TFT 13.4 is here, landing right in the middle of a meta that’s been called both balanced and, well, a bit dull.
It might not be the biggest patch ever, but it’s packed with enough mechanical tweaks to shake things up in a meaningful way.
If you’re hoping for a spark to reignite your interest in the mid-season climb, this update could be just what you need.
🔻 : Nerfed
✅ : Buffed
⚙️ : Adjusted

SYSTEMS ⚙️
PVE (NPC) DROPS
Double swords while forcing Sorcerers can be frustrating.
- Any NPC round after minions that drops two of the same component will now also drop a Reforger. This gives you a second chance at more suitable items rather than doubling up on something you don’t need.
AUGMENT TAILORING
Emblem Augments should actually matter for your board.
- If an Augment requires a certain trait breakpoint, you’ll now need more units in that trait on 4-2 for that Augment to show up.
- You’re less likely to receive an Emblem Augment that doesn’t fit your current comp.
WANDERING TRAINER / AMBESSA OPENING ENCOUNTER
Getting three Class or three Origin Emblems was too feast or famine.
- Whenever “Wandering Trainer” effects (like Ambessa’s Trainer Golem Encounter or Wandering Trainer Augments) grant three Emblems, one will always be an Origin, one will always be a Class, and the last one will be randomly an Origin or Class.
- If fewer than three Emblems are granted, they remain random.
ANOMALIES ROLLING
Keeping Anomalies fresh.
After you’ve seen 12, you still won’t get the same Anomaly again too soon—currently, they won’t repeat within 12 options.
The first 12 Anomaly options you see are all unique; you won’t repeat one within that set.
NEW ANOMALIES ⚙️
Fresh additions for players to experiment with.
- Brutal Claws:
- +40% Critical Strike chance. Critical strikes bleed for 40% of their damage over 3 seconds.
- Cultivating Magic:
- +30 AP baseline, and +5 AP permanently for each 10,000 damage dealt.
- Cybernetic Empowerment:
- +8% Attack Speed and an additional +2% Attack Speed for each component held by your team.
- Hivemind:
- Gain a copy of the first champion this champion kills each player combat.
- +25% Damage Amplification.
- Infectious Anomaly:
- +15% AD and +15 AP.
- At the start of each round, a random ally gains this Anomaly. If they already have it, they instead get +2% AD and +2 AP.
- Power Up:
- +20% AD baseline, and +5% AD permanently for each 10,000 damage dealt.
- Titan of Teamwork:
- +1% durability for each star level on your board. Three-star champions count as four-stars.
- Vampiric Affinity:
- +20% Omnivamp, increased to 40% while under 75% health.
- Voracious Appetite:
- This champion gets +300 Health and +15% Damage Amp.
- Each round, gain a consumable that grants +150 Health and +3% Damage Amp in exchange for 3 player health.
LARGE CHANGES
Large, like that big snek snake in the Divine Serpent Realm arena.
TRAITS
- Sorcerer (8) removed ✅
- Sorcerer AP: 20/55/105/140 ⇒ 20/55/90
- Sorcerer (6) now grants: “Abilities lower the target’s damage by 20% for 3 seconds” (previously 25% at the old 8-piece bonus).
- Visionary (8) removed ✅
- Visionary (6) now grants: “Abilities heal allies for 18% of damage” (previously 20% at the old 8-piece bonus).
Removing these chase traits makes Sorcerer and Visionary more flexible. A rigid 7+ vertical build can be polarizing—either super strong or underpowered—so the focus shifts to 6-piece as the highest threshold.
EXPERIMENT EMBLEM
- Clone Health: 60% ⇒ 50% 🔻
Experiment Emblem clones have been overwhelming boards (and LP totals). Lowering their health should make them a bit more manageable.
UNITS
1-COST UNITS
- Lux 🔻
- Now properly manalocked if she shields herself with her ability (consistent with other self-shields).
- Morgana ✅
- Spell Damage: 525/780/1300/1550 ⇒ 530/800/1500/1800
- Powder 🔻
- Attack Speed: 0.7 ⇒ 0.75
- AD: 35 ⇒ 30
Powder’s faster attacks let her cast sooner, but with a small AD trim so she isn’t overshooting her age bracket.
2-COST UNITS
- Urgot
- Armor/MR: 45 ⇒ 40 🔻
Health-stacking has been giving Urgot too much tankiness for comfort.
- Vander ✅
- Spell Armor/MR Gained: 100/125/150 ⇒ 100/130/180
He’s a strong frontline—just smoothing out his power curve across star levels.
3-COST UNITS
- Scar ✅
- Ability Heal: 220/240/270 ⇒ 245/255/270
A small buff at one and two stars to help Scar regain his footing after previous nerfs.
4-COST UNITS
- Garen ✅
- Ability AP Ratio: 200/220/1500 ⇒ 225/250/1500
Garen’s been mostly just a meat shield. A higher AP ratio should help him do more than just stand there and yell “Demacia!”
- Twitch 🔻
- Bonus Attack Speed During Spell: 85% ⇒ 75%
He’s been skewering too many teams with that bonus speed. This nerf should reel him in a bit.
6-COST UNITS
- Viktor 🔻
- Death Ray no longer applies Shred or Sunder
- Death Ray Magic Damage: 50/180/2000 ⇒ 60/240/2400
- Main Ability Damage: 100/300/9999 ⇒ 150/500/9999
- Main Ability %HP Damage: 8/20/100% ⇒ 3/10/100%
Viktor loses his innate Armor and MR shred, but gains more raw damage. He’ll still pack a punch, but won’t automatically dismantle tanks without committing items.
AUGMENTS
Several Augments are now restricted to specific stages. High-performing Augments get nerfed, and the underdogs get buffed.
- Firesale 🔻
- Champion Stolen: Any cost ⇒ 3-cost or lower
- Glass Cannon I ✅
- Removed from 2-1
- Rigged Shop+ ✅
- Rerolls Granted: 5 ⇒ 9
- Spirit Link I ✅
- Health Regen Interval: 5s ⇒ 4s
- Survivor ✅
- Gold Granted: 70 ⇒ 88
- Trolling 🔻
- AS Granted: 160% ⇒ 140%
- Young Wild & Free ✅
- Removed from 3-2
- Gold: 2 ⇒ 5
- Forbidden Magic ✅
- Takedowns per Stack: 3 ⇒ 2
- AD per Stack: 1.5% ⇒ 2%
- Forward Thinking ✅
- Turn Requirement: 6 ⇒ 5 (faster payoff)
- Gold Granted: 80 ⇒ 70
- Glass Cannon II ✅
- Removed from 2-1
- Gloves Off (Vander) ✅
- Splash Damage: 25% ⇒ 35%
- Rocket Collection ✅
- Rockets Required: 75 ⇒ 65
- Scavenger ✅
- Champions with no items now receive an item tailored to that champion instead of the dying champion’s recommended items
- Shop Glitch ✅
- Removed from 3-2
- Trait Unlock: Reunion 🔻
- Vi Earthquake Damage: 150% ⇒ 120%
- Trait Unlock: Sisters ✅
- Correctly grants Vi Attack Damage & Jinx Attack Speed
- AD/AS Buff: 40% ⇒ 60%
- Trade Sector ✅
- Gold: 1 ⇒ 4
- Two Much Value ⚙️
- Removed from 3-2
- Welcome to the Playground ✅
- Time Required to Live: 17s ⇒ 15s
- Birthday Presents ✅
- Grants 2 Gold on Level Up
- Blazing Soul II ✅
- AP Granted: 35 ⇒ 45
- AS Granted: 30% ⇒ 35%
- Coronation 🔻
- Attack Damage: 30% ⇒ 25%
- Attack Speed: 30% ⇒ 25%
- Ability Power: 40 ⇒ 35
- Pandora’s Items III ✅
- Removed from 4-2
- Prismatic Pipeline 🔻
- Prismatic orbs no longer grant bonus loot
- Quality Over Quantity 🔻
- Bonus HP: 12% ⇒ 7%
- Shopping Spree ✅
- Rerolls: Level ⇒ Level + 1
- Sponging ✅
- Max Units to Get Items: 5 ⇒ 6
- Tactician’s Kitchen 🔻
- Tactician’s Shield granted after three player combats
- Tomb Raider II ✅
- Grants 1 completed item Anvil on selection
RADIANT ITEMS
The less-popular Radiant Items get a boost to make them shine brighter.
- Urf-Angel’s Staff ✅
- Base AP: 50 ⇒ 60
- Luminous Deathblade ✅
- Damage Amp: 12% ⇒ 20%
- Zenith Edge ✅
- AD: 65% ⇒ 70%
- Glamorous Gauntlet ✅
- AP: 55 ⇒ 70
- Rabadon’s Ascended Deathcap ✅
- AP: 70 ⇒ 80
- Runaan’s Tempest ✅
- AD: 35% ⇒ 50%
ANOMALIES
Underperforming Anomalies get a power boost.
- Arcana Overwhelming ✅
- MR Granted: 80 ⇒ 100
- Defense Expert ✅
- Armor/MR Gained: 75% ⇒ 90%
- Repulsor ✅
- Knockback Range: 2 ⇒ 3 hexes
- Titanic Strikes ✅
- AD Damage: 40% ⇒ 50%
- Touch of Frost ✅
- Debuff Duration: 4 ⇒ 8s
- Wolf Familiars ✅
- Percent AD: 65% ⇒ 75%
SMALL CHANGES
AUGMENTS
- What You Really Are ✅
- Double Up Damage Requirement: 35 ⇒ 20
- Welcome to the Playground 🔻
- Can no longer (very rarely) grant Family members with Emblems.
TRAITS
- Family ⚙️
- Gaining a Family Emblem on Warwick, Jinx, and Vi with Violet, Vander, and Powder will trigger something special. Family bonds stay strong—even on the Rift.
CHAMPIONS
- Leona ✅
- Ability Durability: 50/50/50% ⇒ 50/50/55%
- Loris ✅
- Ability Shield: 600/700/800 ⇒ 600/700/900
- Jayce ✅
- Ranged 3-Star Damage: 1200% ⇒ 8000%
- Melee 3-Star Damage: 3000% ⇒ 8000%
BUG FIXES ⚙️
- Deep Roots now specifies it pulls targets into Melee range.
- Hunger for Power clarifies that the ally must be adjacent to be consumed.
- Quicksilver correctly blocks stuns from Dramatic Entrance and Renni.
- Two Viktors no longer desync cast animations—if they face off, both cast simultaneously.
- Caitlyn’s headshots no longer fizzle.
- Jayce’s Hextech crystals now properly attach to units (no more walking out of explosions).
- Quickstriker Crest and Quickstriker Crown are mutually exclusive.
- Morgana’s Shield Reave effect no longer stacks if multiple DoT instances hit the same unit.
- Executes no longer bypass Last Stand and Prismatic Flesh Ripper.
- Prismatic Flesh Ripper’s revive always triggers before Last Stand.
- K/DA Arena no longer changes everyone’s music to Anomaly round tracks.
- Chibi Spirit Blossom Sett Finisher VFX no longer leaks into another Tactician’s finisher.
That’s all for Patch 13.4. It may not be massive, but the small changes can make a big difference—so make sure you’re ready to adjust. Some of your favorite comps might stay strong, while others could ride these shifts straight to the top.
Good luck in your matches, and have fun experimenting with everything this patch brings. See you next time!
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