top of page

Riot Games reveals Teamfight Tactics Patch 12.6

  • Writer: nerdlife
    nerdlife
  • Mar 25, 2022
  • 5 min read


Riot Games just revealed Teamfight Tactics Patch 12.6 which includes changes to combat recap interface, augments, traits, bug fixes, attack damage and unit changes.

You can find a full list of changes below for reference. Patch 12.6 is currently scheduled for Wednesday, March 30th 2022.

Teamfight Tactics Patch 12.6 Notes By Rodger "MinionsRpeople2" Caudill Combat Recap Interface Changes

  • Tab: Toggle combat recap

  • A: Toggle left opponent panel

  • S: Cycle between damage dealt, damage taken, and healing

Large Changes Augments

  • You can no longer be offered 3 economy Augments in the same round

  • Time to choose 1st Augment: 45 → 43 seconds

  • Time to choose 2nd and 3rd Augments: 60 → 58 seconds

  • Time to choose Augments in Hyper Roll: 35 →33 seconds

  • Electrocharge’s damage now scales up based on the current stage (starts at stage 2, max at stage 5 = Hyper Roll stage 8)

  • Electrocharge I: 60 → 50/65/80/95

  • Electrocharge II: 90 → 75/95/115/135

  • Electrocharge III: 120 →90/120/150/180

  • Luden's Echo's damage now scales up based on the current stage (Starts at stage 2, max at stage 5 = Hyper Roll stage 8)

  • Luden's Echo I: 100 → 70/90/110/130

  • Luden's Echo II: 150 → 100/125/150/175

  • Luden's Echo III: 200 → 140/180/220/260

  • Innovator Heart Tier: Silver → Gold

  • Innovator Soul REMOVED

  • Share the Spotlight (Socialite) bonus stats percent: 125% → 100%

  • So Small (Yordle) Tier: Silver → Gold

  • So Small (Yordle) Dodge chance: 25% →30%

  • So Small (Yordle) now makes your Yordles smaller. They’re just so small!

Traits

  • Enforcer (2/4) piece → (3) piece

  • Enforcer stun duration: 3 seconds → 4 seconds

  • Hextech NEW: Now scales up based on the number of Augments in the Hexcore.

  • Hextech bonus Shield and Magic Damage per Augment: 20%

  • Hextech base Shield: 120/170/340/600 → 100/150/300/400

  • Hextech base Magic Damage: 15/30/60/120 → 15/25/50/80

Attack Damage Reduction

  • Caitlyn Attack Damage: 50 → 45

  • Illaoi Attack Damage: 70 → 60

  • Nocturne Attack Damage: 50 → 45

  • Twitch Attack Damage: 50 → 45

  • Camille Attack Damage: 50 → 45

  • Corki Attack Damage: 65 → 55

  • Quinn Attack Damage: 60 → 55

  • Rek’Sai Attack Damage: 60 → 55

  • Swain Attack Damage: 45 → 40

  • Talon Attack Damage: 50 → 45

  • Warwick Attack Damage: 50 → 45

  • Zyra Attack Damage: 50 → 40

  • Ekko Attack Damage: 65 → 55

  • Gangplank Attack Damage: 75 → 65

  • Gnar Attack Damage: 70 → 60

  • Lucian Attack Damage: 60 → 55

  • Miss Fortune Attack Damage: 60 → 55

  • Senna Attack Damage: 70 → 60

  • Vex Attack Damage: 50 → 45

  • Zac Attack Damage: 70 → 60

  • Alistar Attack Damage: 100 → 90

  • Draven Attack Damage: 75 → 70

  • Irelia Attack Damage: 80 → 70

  • Jhin Attack Damage: 90 → 85

  • Kha'Zix Attack Damage: 90 → 85

  • Sivir Attack Damage: 70 → 65

  • Vi Attack Damage: 80 → 70

  • Jayce Attack Damage: 90 → 85

  • Jinx Attack Damage: 88 → 80

  • Tahm Kench Attack Damage: 80 → 70

  • Zeri Attack Damage: 85 → 75

Units: Tier 1

  • Caitlyn Attack Speed: 0.75 → 0.8

Units: Tier 2

  • Swain Death’s Hand Damage: 225/300/450 → 250/350/500

  • Swain Death’s Hand Healing: 225/250/350 → 250/300/350

Units: Tier 3

  • Malzahar max Mana nerf: 30/60 → 50/80

  • Malzahar Attack Speed: 0.65 → 0.7

  • Malzahar Malefic Visions damage: 600/825/950 → 650/900/1025

Units: Tier 4

  • Irelia max Mana nerf: 0/30 → 0/40

  • Irelia Bladesurge base Damage: 75/100/600 → 60/90/550

Units: Tier 5

  • Galio Colossal Entrance base Damage: 150/225/9001 → 125/175/9001

  • Galio Colossal Entrance percent max Health Damage: 6% → 8%

  • Galio Colossal EntranceStun Duration: 1/1.5/10 → 1.5/1.5/10

  • Jayce (Ranged) Shock Blast modified 3 attacks Attack Damage scaling: 170/180/500 → 170/175/500

  • Jayce (Ranged) bonus Attack Damage: 45/70/1000 → 45/60/500

  • Silco Unstable Concoction buff duration: 6/6/6 → 6/7/10

  • Silco Unstable Concoction explosion radius is now double the size at 3 stars

  • Zeri Bugfix: Zeri is no longer capped at 1.0 Attack Speed

  • Zeri Lightning Crash (passive) bonus on hit magic Damage per bullet: 11/22/44 → 10/20/40

Items

  • Edge of Night: Units who are stealthed can now attack and cast abilities

Small Changes Augments

  • Component Grab Bag can no longer grant 3 of the same components

  • Cybernetic Shell I/II/III Armor: 30/45/60 → 25/35/50

  • Golden Egg: added a Tactician’s Crown to the 100 gold loot drop. Reduced the gold amount to 75 gold

  • Golden Ticket chance for Free Reroll: 40% → 45%

  • High End Shopping bonus Gold: 5g → 8g

  • Lifelong Learning bonus Ability Power when you live: 2 → 3

  • Rich Get Richer starting Gold: 12 → 14

  • Sharpshooter (Twinshot) bounce reduced damage: 60% → 66%

  • Smoke Bomb (Assassin) Health threshold for activation: 60% → 70%

  • Tiny Titans is no longer available on Stage 4-6

  • Titanic Force bonus Attack Damage from max Health percentage: 3% → 2.5%

  • Woodland Trinket Clone Health: 300 → 360

  • Radiant Relics, Golden Egg, Future Sight option Mistral (Radiant Zephyr) tean wide Attack Speed: 20% → 10%

Traits

  • Innovator Mechanical Scarab, Reflective Barrier, damage reduction: 25% → 20%

  • Innovator Mechanical Bear, Power Surge, ally buff Attack Damage & Ability Power: 20 → 15

Units: Tier 1

  • Ezreal Mystic Shot Attack Speed boost per cast: 20% → 18%

Units: Tier 2

  • Corki Bombardment Damage: 200/260/333 → 190/245/315

  • Rek’Sai max Mana buff: 60/90 → 60/80

  • Sejuani Health: 750 → 850

Units: Tier 3

  • Zac Yoink! Damage reduction: 50% → 60%

Units: Tier 4

  • Draven Spinning Axes Damage: 120/150/400 → 100/125/400

Double Up Reinforcements

  • Reinforcements will not start their deployment countdown until a minimum amount of time, 7 seconds, has passed in combat.

Player Damage

  • Player damage calculation adjusted; as a result, player damage has been slightly increased.

Traits

  • Context: Mercenary can give a team full loss-streak credit with only one member of the pair (the Mercenary player) taking losses. This effectively cuts the Health cost of loss-streaking with Mercenary in half, which makes Mercenary too powerful in the hands of experienced and coordinated pairs.

  • When a Mercenary player and their partner both lose in the same PvP round, the dice become luckier. When a Mercenary player loses and their partner wins in the same PvP round, the dice do not become luckier, but will get luckier the next time this happens in a PvP round. The dice still roll (and reset their luckiness) at the start of every planning phase.

Mobile Corner End of Game Screen Buffs!

  • Augments are now visible on the end of game screen!

Bug Fixes

  • NO CAP: Zeri is no longer capped at 1.0 Attack Speed

  • Death is the Cure: Renata’s poison should now always properly be removed after she dies

  • Lucian and Corki’s attacks can now crit while the Sharpshooter Augment is active

  • Spells will no longer crit without Jeweled Gauntlet when empowered by the Innovator 7 Dragon

  • Irelia and Kha’zix will no longer target untargetable units with their Abilities

  • Corki’s spell will no longer fizzle and instead find a new target if the one he was firing at died

  • Double Trouble will now always grant a 2-star unit when you 3-star a unit, even if no copies are left in the pool

  • Dragon’s Claw no longer triggers against the first tick of Talon’s Ability

  • Tahm Kench will properly spit out or digest enemies in his belly when he dies

  • Double Up: Mutants units without the Mutant trait active no longer gain bonuses when allied units die while being reinforced from their partners activation of Voracious Appetite.


Comentários


bottom of page