League of Legends TFT Patch 12.5
Going to go over the patch notes for TFT patch 12.5. It has been out for about 2 weeks now, which has given me some time to play on the new update and see how things fair for competitive.
Should mention that I am not going to go over the augments because there are already a lot of augments to cover and it'll be easier to cover changes such as tiered units and traits.
Tier 1 Units
Brand: Increase in sear damage
Jarvan IV: Increase attack speed and lower starting mana 60 -> 50
Nocturne: Lower stun duration and damage, now correctly scales with ability power
Twitch: Lower attack scaling and base damage
Ezreal: Base damage lowered
Primary takeaway from these units is that Twitch got nerfed and Brand got buffed, this may allow Debonairs to be played more early game going into late game and make reroll twitch less viable of a strategy.
Tier 2 Units
Ashe: More volley arrows as base and increased range by 1 hex
Rek'Sai: No longer scales with ability power for damage but heal scales off of ability power, increased armor and magic resist and doesn't steal resistances anymore
Corki: Bombardment damage increased
Lulu: Bonus health on ability cast increased
For tier 2 units, Ashe reroll may be more viable with Snipers because of her increased volley count and distance, along with Yordles being forced more than they were prior. The Corki and Lulu buff aren't substantial, but it makes Yordles more viable into mid game which will allow them to save more HP to get to their late game Veigar.
Tier 3 Units
Ekko: Nerfed starting mana 80 -> 60
Gnar: Increased Mega Gnar boulder by 1 hex
Lucian: Increased base damage, health, armor and magic resist
Malzahar: Decreased base damage
Senna: Lower base attack and percent attack
Morgana: Increased shield on cast
Tryndamere: Decreased slash damage on cast
Ekko had always needed a nerf because he was a strong unit and hopefully this slows him down a bit more, Gnar and Lucian being buffed just makes Yordles more volatile in the coming format and will definitely make them annoying to play against. With half of the Yordles being buffed I know people will gravitate towards this composition a little more than others. Enchantresses with Morgana and Senna won't see more or less play than they did prior, they were primarily splashed into specific comps for synergies and maybe Senna gets substituted out for a Lulu or some other Enchantress.
Tier 4 Units
Ahri: Base mana increase 0 -> 30 and lowered the angles between each orb cast
Alistar: Decreased base damage
Braum: Increased stun duration for Braum 1 and 2
Draven: NEW innate armor penetration by 25% for VIP bonus its 50%, attack range increased by 1 hex, lowered Draven's base axe damage but increased the attack percent scaling
Renata: Decreased Toxic Wave damage
Sivir: Decreased attack speed
Vi: Lowered Pulverize damage
Irelia: Base damage lowered
Jhin: Increased scaling on Curtain Call
The changes for Braum and Ahri will bring rise to an increase in Syndicate players because this gives Ahri more consistent damage output and Braum and longer stun duration. Draven getting buffed and slightly altered will make him go up in play initially and push up Debonair's play rate as well but it'll be hard seeing them played too often unless you high roll the units you need. They still aren't going to be the strongest comp going from early to mid game and will struggle until you have a defined board with proper synergies. All the other changes for tier 4 units aren't massive and won't be affecting play rate as much, but you may see a slight drop in Strikers being played due to 3/4 of their best units being nerfed.
Tier 5 Units
Galio: Increased max health scaling
Kaisa: Decreased base attack speed
Tahm Kench: Increased damage on crowd control immune targets
Zeri: Base damage increased
Jinx: Increased base armor and magic resist
Only noticeable changes are Jinx's increase in damage along with Tahm Kench being able to handle Colossal units better which will make him a good lvl 9 unit to put in for certain scenarios.
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