In patch 10.8, we had over 20 units, traits, and systems directly buffed, with only a slight reduction in power for a few champions that seemed too strong. The reality has shown that Riot Games’ updates are quite problematic; the nerfs are not heavy enough to balance strong champions/traits, while relatively stable team compositions receive buffs that make them overwhelmingly powerful. Meanwhile, compositions like Time Warp continue to be neglected or primarily serve as a backdrop.

Recognizing this, in the latest update of Teamfight Tactics on the PBE server, Riot has heavily nerfed a slew of currently strong traits. Even with the Cybernetic trait, which was nerfed in patch 10.8, Riot has decided to nerf it even further; this can be described as a very stringent broad power reduction from Riot Games. The specific changes are:
Frontline
The additional armor at 2 units increases from 60 to 150.

The Frontline is one of the few traits that received a buff in this update, due to the fact that the armor from this class seems to have lost its significance as Jhin with the Green Bow appears continuously, not to mention teams that deal strong magic damage. With the buff at 2 units adding up to 150 armor, a 2 Frontline combo in the early game is nearly invincible; the important thing is that you need a unit that deals stable damage from behind.
Bruiser
The additional health at 2 units increases from 300 to 350.
The additional health at 4 units decreases from 700 to 600.
Infiltrator
Attack speed will now always refresh when Infiltrator units take down enemy champions.
The additional attack speed at 4 units decreases from 80% to 70%.
The additional attack speed at 6 units decreases from 125% to 100%.

Nerfing a bit of attack speed for Infiltrators is not a huge deal; the massive buff that this stat always refreshes upon a takedown will make this class much stronger in the early game.
Guardian
The amount of shields received at 2 units increases from 20% to 25% of max health.
The amount of shields received at 6 units decreases from 45% to 40%.

Pilot
No longer increases energy for Pilot units when the Super Robot is taken down.

Artillery
The number of additional shots at 4 units decreases from 6 to 5.

Cybernetic
The additional health and AD at 3 units decreases from 350 health and 35 AD to 300 health and 30 AD.
The additional health and AD at 6 units decreases from 750 health and 75 AD to 650 health and 65 AD.

A nerf that perhaps cannot be heavier for Cybernetic, as both early and late game phases of this composition are heavily reduced in damage and survivability. This nerf leads to players not being able to rely too much on Cybernetic anymore; perhaps Riot Games does not like a trait that is extremely strong in the early game and also very powerful in the late game when all pieces are in place.
Star Guardian
The energy restored when a Star Guardian unit uses their skill at 6 units decreases from 60 to 50.

Sorcerer
The additional spell damage at 4/6/8 units decreases from 45/80/125% spell damage to 40/70/100% spell damage.

Two relatively significant nerfs to curb the power of the Sorcerer – Star Guardian composition, especially the hit on energy will considerably reduce the ability of this composition to cast spells early. The fate of this composition now returns to being overly dependent on the Tear of the Goddess, perhaps players will need to consider crafting more Blessing Bow when patch 10.9 launches.
Shadow
The additional AD and AP at 6/9 units decreases from 35/45 AD and AP to 30/35 AD and AP.
