
League of Legends Encounters, new blessings, and (28th April 2026)
Opening Encounters return, new God Blessings arrive, and Riot takes a scalpel to the economy in TFT Patch 17.2.
Opening Encounters are back in TFT Patch 17.2, and this is a meaty update. After a full patch to settle into the new set, Riot is layering in more variance with returning favourites like Golden Gala and Prismatic Party alongside four brand-new Encounters, including Cheaper Levels and a Reroll Start that hands you eight free rerolls on 2-1. If you've been playing the same opener every game, that changes now.
The bigger story is the economy overhaul running through almost every system. Riot is trimming gold from God Armory, adjusting loot distribution in early stages, cutting Augment distribution rates for high-power rolls, and reworking several God Blessings to reduce snowballing. Kayle's Boon gets a full rework, Thresh's Boon now rolls on 5-1 instead of handing out 4-costs, and Yasuo's 2-Hex Gold drops from 12 to 8. I think this is the right call; mid-game economies have been inflating fast enough that boards were capping out earlier than they should.
New God Blessings from Ahri, Thresh, Varus, Soraka, Evelynn, and Kayle also go live this patch, with some interesting options like Thresh's Mini Recombobulate and Evelynn's Finalist Gambit. Here's everything that changed.
Full Patch Notes
Teamfight Tactics patch 17.2
Oh, such a blessing to encounter you here dear reader!
17.2 is packed with content, from the re-introduction of Opening Encounters to the new God Blessings and Augments, and our typical collection of balance changes—there's a lot, so let's not waste time with this run-on sentence here and instead let's hop right in!
Katie "Riot Ukime" Guo
Rodger "Riot Prism" CaudillOPENING ENCOUNTERS
Variety is the spice of life, and now that we've had a full patch to get our feet under ourselves in this low-gravity setting, we can add a tad more with new and returning Opening Encounters! I for one am excited to play reroll in the Cheaper Level Encounter and fast eight in the Double Duplicators Encounter to throw my opponents off.
Returning Encounters:
- Golden Gala
- Prismatic Party
- Prismatic Finale
- Prismatic Opener
- 3-cost Start
- 2-cost Start
- Upgraded Start
- Component Anvils
- Loot Subscription, Gold granted reduced, Spatula odds reduced
- Emblem Ensemble
- Gold Subscription, Gold Reduced
- No Encounter
- Howling Abyss
- Silver Scrapes
- Scouting Party
Removed Encounters:
- Augment Round Swap
- Gwen's Gifts
- Reckoner Arena
- Scuttle Puddle
New Encounters:
- Double Duplicators: Gain a Lesser Champion Duplicator. On 3-3, gain another.
- Artifact Anvil: On 3-3, all players gain an Artifact Anvil.
- Stage Three Augments: Augments appear on 3-1, 3-2, and 3-3 instead.
- Reroll Start: On 2-1, gain 8 free rerolls.
- Cheaper Levels: Each level costs 2 XP less.
AUGMENT DISTRIBUTION
With Opening Encounters adding more opportunities for variable and exciting Augment distributions, and fresh starts, we're lowering the frequency of our higher-power Augments to move them back to what they were with in Lore & Legends.
- Prismatic/Gold/Gold: 4% ⇒ 2%
- Prismatic/Silver/Gold: 5% ⇒ 4%
- Prismatic/Gold/Prismatic: 2% ⇒ 1%
- Prismatic/Silver/Prismatic: 2% ⇒ 1%
- Gold/Gold/Gold: 20% ⇒ 22%
- Gold/Silver/Gold: 15% ⇒ 18%
LOOT SYSTEM
We want to make sure players lower down on the lobby have more autonomy with their items, which is why we give them more component anvils, but we didn't mean for them to get component anvils and a guaranteed Reforger, which was often just used to reroll Emblems.
You are going to see a lot of inflation reduction changes this patch and a small amount of it is here in our early stage loot distribution which, when too consistently high, can create for snowballing interest and fastly inflated mid-game economies.
- Fixed a bug where players could receive a guaranteed Reforger from PvE rounds while in 7/8th place.
- Average loot for stage 1-3 slightly decreased.
GOD ARMORY (4-7)
Stage 4-7 is when late game begins and we start seeing boards become fully capped. Trimming a bit of gold here will just make for one less reroll to afford while trying to hit a three-star 4-cost.
- God Armory: Gold Offering: 12 gold ⇒ 10 gold
GOD BOONS
Kayle's Boon was very powerful, but it also was not, and yes, this statement is still true. A random item going Radiant on your carry could be game winning, but that utility item going radiant on your one item tertiary trait bot… not so much. Now the Boon is focused on item collection which will have a smaller power ceiling but a much higher and more consistent power floor.
Ekko's Boon is also quite good on Casters and Tanks, but it's rarely usable on Marksmen or Fighters, so we're rebalancing the Anomaly to be in a better spot on all classes.
Our changes to Thresh's Boon make it more consistent while also reducing its most inflationary output that resulted in quite a lot of three-star 4-costs.
12 gold is a lot, so we're lowering that option for Yasuo's Boon in the hopes that full devotion becomes more appealing while also lowering one of our many sources of economy inflation.
- Kayle's Boon [Reworked]: For each unique completed item on your team, your team gains 15 Health, 1% Attack Damage, and 1% Ability Power.
- Ekko's Anomaly:
- Caster Fireball Damage: 6% max HP ⇒ 5% max HP
- Marksman Attack Speed: 60% ⇒ 75%
- Fighter AD/AP: 30 ⇒ 35
- Thresh's Boon Now rolls on 5-1:
- 5 gold ⇒ 6 gold
- 2x 4-costs ⇒ 2x 3-cost
- Attack Speed: 5% ⇒ 6%
- Health: 65 ⇒ 75
- Yasuo's Boon
- 2-Hex Gold: 12 ⇒ 8
NEW GOD BLESSINGS
New God Blessings are sure to have you using the full Realm of the Gods timer in making your decisions. I for one am very excited for Thresh's mini-recombobulators!
Ahri:
- Gold Every Turn [Stage 3]: Gain 1 gold each turn for the rest of the game.
- Divine Investment [Stage 2 & 3]: Your maximum interest is increased by 1. Gain 4/6 gold.
- Chest of Greed [Stage 2, 3 & 4]: Gain 2/3/4 gold, plus 12/16/25 gold split between all players who pick this (rounded down.)
Kayle
- Divine Refund [Stage 3]: Gain 2 gold. The next time you create an item, gain a copy of one of the components at random.
- Craftsmanship [Stage 2]: Gain 2 Reforgers now and one at the start of each Stage. Whenever you use a Reforger, gain 2 gold.
- Anvil Transformation [Stage 2]: Whenever you would get a component, gain a Component Anvil instead. Gain 2 gold.
Evelynn:
- Finalist Gambit [Stage 2]: Gain 3 gold. If you make it to Top 4, gain 30 gold.
Soraka
- Soraka's Embrace [Stage 2, 3, & 4]: At combat start, grant the ally who died first the previous combat 450 to 800 shield, based on the current stage.
Thresh
- Mini Recombobulate [Stage 2]: Transform all 1 and 2-Cost champions on your board into random ones of a higher cost.
- Pandora's Seat [Stage 2, & 3]: At the start of each round, the champion in the two rightmost bench slots transforms into a random champion of the same cost.
Varus
- Ephemeral Rerolls [Stage 3]: At the start of each round, if you don't have a free reroll, gain a free reroll.
- Starcrossed Upgrade [Stage 2, 3 & 4]: The next 2/3/4-Cost you see in the shop will be 2-Star.
- Super Parting Gift [Stage 2, 3 & 4]: The next time you select God Pengu's gift, gain an extra copy of the champion and 2 gold.
ADJUSTED GOD BLESSINGS
The bulk of our changes here are to reduce inflation through many small cuts rather than one drastic measure. And with resources coming down, we're preemptively nerfing Yasuo's best hexes so he doesn't become the de facto God.
Ahri:
- Rerolls: 5/7/8 ⇒ 4/5/7
- Stage 2: 8XP ⇒ 6XP
- Stage 3: 10 XP ⇒ 8 XP
- Stage 4: 12 gold ⇒ 10 gold
- Stage 4: 12 gold + 3 shared wealth ⇒ 10 gold + 2 shared wealth
Ekko
- Stage 2 Removed “Spatula after 4 Rounds”
- Stage 2 Low Health Blessing: 3x components >> 2x components + 3g
- Stage 2 Low Health Blessing: [REMOVED] Duplicator + 13g
- Stage 4 Completed Anvil after 4 rounds ⇒ after 5 rounds
Evelynn
- Blood Pact Gold: 9/11/16 ⇒ 8/10/13
- Stage 2: 2-star 2-cost, -1 Health >> 2-star 2-cost, -3 Health
- Stage 3: 15g + no Shop ⇒ 12g + no Shop
Soraka
- Better Together Gold: 3/4/4 ⇒ 2/3/4
Yasuo
- Cosmic Hex Health Per Turn: 30 ⇒ 35
- Cryogenic Hex Heal: 35% ⇒ 30%
- Solar Hex Bonus Magic Damage: 18% ⇒ 15%
- Storm Hex Stun Duration: 2s ⇒ 1.75s
Large, like wow, these notes are long.
TRAITS
Anima is over-performing in elite and casual play alike, primarily around the mid-tier cashouts. We're rebalancing their 300/400 cashout items and total values.
Welcome to Arbiter, can I take your order? We've got “overperforming causes the proc on instances of damage and attacks,” and “underperforming causes the proc on rerolls and falling below a health threshold.” Now, it's time to cook on these so every cause feels worth the effect and no Arbiter comes out too well-done or undercooked.
In the next section you are going to notice a very very big nerf to Viktor, so keep that in mind when you see all the Psionic Items get buffed.
We want almost every Stargazer pattern to feel good with all the Stargazers. Currently, this isn't the case with the Fountain pattern really only benefitting Lulu as a carry. We're disabling that pattern for this patch as we work on a different output that can support a variety of Stargazer comps and splashes alike. It's no secret that the Medallion (Reroll) pattern is bringing the set's reroll lines to the podium. We're lowering the bonus you get for 3-stars significantly here, but with the general power level of the set coming down this patch, it shouldn't leave Medallion out of the running.
Finally, we've got Timebreaker which has near-exclusively become an econ-bot with our release patch. We're fine with the trait's continued use as a stimulus splash, but we're reworking it to first be a teamwide Attack Speed splash, then be an econ splash, and finally be able to be played as a reroll mini-vertical. We look forward to seeing how the (4) piece enables new reroll comps and fast 8 tempo strategies alike.
Anima:
- Double-Up: Anima Tech Per Loss: 15 ⇒ 18
- Anima Squad Armory Time: 35s ⇒ 28s
- To be Added in tooltip in 17.3] Modifier on Loss if Partner Wins: 50% total ⇒ 85% total
- 300 Tech Cashout option: 1x Tier 2 Item + 1x Aurora >> 1x Guiding Hex + 2-star Aurora + 7g
- 300 Tech Cashout option: 1x Tier 2 Item + 1x Illaoi >> 1x Tentacle Slam + 2-star Illaoi + 7g,
- 300 Tech Cashout option: 1x Gold item + 2 star Briar >> 1x Savage Slicer + 3-star Briar + 7g
- 300 Tech Cashout option: 1x Gold item + 2 star Jinx >> 1x Rocket Swarm + 2-star Jinx + 15 gold
- Tier 1 Items Savage Slicer: Briar Bonus Hits: 6 ⇒ 10
- Tier 1 Items Rocket Swarm: Jinx Bonus Damage: 45% ⇒ 35%
- Tier 2 Items The Annihilator Delay: 18s ⇒ 16s
- Tier 2 Items Battle Bunny Crossbow can now only stack 1 time per basic attack, even if the attack hits multiple time (Xayah, Graves)
- Tier 2 Items Cyclonic Slicers Razor Damage (Stage 2-6): 100/100/150/200/250 ⇒ 80/80/100/130/160
- Tier 2 Items UwU Blaster AD: 15% ⇒ 25%
Arbiter Input:
- Deal Damage 10 Times: AP Gained: 8/12 ⇒ 7/10, Permanent Max HP Gained: 11/17 ⇒ 13/20
- Each Arbiter Star Level: Gain Gold Chance: 5/5% ⇒ 8/8%, Permanent Max HP Gained: 10/10 ⇒ 12/12
- Every 3 Attacks AP Gained: 6/9 ⇒ 5/8
- Every 4 Seconds Gain Leona Chance: 18/25% ⇒ 15/22%
- Fall Below 40% HP AS Gained: 70/100% ⇒ 80/120%, Max HP Shield Gained: 55/85% ⇒ 50/75%
- Rerolled Previous Turn: Max HP Shield Gained: 40/60% ⇒ 44/66%, Permanent Max HP Gained: 50/75 ⇒ 67/100
- Spend 50 Mana Permanent Max HP Gained: 24/36 ⇒ 20/30
- Brawler Bonus Health: 20/40/60% ⇒ 25/45/65%
- Challenger Attack Speed (4/5): 36/48% ⇒ 40/55%
- Mecha AD/AP: 20/35% ⇒ 25/45%
Psionic 4-Piece Items:
- Biomatter Preserver Base Health: 400 ⇒ 550
- Drone Uplink Ability Power: 25 ⇒ 30, Repeated Damage: 20 ⇒ 25%
- Sympathetic Implant Base Mana Regen: 2 ⇒ 4, True Damage: 20% ⇒ 25%
- Target-Lock Optics Base AD: 15% ⇒ 25%, Heal: 15% ⇒ 20%
Meeple 7 Piece Gold Per Cloned Champion:
- 1-cost: 3g > 2g
- 2-cost: 6g > 5g
- 3-cost: 10g > 8g
- 4-cost: 2g > 1g
- 5-cost: 5g > 2g
Stargazer:
- Huntress Stargazer Attack Speed: 10/30/45% ⇒ 12/35/55%, Heal: 10% ⇒ 15%
- Fountain Temporarily disabled as we find a better fit for Lulu and Xayah
- Medallion Damage Amp Per 3-star: 6.5% ⇒ 5%
- Mountain Percent Health: 12% ⇒ 15%, AD/AP: 12% ⇒ 15%, Resists: 12 ⇒ 10, Attack Speed: 12% ⇒ 10%
Timebreaker [Reworked]:
- Timebreaker (2): Your team gains 15% Attack Speed
- Timebreaker(3): When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage). Rerolls (stage 2-5+): 1/2/2/3. Temporal Cores (stage 2-5+): 2/2/3/4
- Timebreaker (4): Timebreakers gain an additional 50% Attack Speed
UNITS
Caitlyn's headshot is getting a huge buff, but in this case it is literally getting bigger, and firing faster. Speaking of big, Cho'Gath's been too tough to get ramping up, so we're giving our hungriest, voidiest, boy a nice base buff to keep him nomming and growing. With Timebreaker's rework, we're hoping to see Ezreal emerge as a reroll carry, so a small buff to his floor should see him scaling easier into the late game. Finally for the one-costs, we've fixed a Talon bug that had Omnivamp not correctly applying to his bleed. Since Talon's already one of our most powerful one-costs, we've got a compensation nerf with a bit more tagged onto it to keep the accumulation of these changes safely in the nerf zone.
If you couldn't tell from our Ezreal buff, we really want to see more creative uses of our Timebreakers, so we've got a Milio buff to keep him kicking into the meta.
With our biggest Arbiter outliers in check, we're able to give Diana more power both in her ability damage and durability. Maokai lags behind our other tanks, so we're upping his bonus HP hook, which alongside a Bruiser buff should feel a lot sturdier than the 5% looks on paper.
Samira has been popping up as a consistent comp somewhat recently as we write these notes (8 days before the patch goes live). We've got a decent sized nerf for her here, but we're tracking her rise as the meta develops in case we have to increase/decrease it. Viktor, on the other hand, is getting the largest nerf of the patch. He's certainly put the Vik in Viktory with his dramatic performance even after our B-patch nerf, so we're responding with a dramatic nerf that also allows us to put some power into the Psionic items and underperforming Psionic champions (Gragas).
Corki's our only four-cost carry lagging behind his peers, and he's only a tad behind, so we're giving him a very light buff since he'll also be aided by the power ceiling of the set coming down.
Not hitting a primary tank and being able to two-star them is an issue this set. While we have stronger 3-cost tanks this time around, we're working to add more frontline options both this patch and next patch. For 17.2, we're buffing our under-performing low-cost tank options, making the Mighty Mech a playable tank without needing to transform him into his two-slot form, and giving Tahm Kench one more follow-up change to make him a better tank option than loot printer. We believe this will make the race to Nunu (who is getting nerfed) less important, and solve many of the “where is my front-line” situations, but we've got one more solve for this planned in 17.3. I'll give you a hint as to what that is so it doesn't come out of nowhere from the dark. That was the hint by the way.
As for our five-costs, we're rebalancing Grave's tech tree to lower the power of his dominant Assault Frame while improving his Marksman tree. Finally, while we think five-costs are generally balanced this set (slightly weaker than their Lore & Legends counterparts, but strong 5-costs was part of that set's identity), one has been overperforming the rest by a vexing margin. The bulk of our Vex nerf is coming in the form of her absurd range because how can a Yordle cast a shadow that long anyways? But, jokes aside, we've got a smaller damage nerf for her too.
- Caitlyn Headshot's missile size is now larger at high damage values. Headshot missile speed: 2500 ⇒ 3000
- Cho'Gath Base HP: 650 ⇒ 700, Bonus Health: 25/35/65/110 ⇒ 30/40/70/115
- Ezreal Ability Damage: 155/235/355 AD ⇒ 160/240/365 AD, Ability Damage: 10/15/25 AP ⇒ 14/21/32 AP
- Talon Ability damage now correctly benefits from Omnivamp, AS: 0.8 ⇒ 0.75, Ability Damage: 460/690/1090 ⇒ 430/645/1000
- Gnar Ability Damage: 225/340/525/860 ⇒ 225/340/560/860
- Gragas Healing: 385/440/600/760 ⇒ 415/470/630/790
- Jinx AD Ability Damage: 27/40/60/102 ⇒ 29/44/65/110
- Milio Ability Damage: 230/345/520/885 ⇒ 255/380/575/975, Bounce Damage: 75/115/175/300 ⇒ 85/130/190/325
- Diana Shield: 225/275/375 ⇒ 250/290/375, Ability Damage: 45/70/110 ⇒ 50/75/120, Magic On-Hit Damage: 50/75/130 ⇒ 52/78/135
- Lulu Mana: 0/60 ⇒ 0/55.
- Lulu Medallion Gold: 1/3/6 ⇒ 1/3/5
- Maokai Max HP % Passive: 45 ⇒ 50
- Miss Fortune Channeler Ability Damage: 65/100/155 AD ⇒ 72/108/173 AD
- Miss Fortune Replicator Mana: 20/70 ⇒ 20/65
- Samira Ability Damage: 380/570/915 AD ⇒ 360/540/860 AD
- Viktor Ability Damage: 200/300/530 AP ⇒ 185/275/475 AP
- Urgot Mecha Passive AD: 250% basic AD ⇒ 225% basic AD
- Corki AD Ability damage: 28/42/280 ⇒ 30/44/280
- Karma Attack Speed: 0.75 ⇒ 0.8
- Kindred Spell Damage: 60/90 AD ⇒ 75/115 AD
- LeBlanc Passive Damage: 57/86 AP ⇒ 62/93 AP
- Master Yi Passive Damage: 60/90 AD ⇒ 70/105 AD, Move Speed within his spell reduced to avoid targeting bugs
- Xayah Spell Damage: 48/72 AD ⇒ 45/68 AD
- The Mighty Mech Base Ability Heal: 850/1200/3000 AP ⇒ 900/1300/3000 AP
- Nunu Base Mana: 40/145 ⇒ 40/155, Stun Duration: 1.75/2/8 ⇒ 1.5/1.75/8
- Tahm Kench Oracle Rewards scale less with Tahm Kench rounds fielded. Gold chance/Tailored Champion Chance decreased.
- Tahm Kench Ability Heal: 275/315/1500 AP ⇒ 300/360/1500 AP
- Tahm Kench 3-star Ability Damage: 800% AP ⇒ 1500% AP
- Graves Spell Damage: 360/540 AD ⇒ 390/585 AD
- Graves Secondary Spell Damage: 120/180 AD ⇒ 135/200 AD
- Graves Assault Frame Upgrades:
- Leeching Implants AD: 15/30% ⇒ 10/20%
- Grav Booster Attack Speed: 70% ⇒ 40%
- Heavy Plating Resists: 30 ⇒ 20
- Meltthrough Resist Reduction: 5 ⇒ 4
- Graves Marksman Frame Upgrades:
- Double Tap Chance: 20/30% ⇒ 25/35%
- Precision Scope AD: 10/20/30% ⇒ 12/24/36%
- Jhin Ability AD damage: 38/57/644 ⇒ 41/62/644
- Fiora Mana: 0/80 ⇒ 0/70
- Shen On-Hit Spell Damage: 40/60 AP ⇒ 45/75 AP
- Shen Shield Base: 225/300 AP ⇒ 200/250 AP
- Shen Shield HP Ratio: 10% ⇒ 15%
- Sona Debris Initial Damage: 260/390 AP ⇒ 280/420 AP
- Sona 5th Cast Damage: 620/930 AP ⇒ 680/1050 AP
- Vex Autoattack Range: 8 Hexes ⇒ 5 Hexes, Ability Damage: 140/210/1000 ⇒ 130/195/1000
REMOVED AUGMENT
This Augment has been benched for a similar Thresh Blessing that's been newly seated.
- Pandora's Bench
NEW AUGMENTS
More Champion Augments have arrived! Explode boards with Gragas, dive in with Leona, or unlock the Prismatic APEX PRIMORDIAN with the Heart of the Swarm!
- NEW Heat Death (Gold Augment Stage 2 Only): Gain a Mordekaiser. Your strongest Mordkaiser becomes a Magic Fighter with a slowly growing aura that deals damage over time.
- NEW Self Destruct (Gold Augment Stage 2 Only): Gain a Gragas. Your strongest Gragas becomes a Magic Fighter with a massive explosion, but also damages himself.
- NEW Shieldmaiden (Gold Augment Stage 2 Only): Gain a Leona. Your strongest Leona becomes an Attack Fighter that dashes through enemies to deal physical damage, stunning the first target hit.
- NEW Heart of the Swarm (Prismatic Augment Stage 2 Only): All 3-star units now count towards Swarmling power. At level 10, while fielding 6 unique 3-star units, Primordians summon the APEX PRIMORDIAN. Gain a Briar, Bel'veth, and Rek'sai.
- NEW Divine Amendment (Gold Augment Stage 3 Only): Arbiters add a second effect to their law. Gain a Leona and a Zoe.
ADJUSTED AUGMENTS
Another pass on econ-reduction for our solid econ Augments. Past that we've got a few nerfs to our strongest comp enabling Augments like The Big Band, Bronze for Life, and Twin Guardians/Two Tanky.
- AFK Gold: 20 ⇒ 17
- At What Cost XP: 12 ⇒ 8
- Anima Commander HP: 10 ⇒ 5
- The Big Bang (Meepsie) Ability Damage: 265/400/600/1000 AP ⇒ 240/360/560/950 AP, Falloff Per Hex: 35% ⇒ 45%
- Bronze for Life I Damage Amp: 2.5% ⇒ 2%
- Bronze for Life II Damage Amp: 2.5% ⇒ 2%
- Cosmic Restart can no longer appear if a Hero Augment was selected.
- Dummify can no longer appear if a Hero Augment was selected.
- Early Learnings Initial AD & AP: 4 ⇒ 1
- Expedition Gold: 27 ⇒ 20
- Forged in Strength Health Threshold: 40 ⇒ 35
- Golden Gamble 2-1, 3-2, and 4-2 versions are all now excluded from each other.
- Hedge Fund Gold: 25 ⇒ 22
- Heroic Grab Bag Gold: 5 ⇒ 4
- New Recruit +1 Team Size + 1 Champion Duplicator ⇒ +1 Team Size + 3 4-cost champions
- No Scout No Pivot AD&AP per round: 1.5% ⇒ 1.0%
- Cosmic Restart, Dummify, and Restart Mission can no longer be offered with No Scout No Pivot.
- On a Roll Rerolls: 2 ⇒ 1, Gold: 2 ⇒ 6
- Patience is a Virtue Rerolls Per Turn: 2 ⇒ 1, Initial Rerolls: 0 ⇒ 4
- Prismatic Ticket Reroll Chance: 50% ⇒ 45%
- Reach for the Stars (Jax) Resists: 45 ⇒ 50
- Restart Mission can no longer appear if a Hero Augment was selected.
- Savings Account Gold: 30 ⇒ 25
- Slightly Magic Roll Gold: 10 ⇒ 8
- Solo Plate Max HP: 20% ⇒ 17%
- Termeepnal Velocity (Poppy) Ability Damage: 320/480/800/1200 AD ⇒ 340/510/850/1450 AD
- The Tower Dummy HP per stage: 800/1100/1900/2400 ⇒ 600/900/1500/2000
- Twin Guardians AR/MR: 45 ⇒ 35
- Two Tanky HP: 600 ⇒ 500
- Tiny Titan HP: 30 ⇒ 20
- Two Much Value Disabled
EMBLEMS
The top line of our Emblems is still a bit too high.
- Dark Star Emblem AD/AP: 25% ⇒ 18%
- Rogue Emblem Damage Amp: 15% ⇒ 10%
- Shepherd Emblem Mana Regen: 3 ⇒ 2, Mana Share: 12% ⇒ 8%
- Space Groove Emblem Mana Regen: 3 ⇒ 0, Health: 0 ⇒ 200, Groove Duration on Cast: 3s ⇒ 2.5s. Can no longer trigger more than 1 time every 4 seconds.
- Timebreaker Emblem Health: 300 ⇒ 200
- Vanguard Emblem Health: 150 ⇒ 0, AP Per Shield: 3 ⇒ 2
- Voyager Emblem, Omnivamp: 18% ⇒ 10%, Bonus Resists: 15 ⇒ 10
ADJUSTED ARTIFACTS
Due to a few bugs we've had to remove Kayle's Exaltation. Past that we're trying to make sure Thresh and Yasuo's Artifacts are up to the same par as the other toys from the Gods.
- Ahri's Aura Foxfire Damage: 55% AP ⇒ 50% AP
- Dawncore Mana Regen: 0 ⇒ 2, AD/AP: 20% ⇒ 15%
- Ekko's Patience Bonus Ability Damage: 45% ⇒ 40%
- Kayle's Exaltation Removed
- Titanic Hydra Splash Damage: 8% AD ⇒ 6% AD
- Thresh's Lantern Armor/Magic Resist: 25 ⇒ 35
- Yasuo's Bladework Bonus Attack Interval: 3.5s ⇒ 3s
Shouldn't three-star 4-costs be in the large changes since we see them often? Zinger. Well, hopefully with our econ changes, these are rightfully in the small changes section. But, on the flip side, we do have plenty of data for three-star 4-costs, so we're nerfing the top performers and buffing the worst (see Tahm Kench in Large Changes).
THREE-STAR 4-COSTS
- The Mighty Mech Durability: 90% ⇒ 60%, Ability Damage AoE: 1500% AD ⇒ 800% AD, Ability Damage Line: 4000% AD ⇒ 2000% AD
- Aurelion Sol Fighter Damage: 450 AP ⇒ 275 AP
- LeBlanc Passive Damage: 400 AP ⇒ 250 AP
- Deviled eggs: Fixed a bug where Golden Egg would not count down on the 4-7 God Boon round.
- Fixed an issue where base form Aurelion Sol's VFX weren't projecting past his target. (This didn't impact damage, just the visuals!)
- Carefully made Armor is not an Augment: Makeshift Armor 1 and 2 are now mutually exclusive.
- Fixed a bug where players could receive Reforgers from PvE rounds more frequently than expected.
- Stage 1's ranged minion has the proper Armor and Magic Resist.
- Pilfer can no longer grant an enemy player's Zed.
- Galio's Ability will no longer redirect Aurelion Sol's movement.
- Fixed Voyager Emblem tooltip to better indicate positioning interaction.
- Yasuo's God market offering will now properly indicate that the Solar Hex wounds its targets.
- “Strike Selector” item name updated to “Striker Selector”
- Flight training deactivated: The camera should no longer briefly start flipped 180 degrees when loading into the game.
- Marauder no longer grants a shield when activated during the planning phase, causing an unintended interaction with the Vanguard emblem.
- Fixed a bug where Nasus with the Champion Augment “Bonk” could fail to attack at extreme attack ranges.
- Illaoi will no longer jump to the corner of the battlefield if no targetable enemies exist when her Ability ends.
- Fixed a bug where Steamroll could place the orb in a location inaccessible to players on certain arenas when playing on mobile.
- Fixed a bug where removing a NOVA Emblem while fielding 6 NOVA could allow the Striker bonus to persist on that champion for an additional round if a new champion wasn't selected.
- Lucky Gloves and Invader Zed are now mutually exclusive due to a bug.
- Fixed a Stargazer Double Up bug where reinforcement deaths and deaths while reinforcing would contribute to Altar progress
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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Teamfight Tactics patch 17.1 Notes (14th April 2026)
Set 17 Space Gods is here, replacing the Carousel with a god-choice mechanic and resetting the ranked ladder.

Teamfight Tactics 16.8 Notes (31st March 2026)
Teamfight Tactics patch 16.8 is the last update before Lore & Legends wraps up, and Riot is going out with a wide balance sweep, Choncc shop additions, and a Malzahar nerf that's been nine patches overdue.

Diablo 4 HOTFIX 1 - - 3.0.1 Patch Notes (28th April 2026)
A small but targeted hotfix lands for Diablo 4's Lord of Hatred expansion. Here's what Blizzard addressed.

