TFT patch 14.18 notes: Golden Frying Pan arrives, item, unit, & trait reworks, more

Liam Ho
Cafe Cuties Gwen splash art

Teamfight Tactics is introducing a huge heap of balance changes in Patch 14.18. From a new item to multiple reworks, there are plenty of changes to go over. Here’s every change you can expect for one of TFT’s largest patches ever.

The next patch for Teamfight Tactics is the second of the major patches listed by Mortdog. This patch contains the new item Golden Frying Pan, and several reworks for units and traits, as set 12 has had a bit of a time when it comes to balancing.

With so many things changing, there’s bound to be a major meta shift on the way, so it’s best you read up on what’s coming on TFT patch 14.18.

When is TFT patch 14.18 going live?

TFT patch 14.18 will be released alongside LoL patch 14.18 on September 11, 2024. As the patch deploys, both games will experience some downtime.

What’s changing TFT patch 14.18?

Golden Frying Pan arrives

The Golden Frying Pan will be arriving in patch 14.18. Like the spatula, it’ll allow players to craft emblems for classes like Multistriker, Scholar, and more. The introduction of this item has also meant a rework for the Tactician’s Crown, with a Cape and Shield being introduced.

Here are all the ways you can get your hands on a pan:

  • Gold Orbs, Prismatic Orbs, and Carousel now have a chance to have Frying Pans
  • Frying Pan Portal: Start with a Frying Pan
  • Let ‘Em Cook Portal: Start with a Spatula and a Frying Pan
  • Conjure Frying Pan Charm (15g, Stage 4+): Gain a Frying Pan

For every new recipe in the pan as well as a quick rundown of how it works, check out our guide.

Major reworks

Arcana Ahri splash art

Several traits and units are being reworked in this patch to make them a bit less problematic than before. Notably, Ahri is having her entire ability reworked, the same as Ezreal, while Honeymancy and Faerie are receiving reworks as well.

Teamfight Tactics patch 14.18 early notes

System changes

Item Removers:

  • You now gain an Item Remover from the first loot orb dropped each PVE round if you don’t already have one
  • The drop rate of natural Item Removers has been lowered with the addition of guaranteed Remover drops

Four star units:

  • 1-cost champions can now be upgraded to 4-star with three 3-star copies

Armories:

  • Reduced misclick lockout from 1.5 seconds >>> 0.8 seconds

Tome of Traits:

  • Tome of Traits has been removed from the game
  • Drops that previously granted Tome of Traits (Prismatic Orbs, Radiant Blessing, Loot Subscription) have been replaced with similar value contents (Support Anvils, Frying Pans/Spatulas, additional Component Anvils, etc.)

Shop odds:

  • Level 8: 18/27/32/20/3 >>> 18/25/32/22/3

Units – 1 Cost

Ashe

Ability reworked:

  • For the next 5 (Ability power) seconds, Ashe fires an extra missile dealing 25/38/56 (Attack damage) physical damage at a target near Ashe. This effect stacks.

Changed to:

  • For the rest of combat, fire an additional arrow at a nearby enemy that deals 20/30/44 (Attack damage/Ability power) physical damage. This effect stacks.

Jax

  • Ability Armor/MR ratio: 40/60/90% >>> 40/55/70%

Jayce

  • Armor/MR gain: 35 >>> 25

Nomsy

Ability reworked:

  • Sneeze fire at the target, dealing 240/360/550 (Attack damageAbility power) physical damage.
  • Dragon Upgrade: Instead sneeze dragonfire in a larger area. Dragonfire deals 290/435/663 (Attack damage/ Ability power) physical damage.

Changed to:

  • Sneeze fire at the target, dealing 240/360/550 (Attack damage/Ability power) physical damage. 50% of overkill damage is dealt to the closest 2 targets.
  • Dragon Upgrade: Deal 290/435/663 (Attack damage/Ability power) physical damage instead. Overkill hits 4 targets.

Twitch

  • Twitch can now angle his shots slightly to hit more targets, so long as his current target will still be hit!
  • Now sunders before dealing damage

Warwick

  • Ability AD ratio: 55/55/65% >>> 60/60/65%

Units – Tier 2

Ahri

Ability reworked:

  • Passive: Gain 15% bonus Ability Power from all sources.
  • Active: Fire an orb towards the target dealing 135/200/310 (Ability power) magic damage. After hitting an enemy it returns, dealing 85/125/195 (Ability power) true damage.

Changed to:

  • Fire an orb at the current target dealing 250/375/580 (Ability power) magic damage. Launch X firefoxes at enemies near the target, each dealing 20/30/45 (Ability power) true damage. Gain an additional foxfire this combat.
  • Ahri’s orb is now single-target, will redirect to a new target if its initial one dies mid-flight

Cassiopeia

Ability reworked:

  • For the next 6 seconds, attacks instead deal 95/145/230 (Ability power) magic damage.

Changed to:

  • Empower the next 3 attacks to deal 130/195/305 (Ability power) magic damage.

Kassadin

  • Ability stab damage: 110/165/255 >>> 110/165/245

Kog’Maw

  • 280/280/290% >>> 280/280/280%

Nilah

  • 360/360/380% >>> 360/360/360%

Rumble

  • 220/330/515 >>> 220/330/495

Shyvana

Ability reworked

  • Transform into dragon form and gain an aura that deals 58/84/136 (Health/ Ability power) magic damage per second to adjacent enemies. Then fly through the largest group of enemies within 2 hexes and Stun them for 1/1/1.25 seconds.
  • Dragon Upgrade: While in dragon form, heal 1% of max health whenever a Burning enemy is damaged by an attack or ability.

Changed to

  • Transform into dragon form and gain an aura that deals 63/99/151 (Health/ Ability power) magic damage per second to adjacent enemies. Then fly through the largest group of enemies within 2 hexes and Stun them for 1/1/1.25 seconds.
  • Dragon Upgrade: Double the size of the aura. It deals 30% more damage.
  • Armor and MR: 45 >>> 50

Tristana

  • Ability AD scaling: 335/340/350% >>> 350/340/340%
  • Tristana ability AP: 0/55/90 >>> 40/60/90

Zilean

  • Initial damage: 180/270/420 >>> 180/270/405
  • Secondary damage: 150/225/350 >>> 150/225/340

Units – Tier 3

Bard

  • 100/150/240 >>> 110/165/255

Ezreal

Ability reworked:

  • Dash to the ideal spot within 3 hexes. Then, fire a blast in a line, dealing 230/330/494 (Attack damage/ Ability power) damage reduced by 25% for each enemy hit.

Changed to:

  • Fire a blast in a wide line through the current target, dealing 222/333/506 (Attack damage) physical damage to enemies hit, reduced by 25% for each enemy is passes through. The first enemy hit takes an additional 150/225/335 (Ability power) magic damage.
  • If an enemy is adjacent, blink to safety before firing.

Hecarim

Ability reworked:

  • Passive: On takedown of the current target, if Hecarim’s next target is out of range, charge to them, dealing 152/228/357 (Attack damage/ Ability power) physical damage.
  • Active: For the next 6 seconds, attacks also cleave adjacent enemies for 87/131/209 (Attack damage) physical damage.

Changed to:

  • Passive: On takedown of the current target, empower the next attack to deal 152/228/357 (Attack damage/ Ability power) physical damage. If the next target is out of range, charge to them.
  • Active: For the next 6 seconds, attacks also cleave adjacent enemies for 87/131/209 (Attack damage) physical damage.

Jinx

Ability reworked:

  • For 4 seconds, gain 100% decaying Attack Speed and her attacks deal 21/31/48 (Attack damage/ Ability power) bonus true damage. Takedowns refresh this effect for 3 seconds.

Changed to:

  • Gain 140% decaying Attack Speed for 4 seconds. For the duration, attacks fire rockets that deal 91/137/205 (Attack damageAbility power) physical damage and ignore 50% Armor.

Mordekaiser

Ability reworked:

  • Gain 210/250/300 (Ability power) Shield that decays over 2 seconds and slam the target, dealing 180/270/430 (Ability power) magic damage in a 2-hex line. Gain 10 Ability Power for the rest of combat.

Changed to:

  • Gain 300/350/400 (Ability power) Shield that decays over 2 seconds and slam the target, dealing 180/270/430 (Ability power) magic damage in a 2-hex line. Gain 15% Damage Amp for the rest of combat.

Wukong

Ability reworked:

  • Passive: Gain 30% bonus Armor and Magic Resist from all sources.
  • Active: Spin, gaining 380/460/550 (Ability power) Shield for 4 seconds and dealing a total of 121/188/305 (Armor/ Magic resist) physical damage to each adjacent enemy.

Changed to:

  • Combat Start: Gain 40 Armor and Magic Resist. Lose 1 of each every second.
  • Active: Spin, gaining 380/460/550 (Ability power) Shield for 4 seconds and dealing a total of 121/188/305 (Armor/Magic resist) physical damage to each adjacent enemy.
  • Armor/MR reduced: 55 >>> 50

Veigar

  • Ability damage: 240/330/475 >>> 215/300/425

Units – Tier 4

Gwen

  • Gwen Ability has new dash logic! She now dashes up to three hexes to the hex furthest from the most enemies that could still snip her target.
  • Gwen Ability Snip Damage: 40/60/180 >>> 45/70/210
  • Gwen Ability tooltip now displays the number of snips the next cast will do
  • Gwen Ability now takes a fixed amount of time regardless of her total snips
  • Gwen’s snips’ damage is now a separate number instead of stacking
  • Gwen recovers from the final snip slightly faster

Olaf

  • Mana: 30/80 >>> 0/50
  • Leap & Cleave AD%: 160% >>> 180%

Rakan

  • Max Mana buff: 60/140 >>> 40/120
  • Base Shield value: 0/100/1000 >>> 180/200/1000

Varus

Ability reworked:

  • Fire a supernova at the largest clump of enemies within Attack Range plus 1 hexes that deals 239/364/1145 (Attack damage/Ability power) physical damage to the target and adjacent enemies. It explodes into a cluster of fireballs, each dealing 120/200/916 (Attack damage/Ability power) physical damage.

Changed to:

  • Fire a supernova at a cluster of enemies within 5 (Range) hexes that deals 239/364/1145 (Attack damage/ Ability power) physical damage to the target and adjacent enemies. It explodes into a cluster of fireballs, dealing 120/200/916 (Attack damage/Ability power) physical damage to all other enemies within three hexes.
  • AD: 70 >>> 55
  • Ability fires earlier in the cast time
  • Ability cast time resolves faster
  • Ability cast time scales with attack speed
  • No longer ends his animation early to attack from midair
  • Varus now prioritizes dealing the most total damage rather than hitting the most targets
  • Three-star now hits a one hex larger radius

Units – Tier 5

Milio

  • Max mana buff: 40/120 >>> 0/90

Norra & Yuumi

  • Norra base ability damage: 180/270/1000 >>> 190/285/2000
  • Yuumi AP & AD granted: 6/9/200 >>> 3/5/200
  • Yuumi heal: 150/200/3000 >>> 150/225/3000

Smolder

Ability reworked:

  • Passive: Fly around and attack the nearest enemy.
  • Active: Gain 50/50/500% Attack Speed and replace Smolder’s attacks with fireballs that deal 173/268/2486 (Attack damage/ Ability power) physical damage for 6/6/60 seconds.
  • Dragon Upgrade: Each fireball also heals 20/30/200 Health.

Changed to:

  • Passive: Fly around and attack the nearest enemy.
  • Active: Gain 50/50/500% Attack Speed for the next 4/4/30 attacks. These attacks launch fireballs that deal 173/268/2486 (Attack damage/ Ability power) physical damage.
  • Dragon Upgrade: Next 6/6/99 attacks instead. Fireballs deal 225/348/3232 (Attack damage/Ability power) physical damage.

Xerath

Ability reworked:

  • Launch 10/10/99 arcane blasts at random enemies that each deal 220/330/777 (Ability power) damage.

Changed to:

  • Launch 10/10/99 arcane blasts randomly split between the closest 5 enemies that each deal 250/375/888 (Ability power) magic damage.

Traits

xerath-arcana

Arcana

  • Xerath True Damage per 3 charms: 2/4/6/9% >>> 2/3/5/8%

Blaster

  • Base damage amp: 12/25/45% >>> 15/35/60%
  • Damage amp after cast: 25/50/90% >>> 30/60/100%

Chrono

  • Chrono Base Timer until effect: 16 >>> 14 seconds
  • Chrono heal now happens at the start of the time stop rather than the end
  • Chrono (6) Stun Duration increased to 4 seconds
  • Chrono (6) AS: 80% >>> 40%
  • Chrono (6) AP: 45% >>> 80%

Eldritch

  • Eldritch (3) slightly higher base stats
  • Eldritch (5) higher base stats in Stage 4+
  • Eldritch (7) higher base stats in Stage 4+

Faerie

  • Faerie trait breakpoints: 2/4/6/9⇒3/5/7/9
  • (3) 200 Health, Gain Queen’s Crown that grants 30% Damage Amplification
  • (5) 400 Health, Crown 45% Damage Amplification and Gain Queenguard’s Armor
  • (7) 600 Health & 2nd Crown at 55%
  • (9) 900 Health & Items become Radiant

Honeymancy

Trait reworked:

Honeymancers gain Bees that deal magic damage to their target every 3 seconds. Each Bee deals 7.5% of the Honeymancer’s damage dealt and 2.5% of their damage taken.

  • When a Honeymancer dies, leave 1 Bee that follows nearby Honeymancers for the rest of combat.
  • (3) 3 Bees
  • (5) 6 Bees
  • (7) 9 Bees, 3 Bees survive instead

Changed to:

Honeymancers gain 5 Bees that deal magic damage to their target every 3 seconds. Each Bee deals damage based on the damage a Honeymancer deals and takes.

When a Honeymancer dies, they leave 2 Bees that follow nearby Honeymancers for the rest of combat.

  • (3) 7% of damage dealt, 3% of damage taken
  • (5) 10% of damage dealt, 5% of damage taken
  • (7) 15% of damage dealt, 10% of damage taken. Bees deal damage twice as often.

Hunter

  • 6 Piece hunter AD reduced by 10%, but they now gain 40% attack speed

Portal

  • Portal (10) Effect Interval: 2 sec >>> 2.25 sec
  • Portal (10) Bomb Base Damage: 1250 >>> 1000

Scholar

  • Scholar (2): 3 mana per attack >>> 3 mana per attack and 10 AP
  • Scholar (4): 6 mana per attack >>> 5 mana per attack and 15 AP
  • Scholar (6) 12 mana per attack >>> 10 mana per attack, 20 AP, and Abilities heal an ally for 15% of the damage done

Shapeshifter

  • Shapeshifter max health: 10/16/24/35% >>> 10/16/24/30
  • Shapeshifter (8) now heals 3% of max HP every 2 seconds

Sugarcraft

  • Sugarcraft (6) AP and AD: 40 >>> 35
  • Sugarcraft (6) bonus HP to team: 150 >>> 50

Warrior

  • Warrior Double Damage Amp HP threshold: 60% >>> 70%
  • Warrior Damage & Omnivamp: 10/18/30% >>> 10/18/25%
  • Warrior (6): Now also grants 20% Durability

Witchcraft

  • Witchcraft (4): Now poisons enemies, dealing 4% of their maximum HP per second as magic damage
  • Witchcraft (8): All Curse Increase: 40% >>> 50%

Items

Tactician’s Crown

  • Changed from every stat to 10% chance to drop 1 gold when you win combat

Class Emblems added

Major Augment Changes

Arcane Conduit

Effect reworked:

  • Arcana champions deal 10% bonus damage. If they start combat holding 2 items, they gain a recommended 3rd completed item. Gain an Ahri and a Hecarim.

Draconic Mastery

Effect reworked:

  • Dragons gain 10% Health and 18% Attack Speed. After Dragons score 60 champion takedowns, gain a Smolder. Gain a Nomsy and a Shyvana.

Flexible Tier

  • Flexible Tier: Gold >>> Prismatic
  • Flexible Number of Stages for Emblem: 2 >>> Every Stage
  • Flexible Team Health Per Emblem: 10 >>> 40
  • Flexible can no longer grant duplicate Emblems

Frosty Frontline >>> Winter is Coming

Effect reworked:

  • The Frost trait also grants 1 placeable Frost Wolf equipped with a Protector’s Vow. The wolf gains 40% Attack Speed and 300 Health per Frost tier. Gain a Warwick and a Zilean.

NEW: Pillar of Flame

  • Gain two Shens. Your strongest Shen’s ability no longer grants damage reduction, but now summons a large molten pillar that damages enemies in a large line.

Smaller Augment Changes

  • Called Shot Gold: 2 >>> 4
  • Combat Bandages I Healing: 150-375 >>> 130-325
  • Fixed an issue where Combat Bandages would stop functioning after Stage 4
  • Fine Vintage Turns to Proc: 4 >>> 3
  • Good For Something Chance for Gold: 40% >>> 50%
  • Item Collector I Base HP: 20 >>> 10
  • Item Collector I HP per item: 5 >>> 2
  • Precise Planning Gold Dropped: 2 >>> 3
  • Restart Mission no longer grants duplicate copies of champions
  • Rolling for Days Rerolls: 9 >>> 11
  • High Horsepower (Lillia) Bonus Damage: 275% >>> 240%
  • Spider Queen (Elise) Bonus Damage: 130% >>> 90%
  • Spider Queen (Elise) Duration: 3 >>> 4 sec
  • Witchy Wallop (Poppy) Ability Damage: 85% >>> 75%
  • Zap Attack (Blitzcrank) Ability Damage: 90/135/205 >>> 80/120/180
  • Sweet Tooth & Sweet Tooth+ (Nunu) 2% Dmg Per 100 HP >>> 2% Dmg Per 150 HP
  • A Golden Quest Gold Required: 161.8 >>> 196
  • Avenge the Fallen Stats: 20 >>> 30
  • Bee-st Friends (Honeymancy) Shield Power: 25% >>> 10%
  • Big Gains HP per Stack: 10 >>> 20
  • Category Five Damage: 95% >>> 90%
  • Cauterize (Pyro) Damage Per 3 Cinders: 3 >>> 5
  • Clockwork Accelerator AS per Stack: 9% >>> 10%
  • Combat Bandages II Healing: 250-600 >>> 200-500
  • Defensive Arts has been disabled
  • Fortune Favors the Bold 2 through 9 loss heavily lowered in value
  • Fortune Favors the Bold 10 through 12 loss slightly lowered in value
  • Heroic Grab Bag Gold: 6 >>> 9
  • Item Collector II Base HP: 40 >>> 20
  • Item Collector II HP per item: 10 >>> 5
  • Little Buddies no longer counts non-champions
  • Potions 201 (Witchcraft) AD & AP: 25 >>>> 20
  • Press the Attack (Multistriker) True Damage: 5% >>> 4%
  • Prizefighters Components Granted: 1 >>> 2
  • Prizefighters Wins per component: 3 >>> 4
  • Sleight of Hand HP: 200 >>> 100
  • Trait Tracker Emblems awarded: 5 >>> 6
  • Trait Tracker disabled on Trainer Golems Portal
  • Hard Commit Champion Granted Tier: Stage + 1 >>> Stage
  • An Upgraded Adventure Starting Units: 4 >>> 2
  • An Upgraded Adventure Loot tables updated
  • What the Forge now grants an additional Artifact Anvil

Items

Core

  • Adaptive Helm Backline Bonus AP: 20 >>> 15
  • Adaptive Helm backline bonus no longer counts time spent while mana locked towards its tick rate
  • Nashor’s Tooth AP: 25 >>> 10
  • Nashor’s Tooth AS on Proc: 35% >>> 60%
  • Spear of Shojin AD & AP: 20 >>> 15
  • Titan’s Resolve AP Per Stack: 1 >>> 2

Radiant

  • Radiant Adaptive Helm Backline Bonus AP: 55 >>> 40
  • Radiant Nashor’s Tooth AP: 55 >>> 30
  • Radiant Nashor’s Tooth AS on Proc: 65% >>> 120%
  • Radiant Spear of Shojin AD & AP: 50 >>> 35
  • Radiant Titan’s Resolve AP Per Stack: 2 >>> 3

Artifacts

  • Mogul’s Mail HP Per Stack: 7 >>> 5
  • Mogul’s Mail Gold Delay: 6 >>> 9 sec

Charms

  • NEW: Barrier (6g, Stage 5+) Next combat: Your team gains 1000 Shield, decaying over 5seconds
  • NEW: Counterspell (4g, Stage 4+) Next combat: Mana Reave all enemies
  • NEW: Guild of Thieves (8g, Stage 5+) Gain 3 temporary Thieves Gloves for 1 round
  • NEW: Infliction (6g, Stage 5+) Next combat: Chill, Burn, Shred, and Sunder enemies for 8 seconds
  • NEW: Meteor Storm (5g, Stage 5+) Next combat: Combat start: Burn and deal 30% max Health magic damage to 4 enemies
  • NEW: Paragon (0g, Stage 4+) Next combat: Your team’s physical damage is dealt as magic damage
  • NEW: Reaper (4g, Stage 4+) Next combat: Your units execute enemies that fall below 200 Health
  • NEW: Summon Golem (8g, Stage 5+) Summon a large Golem equipped with defensive items for 1 round
  • NEW: Tremors (8g, Stage 5+) Combat start and every 8 seconds, stun all enemies for 1.25 seconds
  • REWORKED: Desperate Plea (5g, Stage 5+): Next combat: Reduce incoming player damage by 80%
  • NEW: Conjure Frying Pan (15g, Stage 4+): Gain a Frying Pan
  • All Fives Gold Cost: 5 >>> 8
  • REWORKED: Conjure Emblem: Gain a random Uncraftable Emblem >>> Gain a random Emblem
  • Lightning Strike: You can now see the true damage from Lightning Strike
  • Salvager no longer breaks apart Tactician’s Crown
  • Salvager will not break apart Tactician’s Shield or Cape
  • Summon Dragon HP: 4000 >>> 3200
  • Summon Dragon AD: 315 >>> 270
  • Summon Dragon Gold Cost: 12g >>> 10g

Bug Fixes

  • Briar’s Ravenous now correctly gives 0.8% Damage Amp per missing health instead of 0.6%
  • Fixed a bug where Camille’s true damage would critically strike less often than intended with Ability Crit
  • Fixed Briar’s Light Snack tooltip to show correct HP values
  • Fixed a bug where 8 Scholar would deactivate the trait
  • Fixed an issue where Deja Vu Augment tooltip and ability didn’t match correctly at 5 AP
  • Fixed an issue where one of the drops of a Prismatic Orb wasn’t properly giving full value
  • Bandaged Bandages: Fixed an issue where Combat Bandages would stop functioning after Stage 4
  • Fixed an issue where Find Your Center granted twice the intended Damage Amp
  • Fixed an issue where Randuin’s Sanctum would apply its bonuses again when Suspicious Trench Coat clones would spawn
  • Arcana Emblem now correctly applies and removes the bonus
  • Too High: Fixed a bug where High Horsepower Lillia’s ability would resolve instantly without her playing her animation
  • Say That 10x Fast: Chibi Headliner K/DA POP/STARS Kai’Sa name no longer overruns the loading screen
  • Players who own House of the Golden Rabbit won’t have a high saturation anymore when playing with players who have Heaven’s Celestial Arena