TFT Patch 11.23 Notes Champions, Trait, Items, & Hextech Augment Balance

Find all information you need to know about Teamfight Tactics patch notes that have some changes on champions, traits, items, and Hextech Augments.

Patch 11.23 Notes Overview

In this patch 11.23 notes will cover champions, traits, and hextech augments that are buffed, nerfed, and adjusted.

TFT Patch 11.23 Notes | Teamfight Tactics - zilliongamer

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System Changes

Augments

The possible Augment Arrangements:

  • Silver, Prismatic, Silver
  • Prismatic, Gold, Gold
  • Gold, Silver, Silver
  • Silver, Gold, Prismatic
  • Gold, Gold, Gold
  • Prismatic, Silver, Prismatic

Carousel UI Buff

  • During carousel rounds, you can now inspect champions while scouting other boards.

Large Changes

Champions

Gangplank

  • Health: 800 => 750
  • Armor and Magic Resist: 45 => 40
  • Attack Damage: 80 => 75
  • Parrrley Base Damage: 125/150/200 => 110/135/170

Miss Fortune

  • Attack Speed: 0.75 => 0.7
  • Make It Rain Damage: 300/400/600 => 275/375/550

Samira

  • Attack Damage: 85 => 80
  • Flair ranged cast time slightly reduced ranged
  • Flair Attack Damage scaling: 175/180/190% => 165/170/180%
  • Flair Armor shred: 10/20/40 => 10/15/20

Urgot

  • Attack Damage: 75 => 70
  • Purge Attack Damage scaling: 30% => 25%

Galio

  • Starting Mana buff: 180/300 => 200/300
  • Colossal Entrance Damage: 125/250/2000 => 150/250/2000

Traits

Academy

  • Starting Attack Damage and Ability Power: 20/40/60/80 => 18/35/50/70
  • Ability Power and Attack Damage per cast: 3/5/10/15 => 3/5/8/12

Bodyguard

  • New: Bodyguards now gain a shield shortly after combat begins when they trigger their taunt
  • Shield Amount: 100/300/600/1000

Colossus

  • (2) Damage Reduction: 25% => 30%

Enforcer

  • Will no longer detain units who are immune to crowd control effects. When selecting which units to detain, Enforcers will skip over units who are immune to crowd control.
  • Zephyr now takes priority over Enforcer. When selecting which units to detain, Enforcers will skip over units who are cycloned by Zephyr.

Imperial

  • Team Bonus Damage: 0/40% => 0/50%

Innovator

  • Innovation Base Health: 650/1100/1900 => 475/750/1250
  • Innovation Base Attack Damage: 50/75/100 => 40/50/65
  • Innovation Star Level Modifier: 15% => 25%
  • Innovation Hextech Dragon is now immune to crowd control
  • Innovation Hextech Dragon Attack Range: 4 => 2 hexes
  • Innovation Hextech Dragon Electrifying Roar Fear Range: 3 => 5 Hexes
  • Innovation Hextech Dragon Electrifying Roar Fear Duration: 4 => 3
  • Innovation Hextech Dragon 3rd attack Magic Damage: 750 => 500
  • Innovation Hextech Dragon Electrifying Roar now increases ally size for the buffs duration.

Mercenary

  • Lowered the total power of the trait by slightly reducing the value of various dice rolls across the board.

Mutant

  • Hyper-Adrenal Glands renamed to Adrenaline Rush
  • Cybernetic Enhancement bonus Health: 400/800 => 450/900
  • Voracious Appetite AD and AP: 30/50 => 25/40
  • Metamorphosis AD and AP per Stack: 10/20 => 5/10

Sniper

  • New: Sinpers gain +1 Attack Range. Units equipped with the Sniper Emblem will also benefit from this bonus
  • Sniper units (Jhin, Caitlyn, Tristana, Miss Fortune, Kog'Maw) have had their range reduced by one to compensate for the one extra range the trait now grants.

Augments

Ardent Censer (Enchanter)

  • Tier: Gold => Silver

Lifelong Learning (Scholar)

  • Tier Gold => Silver
  • Can no longer be offered on the 3rd Augment choice

Runic Shield (Arcanist)

  • Shield Duration: Infinite => 8 seconds
  • Shield scaling (Silver/Gold/Prismatic) : 250/375/500% => 300/450/600%

Share the Spotlight (Socialite)

  • Shared Bonus: 75% => 100%

Titanic Force

  • Health Threshold: 1300 => 1400
  • Max percent Health as bonus AD: 4% => 3%

Woodland Charm

  • Tier: Gold => Prismatic
  • Copy Health: 1200 => 1500

Underdogs

  • Health regen per second: 10% => 12% missing Health
  • Health regen per second cap: Uncapped => 200 Health per second

Portable Forge

  • Armory option, Obsidian Cleaver Armor/MR Pen: 40% => 70%
  • Armory option, Randuin's Omen Shared Armor & MR: 40 =>50
  • Armory option, Rocket Propelled Fist Health: 200 => 750
  • Armory option, Rocket Propelled Fist Mana: 15 => 30

Training Dummy

  • Health: 600 => 500

Small Changes

Champions

Ezreal

  • Mystic Shot Damage: 30/60/90 => 25/50/100

Garen

  • Max Mana nerf: 40/80 => 50/90

Singed

  • Flinged Main Target Stun: 1.5/2/2.5 => 1.5/2/3

Ziggs

  • Attack Damage: 45 => 50

Twisted Fate

  • Starting Mana nerf: 30/40 => 0/40

Katarina

  • Shunpo damage: 180/225/300 => 190/240/320

Kog'Maw

  • Attack Damage: 30 => 35

Swain

  • Death's Hand Healing: 200/250/325 => 200/230/300

Trundle

  • Chomp Attack Damage scaling: 150% => 140%

Cho'Gath

  • Max Mana buff: 100/160 => 100/150

Shaco

  • Deceive Attack Damage scaling: 175% => 185%

Dr. Mundo

  • Zap Dose Magic Damage Ticks: 100/150/300 => 80/125/300
  • Zap Dose current Health Explosion scaling: 20/25/50% => 15/20/50%
  • Zap Dose instant heal max Health scaling: 40% => 35%
  • Zap Dose heal over time max Health scaling: 20/30/100% => 25/35/100%

Fiora

  • Blade Waltz startup delay has been slightly reduced

Yone

  • Attack Speed: 0.85 => 0.8

Jayce

  • Melee Bonus Armor and Magic Resist: 50 => 40

Jinx

  • Attack Speed: 1.1 => 1.05

Tahm Kench

  • Devour Damage: 1000/1600/30000 => 900/1450/30000

Yuumi

  • Health: 850 => 800

Item

Ionic Spark 

  • Zap Damage: 250% => 225%

Traits

Bruiser

  • Health: 125/250/400/700 => 125/225/350/700

Clockwork

  • Base Attack Speed: 10/25/50 => 10/30/55%

Scrap

  • Item randomization now tries to avoid granting champions items that have poor synergies (ie: Ziggs can no longer roll Zz'Rot Portal, Blitzcrank can no longer roll Deathblade)

Augments

All for One (Tyrant)

  • Health percentage of ally granted to the Tyrant upon their death 40% => 33%

Built Different

  • Most Heart and Soul Augments, as well as Emblem Augments, are no longer offered after choosing Built Different
  • Can no longer be offered on the 3rd Augment choice
  • Health (Silver/Gold/Prismatic): 300/450/600 => 300/400/500
  • Attack Speed (Silver/Gold/Prismatic): 50/65/80 => 50/60/70

Binary Airdrop

  • Silver => Gold
  • Item randomization now tries to avoid granting champions items that have poor synergy (ie: Ziggs can no longer roll Zz'Rot Portal, Blitzcrank can no longer roll Deathblade)

Calculated Loss

  • Can no longer be offered on the 3rd Augment choice

Dominance

  • Can no longer be offered on the 3rd Augment choice

Junkyard (Scrap)

  • Can no longer be offered on the 3rd Augment choice

Sharpshooters (Twinshot)

  • Damage Falloff: 40% => 45%

Windfall

  • Now grants the correct amount of gold per Augment (25/25/30g instead of 25/30/30g)

Hyper Roll

  • Yordles: Now gives on Yordle after each player combat
  • Yordles: Has a chance to give a second Yordle after each player combat. This chance increases each stage.

Bug Fixes

  • Nice shot: Sharpshooter (Twinshot) Augment no longer works with Sniper attacks
  • Time waits for no one: Broken Stopwatch Augment (Clockwork) now properly freezes CC immune units (ie: Colossus, Quicksilver)
  • It still works: Items created from the Binary Airdrop Augment will now properly trigger their start of combat phase effects (ex: Zephyr, Zeke's Herald, etc.)
  • No longer off-the-hook: Blitzcrank's allies always properly retarget to his Rocket Grab target if they're within range
  • Bench bubbles: The Runic Shield Augment (Arcanist) will no longer grant shields to units on the bench
  • Training Dummies: Should no longer show up in End of Game/Match History screens
  • Orb hunter: Mercenary Orbs have been moved to the right so they should no longer be hidden by the Hextech core
  • Yordle together strong: Fixed an issue where Yordles could fail to combine and star-up when coming out of the Yordle Portal. This would most commonly happen when getting 2 Yordles in Hyper Roll. We believe there's still a second, much rarer way this bug can happen that may not be fixed. We'll be keeping an eye out for Yordles that want to stay independent.
  • Even the Minion rounds: Gold Collector no longer grants gold on PVE rounds
  • Ride together, die together: Taric no longer fails to heal himself if his primary heal target dies while he's casting.