TFT patch 17.3 adjusts the balance of power across the Realm of the Gods, bringing targeted changes to blessings, boons, and augments that shape your strategy each game. You can expect shifts that affect how you build comps and prioritize upgrades as the meta continues to evolve.
This update also tones down Kai’Sa’s spell damage while redefining Morgana as a 4-cost magic tank instead of a 5-cost magic fighter. These changes directly impact your late-game planning and how you value frontline durability versus backline damage.
TFT patch 17.3 notes
Patch 17.3 updates the Space Gods set with new God Blessings, adjusted Boons, additional Augments, and a full redesign of Morgana. The balance team targets underused compositions while reducing the power of dominant picks such as Kai’Sa.
Morgana Rework
Morgana shifts from a 5-cost magic fighter to a 4-cost magic tank. You can now slot her into more frontline setups thanks to higher base durability and a teamwide defensive bonus.
| Change | Old | New |
|---|---|---|
| Cost | 5 | 4 |
| Role | Magic Fighter | Magic Tank |
| Mana | 20/60 | 30/90 |
| Attack Speed | 0.90 | 0.65 |
| Health | 800 | 1300 |
| Armor/MR | 50 | 70 |
| AD | 50 | 60 |
Her Dark Lady passive grants your entire team 4% Durability, increasing to 10% while she is in Dark Form.
Her ability now transforms her for 3 seconds, granting 525/625/2500 AP plus 10% bonus Health. During the transformation, she tethers to nearby champions, dealing 100/150/3000 magic damage to the three closest enemies while healing the two lowest-health allies for the same amount.
You use Morgana primarily as a frontline magic tank who stabilizes fights and adds sustained team durability rather than burst carry pressure.
Tier 1 Adjustments
Several 1-cost units lose early efficiency.
- Briar base AD: 40 ⇒ 35
- Leona base Armor/MR: 45 ⇒ 40
- Leona spell scaling: 140/210/315/535% ⇒ 120/180/270/460%
- Twisted Fate minimum AP damage: 190/285/430/730 ⇒ 180/270/405/690
- Twisted Fate maximum AP damage: 380/570/860/1460 ⇒ 360/540/810/1380
- Teemo AP damage: 70/105/190/325 ⇒ 65/95/170/300
You should expect slightly weaker early boards from Leona and Twisted Fate reroll setups.
Tier 2 Adjustments
Tier 2 changes mix targeted buffs with scaling reductions.
Buffs
- Akali AD scaling: 34/50/80/135 ⇒ 37/56/84/140
- Gnar base AD: 45 ⇒ 50
- Jinx spell AD scaling (3-star): 65 ⇒ 70
Nerfs
- Bel’Veth AD scaling: 20/30/45/77 ⇒ 18/27/41/69
- Jax flat reduction: 15/25/35/45 ⇒ 15/20/25/30
- Jax shield: 400/470/550 ⇒ 400/450/500
You gain slightly stronger Akali and Gnar boards, while Jax becomes less reliable as a defensive carry.
Tier 3 Adjustments
Many 3-cost units receive improvements to raise their viability.
Buffed
- Diana shield: 250/290/375 ⇒ 275/325/475
- Diana orb damage: 50/75/120 ⇒ 60/90/145
- Fizz dash damage: 110/165/265 ⇒ 120/180/290
- Miss Fortune (Challenger) secondary hit: 30% ⇒ 35%
- Miss Fortune spell scaling increased across both traits
- Ornn shield: 100/150/500 ⇒ 125/200/500
- Samira AD scaling: 360/540/860 ⇒ 375/560/900
Nerfed
- Kai’Sa AD scaling: 32/48/77 ⇒ 30/45/72
- Lulu MR shred: 5/7/10 ⇒ 4/6/8
- Lulu spell damage: 150/225/360 ⇒ 140/210/335
Kai’Sa loses some missile damage after outperforming many 4-cost units. You should find AP-oriented and secondary carry 3-cost comps more competitive.
Tier 4 Adjustments
Several 4-cost champions gain power, especially AP options.
- Aurelion Sol (Mech) damage: 78/118/275 ⇒ 82/123/275
- Aurelion Sol (Non-Mech) beam: 185/280/2000 ⇒ 320/480/2000; falloff 60% ⇒ 80%
- Karma secondary damage: 150/225 ⇒ 180/270
- LeBlanc damage: 70/105 ⇒ 80/120
- Nami damage: 410/615/5000 ⇒ 440/660/5000
Nerfs
- Master Yi omnivamp: 15% ⇒ 10%
- Nunu max mana: 155 ⇒ 145
Xayah now casts for 6 attacks instead of a 4-second duration. Each feather adds 10/15/200 bonus AD to her current target.
You gain stronger AP late-game carry options while Yi sustain decreases.
Tier 5 Adjustments
High-cost units receive durability and targeting updates.
Shen
- Shield scaling: 10% ⇒ 15% max HP
- Passive damage: 40/60 AP ⇒ 20/30 AP + 1% max HP
- Base HP: 1200 ⇒ 1300
Sona
- Targets by nearest row instead of nearest unit
- Debris damage: 280/420 ⇒ 300/450
- Large cast: 680/1050 ⇒ 720/1100
Zed
- Clone health reduction: 33% ⇒ 33/40/40%
You should see more consistent Sona targeting and a sturdier Shen frontline in capped boards.
Realm of the Gods System Changes
Patch 17.3 shifts how you secure item components in Realm of the Gods. Component choice now comes through Pengu’s Offering instead of the Space Gods selection.
Each champion now provides a distinct component, and champion picks no longer grant bonus gold. The Pengu offering tables also adjust to support this structure. You gain clearer control over your direction, letting you prioritize Boons and Blessings without sacrificing the component you need.
Boon Adjustments
Several Boons received direct balance tuning:
- Kayle: Health per item reduced from 15 to 10
- Soraka: Health per missing player health increased from 2 to 2.5
- Varus: Health per star level reduced from 18 to 15
- No longer counts Dark Star Black Holes or Zed clones
These changes reduce extreme scaling while improving comeback potential in specific cases.
New Blessings Added
Ahri – Wealth (Stage 3)
- Permanently grants 8% Attack Damage and Ability Power
- 12% chance on takedown to generate 1 gold
Soraka – Divine Empathy (Stage 3)
- Grants a random component at 66 and 33 player Health
Soraka – Prosperity (Stage 2, 3)
- Grants 80 permanent Health
- Adds 4 or 6 extra Health per interest earned
Blessing and Offering Updates
- Thresh – Pandora’s Seat removed
- Stage 2 random loot no longer grants Pocket Recombobulator
- Random Offering cannot roll Ahri’s Chest of Greed
- Reduced Stage 2 Golden Remover odds
Additional adjustments:
| Change | Update |
|---|---|
| Kayle – Craftsmanship | Reforgers: 2 → 1 |
| Varus – Duplicator Bundle | Tiny Duplicators: 5 → 4 |
| Varus – Starcrossed Upgrade | Now Stage 3 only |
| Evelynn – Steamroll/Steamroll+ | +1 gold immediately and per win |
You now make more deliberate trade-offs between economy, scaling, and tempo inside the Realm system.
TFT patch 17.3 notes: Traits, augments, items, artifacts, and more
Patch 17.3 adjusts several core traits, introduces new augments, and trims power from select items and artifacts. You will notice shifts in vertical trait incentives and scaling patterns, especially in economy and defensive stacking.
Trait updates
Anima Squad (6) now grants loot after every player combat instead of only after wins. You gain more consistent rewards, even in close losses, which increases the value of stabilizing boards rather than hard winstreaking.
Marauder loses a small amount of Attack Damage at all breakpoints:
| Breakpoint | Old AD | New AD |
|---|---|---|
| 1 | 20% | 18% |
| 2 | 40% | 35% |
| 3 | 60% | 55% |
This slightly lowers late-game burst without changing how you build the trait.
Arbiter receives reduced defensive scaling when converting damage dealt into resistances:
| Effect | Old | New |
|---|---|---|
| Resists from damage | 16 / 24 | 12 / 18 |
Several Arbiter star-level outputs also improve when you move from (2) to (3):
- AP gained: 7 / 7 → 7 / 8
- Attack Speed gained: 7 / 7 → 7 / 8
- Chance to gain Leona: 12% / 12% → 12% / 13%
- Chance to gain Gold: 8% / 8% → 8% / 9%
- Chance to gain a Reroll: 12% / 12% → 12% / 13%
- Max HP Shield: 7 / 7 → 7 / 8
- Permanent Max HP: 12 / 12 → 12 / 13
- Resists: 10 / 10 → 10 / 11
You gain slightly more value for committing to three Arbiters, though frontline durability from damage conversion drops.
Stargazer Fountain returns with updated functionality. Allies in empowered hexes heal 1% of their maximum Health every two seconds. Stargazers in those hexes heal an additional 2.5% and gain stacking Attack Damage and Ability Power every two seconds.
Stacking values depend on breakpoint:
| Stargazer Level | AD/AP per tick |
|---|---|
| (3) | 4% |
| (5) | 7% |
This change rewards positioning and sustained fights.
Huntress hexes now appear in the left-hand corners, which alters how you anchor ranged carries and bait assassins.
New augments
Patch 17.3 adds several trait-focused augments that push vertical and splash strategies.
- Concentration: Conduit abilities last 25% to 50% longer depending on the spell. You receive Zoe and Mordekaiser.
- Heart of the Swarm: All three-star units count toward Swarmling power. At level 9, fielding six unique three-star champions allows Primordians to summon the Apex Primordian. You gain Briar, Bel’Veth, and a two-star Rek’Sai.
- Loot Singularity: When the Black Hole consumes enemies, it converts them into space matter. After you collect enough, it transforms that matter into loot. You gain Cho’Gath and Lissandra. Space matter gained scales with Dark Star breakpoints (2 / 3 / 4).
- Tour of the Galaxy: Voyagers gain 130 Health, 13% Attack Damage, and 13% Ability Power. These bonuses increase by 10% each time you face a new opponent. The matchmaking system prioritizes players you have not fought recently. You gain Pyke and Meepsie.
- Timestream: Timebreakers gain 2 Health and 0.25% Attack Speed each time you reroll, including free rerolls. You gain Ezreal and Pantheon.
These augments strengthen identity-driven comps and reward reroll or vertical play patterns.
Adjusted augments
Several existing augments receive direct tuning.
Shieldmaiden (Leona) reduces its primary target health ratio from 28% to 24% of Leona’s maximum Health. Secondary damage increases from 180 / 270 / 405 AD to 200 / 300 / 480 AD.
Termeepnal Velocity (Poppy) increases Attack Speed from 0.7 to 0.75.
The Big Bang (Meepsie) reduces damage falloff per hex from 45% to 35%, improving backline impact.
Bonk! (Nasus) increases bonus resists from 40 to 45.
Heat Death (Mordekaiser) lowers mana cost from 20 / 50 to 10 / 40. Shield scaling shifts from 225 / 250 / 300 AP to 175 / 200 / 400 AP, emphasizing late scaling.
Reach for the Stars (Jax) increases spell damage from 155 / 230 / 375 AP to 170 / 250 / 450 AP.
Stellar Combo (Aatrox) adjusts multiple values:
- Second cast: 100 / 150 / 250 AD → 110 / 165 / 275 AD
- Third cast: 160 / 240 / 360 AD → 200 / 300 / 475 AD
- Isolation multiplier: 250% → 200%
You gain stronger base casts but weaker isolation spikes.
System-level changes include:
- Flexible: 40 HP per emblem → 30
- Jeweled Lotus: 20% crit chance → 10%
- Kahunahuna: 150% AD true damage → 125%
- May the Fours Be With You: 254 Health → 144
- The Tower: 600 / 900 / 1500 / 2000 Health → 450 / 700 / 1250 / 1600
- New Recruit: Adds a 4-2 version that grants two four-cost units
- Vampiric Vitality II: Removed
Minor augment adjustments
- Buried Treasures: 5 rounds → 4
- Cosmic Restart: 11 rerolls → 8
- Exclusive Customization I & II: 10 gold → 7
- Golden Gamble+: 4 gold → 2
- Golden Gamble++: 12 gold → 6
- Mace’s Will: Removes Attack Speed; crit chance increases from 20% to 25%
- Retribution: Now also grants 15% crit chance to the holder
These changes reduce excess gold generation and lower free scaling from generic augments.
Items and artifacts
Edge of Night lowers its missing Health heal from 30% to 20%. You cannot rely on it for the same level of late-fight recovery.
Horizon Focus is disabled.
Titanic Hydra now triggers Xayah’s area damage only on her primary basic attack, preventing repeated AoE interactions.
PvE adjustment
On Stage 3-7, Gromp’s base Attack Damage drops from 500 to 350. You take less spike damage during this neutral round, which reduces unexpected losses before Stage 4.