Welcome to Reckoning!
Teamfight Tactics: Reckoning is here, along with new champions and traits, the Shadow mechanic, new Armory shops, and Hyper Roll, TFT’s first Lab. Reckoning brings players more dynamic moments to highlight their decision-making like never before. With traits that bring unprecedented flexibility, and new items and units that deepen positional play, we can’t wait to find out what combinations you uncover during the new ranked season.
Reckoning doesn’t just give you tons of new ways to prove your skill: you also have new ways to flaunt your style. Gather your party with the three new Magical Misfits, who’ve banded together to fight against — or for the Black Mist. If fighting the Black Mist with a party of Magical Misfits isn’t enough for you, there’s a whole other party going on at the Splash Party Arena!
There’s a lot to cover, so gather your party and let’s get into Reckoning!
Here are some highlights from the brand new 1295RP Pass+ during TFT: Reckoning! You can read more about the Pass and more here! As with past Passes, you’ll get rewards for gathering XP, but to unlock all the exclusives listed below, you’ll want to upgrade to the Pass+.The Pass formally enables Wednesday, 11 AM PST, along with all the other store content.
- Emotes: God King Faceoff, Evil Grin, Please Ruin Me, and more
- Booms to celebrate your victories: Infernal Flock, Rune Surge, and Prismatic Smite
- Star Shards to star-up your favorite Little Legends
- LL Eggs: Magical Misfit Eggs, and more
- Arenas: Sanctum of Order, Realm of Harmony, and Court of Chaos
- Chaos Pengu and Chaos Sprite
Chaos Pengu: When Pengu made contact with the corrupting forces of the Black Mist, Chaos Pengu burst from the Feather Knight we know and love. And—while Chaos Pengu’s hair, dance moves, and rap theme are superior—it’s important to note that Chaos Pengu is just that, superior.
Chaos Sprite: Chaos Sprite has never understood River Sprite. But we’re sure they’d be friends if flames weren't so easily extinguished by water.
The Magical Misfits are here!
Dowsie: Looking to add a mystical mer-mage to your party? Look no further than... wait, where’d that Dowsie go? Oh, right—Dowsie can adapt to nearly all surroundings, so you’ll have to lure them out. And if you are luring one out, stay calm and remember they’re only bashful— until angered, then they might bash-you-full of spells.
Fenroar: So, you want the ghost wolf, Fenroar, to join your party. Fenroar are fiercely loyal warriors. But don’t let the sword intimidate you. They become eternally bound to their Puproar as well as their friends, which they make quite easily after a round or two of fetch the orbs.
Nimblefoot: A cunning master of speed, traps, and thievery, Nimblefoot quickly turns any journey into a mischievous misadventure. Their enchanted red pouch can hold anything and everything, from gold to orbs to… wait, is that cheese?
Sun’s out, Choncc’s out!
Splash Town Choncc: Splash Town Choncc’s dream is winning the Splash Party surfing competition. And with how much napping they do, they’re likely to keep on dreaming.
Lifeguard Choncc: Splash Town locals and tourists alike can feel safer knowing Lifeguard Choncc is on the lookout. On the lookout for the best waves, and Chonccest vibes of course.
Sunkissed Choncc: Lifeguard Choncc may be the best swimmer, surfer, and boogie boarder, but Sun Kissed Choncc is the best at some really important stuff too. Stuff like, humming, belly bongos, playing the ukulele, and Hula dancing!
Reckoning has two interactive Arenas available in Bundles and on their own. Whether you enjoy the sun and seagulls, or caves and bats, we’ve got you covered.
- When Reckoning goes live in your region with patch 11.9, you’ll be able to start climbing the ladder in this set's first Ranked stage. As a reminder, Grandmaster and Challenger are unlocked right out of the gates! Best of luck!
- Everyone will start Reckoning in Iron II.
- You will get 5 provisional matches after the reset, meaning you will not lose any LP for sub-top-4 placements in your first 5 ranked games of the new stage. You’ll also gain extra LP for finishing top-4, so best of luck!
- Fates Ranked rewards will be given out on patch 11.10.
- Players who reached Gold or higher at any point in the Fates set will receive the Victorious Protector to me-wow their opponents.
- Players who managed to reach Gold or higher in both halves of the set will receive the Fates-themed Triumphant Protector as well! Nicely done.
- Competitive play in Hyper Roll is going to work a bit differently. Everyone will start in Gray tier and progress throughout a Color system climaxing in Hyper Tier. For information on Hyper Roll Rating click it here.
It’s here, TFT’s first official Lab, Hyper Roll, where you can roll faster and harder than a three-star Dango. Here’s a brief overview of the new Lab which you can read more about here.
Shadow Items are the new set mechanic. You can read about them in detail in our Gameplay Overview Article here.
- Shadow Components can appear in every carousel after the first one, as well as in the Armory
- You only need one Shadow component to create a completed Shadow Item. The other component can be a normal one. Two shadow components also create a completed Shadow Item.
- When used correctly, Shadow Items are more powerful than base items, but if used carelessly, they can cause your team more harm than good.
The Armory is not exclusive to Reckoning, but it is making its debut here. It’s core to Hyper Roll and it will likely stick around for TFT’s future.
- The Armory is a pop-up shop where you select an item from a couple of options as you would a champion. These items are free, but you can only take one per Armory. You can, and often should, pick up Shadow components here.
For this set, we’ve spent a lot of time improving some of the lesser-noticed systems in TFT. And here they are for you to notice!
Champions now evaluate their movements before commiting when chasing enemy units. #WORTH
- Old: If a unit’s target moves out of their Attack Range, it will move 1 hex to attempt to get back in range, and then re-evaluate its target if still not in range
- New to Reckoning: If a unit’s target moves out of their Attack Range, it will evaluate if moving 1 hex would put it back into range. If not, it will immediately re-evaluate its target.
- Assassins now consistently jump first before other champions move at the start of combat.
In previous sets, if you put a lot of tanky items on a character, they become more efficient at generating mana. Now, stacking defensive items won’t allow you to generate crazy amounts of mana, but it’ll still be good.
- Old: 6% of damage taken pre-mitigation is gained as mana
- New: 1% pre-mitigation and 7% post-mitigation damage taken is gained as mana
Ability and Item Conventions Update
Some ability terms and interactions are being updated for consistency.
- Attack Range is now calculated in Hexes
- Spell Power is renamed to Ability Power
- Basic attacks are renamed to just “attacks”
- All physical damage, from abilities or attacks, can now critically strike and be dodged
- All Active Abilities (abilities that are not Passive, like Vayne’s Silver Bolts) can now be blocked by Trap Claw
- Item icons have been updated
Shop Card Glow
I don’t think I can play without this anymore.
- If you own a copy of a champion, cards of the same champion will glow in your shops.
During Fates, hitting a 3 star 4-cost was made easier with the Chosen system. With it’s removal, we’re rebalancing some of the Shop odds changes we had to make in order to balance the Chosen system.
- Level 7: 22/35/30/12/1% ⇒ 19/35/30/15/1%
- Level 8: 15/25/35/20/5% ⇒ 15/20/35/25/5%
We’ve cut a few seconds out of moments where you’re not doing much to allow for more play time and less ‘dead’ time. This is especially important because we are adding time on a few stages with the new Armory system.
- Opening Carousel: Time To Gate Opening: 13 sec ⇒ 11 sec
- Opening Carousel: Pick Time: 10 sec ⇒ 8 sec
- Stage 1-2 Planning Phase: 12 sec ⇒ 6 sec
- Stage 1-3 Planning Phase: 20 sec ⇒ 15 sec
- PVE Rounds Arrival Time: 6 sec ⇒ 4 sec
- All Carousels Pick Time: 8 sec ⇒ 6 sec
- All Carousels Additional time for final picks: 5 sec ⇒ 3 sec
Less randomness, slightly more Spatulas, still a bit of variance.
- Stage 2 & 4 Carousel: One of all: 80% ⇒ 76%
- Stage 2 & 4 Carousel: One of all + 1 Spat: 15% ⇒ 22%
- Stage 2 & 4 Carousel: 3 Spats + Random Items: 5% ⇒ 2%
- Stage 3 Carousel: One of all: 30% ⇒ 50%
- Stage 3 Carousel: 9 Random Components: 50% ⇒ 33%
- Stage 3 Carousel: One of all + 1 Spat: 15%
- Stage 3 Carousel: 3 Spats + Random Items: 5% ⇒ 2%
We added a new tiebreaker, which kicks in if players are still tied after the first two tiebreakers (negative health and health prior to elimination). The new tiebreaker is “won a round more recently.”
- The Player who won a round more recently in a situation where multiple players are eliminated with the same health and health prior to elimination will finish ahead of the other.
Item Raw Stat Deflations
Most base stats for Component Items and the Completed Items they produce have been reduced. This will slow down the power ramp that Champions experience when getting their items.
- Spell Power ⇒ Ability Power
- BF Sword Attack Damage: 15 ⇒ 10
- Recurve Bow Attack Speed: 15% ⇒ 10%
- Needlessly Large Rod Ability Power: 15 ⇒ 10
- Chain Vest Armor: 25 ⇒ 20
- Negatron Cloak Magic Resist: 25 ⇒ 20
- Giant’s Belt Health: 200 ⇒ 150
- Sparring Gloves Crit Chance: 10% ⇒ 5%
- Some Completed items built from Sparring Gloves lost 5% Dodge instead
- Infinity Edge did not lose 5% Crit because we want it to still grant 100% Crit Chance
Updated Classic Items
Returning items have been updated to accommodate the changes in Reckoning. These items have deflated raw stats based on their components (see above). A few of these items have been reworked, while many have just been adjusted.
- The following items are now Unique (don’t stack them, it won’t work well): Trap Claw, Sunfire Cape, Guardian Angel, Frozen Heart
- Bloodthirster NEW EFFECT: The first time the wearer would fall below 40% Health, they gain a shield equal to 30% maximum Health for 5 seconds. It still gives Lifesteal as well.
- Dragon’s Claw REWORKED: Grants 200 bonus Magic Resist (including components)
- Frozen Heart Attack Speed Slow: 50% ⇒ 35%
- Frozen Heart Radius: 1 ⇒ 2 Hexes
- Gargoyle Stoneplate Armor and Magic Resist per Enemy: 20 ⇒ 18
- Hand of Justice Now grants +40 Attack Damage and Ability Power instead of +40% increased damage
- Luden’s Echo ⇒ Archangel’s Staff
- Archangel’s Staff (Luden’s Echo REPLACEMENT): Each time the wearer casts their spell, they gain Ability Power equal to 35% of their maximum Mana
- Quicksilver Crowd Control Immunity shield duration: 10 ⇒ 12
- Rapid Firecannon Bonus Attack Range: +200% ⇒ +1 Hex
- Rapid Firecannon Attack Speed: 20% ⇒ 40%, a heavy compensation for losing some attack range.
- Redemption REWORKED: The wearer radiates an aura to allies within 1 Hex, healing them for 25% of their missing Health every 5 seconds. Allies affected by the aura take 40% reduced damage from area-of-effect attacks.
- Morellonomicon Healing Reduction: 75% ⇒ 50%
- Runaan’s Hurricane Bolt Damage: 80% ⇒ 75% of Attack Damage
- Spear of Shojin now grants Mana On Attack instead of On Hit, thereby removing its synergy with Hurricane.
- Spear of Shojin Mana per on Attack: 5 ⇒ 8
- Statikk Shiv can no longer crit
- Statikk Shiv Magic Resist Shred: On Crit ⇒ On Hit
- Statikk Shiv Magic Resist Shred: 60% ⇒ 70%
- Statikk Shiv Magic Resist Shred: 6 ⇒ 5 seconds
- Statikk Shiv Proc Damage is now 70
- Titan’s Resolve stacks now increase Attack Damage and Ability Power by 2 instead of increasing damage by 2%
- Zeke’s Herald Attack Speed: 30% ⇒ 25%
- Zephyr now pierces CC immunity effects (ie: Quicksilver, Verdant)
- Zz’Rot taunt now happens immediately. Taunt is an instant effect that no longer compels enemies that are taunted to chase the target for 1 second. Instead, enemies can retarget once if no longer in range.
- Zz’Rot Health and Attack Damage now scale based on the current Stage (capping at Stage 5) rather than the Star Level of the wearer
- Summoned Units (Abomination’s Monstrosity), will not spawn a voidspawn in 11.9, but will in future patches at a reduced capacity. This is a temporary fix to a balance issue that recently came up on PBE. This applies to both Zz’Rot and its Shadow counterpart.
As a reminder, completed Shadow Items are made with a Shadow component and either a regular or a shadow component. They’re powerful, but have trade-offs, which, well, you’ll see. Here’s a list of what each Shadow Item does.
And because there’s an entirely new roster of traits, here’s a graphic of Spatula Items. Each Completed Spatula Item is now named after the trait it grants the equipped champion. The Item’s icon is also the Trait’s Icon. Here’s a cool graphic from our artist who did the cheat sheet at the top too — thanks artist!
We made it! Lots of code, sweat, and tears have been poured into this Set and we truly hope you enjoy it to the fullest. Because this is the early days in Reckoning, we’ll be balancing things frequently, so to stay up to date with all the changes by circling back to the Patch Notes, or our socials. Have a great time with TFT: Reckoning, and we’ll be seeing you on the Convergence!