Set 14, Cyber City, has received its third update! Read on to learn about all the changes that have gone live on Wednesday in Teamfight Tactics.
In a Nutshell
Cyber City has been hit with a biiig patch in 14.4! Several units and traits have received hefty buffs, as well as thirteen different Augments across the tier spectrum. Four different Emblems are now stronger—Bastion, Marksman, Dynamo, and Slayer.
A couple of different Street Demons have been hit with the nerf hammer, and the trait itself has received a small nerf to the 7-piece Stat boost. Perhaps more crucial is the general nerf that’s been applied to PvE loot. PvE rounds will not overall grant less item components, to compensate for the fact that Hacks seem to fulfill your loot needs!
Aside from these many changes, Patch 14.4 marks the start of the Remix Rumble Revival Event! Hop in to re-experience one of TFT's most beloved Sets, with a couple of fresh changes!

Image sourced from leagueoflegends.com.
Rotating Shop Arrivals

Image sourced from leagueoflegends.com.
System Changes
Revival: Remix Rumble
Remix Rumble is back with this patch in a new Revival Set event! Play an updated version of Remix Rumble between the 14th of May and the 29th of July. To read up on all the changes that went into Remix Rumble, check out our article on the Revival Set from earlier this week!

PvE Loot Nerf
Since Hacks tend to provide a lot of items in various ways, the amount of loot you gain from PvE rounds has been overall lowered. Scuttle Puddle and Crab Rave add two additional components compared to what is the new, less generous, baseline.
Hack Changes
A few hacks have been changed:
- Black Market: Slightly increased the odds of this Hack appearing on 2-1
- Golem Armory: The Gold Generator Golem has been replaced with the RNGolem. This Golem is equipped with a random Emblem, a random Artifact, and a random Radiant Item.
- Eggs: Improved the power of the 13 turn egg
Trait Changes
Origin Trait Changes
▲ BUFF | ▼ NERF | ▶ ADJUSTMENT | ♦ NEW
SYNDICATE |
| GOD OF THE NET |
| SOUL KILLER |
    
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OVERLORD |
| VIRUS |
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Class Trait Changes
▲ BUFF | ▼ NERF | ▶ ADJUSTMENT | ♦ NEW
Unit Changes
TIER 1 Unit Changes
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NERFS |
| BUFFS |
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| KOG’MAW AD: 50 ⇒ 53 |
ADJUSTMENTS |
| REWORK / NEW |
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TIER 2 Unit Changes
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NERFS |
| BUFFS |
NAAFIRI AD Damage: 175% ⇒ 165%
TWISTED FATE Empowered Card Damage: 265/400/595 ⇒ 245/365/550 |
| ILLAOI Armor/MR: 45 ⇒ 50
SKARNER - Mana: 25/80 ⇒ 25/70 - Spell Damage Armor%: 150/225/350 ⇒ 170/255/385 |
ADJUSTMENTS |
| REWORK / NEW |
SHYVANA - Mana: 40/105 ⇒ 50/100 - HP Gain: 200/250/300 ⇒ 200/270/340 |
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TIER 3 Unit Changes
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NERFS |
| BUFFS |
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| ELISE Mana: 0/55 ⇒ 0/50 |
ADJUSTMENTS |
| REWORK / NEW |
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TIER 4 Unit Changes
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NERFS |
| BUFFS |
BRAND - Mana: 25/70 ⇒ 10/70 - Brand's ability now always arrives at his target after .75 seconds. This is similar timing to a current throw at 4 hexes, but will be much faster for long-range throws! - Brand's Mana Lockout is now a fixed duration of 1.9 seconds. Previously, it was .5 seconds after the missile landed. (Between 1.4 and 2.9 based on distance from target)
NEEKO Mana 30/85 ⇒ 30/90
VEX Primary Spell Damage 190/285/1100 ⇒ 180/270/1100 |
| MISS FORTUNE AD: 50 ⇒ 53
ZERI AS: 0.75 ⇒ 0.8 |
ADJUSTMENTS |
| REWORK / NEW |
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TIER 5 Unit Changes
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NERFS |
| BUFFS |
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| RENEKTON - Mana 70/150 ⇒ 70/140 - Ability Cast 300% AD + 30/40% AP ⇒ 100% AD + 260/400% AP - HP Gain on Cast 400/550/10000 ⇒ 400/650/10000 - Double Strike AD% 175% ⇒ 180% - Triple Strike AD% 270% ⇒ 300%
KOBUKO ★★★ Kobuko's Shield no longer expires. |
ADJUSTMENTS |
| REWORK / NEW |
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Augment Changes
▲ BUFF | ▼ NERF | ▶ ADJUSTMENT | ♦ NEW
SILVER AUGMENTS |
AUGMENT NAME | DESCRIPTION | CHANGE |
Adaptive Strikes (Jax)
| Gain a Jax. Your strongest Jax's attacks deal bonus magic damage every 3rd attack which gets stronger each time. His ability grants Attack Speed. | ▲ Shield: 250/300/350 AP ⇒ 300/350/400 AP ▲ Base Damage: 120/180/270 AP ⇒ 130/200/300 AP |
Preparation I | Champions on your bench permanently gain 30 Health, 2% Attack Damage, and 2 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times. | ▲ HP Per Stack: 20 ⇒ 30 |
Wolf Unchained (Sylas) | Gain a Sylas. Your strongest Sylas's ability deals more damage and recasts on kill, but his Health gain no longer scales with Ability Power. | ▲ Health Gain: 180/210/240 ⇒ 220/250/280 ▲ Base Damage: 300/450/675 ⇒ 330/500/750 |
GOLD AUGMENTS |
AUGMENT NAME | DESCRIPTION | CHANGE |
10,000 IQ | Every 5 rounds with Strategist active, bet whether you'll win more or lose more. After those rounds, gain 8 gold. If you're correct, gain a completed item Anvil. Gain a Yuumi and an Ekko. | ▲ Units Granted: Leblanc + Ekko ⇒ Yuumi + Ekko. ▶ Clarified that the Gold Reward is always granted after 5 rounds. ▲ Guaranteed Gold Reward: 2 ⇒ 8. ▲ Reward: Random completed item ⇒ Completed Item Anvil |
Bronze for Life I | Your team gains 3.5% Damage Amp for each Bronze-tier trait. | ▲ Damage Amp per Trait: 3% ⇒ 3.5% |
Caretaker's Favor | Gain a component anvil when you reach level 5, 6, 7, and 8.
The anvil offers 4 choices. | Grants items retroactively if picked at higher levels than the level thresholds. Note: Caretaker's Chosen already worked this way. |
Climb the Ladder II | Each time an ally dies, allies that share at least one trait with them gain 5 Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist. | ▼ Stats: 6 ⇒ 5 |
Cybernetic Implants II
| Your champions holding an item gain 120 Health and 20% Attack Damage. | ▶ No longer appears on 2-1 |
Flatline | Marksmen execute enemies under 10% Health. Every time a Marksman executes, all Marksman gain 4% Attack Speed. Gain a Jhin and a Kindred. | ▼ Execution Percent: 12% ⇒ 10% |
Golemify | Lose all champions on your board and bench. Gain a Golem with 60% of their combined Health and 50% of their combined Attack Damage. The Golem gains 1000 Health per stage. | ▼ HP Percent: 70% ⇒ 60% ▼ AD Percent: 60% ⇒ 50% |
High Voltage | Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 15% more damage. | ▼ Damage Increase: 25% ⇒ 15% |
Hostile Takeover | Cypher gains 75% of its combat bonus now. Gain 200% Intel from kills, but only 30% from losses. Gain a Draven. | ▶ Banned in Double Up |
NO SCOUT NO PIVOT | Units can no longer be benched or sold after fighting in a player combat. After each player combat, units that fought gain 14 Health, 2% Attack Damage, and 2% Ability Power. | ▲ HP Per Turn: 12 ⇒ 14 ▲ AD/AP per Turn: 1.5% ⇒ 2% |
New High Score | Cyberbosses increase their score when they deal damage. When they reach the next high score gain bonus loot. Gain a Veigar and a Poppy. | ▼ No longer grants Cyberbosses Attack Speed per High Score ▼ Rewards are slightly reduced at each High Score. |
Pair of Fours | If your team has exactly 2 four-cost champions, they each gain 374 Health and 24.4% Attack Speed. Gain a random 4-cost. | HP: 404 ⇒ 344 ▲ 4 costs granted: 2 ⇒ 3 |
Preparation II | Champions on your bench permanently gain 45 Health, 3% Attack Damage, and 3 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times. | ▲ HP Per Stack: 35 ⇒ 45 |
Spirit Link | Champions restore 5% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health. | ▼ HP Regen: 6% ⇒ 5% |
PRISMATIC AUGMENTS |
AUGMENT NAME | DESCRIPTION | CHANGE |
Blue Battery III | Gain a Blue Buff. Your units gain 5 Ability Power. After casting their Ability, gain 5 Mana. | ▼ AP: 15 ⇒ 5 |
Bronze for Life II | Your team gains 4% Damage Amp and 1% Durability for each Bronze-tier trait. | ▲ Damage Amp per Trait: 3.5% ⇒ 4% |
Bulky Buddies III | Allies that start combat next to exactly 1 other ally gain 300 Health. When that champion dies, the other gains a 18% max Health Shield for 10 seconds. | ▼ HP: 330 ⇒ 300 |
Cybernetic Implants III | Your champions holding an item gain 200 Health and 30% Attack Damage. | ▶ No longer appears on 2-1 |
Gargantuan Resolve | Gain a Titan's Resolve and another after 1 player combats. Your Titan's Resolves can continue stacking to 50 instead of 25. The total resist bonus is increased by 80%. | ▲ Armor/MR increase: 50% ⇒ 80% |
Hard Commit | Gain a random emblem. Now and at the start of each stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5) and 3 gold. | ▲ Grants 3g on selection and every stage. |
High End Shopping
| Champions appear in your Shop as if you were 1 level higher. Gain 12 gold. | ▲ Gold Granted: 6 ⇒ 12 |
Shopping Spree | When you level up, gain a number of free shop refreshes equal to your level+1. Gain 2 gold. | ▼ Gold Granted: 4 ⇒ 2 |
Wise Spending | Every 2 times you purchase a shop reroll, gain 3 XP. Gain 1 gold now. | ▼ XP Gained: 2XP Per Reroll ⇒ 3XP Per 2 Rerolls. Effect only counts for rerolls |
Item Changes
▲ BUFF | ▼ NERF | ▶ ADJUSTMENT | ♦ NEW

| ▲ BASTION EMBLEM (Emblem) Armor/MR to AP: 10% ⇒ 20% |

| ▲ DYNAMO EMBLEM (Emblem) Damage Amp per 10 mana Spent: 1% ⇒ 1.5% |

| ▲ MARKSMAN EMBLEM (Emblem) Armor Shredded: 2 ⇒ 3 |

| ▲ SLAYER EMBLEM (Emblem Healing Increase: 25% ⇒ 33% |

| ▼ MANAZANE (Artifact) - Starting Mana 15 ⇒ 5 - AS 15% ⇒ 10% - AD 15% ⇒ 10% |