TFT patch 12.11 notes: Dragonlands release, all Set 7 details

Complete guide to TFT Set 7 Dragonlands with strategic insights and patch analysis

Introduction to Dragonlands

Teamfight Tactics patch 12.11 marks the monumental arrival of Set 7: Dragonlands, transforming the autobattler landscape with a completely fresh roster and mechanics. This comprehensive update delivers an entirely new gaming experience that veteran players will need to master from the ground up.

The Dragonlands expansion welcomes players to a mythical era featuring 58 unique units, including seven legendary Dragons that dominate the battlefield. Each Dragon occupies two board slots but provides triple the trait value, creating new strategic considerations for team composition and positioning.

Seasonal rotation brings the conclusion of Gizmos & Gadgets, making way for this dragon-themed adventure. The transition requires players to adapt to completely new synergies and champion abilities, with early testing revealing Astral compositions as particularly dominant.

Strategic Insight: When building around Dragons, remember they count as two units for board space but provide immense power. Plan your frontline and backline positioning carefully, as losing a Dragon creates significant board space issues during combat.

Riot’s Lead Designer Stephen ‘Mortdog’ Mortimer addressed balance concerns with targeted micropatch adjustments to the Astral trait. The changes specifically target Sylas, Nami, and Varus to reduce their overwhelming early-game dominance.

Our goal with the Astral adjustments is to ensure healthy meta diversity while preserving each champion’s unique identity. Nami’s healing capabilities remain strong, but her damage output has been scaled back to emphasize her supportive role.

Community feedback has been instrumental in identifying these balance pain points early in the set’s lifecycle.

— Riot Mort (@Mortdog) June 10, 2022

The Sylas bugfix prevents mana generation during shield activation, while Nami and Varus receive damage reductions. These changes aim to distinguish Nami as a dedicated healer rather than a hybrid damage dealer, creating clearer role definitions within compositions.

Astral compositions feature three primary carries across different game stages: Nidalee for early game, Varus for mid game, and Aurelion Sol for late game dominance.

Mage synergies parallel this structure with Lillia, Ryze, and Zoe serving as their core damage dealers.

Nami’s dual threat capability disrupted intended champion roles, necessitating these corrective adjustments.

— Riot Mort (@Mortdog) June 10, 2022

Augment System Overhaul

The Dragonic Augment system undergoes its most significant transformation yet in Set 7, featuring over 100 new options while retaining only a select few from previous sets. This complete overhaul demands fresh strategic thinking from players at every decision point.

  • Read More: How Riot got creative to bring Dragons to TFT Set 7
  • Riot has strategically repositioned Augment selection timings to 2-1, 3-2, and 4-2, creating more informed early decisions and providing earlier comeback opportunities. The first Augment now comes after Stage 1 neutral rounds, allowing players to assess their opening composition before committing.

    Pro Tip: Use the new single reroll per game strategically during your third Augment selection at 4-2. This is often when you’re finalizing your composition and need specific trait support or economic advantages.

    Gold-tier Augments now represent the standard selection tier, with Silver appearing less frequently and Prismatic maintaining similar appearance rates. The system also prevents receiving three trait-related Augments in the same armory, reducing forced composition paths.

    Crown and Soul Augments receive complete reworks, now providing one Emblem (or trait point), one item, and one unit instead of double Emblems. This change creates more balanced power distribution and reduces high-rolling potential.

  • Tier: Gold ⇒ Prismatic
  • Only 1 tier at Gold tier
  • Mana after casting: 20
  • Health: 300/350/400 ⇒ 300/400/500
  • Attack Speed: 45/50/65% ⇒ 50/60/70%
  • Health: 300/400/500 ⇒ 300/350/400
  • Now only shows up on 3-2 or 4-2
  • Armor: 25/35/50 ⇒ 20/30/40
  • Attack Damage & Ability Power: 25/35/45 ⇒ 30/40/55
  • Max Health Shield: 35/45/70% ⇒ 25/35/50%
  • Shield Duration: 8 ⇒ 10 seconds
  • Heal & Shield Boost: 35% ⇒ 25/35/50%
  • Gold required to gain gold: Under 10 ⇒ 20
  • 1 Reforger ⇒ 2 Reforgers
  • Crit chance: 25% ⇒ 20%
  • Armor and Magic Resist: 35/55/75 ⇒ 30/45/60
  • Phony Frontline target dummy Health: 500 ⇒ 700
  • (Only shows up on 1-4) gold: 14 ⇒ 10
  • NEW: Richer Get Richer+ (Only shows up on 3-2) gold: 15
  • Attack Damage & Ability Power: 5 ⇒ 4
  • Max Health percentage burn: 2% ⇒ 1%
  • Sunfire Board burn duration: 10 ⇒ 15
  • Tiny Titans Tactician

  • Hatch timer: 7 ⇒ 10 Rounds
  • NEW: Victorious player combats accelerate the hatch timer by an additional turn
  • Reduced value of loot tables by ~10g. Updated loot tables for Set 7
  • Eeplaced the 3x Infinity Force loot option with 1x Infinity Force, 1x Anima Visage, 1x Zhonya’s Paradox
  • Rework: Gain 2 random 2-star Tier 1 champions and 2 gold.
  • (Only shows up on 1-4) gold: 20/35/55 ⇒ 20
  • Windfall+ NEW (Only shows up on 3-2) gold: 30
  • Windfall++ NEW (Only shows up on 4-2) gold: 40
  • No longer grants 4 gold
  • Common Mistake: Avoid rerolling your first Augment at 2-1 unless you receive completely unusable options. Early game flexibility is crucial, and wasting your single reroll too early can cripple your late-game adaptation capabilities.

    Item Balance Changes

    Itemization strategies receive substantial adjustments in Dragonlands, with significant changes to both Radiant and Portable Forge items. The most notable shift involves the conversion of lifesteal mechanics to omnivamp, affecting multiple core items.

    Anima Visage (Portable Forge Item)

  • Max Health percentage heal: 6% ⇒ 5%
  • Starting Ability Power: 10 ⇒ 30
  • Ability Power per 5 seconds: 25 ⇒ 20
  • Urf-Angel’s Staff (Radiant) starting Ability Power: 10 ⇒ 30
  • Urf-Angel’s Staff (Radiant) Ability Power per 5 seconds: 30 ⇒ 25
  • Lifesteal (Physical damage heal) ⇒ Omnivamp (all damage heal)
  • Max Health shield percentage: 30% ⇒ 25%
  • Blessed Bloodthirster (Radiant) Lifesteal ⇒ Omnivamp
  • Blessed Bloodthirster (Radiant) Omnivamp: 60% ⇒ 35%
  • Brink of Dawn (Radiant)

  • Attack Speed on activation: 55% ⇒ 40%
  • Rosethorn Vest (Radiant)

  • Thorn Damage: 200/250/300 ⇒ 125/175/225
  • REMOVED: Max Health Regen
  • Advanced Strategy: The omnivamp changes make ability-power carries significantly more viable with items like Bloodthirster. Consider pairing these with Dragon units who benefit from both the healing and the statistical bonuses.

    Dragon-specific items receive tailored adjustments that provide enhanced benefits when equipped on Dragon units. This creates intentional itemization choices around your key legendary units.

    Demon Slayer (Radiant)

  • Bonus damage amplification: 40/80% ⇒ 35/70%
  • Bonus damage Health threshold: 1400 ⇒ 2200
  • REWORKED Magic Resist: 200 ⇒ 120
  • REMOVED: max Health percentage damage on enemy spell cast
  • NEW: Every 2 seconds, the holder regenerates 1.2% of their maximum Health for each enemy targeting them.
  • NEW: If the holder is a Dragon, these effects are increased by 20% (144 MR, 1.8% max Health regen)
  • Dragon’s Will (Radiant)

  • Magic Resist: 300 ⇒ 180
  • REMOVED: max Health percentage damage on enemy spell cast
  • REMOVED: Radiant max Health regen
  • NEW: Every 1.5 seconds, the holder regenerates 2.5% of their maximum health for each enemy targeting them
  • NEW: If the holder is a Dragon, these effects are increased by 20% (216 MR, 3% max health regen)
  • Itemization Tip: Dragon-specific items like Dragon’s Will create powerful tank options for your frontline Dragons. The health regeneration scaling with enemy targeting makes them ideal for units that draw significant aggro.

    Multiple Radiant items receive statistical adjustments to balance their power levels. Attack speed values see reductions across several items, while ability power and attack damage modifications create new build opportunities.

  • Guinsoo’s Reckoning (Radiant) Attack Speed: 40% ⇒ 25%
  • Luminous Deathblade (Radiant) Attack Damage: 80/120/160 ⇒ 60/100/140
  • More More-ellonomicon (Radiant) Ability Power: 10 ⇒ 50
  • Titan’s Vow (Radiant) Attack Damage & Ability Power per stack: 4 ⇒ 3
  • Optimization Advice: With the More More-ellonomicon buff, ability power compositions gain significant late-game scaling potential. Consider this item for mage carries who can utilize the massive AP boost effectively.

    Game System Updates

    Core gameplay systems receive comprehensive quality-of-life improvements and balance adjustments. The Double Up mode undergoes particularly significant changes with a new ranked system and enhanced reinforcement mechanics.

  • Now uses metallic ranks
  • Players will start at Iron II and climb as far as they can!
  • Double Up matchmaking will be based on the senior (higher ranked) partner in the pair
  • In Double Up, players will now get streak bonuses!
  • 3 consecutive top 4 finishes count as a win streak and will start awarding bonus LP; the bonus will increase until a 6 win streak is reached, at which point it will stop increasing (but will still be awarded if a player keeps winning!)
  • Streak bonuses get smaller as players climb in tier, and are phased out entirely in Diamond and higher ranks
  • Reinforcement mechanics receive crucial improvements that maintain unit status during transfers. This eliminates frustrating scenarios where reinforced units lose their combat readiness.

  • Reinforcements: Units now retain their Health, Mana, item and positive buff statuses when reinforcing
  • Reinforcements: All positive buffs are retained
  • Reinforcements: All negative buffs are removed
  • Reinforcements: All buffs/items that manipulate unit stats do not apply their benefits when they trigger during the time between combat resolving and reinforcements being deployed
  • Double Up Strategy: Coordinate with your partner to maintain win streaks by alternating who takes the higher placement. The streak bonuses provide significant LP acceleration through the early ranks.

    The Rune of Allegiance system expands with two distinct types, creating more strategic depth in unit sharing between partners.

  • Rune of Allegiance: There are now 2 types of Rune of Allegiance, Lesser Rune of Allegiance and Rune of Allegiance (unchanged)
  • Lesser Rune of Allegiance: Has the same functionality as Rune of Allegiance but can only be used to send Tier 1, 2 or 3 champions
  • Rune of Allegiance: The two types now have separate (and completely new!) icons
  • Rune of Allegiance: drop cadence is different
  • Stage 1-3: Lesser Rune of Allegiance
  • Stage 4-1: Rune of Allegiance
  • Stage 5-1: Rune of Allegiance
  • Quality of life improvements address common pain points, including automatic gold collection and bench management during unit transfers.

  • Attempting to open an orb containing a champion given via any Rune of Allegiance when your bench is full will now always result in the orb not opening instead of placing the unit on the board. This should help cases where a unit was sent at the last minute and accidentally gets sold due to a full bench and combat starting.
  • Gold coins earned from PVE rounds are now automatically collected at the end of combat. Get that money gamer.
  • Neeko’s Help has been renamed to Champion Duplicator, with a brand new (still green) icon
  • Economic adjustments account for the increased cost of Dragon units while maintaining game pace balance.

  • Income: Passive gold income has been increased starting at round 5-2 to account for the increased Dragon costs.
  • Player Damage: Health loss during Stage 5 has been decreased from 4 to 2.
  • Round Changes: The Treasure Dragon occurs at Round 7-2, and the third Augment choice has moved from 7-2 to 7-1 to accommodate this.
  • Pro Insight: The reduced player damage in Stage 5 creates more comeback opportunities. Don’t panic if you’re low health at this stage – focus on stabilizing your composition rather than desperate rolling.

    Hyper Roll Specific Changes

    Hyper Roll Balance Changes

    Hyper Roll receives tailored adjustments to accommodate its accelerated gameplay pace. The changes focus on trait effectiveness, economic scaling, and augment suitability for the faster game mode.

  • Augment Adjustments: Removed several XP-based and Econ-based Augments, and adjusted many other Augments to better fit Hyper Roll’s game pacing.
  • Trainer: Trainers throw twice as many Snax.
  • Bard: Bard doots count double.
  • Starcaller: Heal value adjusted slightly for Hyper Roll.
  • Olaf: Gains twice as much Attack Damage per death.
  • Shimmerscale: Pacing and income adjustments were made to nearly every item. Additionally, items that care about your gold amount max out at 15 gold, down from 80 in Standard and Double Up.
  • Hyper Roll Strategy: The doubled effects for traits like Trainer and Bard make these compositions exceptionally powerful in the accelerated format. Prioritize these traits when they appear in your early shops.

    The removal of experience and economy-based Augments reflects Hyper Roll’s different fundamental mechanics. Players should focus on combat-oriented Augments that provide immediate power spikes rather than long-term scaling options.

    Shimmerscale item adjustments account for the mode’s reduced gold accumulation, with maximum benefits capping at 15 gold instead of 80. This maintains the items’ viability while preventing excessive snowballing from economic advantages.

    Common Mistake: Avoid forcing Dragon compositions in Hyper Roll without proper economic foundation. The accelerated pace makes expensive units harder to acquire and level, so focus on cost-effective compositions that spike earlier.

    Olaf’s enhanced scaling makes him a potent carry option in Hyper Roll, particularly in compositions that can protect him while he accumulates attack damage from fallen allies.

    Advanced Tip: With Bard’s doubled effectiveness, even single Bard units can provide significant team-wide stat boosts. Consider splashing Bard into various compositions for the enhanced scaling throughout the match.

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