Teamfight Tactics patch 13.12 Set 9 notes: All new champions, traits, items & more

Complete guide to TFT Set 9: Runeterra Reforged with release date, champion abilities, traits and strategies

TFT Set 9 Release Date and Overview

Teamfight Tactics patch 13.12 marks the arrival of Set 9: Runeterra Reforged, introducing the most substantial gameplay overhaul in recent memory. This transformative update completely refreshes the competitive landscape with new champions, mechanics, and systems that redefine strategic possibilities.

The autonomous success of Teamfight Tactics continues to demonstrate its evolution beyond League of Legends, establishing itself as a premier strategy game with dedicated competitive circuits. Riot’s recent announcement of open-bracket LAN events underscores the game’s global competitive appeal.

Mark your calendars: TFT patch 13.12 goes live on June 14, 2023, synchronized with League of Legends patch 13.12. Prepare for server downtime during deployment as the entire game ecosystem receives this massive content injection.

While the departure of fan-favorite elements like Star Guardian Urgot creates nostalgia, the excitement for Runeterra Reforged’s innovations overshadows any temporary losses. Virtually every game element receives adjustments, creating what effectively feels like an entirely new game experience.

Beyond the numerical changes documented here, Set 9 introduces significant quality-of-life improvements that streamline gameplay comprehension and accessibility. The champion inspect tool and enhanced trait clarity represent major usability advancements for both new and veteran players.

Comprehensive Champion Breakdown by Cost

Set 9 introduces a completely refreshed champion roster organized by resource cost, each featuring unique synergies and ability mechanics tied to the Runeterra theme.

1-Cost Units: Foundation Builders

  • Traits: Noxus, Shurima, Invoker
  • Ability: Deal magic damage to the current target and Wound them for 5 seconds. If they are already Wounded, deal bonus magic damage. Wound reduces healing by 50%. Mana cost: 0/40
  • Traits: Ionia, Challenger
  • Ability: Enter a defensive stance and gain Shield that rapidly decays over 3 seconds. When it breaks, deal magic damage + 30% of the damage absorbed to enemies around and in front of Irelia. Mana cost: 40/80
  • Ionia Bonus: +25 Armor and Magic Resist.
  • 2-Cost Units: Early Game Carries

  • Traits: Demacia, Slayer
  • Ability: Kayle gains new Passive effects as your Tactician levels up.
    • Level 1: Attacks deal bonus magic damage.
    • Level 6: Every 3rd attack launches a wave that deals magic damage and Shreds enemies for 4 seconds.
    • Level 9: Every attack launches a wave and they travel farther.
  • 3-Cost Units: Mid-Game Power Spikes

  • Traits: Shurima, Strategist
  • Ability
    • Passive: After every third attack from Azir, a Sand Soldier deals magic damage to their target.
    • Active: Summon a Sand Soldier to attack your target. If Azir already has 3 Soldiers, they all immediately deal magic damage instead. Mana cost: 40/50
  • 4-Cost Units: Primary Carries

  • Traits: Shadow Isles, Slayer
  • Ability: Dash around the current target and snip 3 times in a cone, each dealing magic damage to enemies hit. Every 3 casts, gain 150/150/300 Armor and Magic resist for 2/2.5/4 seconds. Mana cost: 0/35
  • 5-Cost Units: Game-Changing Finishers

  • Traits: Wanderer, Invoker
  • Ability: Ryze’s ability changes based on which region was selected at the start of the game. Every ability is drastically different, and there’s a lot to go over. Here’s what you can expect for each region. Mana cost: 80/150
    • Bandle City: Ryze creates a portal to Bandle City underneath a random unit on your bench. After a brief delay, they arrive on the battlefield with bonus mana and are…slightly smaller?
    • Demacia: Ryze creates a portal to Demacia underneath a cluster of injured allies, granting a Shield. If an ally leaves the safety of the portal, they are healed. When the portal expires, enemies within are dealt magic damage.
    • Freljord: Ryze creates a portal to the Freljord underneath a random group of enemies. The freezing winds deal magic damage to enemies within two hexes over the duration and apply Permafrost, a permanent Attack Speed Slow. If enemies are already affected by Permafrost, they are instead Frozen for the duration.
    • Ionia: Ryze creates a portal to Ionia, summoning forth a Spirit Tree that affects the closest units. Allies are invigorated, gaining Attack Speed and restoring Health over the duration. Enemies are pacified, causing them to dance.
    • Noxus: Ryze creates a portal to Noxus’ armory that spews out a torrent of weapons and armor, granting completed items to random allies with open slots, and throwing Axes towards random enemies that deal magic damage each. If any ally would recieve an item while all slots are full, they instead gain a stacking damage increase for the rest of combat.
    • Piltover: Ryze summons a portal to Piltover that launches out an enforcer grenade towards his target, dealing magic damage to enemies within two hexes and creating a containment area. Enemies are unable to leave the area, and a percentage of the damage dealt to them is also dealt to all other enemies within.
    • Shadow Isles: Ryze creates a portal to the Shadow Isles, reclaiming lost ally’s souls. They return to the battlefield with a percentage of their maximum Health. If no allies have died yet, the portal remains open, waiting for an ally to die. Ryze cannot resurrect himself.
    • Shurima: Ryze creates a portal to Shurima, summoning a gigantic sand tornado that travels across the battlefield, dealing magic damage to enemies hit and knocking them up briefly. The tornado has chance to unearthed burried treasures and gold as it travels.
    • Targon: Ryze creates a portal to the skies above Mount Targon that beckons his target. After a few seconds, they descend from the heavens as a meteor towards the largest cluster of enemies, dealing a percent of the the initial target’s maximum Health as magic damage and knocking up enemies in the epicenter.
    • Zaun: Open portals to Zuan, causing hired guns to fire a torrent of munitions at a nearby enemy that deal magic damage, apply 50% Wound, 40% Shred, and 40% Sunder The more gold you have, the more powerful the portals become.
      • 25 Gold: +1 Portal. Portals fire a rocket that deals 50% damage in a one-hex radius
      • 50 Gold: Double the portals. Summon +2 additional portals for every 15 Gold more
  • Strategic Insight: Early game composition should focus on building around 1-2 cost units with clear upgrade paths, while reserving bench space for transitioning into higher-cost carries as economy allows. The mana cost adjustments across champions require recalibrating itemization strategies, particularly for spellcasting carries.

    Regional Portal System Explained

    The revolutionary portal system replaces the traditional starting carousel with 30 region-specific locations that dramatically alter gameplay mechanics. Players collectively vote on three regional portals at match start, with even single votes potentially determining the outcome.

    Key Regional Portals and Their Impact:

  • Scuttle Puddle: Every PvE round is replaced by Scuttle Crabs that give extra loot
  • Yuumi’s Zoom Zone: Player combats last 20 seconds instead of 30 before overtime starts.
  • Bandle Cafeteria: Gain a Spatula on 2-1. At shopping start, units equipped with a Spatula, emblem, or Tactician’s Crown feed a Poro Snax to their closest ally, granting them 20 permanent health. Units will feed one Snax per item they have equipped.
  • House Lightshield: Gain a powerful Crown of Demacia on 2-1. If the wearer dies, you instantly lose the fight.
  • Stillwater Hold: No augments will be offered this game.
  • Thresh’s Sanctum: When ANY champion dies, collect their soul. Every 40 souls you collect, gain loot!
  • Shuriman Bazaar: Component carousels have 2 components on them instead of 1.
  • The Sump: There is no interest this game. Instead, starting on 2-1, gain 3 gold every round.
  • Glasc Industries: Every time you build a completed item, gain 3 gold.
  • Strategic Considerations: Portal selection should align with your intended playstyle and chosen Legend. Aggressive players benefit from combat-focused portals like Yuumi’s Zoom Zone, while economy-focused strategies excel with gold-generating locations like The Sump or Glasc Industries. The removal of augments in Stillwater Hold requires fundamental adaptation to pure board strength and itemization.

    Legend Augments and Playstyles

    Legends introduce consistent augment pathways by guaranteeing specific power choices at each augment selection stage. While this reduces variance, it also removes one potential augment choice, requiring careful consideration of opportunity cost.

    Legend Specializations and Strategic Applications:

  • Tahm Kench – Optimal for hyper-rolling and economy-focused strategies that prioritize rapid gold accumulation and interest maximization.
  • Ornn – Perfect for players who value consistent power spikes through artifact items rather than random augment luck.
  • URF – Ideal for composition builders who rely on trait emblems to complete powerful synergies.
  • Lee Sin – Designed for reroll enthusiasts focusing on 3-starring low-cost units for dominant early-mid game power.
  • Ezreal – Excellent for item-heavy strategies that require specific components for optimal carry itemization.
  • Twisted Fate – Suits adaptive players comfortable with random item generation and flexible composition building.
  • Aurelion Sol – Best for level-focused strategies aiming to reach high-level boards with multiple legendary units.
  • Advanced Legend Strategy: Your Legend choice should complement both your preferred playstyle and the selected regional portal. For example, Tahm Kench synergizes exceptionally well with gold-generating portals, while Ornn benefits from portals that provide additional item components. Consider the meta context—if many players are selecting combat Legends, economy-focused alternatives may provide uncontested pathways to victory.

    Origin and Class Traits Analysis

    Set 9 rebrands Traits as Origins while maintaining their core functionality, though with completely reworked synergies and activation requirements. The regional theme introduces unique mechanics tied to Runeterra’s diverse locations.

    Key Origin Traits

    Demacia: During planning phase, your strongest Demacian(s) become Elite and equip a random Radiant Item for the next combat. Elites grant Armor and Magic Resist to themselves and adjacent allies, but this does not stack. Radiant items are upgraded versions of completed items.

  • (3) 1 Elite, +10 Armor and MR
  • (5) 2 Elites, +10 Armor and MR
  • (7) 3 Elites, +20 Armor and MR
  • (9) 5 Elites, +30 Armor and MR
  • Champions: Kayle, Lux, Poppy, Galio, Garen, Sona, Jarvan IV

    Ionia: Every 4 seconds, your strongest Ionians are enlightened to their spirit form and gain 20 Mana. Each Ionian has a unique bonus within their ability, which doubles when in spirit form.

  • (3) 100% Ionian bonus, 1 enlightened
  • (6) 200% Ionian bonus, 2 enlightened
  • (9) 300% Ionian bonus, 3 enlightened
  • Champions: Irelia, Jhin, Sett, Zed, Karma, Shen, Yasuo

    Void: Get a placeable void egg. At the start of combat, it hatches into an unspeakable horror and knocks up adjacent enemies. Each Void star level increases the horror’s Health and Ability Power by 25%.

    Champions: Cho’Gath, Malzahar, Kassadin, Rek’Sai, Vel’Koz, Kai’Sa, Bel’Veth

    Class Traits

    Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.

    Champions: Irelia, Samira, Warwick, Kalista, Kai’Sa, Yasuo

    Strategist: Combat Start: Allies in the front 2 rows gain a shield for 8 seconds. Allies in the back 2 rows gain Ability Power.

  • (2) 200 shield; 20 Ability Power
  • (3) 350 shield; 30 Ability Power
  • (4) 400 shield; 40 Ability Power
  • (5) 550 shield; 55 Ability Power
  • Champions: Swain, Teemo, Azir, Jarvan IV

    Trait Strategy: Successful compositions often combine 2-3 primary traits with supporting synergies. The Demacia trait provides excellent frontline stability, while Ionia offers scaling power through spirit form enhancements. Void serves as a flexible option that strengthens throughout the game, making it ideal for comeback scenarios.

    Augment System Overhaul

    Set 9 refreshes the augment pool with numerous new options while retiring previous selections. The three-tier system remains with Grey (Tier 1), Gold (Tier 2), and Prismatic (Tier 3) augments offering progressively powerful effects.

    Tier 1 Augment Highlights

  • AFK – You cannot perform actions for the next 3.0 rounds. Afterwards, gain 18 gold.
  • Army Building – Gain a Lesser Champion Duplicator. This happens a second time after 8 player combats.
  • Pandora’s Items – Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician’s Crown, Spatula, and consumables).
  • Trade Sector – Gain a free shop refresh every turn.
  • Tier 2 Augment Standouts

  • Ancient Archives II – Gain 2 Tome of Traits and 8 gold.
  • Binary Airdrop – Your champions equipped with 2 items temporarily gain a random completed item at the start of combat. Gain 1 random item components.
  • Golden Ticket – Each time your Shop is refreshed, you have a 50% chance to gain a free refresh.
  • Level Up – When you buy XP, gain an additional 3. Gain 11 immediately. You can now reach level 10.
  • Tier 3 Augment Game-Changers

  • Bastion Crown – Gain a Bastion Emblem, a Sunfire Cape, and a Taric.
  • Cruel Pact – Buying XP costs 6 Health instead of gold. Heal 3 Health before each player combat.
  • Hedge Fund – You have no interest cap. Gain 30 gold.
  • Tactician’s Tools – Gain two Spatulas!
  • Augment Selection Strategy: Early augments should establish your game plan direction, while later picks should reinforce your composition’s strengths or patch weaknesses. Economy augments like Hedge Fund work best when selected early to maximize gold accumulation, while combat augments provide immediate power spikes for aggressive playstyles. Consider augment synergy with your chosen Legend and portal effects for optimal results.

    Item Changes and New Additions

    Set 9 introduces significant item adjustments including new Ornn artifacts and the return of Shimmerscale items from Set 7. These changes require players to adapt their itemization priorities and combination strategies.

    Key Item Adjustments:

  • Guardbreaker Damage Amp reduced: 30 >>> 25
  • Mana acquisition changed: 20 every 3rd attack >>> 5 every attack
  • Removed from Ornn Item pool
  • New Ornn Items:

  • Each round, equip 2 random temporary Ornn Artifacts.
  • At combat Start: Fire a blast of energy at the current target, marking them and dealing 20% of their maximum Health as magic damage. For the next 6 seconds, the holder deals 50% increased damage to the marked enemy and 25% increased damage to other enemies.
  • Attacks and Abilities deal 10% increased damage for each hex between the holder and their target.
  • Summon a clone with 70% maximum Health and 20% increased maximum Mana. You cannot equip items to the clone.
  • Returning Shimmerscale Items:

  • Determined Investor (Diamond Hands)
  • Itemization Strategy: The mana generation changes significantly impact ability-reliant champions, making mana items more valuable for consistent spellcasting. Guardbreaker remains strong despite the nerf, particularly against healing-heavy compositions. New Ornn items offer strategic versatility—the positioning-based damage amplifier excels on backline carries, while the clone creation provides valuable frontline distraction.

    Game System Improvements

    Set 9 introduces several quality-of-life enhancements and balance adjustments that refine the core gameplay experience while addressing previous pain points.

    Champion Inspect Tool: This new feature provides comprehensive champion information including stats, attack range, abilities, role tags, and recommended items. Available during carousel rounds with an eye indicator, it eliminates guesswork when evaluating unit potential.

    Trait Clarity Improvements: Traits now display their emblems and crafting recipes when applicable, making it easier to plan composition completion and emblem utilization.

    Experience Requirement Adjustments:

  • Level 6: 20 >>> 24 XP required
  • Level 7: 36 >>> 40 XP required
  • Level 8: 45 >>> 60 XP required
  • Level 9: 80 >>> 84 XP required
  • Player Damage and Overtime Changes:

  • Base Stage 4 Damage: 4 >>> 5
  • Units now gain movement speed in overtime.
  • Units gain 1.5x Attack Damage in overtime.
  • Three-Star Four-Cost Buff: Three Star 4 Costs now all gain 500 health, making the significant investment required to achieve them more rewarding and impactful in late-game scenarios.

    System Strategy: The increased experience requirements at higher levels delay power spikes for fast-leveling strategies, creating more balanced pacing throughout the game. The overtime changes benefit attack damage carries and melee units, providing comeback potential in close matches. The stage 4 damage increase encourages maintaining stronger boards to avoid rapid health loss during critical mid-game phases.

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