Teamfight Tactics patch 11.9 is finally here, and the League of Legends-based board game finally brings the new set, Reckoning.Reckoning will bring a ton of new traits, along with the Shadow Items system, to spice up the game even further.Prepare for Reckoning with the Patch 11.9 Notes. 👻🗒️ Get all the details: https://t.co/r1QDE9kTo5 pic.twitter.com/NR5O9JUbiK— Teamfight Tactics (@TFT) April 27, 2021Some of the older items will be returning as well. However, they will be getting some tweaks with Reckoning. Some new items will be added as well to the set, and the game will play out a lot differently than it did in the Fates set.Teamfight Tactics players looking for a detailed description of the patch can look at Riot’s official website.However. For a brief overview, here are all the major highlights:Teamfight Tactics patch 11.9 official notesBalance has been broken, and the Mist is coming. Side with the forces of order or the legions of chaos in TFT: Reckoning. pic.twitter.com/OY4JWymR63— Teamfight Tactics (@TFT) April 27, 2021#1. Reckoning Pass and Pass+ exclusivesHere are some highlights from the new 1295 RP Pass+ during TFT: Reckoning. As with past passes, players will get rewards for gathering XP. But to unlock all the exclusives listed below, you’ll have to upgrade to the Pass+.Emotes: God King Faceoff, Evil Grin, Please Ruin Me, and moreBooms to celebrate your victories: Infernal Flock, Rune Surge, and Prismatic SmiteStar Shards to star-up your favorite Little LegendsLL Eggs: Magical Misfit Eggs, and moreArenas: Sanctum of Order, Realm of Harmony, and Court of ChaosChaos Pengu and Chaos Sprite#2. Little LegendsDowsieDo you want to add a mystical mer-mage to your party? Look no further. Dowsie can adapt to nearly all surroundings, so you’ll have to lure them out.FenroarFenroar are fiercely loyal warriors. But don’t let the sword intimidate you. They become eternally bound to their Puproar as well as their friends, which they make quite easily after a round or two of fetch the orbs.NimblefootA cunning master of speed, traps, and thievery, Nimblefoot quickly turns any journey into a mischievous misadventure.#3. RankedWhen Reckoning goes live in your region with Patch 11.9, you’ll be able to start climbing the ladder in this set’s first ranked stage. As a reminder, Grandmaster and Challenger are unlocked right out of the gates.Everyone will start Reckoning in Iron II.You’ll get five provisional matches after the reset, meaning you won’t lose any LP for sub-top-four placements in your first five ranked games of the new stage. You’ll also gain extra LP for finishing top-four.Fates ranked rewards will be given out in Patch 11.10.Players who reached Gold or higher at any point in the Fates set will receive the Victorious Protector.Players who managed to reach Gold or higher in both halves of the set will receive the Fates-themed Triumphant Protector as well.Competitive play in Hyper Roll is going to work a bit differently. Everyone will start in Gray tier and progress throughout a Color system climaxing in Hyper Tier.#4. Hyper RollIt’s here! TFT’s first official lab, Hyper Roll, is where you can roll faster and harder than a three-star Dango.Reckoning set mechanicShadow Items are a new set mechanic. You can read about them in detail here.#5. Shadow itemsShadow Components can appear in every carousel after the first one, as well as in the Armory.You only need one Shadow component to create a completed Shadow Item. The other component can be a normal one. Two shadow components also create a completed Shadow Item.When used correctly, Shadow Items are more powerful than base items. But if used carelessly, they can cause your team more harm than good.#6. The ArmoryThe Armory isn’t exclusive to Reckoning, but it’s making its debut here. It’s core to Hyper Roll and will likely stick around for TFT’s future.Armory is a pop-up shop where you select an item from a couple of options as you would a champion. These items are free, but you can only take one per Armory. You can, and often should, pick up Shadow components here.#7. SystemsUnit movementChampions now evaluate their movements before committing when chasing enemy unitsOld: If a unit’s target moves out of its Attack Range, it will move one hex to attempt to get back in range, and then re-evaluate its target if still not in rangeNew to Reckoning: If a unit’s target moves out of its Attack Range, it will evaluate if moving one hex would put it back into range. If not, it will immediately re-evaluate its targetAssassins now consistently jump first before other champions move at the start of combat.#8. Mana generationIn previous sets, if you put a lot of tanky items on a character, they become more efficient at generating mana. Now, stacking defensive items won’t allow you to generate wild amounts of mana. But it’ll still be good.Old: Six percent of damage taken pre-mitigation is gained as manaNew: One percent pre-mitigation and seven percent post-mitigation damage taken is gained as mana#9. Ability and item conventions updatesSome ability terms and interactions are being updated for consistency.Attack Range is now calculated in HexesSpell Power is renamed to Ability PowerBasic attacks are renamed to just “attacks”All physical damage, from abilities or attacks, can now critically strike and be dodgedAll Active Abilities (abilities that are not Passive, like Vayne’s Silver Bolts) can now be blocked by Trap ClawItem icons have been updatedImage via Riot Games#10. Shop card glowIf you own a copy of a champion, cards of the same champion will glow in your shops.Shop oddsDuring Fates, hitting a three-star four-cost was made easier with the Chosen system. With its removal, the devs are rebalancing some of the Shop odds changes they had to make to balance the Chosen system.Level 7: 22/35/30/12/1 percent ⇒ 19/35/30/15/1 percentLevel 8: 15/25/35/20/5 percent ⇒ 15/20/35/25/5 percent#11. Round timersThe devs have cut a few seconds out of moments where you’re not doing much to allow for more playtime and less “dead” time. This is especially important because the devs are adding time onto a few stages with the new Armory system.Opening Carousel: Time To Gate Opening: 13 seconds to 11 secondsOpening Carousel: Pick Time: 10 seconds to eight secondsStage 1-2 Planning Phase: 12 seconds to six secondsStage 1-3 Planning Phase: 20 seconds to 15 secondsPVE Rounds Arrival Time: Six seconds to four secondsAll Carousels Pick Time: Eight seconds to six secondsAll Carousels Additional time for final picks: Five seconds to three seconds#12. Carousel oddsLess randomness, slightly more Spatulas, still a bit of variance.Stage 2 and 4 Carousel: One of all: 80 percent to 76 percentStage 2 and 4 Carousel: One of all and 1 Spat: 15 percent to 22 percentStage 2 and 4 Carousel: 3 Spats and Random Items: Five percent to two percentStage 3 Carousel: One of all: 30 percent to 50 percentStage 3 Carousel: 9 Random Components: 50 percent to 33 percentStage 3 Carousel: One of all and 1 Spat: 15 percentStage 3 Carousel: 3 Spats and Random Items: Five percent to two percent#13. Tiebreaker updateThe developers have added a new tiebreaker, which kicks in if players are still tied after the first two tiebreakers (negative health and health prior to elimination). The new tiebreaker is “won a round more recently.”#14. Updated itemsItem Raw State DeflationsMost base stats for component items and the completed items they produce have been reduced. This will slow down the power ramp that champions experience when getting their items.Spell Power to Ability PowerBF Sword Attack Damage: 15 to 10Recurve Bow Attack Speed: 15 percent to 10 percentNeedlessly Large Rod Spell Power: 15 to 10Chain Vest Armor: 25 to 20Negatron Cloak Magic Resist: 25 to 20Giant’s Belt Health: 200 to 150Sparring Gloves Crit Chance: 10 percent to five percentSome Completed items built from Sparring Gloves lost five percent Dodge insteadInfinity Edge did not lose five percent Crit because we want it to still grant 100 percent Crit Chance#15. Updated classic itemsReturning items have been updated to accommodate the changes in Reckoning. These items have deflated raw stats based on their components (see above). A few of these items have been reworked, while many have just been adjusted.The following items are now Unique (don’t stack them, it won’t work well): Trap Claw, Sunfire Cape, Guardian Angel, Frozen HeartBloodthirster NEW EFFECT: The first time the wearer would fall below 40 percent Health, they gain a shield equal to 30 percent maximum Health for 5 seconds. It still gives Lifesteal as wellDragon’s Claw REWORKED: Grants 200 bonus Magic Resist (including components)Frozen Heart Attack Speed Slow: 50 percent to 35 percentFrozen Heart Radius: One to two HexesGargoyle Stoneplate Armor and Magic Resist per Enemy: 20 to 18Giant Slayer Bonus Damage over 1,750: 80 percent to 70 percentHand of Justice Now grants +40 Attack Damage and Spell Power instead of +40 percent increased damageLuden’s Echo to Archangel’s StaffArchangel’s Staff (Luden’s Echo REPLACEMENT): Each time the wearer casts their spell, they gain Spell Power equal to 35 percent of their maximum ManaRapid Firecannon Bonus Attack Range: +200 percent to +1 HexRapid Firecannon Attack Speed: 20 percent to 40 percent, a heavy compensation for losing some attack rangeRedemption REWORKED: The wearer radiates an aura to allies within one Hex, healing them for 25 percent of their missing Health every five seconds. Allies affected by the aura take 40 percent reduced damage from area-of-effect attacksMorellonomicon Healing Reduction: 75 percent to 50 percentRunaan’s Hurricane Bolt Damage: 80 percent to 75 percent of Attack DamageSpear of Shojin now grants Mana On Attack instead of On Hit, thereby removing its synergy with HurricaneSpear of Shojin Mana per on Attack: Five to eightStatikk Shiv can no longer critStatikk Shiv Magic Resist Shred: On Crit to On HitStatikk Shiv Magic Resist Shred: 60 percent to 70 percentStatikk Shiv Magic Resist Shred: Six to five secondsTitan’s Resolve stacks now increase Attack Damage and Spell Power by two instead of increasing damage by two percentZeke’s Herald Attack Speed: 30 percent to 25 percentZephyr now pierces CC immunity effects (ie: Quicksilver, Verdant)Zz’Rot taunt now happens immediately. Taunt is an instant effect that no longer compels enemies that are taunted to chase the target for one second. Instead, enemies can retarget once if no longer in rangeZz’Rot Health and Attack Damage now scale based on the current Stage rather than the Star Level of the wearer#16. Shadow itemsShadow items are made with a shadow component and either a regular or a shadow component. They’re powerful but have trade-offs.Sacrificial Infinity EdgeShroud of DarknessTrickster’s GlovesVengeful Trap ClawCaustic QuicksilverFinal WhisperSacrificial GauntletHand of VengeanceSpectral Spear of ShojinFrozen Dark HeartSacrificial RedemptionChalice of MaliceStatikk StilettoArchdemon’s Staff of ImmortalityVery Dark Blue BuffHextech Gunblade of ImmortalityLocket of the Silver LunariMor-evil-lonomiconIonic Dark-SparkGuinsoo’s Sacrificial RagebladeRabadon’s Caustic DeathcapCaustic DeathbladeFallen Guardian AngelZeke’s Bleak HeraldRiskthirsterEvil Giant SlayerTitan’s RevengeUnstable Zz’Rot PortalRunaan’s Untamed HurricaneEclipse CapeWarmog’s Sacrificial ArmorTurbulent ZephyrGargoyle Stoneplate of ImmortalityRefracted Bramble VesRefracted Dragon’s ClawRapid Deathcanno