TFT Patch 17.5 lands on Wednesday, June 10, 2026, and it is not a passive maintenance patch. Riot is targeting the econ-heavy augment landscape, nerfing the champions and comps that have been running the top of the lobby since 17.4B, and finally buffing a long list of units and augments that players have been skipping all set.

TFT Patch 17.5: Complete Mobile Cheat Sheet

CategoryKey Changes & AdjustmentsMobile Strategy & Meta ImpactSystem Rules

Stage 3 Augment Encounter: Completely removed.

• First augments return firmly to standard 2-1 / 2-2 pacing.

Clean Openers: Erases awkward Stage 3 delay bugs. You can safely plan standard tempo or reroll strategies at Stage 2 again.

Augment Nerfs

(Anti-Econ)

Call to Chaos: Lucky Radiant Chest gold cut from 15g ➔ 8g.

Risky Moves: Base gold trimmed from 30g ➔ 26g.

Savings Account: Initial gold cut from 4g ➔ 2g.

Upward Mobility: Free rerolls cut from 2 ➔ 1 per level.

Fast-9 Killed: Nerfs to Care Package, Save This Account, and Slammin+ kill automated level-9 autopilot scaling loops.

Augment Buffs

(Tempo)

Buried Treasures: Distribution raised from 4 ➔ 5 rounds.

Early Learnings: Initial AD/AP footprint spiked from 1% ➔ 8%.

Heart of the Swarm: Initial Briar drops raised from 1 ➔ 3.

Vertical Pivot: Climb the Ladder AD/AP up to 7%; Healing Orbs value raised; Win Out initial XP boosted from 6 ➔ 10.

Anima Squad

(Cashout Shift)

300 Tech: Flat gold rewards heavily slashed across all units.

400 Tech: Added a Bonus Reforger to all options (except Jinx).

500 Tech: Drops confusing duplicators for a 2-Star Fiora, 2-Star Aurora, and 3-Star Briar.

Stop Empty Pivoting: The 300-tier gold nerf stops players from farming gold just to pivot out into generic 3-cost comps.

Traits & Ornn

(Space/Meeple)

Ornn: Space Groove duration cut from 3s ➔ 2.5s.

Space Groove Trait: Regen per Groovian lowered from 0.95% ➔ 0.9%.

Meeple Trait: Innate HP scaling shifted to 100/350/450/550.

Rammus Rework: Lowered flat damage reduction, but heavily buffed his mana pool for much faster starting casts.

Champion Buffs

(New Carries)

Caitlyn: Headshot damage raised to 190/285/540.

Veigar: Magic damage scaling spiked to 330/495/1200.

Fizz: Dash AP damage boosted to 140/210/310.

Mordekaiser: Durability shield AP up to 350/425/550.

Reroll Options: Veigar becomes a high-tier Meeple carry threat. Fizz buffs safely revive the vertical Kai’Sa + Fizz duo line.

Champion Nerfs

(Outliers)

Gwen: Base Attack Speed slowed down from 0.85 ➔ 0.8.

Arbiter (Leona): Mana-spend output scalar cut to 9/12%.

Diana: Resistance-granting output received a targeted nerf.

Delayed Spikes: Gwen’s dominant mid-game win streaks are checked, but her late-game 3-star damage is buffed to 215.

Trait Bug Fixes

(Constellations)

Stargazer Serpent: Fixed a bug where poison damage applied after armor reduction, double-penalizing tanks. Xayah Rebalance: Poison damage drops from 25% ➔ 20%. Serpent feels much better on non-Xayah champions now.

Artifacts

(Item Balance)

The Collector: Raw Attack Damage lowered from 40% ➔ 35%.

Mogul’s Mail: Base Health per stack cut from 8 ➔ 5.

Econ Pullback: Stops artifacts from functioning as top-tier defensive items and economy generators at the same time.

Radiant Items

(Stat Passes)

Nerfed Stats: Deathblade (100%), Rabadon’s (100%), Morellonomicon (35 AP), Red Buff (80% AS).

Buffed Stats: Protector’s Vow (50%), Quicksilver (40%), Rageblade (25%).

Function Over Padding: Pulls power out of raw stat stacking so unique item mechanics (like burns) dictate an item’s true value.

The patch is intentionally smaller in scope because the 17.4B micro patch already did a lot of the heavy lifting, opening up Stage 3 and 4 play and breaking open the one-note late game. What Patch 17.5 does is build on that stability. You get a large augment pass, targeted champion nerfs on the overperformers, and meaningful buffs to underplayed units like Bard, Veigar, Fizz, Caitlyn, and Mordekaiser.

If you have been forcing fast nine, stacking econ augments, or running five-Meeple with Rammus every single game, this patch is coming directly for you. Read on for every change that matters.

The Stage 3 Augment Encounter Is Gone and It Is Not Coming Back

The Stage 3 Augments Encounter has been removed from the game entirely in Patch 17.5.

Riot Truexy explained the decision plainly: the original Stage 2 encounter was not brought back because of the risk of introducing bugs and unintended play patterns. Stage 3 was the safer test version. It was not fun. Players expect their first augment at 2-1 or 2-2, and that is where the best game experience lives.

This is a clean quality-of-life win for everyone who hated getting their first augment a full round later than normal.

Every Augment Getting Nerfed and Why It Matters for Your Rank

The biggest story in 17.5 is the augment pass. Riot explicitly called out the econ space as having too many outliers, and that is where the nerfs hit hardest.

Econ augments getting nerfed:

  • Call to Chaos gets its gold output reduced. The variance was too low. Players were almost always walking away with strong econ or strong items, so there was no real gamble happening.

  • Care Package loses gold across all reward tiers. It was performing as an econ augment when it was only ever supposed to be an item augment.

  • Risky Moves gets an econ nerf. It avoided the nerfs in earlier patches and quietly became one of the most consistent econ picks in the game.

  • Save This Account is nerfed. Players could hit level 9 on autopilot with this augment. The risk was not real risk.

  • Upward Mobility loses free rerolls. Combined with Anima Squad, this became oppressive.

  • Slam and Plus at 3-2 is overtuned and gets trimmed.

These changes directly punish the fast nine and econ-stacking strategies that have defined the early Set 17 meta. If you hit a lobby where everyone is sitting on 60 gold by Stage 4, expect that to be rarer going forward.

Augments getting buffed:

  • Buried Treasures goes back to 5 rounds.

  • Climb the Ladder gets its ADAP buffed again. Verticals are hard to build in Set 17 and this augment has been weak all set.

  • Early Learnings returns to a normal power level now that one-cost reroll is no longer the dominant strategy.

  • Heart of the Swarm now gives you a two-star Briar and a two-star Rek’Sai immediately, so you are not dead on Stage 2 after taking a 2-1 prismatic.

  • Healing Orbs gets a buff after being ignored all set.

  • Win Out gets more initial power because there is no Baron Nashor or level 10 auto-win condition in Set 17 to carry it.

  • Sunfire Board now keeps burn going for more combats. Burn is everywhere right now and the augment needed to keep up.

  • Tiny But Deadly is buffed toward the prismatic combat bar since it only gives one stat.

  • Earth (the spatula augment) gets a stat buff. It has been one of the only spatula augments that was never a real option.

Anima Squad Gets Quality of Life and a Targeted Econ Nerf

Anima Squad sits at the center of both changes in 17.5.

The 300 Anima Tech cash out is being nerfed. The trait was generating so much gold that players were using it to pivot into three-cost reroll comps with no Anima Squad units, which was never the plan.

The 400 Anima Tech cash out gets a reforger added to almost every option, so you no longer get the wrong item and feel bad about it. The only exception is the Jinx cash out, which already has five items filling the armory display limit.

The 500 Anima Tech cash out is being clarified and buffed overall. Instead of showing confusing duplicator stacks, you now see a two-star Fiora, two-star Aurora, and a three-star Briar directly. This cash out is still meant to be extremely powerful and it will be.

Anima Squad items are also getting adjustments to the ones players treated as generic filler:

  • Guardbreaker (Ornn’s item) gets an AP buff.

  • Rocket Barrage (Jinx’s item) gets a general AD boost plus its Jinx-specific bonus.

  • Savage Slicer (Briar’s item) gets a significant buff. Riot says they have never seen this item actually placed on Briar.

  • The AP Tier 2 items were weak: Annihilator gets a large consistency buff, Searing Shotbow gets a small buff, and Urf Blaster gets a small stat bump.

  • Evolved Ember Shot gets its AP matched to Searing Shotbow. It is still designed to be an auto-win item.

Space Groove Gets Trimmed and Ornn Is in the Crosshairs

Space Groove was a big swing in the micro patch and it hit its target. Now Riot wants to push more power into the individual champions rather than the trait breakpoints.

Nasus and Teemo are getting buffed. Both have been underutilized. Teemo lost damage in an earlier removal patch and is getting some back. Nasus has been a stat-stick next to Leona with no real reason to itemize him. That changes in 17.5.

Ornn is getting nerfed at 3, 5, and 7 Space Groove. He heals too much at the higher breakpoints, effectively becoming unkillable in long fights. His HP and healing are being reduced at those thresholds. His standalone play in a three-cost reroll comp with Miss Fortune and Lulu is mostly untouched.

Because Nasus and Teemo are going up, there is a small corresponding Space Groove trait nerf to keep the overall power level in check.

Meeple Is No Longer a One-Note Comp

Right now, five Meeple means Rammus, the same supporting units, and the same win condition every single time. Riot is breaking that open.

The Meeple trait’s innate bonuses are being nerfed, and the champions themselves are being buffed individually. The goal is to make seven Meeple and non-standard configurations appealing, not just the five-piece default lineup.

Rammus gets a notable rework within this context. His flat damage reduction per Meeple piece is being lowered, which hurts him hard at five Meeple. But his mana is being buffed substantially, meaning he casts faster and his first cast comes out earlier. The idea is that Rammus in a two-Bash or three-Meeple setup should now be a legitimate tank option, not just a reward for stacking as many Meeple as possible.

Veigar is being set up as a genuine carry option for Meeple comps. Riot compared it directly to how Gnar grew in popularity after his buffs. The goal is three real Meeple carry lines: Veigar, Gnar, or standard Meeple.

Champion Changes That Will Shift the Meta

One-Costs Finally Worth Playing on Stage 2

Four one-cost champions have been sitting in the shadow of stronger options and are all getting buffs in 17.5:

  • Caitlyn gets higher headshot damage. She has not been an item holder or carry since the first couple of patches this set.

  • Nasus gets buffed to be worth itemizing independently, not just a warm body.

  • Teemo gets damage back after earlier nerfs pushed him off the board.

  • Veigar gets a buff designed to make him a real one-in-three games carry, not a one-in-ten situation.

Two-Costs

  • Akali gets buffed for the third consecutive patch. Riot believes this final push makes her consistent enough on Stage 2 to be worth building around.

  • Bel’Veth is buffed to reduce Primordian’s dependence on early Rogue power spikes and Neeko. More melee comp paths should open up.

  • Gwen gets a two-directional change. Her attack speed at two-star is nerfed to slow down her Stage 2 and Stage 3 dominance. At three-star, her AoE damage goes up so she can chip down front lines in late game instead of slowly picking off targets one by one.

  • Mordekaiser gets an initial shield AP buff. He has been the weakest two-cost tank and needs more baseline durability.

Three-Costs

  • Fizz gets a large buff. He has great early game presence but does not scale, and with Meeple’s trait bonuses being cut, a stronger standalone Fizz should revive the Kai’Sa and Fizz comp.

  • Ornn is nerfed at higher Space Groove breakpoints specifically (see above).

Four-Costs

  • Kindred gets a damage buff. She has always been the weaker AD four-cost compared to Xayah, and now that Master Yi is in a healthier place, she needed a nudge.

  • LeBlanc gets a small buff to her final spell cast. Riot wants to give Arbiter players a reason to build toward LeBlanc instead of always defaulting to Leona.

Five-Costs

  • Bard gets a buff. He has been the most reliable second fiddle five-cost in the game but has never been a reason to win or push for. Even when Corki and Riven were dominant, Bard did not really help.

  • Vex gets her spell damage rebuffed. She was over-nerfed during the fast nine meta and is currently not worth chasing even at two-star. Basic attack damage stays the same.

Arbiter Gets Further Tightened

After hitting Leona’s outputs in the B patch, two specific Arbiter interactions are still over the line in 17.5.

The issue is self-compounding: a two-star Leona lives longer, which generates more Leonas. A three-star Leona lives even longer and generates more still. The two outputs that build on themselves are being changed to trigger every three attacks and every time you spend 50 mana instead.

The resistance-granting output tied to Diana is also getting a targeted nerf.

Stargazer Serpent Bug Fixed but Numbers Adjusted

The Stargazer Serpent constellation had a double-bug that made it hit harder than intended against tanky units.

First, poison damage was dealing 2x its intended value. Second, the damage calculation was happening in the wrong order. Resist mitigation was being applied after the hit, then the damage was recalculated off that lower number, effectively double-penalizing players against high-armor units.

The fix brings poison damage in line: the three-piece bonus drops from 25% to 20% poison damage. This is not meant to be a buff or a nerf overall. Serpent should actually feel better on non-Xayah champions after the fix, and roughly the same on Xayah.

The Mountain constellation also sees small reductions: six-piece attack speed drops from 10% to 8%, and the seven-piece shifts from 6% attack speed to 5% durability.

Item Changes: Radiant Balance Pass and Two Artifact Nerfs

Artifacts

  • Collector is nerfed. Too much AD, crit, and gold generation made it a generically strong pick for too long.

  • Mogul’s Mail is nerfed alongside the augment econ changes. It was one of the best econ artifacts and one of the best econ prismatics simultaneously.

Radiant Items

Riot is pulling back from the “2x everything” approach after it produced uneven results. Some radiants ended up powerful because their stats compounded on themselves or doubled a strong effect like burn. Others were just 2x of a weak item. The goal now is to bring them closer together:

  • Radiant Deathblade is nerfed. Too much damage amp and AD.

  • Radiant Protector’s Vow is buffed. No synergistic stats meant it was consistently weak.

  • Radiant Morellonomicon gets its base stats nerfed. The 2% burn effect stays, but the raw stats that came with it were too good.

  • Radiant Quicksilver is buffed with more attack speed.

  • Radiant Rabadon’s Deathcap is nerfed. High AP plus high damage amp made it too similar to Deathblade in terms of raw output.

  • Radiant Rageblade is buffed. It only gives attack speed with no synergistic bonuses, so it needed more value.

  • Radiant Red Buff gets base stat nerfs to keep the 2% burn as the main draw without the stats padding it further.

Bug Fixes Worth Knowing

Three bugs in the current patch are being resolved:

  • Pengu’s Blessing now correctly displays your component items.

  • Realm of the Gods scouting no longer causes the UX to break if you scout rapidly.

  • Apex Primordian and Meat Boards were spawning on the wrong side of the board. Both are fixed.