still aren't playable. Akali and Bel'Veth should lift melee reroll lines, while Mordekaiser can provide a better frontline for the reroll lines that utilize Conduit.

  • Akali Spell Damage AD: 37/56/84 39/59/88
  • Bel'Veth Spell Damage AD: 20/30/45 >> 22/33/50
  • Gwen Attack Speed: 0.85 0.8
  • Gwen AoE Spell Damage: 75/110/190 AP 75/110/215 AP
  • Mordekaiser Initial Shield: 300/375/500 350/425/550

UNITS: TIER 3

Fizz is the one Rogue that isn't able to find success past Stage 3. He's got a fun play pattern building up to his Megalomeep (yes I know it's called a Mega Meep in the tooltip) and with Meeple (5) coming down and Gwen slowing down (a bit), we're able to give him a decent sized buff to help Megalomeep chomp down!

Ornn's been the biggest benefactor of our recent Space Groove buffs and while we're happy to see this line dance its way back into the meta, the synergy of our trait (HP regen) and unit buffs from 17.4 had Ornn end up being a bit too tanky.

  • Fizz Dash Damage AP: 120/180/290 140/210/310
  • Ornn Groove Duration: 3s 2.5s

UNITS: TIER 4

With Leona printing in check, we're able to give LeBlanc a small buff to her final active cast.

Rammus is getting an adjustment that should have him less tied to Meeple, making him a better tank in Bastion splashes.

  • Kindred Base AD: 55 58
  • LeBlanc Sigil Damage: 80/120 85/130
  • Rammus Meeple bonus Damage Reduction per Meep: 4 3
  • Rammus Mana buff 20/90 20/80

UNITS: TIER 5

Fast 9 was one of the best ways to play 17.5 before our mid-patch update. We pulled back the power of Vex a bit too far with our nerfs to the strategy, so we're returning some of that here while also giving Bard a buff in the hopes he can perform as a primary carry soon.

  • Bard Spell Damage: 220/330 >> 240/360
  • Vex Spell Damage: 130/195 AP 140/210 AP

AUGMENTS

We're taking a very large balance pass on our Augments with a focus in nerfing long overperforming econ Augments and buffing combat Augments that haven't found a foothold.

Now that 1-cost reroll isn't as dominant, we're able to give a lot more initial power to Early Learnings.

Heart of the Swarm doesn't provide enough power to consistently survive in Prismatic lobbies. Now it's going to give a two-star Rek'Sai AND a two-star Briar.

With verticals struggling this set we're able to give more power to Augments like Little Buddies and Climb the Ladder.

  • Bonk! (Nasus) Spell Damage: 280/420/670/1000 AD 290/435/730/1250 AD
  • Buried Treasures Rounds of Items: 4 5
  • Call to Chaos: Radiant Lucky Item Chest + 15g Radiant Lucky Item Chest + 8g, 58 Gold 52 Gold, 64 XP 58 XP, Rerolls: 40 36
  • Care Package Gold reduced for all rewards
  • Continuous Conjuration Magic Damage Needed: 38,000 42,000
  • Climb the Ladder Bonus AD/AP: 6% 7%
  • Cry Me a River Enhanced Mana Regen: 3 4
  • Early Learnings Initial AD/AP: 1% 8%
  • Forge a Friend Gold: 2 5
  • Healing Orbs I/II Heal: 220/500 250/575
  • Heart of the Swarm (Primordian) Initial Briars: 1 3
  • A Magic Roll Pile of Champions: Number of 2* 3-costs: 2 1, Number of 2* 2-costs: 1 2, Number of 2* 1-costs: 0 1
  • Late Game Specialist Gold: 36 30
  • Level Up! Initial XP: 10 6
  • Little Buddies Health: 55 65, Attack Speed: 6% 7%
  • Risky Moves Gold: 30 26
  • Savings Account Initial Gold: 4 2
  • Slammin'+ Initial Gold: 8 4
  • Sunfire Board Duration: 15s 18s
  • Tiny, but Deadly Attack Speed: 30% 33%
  • Upward Mobility Rerolls per Level: 2 1
  • U.R.F Attack Speed: 15% 20%, Mana Regen: 2 3
  • Win Out Initial XP: 6 10

ARTIFACTS

We've got nerfs to two of our best Artifacts that are also responsible for Shimmerscale Essence (Augment) being a bit too strong.

  • The Collector Attack Damage: 40% 35%
  • Mogul's Mail Health Per Stack: 8 5

RADIANT ITEMS

A while ago we took a pass on Radiant Items, making them double the power of their core version. This was nice on paper, especially for comprehension, but some stats are just more multiplicative than others, so we're making more adjustments to these to keep them on par with where we want Radiant Items to be in terms of power.

  • Deathblade Attack Damage: 110% 100%
  • Protector's Vow Shield Amount: 40% 50%
  • Morellonomicon Ability Power: 40 35
  • Quicksilver Base AS: 30% 40%
  • Rabadon's Deathcap Ability Power: 110% 100%
  • Rageblade Base AS: 20% 25%
  • Red Buff Attack Speed: 90% 80%
  • Fixed a bug where components could fail to appear in Pengu's Blessing.
  • Fixed a bug where scouting boards during Realm of Gods would hide Blessings for longer than intended.
  • Fixed a bug where the Apex Primordian could spawn on the wrong side of the board.
  • Fixed a bug where Meeplords could spawn on the wrong side of the board.
  • Fixed a bug with Samira interacting poorly with increasing amounts of Critical Strike Chance.
  1. Game UpdatesTeamfight Tactics patch 17.417.4 brings quality of life buffs to Arbiter, N.O.V.A. and Psionic to make sure all their outputs and items are feeling worthy of selecting. Past that we’ve got buffs for our champs that could use just a bit of power to break back into the meta.
  2. Game UpdatesTeamfight Tactics patch 17.3God balancing, new Blessings and trait Augments join a patch full of balance changes certain to shake up the meta!
  3. Game UpdatesTeamfight Tactics patch 17.2Opening Encounters & new God Blessings make 17.2 a celestial encounter you won’t want to miss.
  4. Game UpdatesTeamfight Tactics patch 17.1Choose your Space God, earn their boon, and assemble a galactic roster full of Space Groovians, Arbiters, and Meeples! SPACE GODS has arrived!
  5. Game UpdatesTeamfight Tactics patch 16.8It’s our final patch before this set becomes the stuff of legend and lore… We’ve got buffs for carries that never carried (enough) and we’ve got lore-accurate adjustments for live, while Choncc’s Treasure is getting a lot more Chonncier.
  6. Game UpdatesTeamfight Tactics patch 16.716.7 is a smaller patch following up on our 16.6 changes ahead of the Tactician’s Crown!
  7. Game UpdatesTeamfight Tactics patch 16.6Unlocks unlocked! 16.6 brings sweeping changes to Unlock access.
  8. Game UpdatesTeamfight Tactics patch 16.5We’re past the halfway mark with Lore & Legends and we’re focusing on more specific balance changes.
  9. Game UpdatesTeamfight Tactics patch 16.416.4 brings new Augments, leveling adjustments, and balance changes!
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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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