TFT Patch 12.5 was out already for the Mid-Patch update of Gizmos and Gadgets last week. The patch will be going on until the 30th of March for the next patch update of 12.6 to align with other game titles. They however saw huge raw damage output on some champions, making reroll comps work better than late game. There are also notable late game champion buffs that tacticians might be interested in building for their compositions. Here are the patch notes for 12.5b:


Developer Notes: With a longer patch than usual, we've got a larger mid-week update than usual. Our intentions here are to keep the meta as healthy as possible until patch 12.6 goes live March 30th, while also decreasing the speed of combat. Even before patch 12.5 went live, the pace of combat has interfered with the clarity of each battle. This pace has been accelerated with high damage from champions, and after looking at the data, we’ve been able to confirm that the damage is just that—too damn high. So, we’re shipping more numeric changes than the typical mid-week update, which we think will slow down combat with the outcome of increasing clarity and thereby empowering informed decision making. TL;DR Combat you can understand is combat you can better control!


Augments
Developer Notes: Some trait overperformance (Debonair, Twinshot) and underperformance (Hextech, Enforcer) can be tied to the power of their high-roll trait linked Augments. We’re doing a quick sweep of the most offensive cases to keep the meta diversity wide by tightening the power disparity between the best and worst trait-linked Augments.


Built Different Attack Speed: 50/60/70% ⇒ 60/70/80%
Hexnova (Hextech) Mana reave range: 1 ⇒ 2 Hexes
Irresistible Charm Damage reduction: 20% ⇒ 15%
One For All Attack Damage & Ability Power per Stack: 20 ⇒ 15
Sharpshooter (Twinshot) bounce damage reduction amount: 50% ⇒ 60%
Sniper’s Nest (Sniper) stacking Damage amplification: 10% ⇒ 8% (total: 40% ⇒ 32%)
So Small (Yordle) Dodge chance: 35% ⇒ 25%
Three’s Company can now only appear on Round 1-4
True Justice (Enforcer) Health threshold to active true damage: 50% ⇒80%


Traits
Developer Notes: While many compositions have emerged viable in 12.5 a couple are looking too good, while one is striking out. While Stiker has struggled, many of its units have seen success in other comps, so we’re nerfing the units while buffing the trait to hopefully see Striker verticals open up as a viable option.


Clockwork Base Attack Speed: 10/40/80% ⇒ 10/35/80%
Debonair Health: 200/450/800 ⇒200/400/700
Debonair Ability Power: 20/45/80 ⇒ 20/40/70
Innovator Mechanical Bear Armor & Magic Resist: 70 ⇒ 55
Innovator Mechanical Dragon Armor & Magic Resist: 100 ⇒ 90
Striker Attack Damage: 30/65/110 ⇒ 30/70/120
Syndicate Armor & Magic Resist: 55 ⇒ 50
Syndicate 7 Bonus: 60% ⇒ 50%


Champions
Developer Notes: We’re nerfing a series of core units to stronger compositions to create a more level (and slower) playing field for the next three weeks. Below I’ll provide some brief context for each composition: Despite Twitch’s nerf in patch 12.5, reroll rat has been sinking his teeth on the cheese without triggering the trap that reroll comps often find themselves in—falling off in the late game. By hitting his AD scaling as he levels up, he’ll still be strong with levels (which provide a ton of base stats), but you may need damage from other sources later on. Almost every variation of Debonair is overperforming, and it’s time the Debonairs become philanthropic with their power by giving some of their time in the spotlight to other comps. Speaking of spotlights, a few Socialite units have become core enablers of various compositions, from Irelia carry comps, to Innovator, and the more rare, but powerful Enchanter Sniper comps. Ahri’s orb pondering isn’t the only thing making the Syndicate a force to be reckoned with. Rerolling for one 2-cost carry often leads to many 3-star power houses for the price of one, leading to a focus on small, but widespread base damage nerfs across the entire shadowy organization. With damage decreasing we’re shipping preemptive nerfs to Morgana and Vex to keep their tankiness in check. Finally, we’re adding some power to our worst performing Legendary units to make them feel more like that boss that keeps killing you at the start of the game and less like reach trait bots.


Brand VIP Sear reduced damage for second fireball: 30% ⇒ 45%
Twitch Piercing Bolt Attack Damage scaling: 125/130/140% ⇒ 125%
Ashe Attack Damage: 70 ⇒ 60
Corki Bombardment Damage: 220/275/350 ⇒ 200/260/333
Rek’Sai Furious Bite base Heal: 150/200/350 ⇒ 200/225/400
Rek’Sai Furious Bite bonus Heal: 250/350/500 ⇒ 275/350/600
Syndra Force of Will Damage: 225/325/500 ⇒ 225/300/425
Talon Blade’s End Damage: 450/650/950 ⇒ 450/600/850
Zyra Grasping Spines Damage: 325/450/675 ⇒ 275/375/575
Gnar GNAR! Attack Damage scaling: 185% ⇒ 175%
Lucian Relentless Pursuit Damage: 185/295/315 ⇒ 175/275/300
Morgana max Mana nerf: 60/120 ⇒ 70/130
Senna Attack Speed: 0.75 ⇒ 0.7
Vex max Mana nerf: 40/80 ⇒ 50/90
Ahri Damage per Additional Orb on Same Target: 80% ⇒ 60%
Draven Attack Damage: 80 ⇒ 75
Irelia Attack Damage: 85 ⇒ 80
Sivir Ricochet Bounce Attack Damage scaling: 33% ⇒ 40%
Galio Health: 1200 ⇒ 1300
Kai’Sa Icathian Monsoon Damage per missile: 70/90/180 ⇒ 75/100/180


Bug Fix
Mana gREAVEance: Cutthroat (Assassin Augment) now increases the target’s mana by the intended 50% instead of 65%
Fixed an issue preventing Knife’s Edge, Battlemage, Featherweights, and Tri Force from being offered on 3-3 and 4-6
My type of math: Calculated Loss no longer grants 2 gold on wins

With all the balance given to champions, we will most likely now see more late game comps as well as underused traits that have not succeeded after Mid-Patch Update went live. TFT Patch 12.5b is now live in game until the 30th of March for the next update.