Welcome to Neon Nights!
Sun’s setting on the first half of Gizmos & Gadgets, but it’s brighter now than ever before. Neon Nights is here, bringing new Augments, cosmetics, units and more. So plug in your neural link cause it’s time to download the latest info, using the following links for the new cosmetics, the augmented Augment roster, and the new traits and units! Woe there, be careful not to blow a circuit theorycrafting your best comps just yet, cause there’s plenty more changes to get into with these patch notes! So keep your batteries charged and I’ll break it down for you with all the cosmetics and new stuff at the top, and the changed/returning stuff at the bottom.
NEON NIGHTS LITTLE LEGENDS
We’ve got a new Mythic Little Legend stealing the show during Neon Nights. PROJECT Abyssia is here to flaunt their new tech, and maybe “borrow” some more. Here to slash through your foes with cool sci-fi sound effects, PROJECT Abyssia has a two percent drop rate in all the Neon Nights eggs (490 RP/TC).
And what else is in those eggs—well, it’s time to meet the Little Legends that are all glowed up for the glow-down.
When Fenroar shoots for the moon, they’re certain to annihilate it. Make your enemies the moon with the variants below: Sodapop Fenroar, Afterburner Fenroar, Hextech Fenroar, Pulsefire Fenroar, and Bounty Hunter enroar.
Stylish, sleek, and always trending, QiQi’s here to be more than just fashion forward, they’re here to push the fashion future. Leave your foes looking like River Sprite picked out their passé drab with the refined tastes of the variants below: Electric QiQi, Groovy QiQi, Hextech QiQi, Arcade QiQi, and Pulsefire QiQi.
Redefining horsepower to of course power. These variants don’t need a podium to stand above their foes, but it sure helps: Hot Rod Lightcharger, Hextech Lightcharger, Pulsefire Lightcharger, Groovy Lightcharger, and Bubblegum Racer Lightcharger.
GIZMOS & GADGETS PASS II
Just like the Pass of the past, the G&G Pass II gives you a bunch of free content as you play and collect XP, but if you upgrade to the Pass+ for 1295 RP/TC you’ll have access to ALL the level rewards throughout the pass. For the first time ever, this Pass+ comes with an unlockable tier 3 (interactive and responsive) arena, the Toxitorium, near the end of your pass journey.
In addition to the new tier 3, you’ll get rewards only available for true locals of the Neon Nights: tier 1 arenas, booms, Little Legend eggs, Star Shards, and Pass+ exclusive Little Legends.
Read more about what you can unlock in the Pass and More.
Neon Nights takes you to the place where Choncc and Pengu are destined to put their battle bots to the test. The Hextech Battle Arena is a futuristic esports arena that casts your games with over 50 unique lines that respond to your actions. Win or lose, this arena will let you know. Have you TFT games casted by our very first robo-nouncer for 1900 RP/TC!
ALL NEW BUNDLES!
Whether you’re working your way through the Undercity in search of your Oasis, or looking for some high-tech Little Legends to take to the stage of the Hextech Battle Arena, we’ve got new bundles for ya!
|Bundle||Contents||RP/ TFT Coins (Mobile)|
|5 Neon Nights Eggs||Each egg contains a new Little Legend from Neon Nights||2450|
|10 + 1 Neon Nights Egg Bundle||Each egg contains a new Little Legend from Neon Nights||4900|
|Neon Nights Pass+ Arena Bundle||Neon Nights Pass+|
Hextech Battle Arena
|Progress Day Celebration Bundle||Neon Nights Pass+|
Hextech Battle Arena
10 Neon Nights Eggs
2 Bonus Neon Nights Eggs
|Neon Nights Megabundle||Neon Nights Pass+|
Hextech Battle Arena
18 Neon Nights Egg
5 Bonus Neon Nights Egg
Grandmaster and Challenger Ranked
Just like with Dawn of Heroes, Grandmaster and Challenger are unlocked immediately, allowing for the true zero-to-hero competition. Challenger and Grandmaster are still limited to the top accounts on each server, but players must have at least 200 LP in Master to reach Grandmaster, and at least 500 LP in Grandmaster to reach Challenger. Good luck gettin’ your name placed right under mine!
Gizmos & Gadget Ranked Stage II begins this patch!
- Your rank has been “soft” reset down one tier below your current standings. For example, if you are currently in Gold II you will now be in Silver II.
- If you are very good at this game and currently placed in Master or above, you will be reset to Diamond 4.
- You will get five provisional matches after the reset, meaning you will not lose any LP for sub-top-four placements in your first five ranked games of the new stage. You’ll also gain some extra LP for finishing top four, so best of luck!
- Ranked rewards for the first half of Gizmos & Gadgets will be distributed with this patch, but it may take a couple days to complete the rollout.
- If you achieved a minimum of Gold rank in the first half of Gizmos & Gadgets, then there’ll be a fresh emote hitting your inventory!
Double Up and Hyper Roll Tiers
- Emote rewards will be earned for players that reach Blue, Purple, and Hyper/Double tier before the mid-set.
- Hyper Roll and Double Up tiers will not be hard reset. Instead, anyone at Blue or higher will go to the bottom of Blue.
- If you managed to hit Blue, Purple, or Hyper /Double tier in Hyper Roll or Double Up, expect these emotes to roll on out during our launch.
USER EXPERIENCE CHANGES
Opponent Matchup Tracker
There’s a lot to do in TFT, and keeping track of what opponents you’ve fought recently to know who you are more likely to fight next is just one more thing that takes a whole lot of brainpower to track. Brainpower is a precious resource—especially when it comes from a brain as coveted as yours. That’s why we haven’t been surprised to see add-ons take over some of this less rewarding processing burden. In fact, we wish that we had implemented an opponent tracking system earlier so we could provide a more fun and fair experience for players on mobile and PC. So, with the introduction of Neon Nights, and Augments like Future Sight that utilize opponent tracking, we’re adding our own version of opponent tracking.
- Opponents you have yet to fight during your current stage will have an icon by their Tactician in the UI indicating they may be your next opponent.
Augmented Match History
It’s a first.
Match History will now show Augments.
MID-SET AUGMENT CHANGES
We’ve retired some Augments that coordinated with the traits we removed: Academy and Imperial. And then, we added over 80 new ones that continue to bring variance, skill expression, and fun to our existing roster. We’ve also rebalanced a many of our trait-linked Augments (more on that later). You can read about some of the Dev’s favorite Augments here.
Large, like the size of these patch notes.
3rd Party Friends
Even with all these words that I’m typing we’re still just skimming the surface. In the following notes below I’ll cover the changes to the preexisting content, but if you want more detailed information on the new stuff coming with Neon Nights check out a couple of our friends’ sites:
We’ve had success giving the Heart and Crest Augments additional units to help ease you into the comps, so we’re going to be applying that to the trait specific Augments as well. This should make them more appealing choices in the early game. Adding units to these Augments also gives us a new balance lever to make adjustments with both now, and in the future.
- Chemical Overload max Health percentage explosion damage: 20/30/40 ⇒ 20/30/removed
- Runic Shield I now also grants a Swain
- Runic Shield II now also grants a Vex
- Runic Shield III has been removed
- Ardent Censer bonus Attack Speed: 50% ⇒ 45%
- Ardent Censer now also grants a Lulu
- Cutthroat Mana reave: 65% ⇒ 50%
- Cutthroat now also grants a Talon
- Duet Health bonus: 400 ⇒ 200
- Duet now also grants a Senna
- En Garde disarm duration: 3 ⇒ 2.5sec
- En Garde now also grants a Warwick
- Lifelong Learning now also grants a Syndra
- Lifelong Learning no longer works on PVE rounds
- One for All now also grants an Ashe
- Payday now also grants an Ashe
- Portable Forge option, Obsidian Cleaver Armor & Magic Resist shred: 70% ⇒ 60%
- Pirates now also grants a Quinn
- Self-Repair repair time: 6 ⇒ 7 seconds
- Self-Repair now also grants a Zilean
- Shrug it Off now also grants a Sejuani
- Sniper Heart now also grants an Ashe instead of a Tristana
- So Small now also grants a Corki
- Stand Behind Me now also grants a Blitzcrank
- Twinshot Heart now also grants a Corki instead of a Kog’Maw
- Unstable Evolution: fixed a bug where 3-star champs with items were getting more stacks than intended.
- Unstable Evolution now also grants a Rek’sai
- Armor Plating now proc’s one time at 50% Health, giving 3 seconds of Invulnerability
- Armor Plating now also grants a Cho’gath
- Broken Stopwatch now also grants a Zilean
- Broken Stopwatch will never appear in 1-4
- Clear Mind can only appear on 1-4
- Gold Reserves max damage: 60% ⇒ 50%
- Gold Reserves now also grants a Quinn
- Instant Injection now also grants a Warwick
- Junkyard now also grants an Ezreal
- Scholar Crest now grants a Zyra instead of a Heimerdinger
- Sharpshooter damage reduction: 45% ⇒ 50%
- Sharpshooter now also grants a Corki
- Smoke Bomb now also grants a Talon
- Spellblade Ability Power scaling on next basic attack after cast: 225% ⇒ 200%
- Spellblade now also grants a Swain
- Titanic Force will rarely appear as the 1st Augment option
- Celestial Blessing III Omnivamp: 25% ⇒ 35%
- Cybernetic Implants III Health: 350 ⇒ 450
- Enforcer Soul has been removed
- High End Shopping now also grants 5 gold
- High End Shopping will never appear as the 1st augment
- Makeshift Armor III Armor & Magic Resist: 75 ⇒ 80
- Socialite Soul now also grants 8 gold
- Weakspot: You can no longer be offered other levels of Weakspot after choosing any tier of Weakspot
- Woodland Charm will never appear as the 3rd Augment
- Share the Spotlight: Tier 2 (Gold) ⇒ Tier 3 (Prismatic)
- Share the Spotlight shared bonus: 100% ⇒ 125%
- Share the Spotlight now also grants a Senna
Colossus units have had a tough go with our starring up system. When a champion goes from 1-Star to 2-Stars, they gain an additional 80 percent of their 1-star Attack Damage and Health. We balanced Colossus units with this in mind, meaning their base stats at 1-star weren’t worth the two slots they took up, but once they got to 2, or even 3-stars they would become much more viable. But now, by placing some of their base stats into the Trait we are able to get around the huge difference between 1 and 2-star Colossus units.
Adding a reach tier (7) to Mutant allows for the trait to be played like an adaptive vertical, but I’m most excited about what combos players will uncover using the Mutant Emblem to hit that 7 trait breakpoint.
Here’s the Socialite 5 math for you: 30% bonus damage, 8 mana per second, 66% Omnivamp
- Bruiser bonus Health: 125/225/400/700 ⇒ 125/225/450/800
- Challenger Attack Speed: 30/55/80/130 ⇒ 25/55/90/150%
- Chemtech bonus Attack Speed: 15/50/90/135 ⇒ 15/40/80/150%
- Chemtech max Health regen per second: 3/5/8/15% ⇒ 4/7/10/18%
- Clockwork base Attack Speed: 10/35/70% ⇒ 10/40/80%
- Enforcer Stun duration: 5 sec ⇒ 4 sec
- Colossus now also grants an innate bonus 800 Health
- Cho’gath base Health: 1300 ⇒ 700
- Galio base Health: 1800 ⇒ 1200
- Innovator Mechanical Bear base Health: 850 ⇒ 775
- Innovator Hextech Dragon base Health: 1250 ⇒ 1125
- Innovator Hextech Dragon fear duration: 3 ⇒ 2 sec
- Innovator Hextech Dragon Critical Strike bonus damage: 30% ⇒ 10%
- Mutant new 7 piece chase trait has been added for each variation
- Mutant Adrenaline Rush (7): 100% chance to proc and 40 Attack Damage
- Mutant Bio Leeching (7): 80% Omnivamp
- Mutant Cybernetic (7): 1500 Health and 100 Attack Damage
- Mutant Cybernetic (5) Health: 1000 ⇒ 900
- Mutant Metamorphosis (7): 35 Armor & Magic Resist, 7 Attack Damage & Ability Power every 2 seconds (stacks up to 5 times)
- Mutant Synaptic Web (7): 40 Mana & 50 Ability Power
- Mutant Voidborne (7): 80% of their damage is true damage
- Mutant Voracious Appetite (7): gain 40 Attack Damage & Ability Power each time an ally dies
- Scrap is now smarter! Units like Ezreal and Irelia will no longer roll Hextech Gunblade or Morellonomicon
- Socialite is now a 1/2/3/5 Trait
- Socialite (1): Bonus Damage: 20% ⇒ 15%
- Socialite (5): All bonuses are doubled
- Twinshot is now a 2/3/4/5 Trait
- Twinshot chance to proc twice: 40/55/70/100%
- Twinshot Attack Damage: 10/25/40/60
- Twinshot tooltip now specifies that it works with Ability casts as well
Units: Tier 1
A Protector no more, Kassadin’s now a professor for sure! We’re giving Ziggs 5 AD because he would rarely lose the first round to Minions, but there’s no shame in that—Minions R people 2.
- Kassadin Health: 700 ⇒ 750
- Kassadin is now a Mutant Scholar
- Ziggs Attack Damage: 50 ⇒ 55
Units: Tier 2
No longer the Imperial knife in the dark, Talon’s living the bourgeois life of a monarch. And just like those other Debonair champions, if you find a Talon on the VIP list, then he’ll get some additional power to boast and toast with.
- Blitzcrank is now a Scrap Bodyguard (no longer a Protector)
- Swain Death’s Hand Damage: 250/340/480 ⇒ 225/300/450
- Swain is now a Hextech Arcanist
- Talon Blade’s End Damage: 450/625/950 ⇒ 450/650/950
- Talon is now a Debonair Assassin
- Talon VIP bonus: Blade’s Edge bleed now deals true damage and lasts 100% longer
Units: Tier 3
With Heimerdinger retiring from Gizmos & Gadgets, there’s a new Innovator in training, who’s role as the trait’s tanky disruptor is being sharpened to fit the mid-set.
With Dr. Mundo taking a sabbatical, Chemtech’s in need of more tankiness and a bit less damage—Renata Glasc’s addition has Chemtech covered there. With that in mind, we’ve adjusted Zac’s spell to give our favorite flubbery buddy more survivability and less damage.
- Cho’gath Feast Damage: 900/975/1050 ⇒ 850/950/1050
- Ekko is now a Scrap Assassin Innovator
- Ekko Attack Damage: 50 ⇒ 65
- Ekko Health: 650 ⇒ 700
- Ekko Armor & Magic Resist: 30 ⇒ 40
- Ekko Parallel Convergence Damage: 175/225/375 ⇒ 150/200/350
- Gangplank Parrrley Base Damage: 110/150/200 ⇒ 120/160/225
- Leona is now a Debonair Bodyguard
- Leona VIP bonus: Leona heals for 0.8% maximum Health every second for each unit targeting her
- Malzahar Malefic Visions Damage: 650/900/1100 ⇒ 625/875/1050
- Vex Personal Space Shield Amount: 525/675/850 ⇒ 550/700/900
- Vex Armor & Magic Resist: 40 ⇒ 50
- Zac Yoink! now Zac takes 75% reduced damage while casting his Ability
- Zac Yoink! Damage: 400/525/999 ⇒ 300/400/600
Units: Tier 4
Vi’s mad now.
- Braum Vault Breaker Stun Duration: 2/3/6 ⇒ 1.75/2.25/8 seconds
- Orianna Command: Shockwave Damage: 350/550/1200 ⇒ 300/450/1200
- Orianna Command: Shockwave Shielding: 100/150/400 ⇒ 120/170/600
- Seraphine Encore Damage: 275/450/1200 ⇒ 250/400/1200
- Seraphine Encore Attack Speed Bonus: 30/50/100% ⇒ 30/45/100%
- Vi is now a 4 cost champion with a new spell: Piltover Pulverizer
- Vi is now a Rival Enforcer Bruiser
- Vi Health: 1000 ⇒ 900
Units: Tier 5
Have you ever found yourself wanting to run all three Colossus units, only to be disappointed when none of them could be your dedicated damage carry? Sure, you tried Clapio (AD Galio), but the applause has been put on pause with nerfs, and there’s no encore coming for that build. But emerging from the shadow of the colossus that once was Clapio, is a new version of Galio as a carry—one that scales with max Health and can use Warmog’s Armor to nuke an entire board.
Landing in the center of your opponent’s board, Jinx would continue to auto attack the same target she was honed in on before the spell cast. Now, she’s embraced her name and role, crashing into the enemy comp and retargeting with every auto attack. That’s just the power of stereotype threat, and it ensures she doesn’t get stuck on the same frontliner she was targeting before she cast her spell.
Unbench the Kench, now with a UI quench. Unclog the frog, now with a progress bar to catalog. Uninhibit the ribbit, now with a visual exhibit. Anyways, we buffed Tahm Kench and clarity around feeding him units.
- Galio Colossal Entrance Damage: 200/300/9001 ⇒ 150/225/9001
- Galio Colossal Entrance stun duration: 1.5/1.75/9.5 ⇒ 1/1.5/10
- Galio Colossal Entrance now gains an additional 5% of his max Health as damage
- Jinx Armor & Magic Resist: 35 ⇒ 40
- Jinx Rocket Launcher Attack Damage scaling: 200/210/888% ⇒ 220/230/888%
- Jinx is now a Rival Scrap Twinshot
- After Jinx’s cast of Super Mega Death Rocket, she will now auto attack random valid targets with each attack. She’s crazy!
- When feeding Tahm Kench, a mini progress bar appears that helps you understand how long to hold.
With the mid-set we’re swapping out Guardian Angel with Edge of Night, a brand new anti-burst item. With Edge of Night, we keep the powerful aggro drop from Guardian Angel’s stasis, but give it a clear visual power in the form of a stealth that also sheds debuffs and afterwards grants an additional boon of attack speed. The stealth is very short, creating a more even power experience for units, as well as creating a more visibly powerful way to protect your carries and keep them carrying harder and longer. And yes, there will be a Radiant version of Edge of Night called Brink of Dawn, obtainable from various Augments. Check out the full item details below.
- Guardian Angel has been removed.
- Edge of Night recipe: B.F. Sword and Chain Vest
- Edge of Night: +20 Armor, +10 Attack Damage
- Edge of Night: When the holder first drops below 50% Health, they briefly enter stealth, becoming untargetable and shedding negative effects. After coming out of stealth, the holder gains 40% bonus attack speed.
- Edge of Night is a Unique item, meaning you can only equip one per unit.
- Brink of Dawn (Radiant): Grants 55% bonus attack speed after coming out of stealth. Triggers a second time upon dropping to 25% Health.
Original Article can be found here!
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