Today we will be breaking down all the relevant changes in patch 10.10. Overall this patch is smaller than previous ones as they’re preparing for the mid-season update which will shake up the game quite a bit. With that said let’s jump on in beginning with various system changes.
- Superdense Galaxy: Now grants a free Force of Nature after stage 3 carousel, rather than upon reaching level 5.
- If you attempt to use Neeko’s Help on a unit with no copies left in the bag, you’ll now see a message telling you why it isn't working.
- Reduced the chances of a random full item carousel by a large amount, especially in earlier carousels.
- Item drops are now a bit more likely to appear in earlier PVE stages.
- Galactic Armory: All players start with the same 2 full items.
Updated Galaxy Odds
- Galactic Armory - 12.5% of games
- The Neekoverse - 7.5% of games
- Lilac Nebula - 7.5% of games
- Medium Legends - 7.5% of games
- Superdense Galaxy - 7.5% of games
- Trade Sector - 10% of games
- Treasure Trove - 10% of games
- Star Cluster - 7.5% of games
- Normal Game - 30% of games
This galaxy makes it so all players begin the game with the same two full items. They are different items so there are no duplicates like double Seraph. It’s going to be an interesting galaxy to see how it plays out.
Scouting will be very important to see what other players are planning to play with their items though it highly depends on what the two items are. That’s all for new galaxies but we’re not done with galaxies just yet as there are changes to the Superdense Galaxy in Patch 10.10.
Superdense galaxy is being changed so that the free Force of Nature is given after stage 3 carousel instead of when players reach level 5. This is meant to combat the current meta for this galaxy being players must level to 5 early on or they’ll take a lot of damage from other players who have two extra champions on them. With this change it’ll even the playing field and allow more variation in the early game for the galaxy.
There’s actually not a lot of system changes but many players will be happy to hear that they’re reducing the chances of full item carousels. While these carousels can be interesting to play around, it has been overall more of a bane than a boon as players lower on health don’t get a chance at grabbing contested components that they need and other players taking last usually don’t get useful items.
While full item carousels will still be able to occur the fact that it’ll happen much less is overall a good thing.
The other system change to talk about is item drops will appear earlier in PvE rounds. But this means that there’s a higher chance for items to drop in Krug’s and Wolves and less likely to drop during Raptors. The reasoning for this is that it wasn’t uncommon for several players to be stuck with getting multiple items on Raptors which by that stage of the game makes it difficult for them to play around their components.
Receiving more components earlier in the game helps players make decisions earlier without it punishing for them for not waiting until Raptors. it’s a healthy and welcome change to the game for sure.
- Mech Pilot Attack Damage: 100% of Pilots' Attack Damage -> 80 + 45% of Pilots Attack Damage
- Infiltrators now jump regardless if there is a target within their Attack Range on start of combat.
- Space Pirate (4) Item Drop Chance: 20% -> 25%.
As mentioned this is a smaller balanced patch so there’s not actually that much to go over.
Mech Pilot Attack Damage
Mech Pilot is once again getting changed as the attack damage the pilots provide to the super mech is being lowered from 100% to 45%. Alongside that, the mech will have a base attack damage of 80. This is definitely a nerf as the mech pilots will be providing way less attack damage to the Super Mech. That said the mech will still mainly be for taking and dealing magic damage but a nerf is a nerf.
Will this actually be enough to knock the mech infiltrator build from its current meta? we’re not quite sure as this trait and composition have been nerfed several times now and it’s managed to claw its way back to the top every single meta. Don’t be too surprised if this happens once again in patch 10.10.
Infiltrators will now jump regardless of whether there’s an enemy in the attack range. For example if you have Ekko in your front line and he’s opposite an enemy melee champion you will now jump instead of fighting that unit.
It’s an interesting change that reduces the number of options the infiltrator player has as you now know your infiltrators will always jump.
Other players will now be free to play squishier champions in the front row and the infiltrator player won’t be able to prevent that anymore. Overall this makes positioning against infiltrator easier which makes this change a nerf.
Space Pirate (4) Item Drop Chance
They’re having the item drop chance increased to 25% from 20% for 4 space pirates. All 25% is quite a high chance for getting an extra item component but it’s still hard to say if this is enough to make 4 space pirates a staple late-game option.
The biggest issue is still finding gangplank while utilizing the other space pirates effectively in the composition. That said if any players can make a build that utilizes for space pirates their going to have a field day with the number of item components that they’re likely to drop.
Tier 1 Champions
- Poppy Buckler Toss Damage: 100/175/250 -> 100/150/200
- Poppy Buckler Toss Shield: 200/350/500 -> 200/300/400
- Twisted Fate Wild Cards Damage (per card): 200/300/550 -> 200/300/450
- Xayah AD: 55 -> 50
- Ziggs Total Mana: 45 -> 40
Tier 2 Champions
- Yasuo Health: 600 -> 700
- Yasuo Total Mana: 100 -> 90
Tier 3 Champions
- Karma Attack Speed Bonus on Shield: 35%/50%/100% -> 50%/75%/125%
- Syndra Unleashed Power Damage (per orb): 80/120/200 -> 100/150/250
Tier 4 Champions
- Kayle Divine Ascent Waves Damage: 125/200/750 -> 125/200/600
- Vel’Koz Spell Damage: 425/550/2000 -> 450/600/2000
- WuKong Cyclone Targeting: now prioritizes hitting the closest enemy he hasn’t hit yet rather than a random one.
Poppy Ability Damage
Poppy has been one of the meta defining champions of 10.9 as she is a beast when 3-starred. They’re lowering her power a bit to make her less oppressive to play against by lowering the damage of her shield ability.
The damage is going down to 100/150/200 from 100/175/250 and the shields are being reduced to 200/300/400 from 200/350/500.
While the numbers do look significant especially the changes to level 3, keep in mind that poppy will still scale with ability power whether from her items or the sorcerer trait. She’ll definitely be the last 1v9 but likely still strong enough to play if Hyper role compositions remain popular in 10.10.
Twisted Faith Ability Damage
TF is the second champion of the candy land composition receiving a nerf in patch 10.10. The damage to his ability at level 3 is being reduced to 450 from 550. Much like Poppy this may look like a significant amount but the ability power scaling should still keep Twisted Fate relevant when 3-starred. But he’s still definitely going to do less damage and with Poppy being nerfed as well it may reduce the overall effectiveness of Candy Land. It’s still likely to be a strong composition in the mid-game when players hit their upgrades but these nerfs should make it scale less effectively in the late game.
She’s not being tuned down too much as her attack damage is being reduced from 55 to 50. This will hurt her early game damage overall a bit but she’s likely to still be strong as most of her power came from items and attacking fast and not as much her attack damage. It means she will scale less late-game compared to other higher-cost champions.
Ziggs Total Mana
Ziggs is having his mana bumped down to 40 from 45 which reverts a nerf done to him several patches ago. You may be thinking this is the dangerous change as mana printer builds are super effective but don’t worry as that playstyle is also getting nerfed. For Ziggs this buff is definitely going to help his early game if you want to make him an item holder.
Yasuo will definitely fell off as they change the way his ability functions so to compensate that they are buffing him. First, his health is being increased to 700 from 600. The second buff is reducing his mana to 90 from 100. These buffs combined make it so Yasuo should cast his ability more often in team fights as he’ll be able to take a bit more damage which translates into casting more often.
It may not be enough to bring back the Slash Bros composition that was popular a few Metas ago but it should help make Yasuo a more playable 2-cost champion.
AS Bonus On Shield
We have significant buffs coming to karma, the attack speed bonus of her shield is being increased to 50%/75%/125% from 35%/50%/100%. These are quite large increases at each tier so expect karma to be played alongside carries much more often in patch 10.10 much like how she used to be in set 2.
Syndra Ability Damage
Syndra has been underperforming so they’re buffing her damage per orb to 100/150/250 from 80/120/200. While this is definitely a buff, the larger issue of Syndra is that there’s no composition she truly shines in right now as sorcerer builds like Candy Land won’t be looking to 3-star her and 6-star Guardians fell out of favor in the meta. Overall these buffs are good for her but they may not be enough to put her in a carry position.
Kayle Ability Waves Damage
There are no 5-cost champion changes this week so all we have left are 4-cost champions.
Kayle is first up with a large nerf to her 3-star ability as it is being reduced to 600 damage from 750. In general, 3-star nerfs to 4-cost champions aren’t too significant as the jump from 2 to 3-stars is usually a huge spike anyway. This is definitely a large nerf but considering you’re still getting an increase of 400 damage from levels 2 to 3, it’s safe to say that Kayle 3 is still worth pursuing.
Vel’Koz Ability Damage
Vel’s damage is going from 425/550/2000 to 450/600/2000. These buffs are meant to help compensate void brawler as the mana printer is being nerfed which we’ll talk about in the item section. But with that item composition being less effective it hurts Vel’Koz as he benefited greatly from the increased mana gain so this damage buff is meant to help compensate that nerf.
They’re changing how his ability targets as it will now prioritize hitting the closest enemy that hasn’t been hit yet rather than just a random one. What this means is that it should be overall a bit more consistent with how his ability functions which hopefully increases his effectiveness.
- Chalice of Harmony Mana Restore: 10 -> 8
- Deathblade Starting Stacks: 0 -> 1
- Deathblade now displays the amount of Attack Damage gained rather than stacks
- Morello & Red Buff Damage Burn: 27% -> 25%
Chalice Of Favor Mana Restore
As we mentioned a few times, mana printer comps are being nerfed in patch 10.10 As Chalice of Favor is having the mana given two champions per cast reduced to 8 from 10.
The math makes it so that Sona with two chalices and one Seraph will need to auto-attack at least once to get back to full mana after casting. This also nerfed three chalices by a fair amount. Overall, the mana printer is still likely to be playable but it will certainly be less effective.
Deathblade Starting Stacks
The starting stacks will now be at 1 instead of 0. This item is hard to balance due to the snowball nature of the stacks. It’s going to either be too weak as the time it takes to get going is too long for a fight or it’s going to be too strong as it ramps up too quickly.
Whether or not starting at 1 stack is too much or too little, we’ll have to see but it should be worth making now in patch 10.10.
Morello & Red Buff Damage Burn
And the last changes are to Morello and Red Buff which are getting their burn damage to nerf to 25% from 27%. This nerf should come as no surprise given how popular Red Buff is with blasters and how strong it is the early game.
Morello likely didn’t need a buff but since it’s tied together with Red Buff in balancing it also gets hit by the nerf. 2% is not such a significant amount that these items will be unplayable but should helpfully reduce their early game power.
- Guardian angel no longer strips certain combat enhancing effects when it procs. (i.e. Shaco’s powered up attack, Jhin’s 4th shot damage)
- Certain PvE enemies will no longer contort into balls and float around when they defeat you in combat.
- Xerath now properly fires a visual missile when performing a critical auto-attack.
- Miss Fortune will no longer occasionally have her Larger Cone upgrade when the player who owns her hasn’t yet purchased that upgrade
- Fixed an issue where some players would arrive late to the first carousel
- Improved the detection of click and drag to make it easier to move characters and items around on the board
- While viewing your board from the carousel, equipped items are visible again!
By far the most welcomed bug fix is that you are now able to view your equipped items during the carousel. This has been plaguing the game for quite some time so it’s fantastic that they figured out the fix for it.
Another Quality of Life fixes is an improvement in moving items and champions on the board. What this basically means is that those times where you thought you were picking up one item and picked up another should happen last. This should make moving items and champions less frustrating.
And the last bug fix that we’re happy to see is that they fixed an issue where players would arrive late to the first carousel. Hopefully, this helps even the playing field for everyone to now be able to get that first carousel at the same time.
That’s the end of our TFT patch 10.10 rundown, this is definitely a smaller patch and they’ve stated that the next patch will also be on the smaller side in terms of balance. Let us know in the comments section below what you’re most excited about in at TFT patch 10:10!