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Teamfight Tactics: Key Points Gamers Need to Know to Survive the ‘Major Overhaul’ of Patch 10.14

Patch 10.14 promises to completely shake up the meta of Teamfight Tactics.

November 29, 2025
in Games
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Small Monster Arena Removed

After the mid-season update, Riot Games has made it clear that they intend to eliminate the hyper-roll playstyle by adding more 2-3 cost units to the game to reduce the appearance rate of the champions players need. However, this style is still very prevalent in the Small Monster Arena as it is the main way to survive when you start with less health than normal.

In addition to removing the Small Monster, Riot has also added a new Arena - Dwarf Planet
In addition to removing the Small Monster, Riot has also added a new Arena – Dwarf Planet

With the removal of the Small Monster Arena in patch 10.14, the most suitable environment for hyper-roll gameplay is also gone, and it is likely to be significantly limited and not as powerful as before. Perhaps Riot Games prefers their game to have a strategic color towards the end rather than rolling with no tomorrow and allowing 3-star champions to “carry the game.”

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Urgot Balancing

In addition to adjusting energy or enemy pull time, the new mechanism in Urgot’s skill is what people are most concerned about. Now this skill will target the furthest enemy within Urgot’s attack range rather than the furthest from the champion’s position, and moreover, this skill can be blocked by allied champions. The update that players are most excited about is that this skill can no longer execute through Guardian Angel.

Finally, Urgot is a little less 'unreasonable'
Finally, Urgot is a little less ‘unreasonable’

This update for Urgot will give players more options to counter Urgot’s Death Ray instead of relying on “luck” as they do now. Furthermore, Urgot’s attack range has been reduced to 420 (equivalent to 2 tiles), making it much harder for him to reach your backline. Perhaps this champion will still be strong, but countering him is now much more feasible.

Super Technology “Tank”

To put it bluntly, Super Technology is the most dominant and “brutal” race in Teamfight Tactics season 3. They do not rely on special effects or area skills to defeat opponents; Super Technology simply outshines the opponent in health and damage, easily wiping out enemies. This situation has become rampant after the update since you no longer need Ekko to complete the 6 Super Technology combo.

Will this nerf be enough to make Super Technology less popular?
Will this nerf be enough to make Super Technology less popular?

Therefore, in the upcoming patch 10.14, Riot Games has decided to reduce the health and damage of Super Technology, but this solution is only situational. The 3 Super Technology combo will weaken and no longer be an “auto win” in the early game; however, when you reach 6 champions, this composition remains very powerful, especially when activating other damage-dealing combos.

Rangers Buffed

The Rangers in season 3 are designed to be a “hard-hitting” race rather than a “fast-shooting” one, but the reality shows that for this composition to be strong, Jhin needs to be heavily protected. This Dark Star does not shoot quickly, so you need a frontline sufficient to buy time while the backline continuously buffs, and the items must be perfect. Because of the high requirements, it is completely understandable that players shift to other easier compositions with lower demands.

Jhin demands too much from the surrounding units to be effective
Jhin demands too much from the surrounding units to be effective

In patch 10.14, Riot will significantly buff Jhin, with critical damage at 1-star being 350%, and you will reach your power spike earlier than usual. Ashe will have her skill damage reduced, but the stun ability from the skill will be increased. Hopefully, these updates will truly bring the Ranger composition back as it is the biggest counter to the Rebellion or Super Technology teams that are dominating the meta.

Tags: GarenaJhinriotRiot Gamesteamfight tacticsUrgot

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