Welcome to Neon Nights!

Sun’s setting on the first half of Gizmos & Gadgets, but it’s brighter now than ever before. Neon Nights is here, bringing new Augments, cosmetics, units and more. So plug in your neural link cause it’s time to download the latest info, using the following links for the new cosmeticsthe augmented Augment roster, and the new traits and units! Woe there, be careful not to blow a circuit theorycrafting your best comps just yet, cause there’s plenty more changes to get into with these patch notes! So keep your batteries charged and I’ll break it down for you with all the cosmetics and new stuff at the top, and the changed/returning stuff at the bottom. 


We’ve got a new Mythic Little Legend stealing the show during Neon Nights. PROJECT Abyssia is here to flaunt their new tech, and maybe “borrow” some more. Here to slash through your foes with cool sci-fi sound effects, PROJECT Abyssia has a two percent drop rate in all the Neon Nights eggs (490 RP/TC). 

And what else is in those eggs—well, it’s time to meet the Little Legends that are all glowed up for the glow-down.

When Fenroar shoots for the moon, they’re certain to annihilate it. Make your enemies the moon with the variants below: Sodapop Fenroar, Afterburner Fenroar, Hextech Fenroar, Pulsefire Fenroar, and Bounty Hunter enroar. 

Stylish, sleek, and always trending, QiQi’s here to be more than just fashion forward, they’re here to push the fashion future. Leave your foes looking like River Sprite picked out their passé drab with the refined tastes of the variants below: Electric QiQi, Groovy QiQi, Hextech QiQi, Arcade QiQi, and Pulsefire QiQi.

 Redefining horsepower to of course power. These variants don’t need a podium to stand above their foes, but it sure helps: Hot Rod Lightcharger, Hextech Lightcharger, Pulsefire Lightcharger, Groovy Lightcharger, and Bubblegum Racer Lightcharger. 


Just like the Pass of the past, the G&G Pass II gives you a bunch of free content as you play and collect XP, but if you upgrade to the Pass+ for 1295 RP/TC you’ll have access to ALL the level rewards throughout the pass. For the first time ever, this Pass+ comes with an unlockable tier 3 (interactive and responsive) arena, the Toxitorium, near the end of your pass journey.

In addition to the new tier 3, you’ll get rewards only available for true locals of the Neon Nights: tier 1 arenas, booms, Little Legend eggs, Star Shards, and Pass+ exclusive Little Legends.

Read more about what you can unlock in the Pass and More.

Neon Nights takes you to the place where Choncc and Pengu are destined to put their battle bots to the test. The Hextech Battle Arena is a futuristic esports arena that casts your games with over 50 unique lines that respond to your actions. Win or lose, this arena will let you know. Have you TFT games casted by our very first robo-nouncer for 1900 RP/TC!


Whether you’re working your way through the Undercity in search of your Oasis, or looking for some high-tech Little Legends to take to the stage of the Hextech Battle Arena, we’ve got new bundles for ya!

BundleContentsRP/ TFT Coins (Mobile)
5 Neon Nights EggsEach egg contains a new Little Legend from Neon Nights2450
10 + 1 Neon Nights Egg BundleEach egg contains a new Little Legend from Neon Nights4900
Neon Nights Pass+ Arena BundleNeon Nights Pass+
Hextech Battle Arena
Progress Day Celebration BundleNeon Nights Pass+
Hextech Battle Arena
10 Neon Nights Eggs
2 Bonus Neon Nights Eggs
Neon Nights MegabundleNeon Nights Pass+
Hextech Battle Arena
18 Neon Nights Egg
5 Bonus Neon Nights Egg


Grandmaster and Challenger Ranked

Just like with Dawn of Heroes, Grandmaster and Challenger are unlocked immediately, allowing for the true zero-to-hero competition. Challenger and Grandmaster are still limited to the top accounts on each server, but players must have at least 200 LP in Master to reach Grandmaster, and at least 500 LP in Grandmaster to reach Challenger. Good luck gettin’ your name placed right under mine! 

Gizmos & Gadget Ranked Stage II begins this patch!

Double Up and Hyper Roll Tiers


Opponent Matchup Tracker
 There’s a lot to do in TFT, and keeping track of what opponents you’ve fought recently to know who you are more likely to fight next is just one more thing that takes a whole lot of brainpower to track. Brainpower is a precious resource—especially when it comes from a brain as coveted as yours. That’s why we haven’t been surprised to see add-ons take over some of this less rewarding processing burden. In fact, we wish that we had implemented an opponent tracking system earlier so we could provide a more fun and fair experience for players on mobile and PC. So, with the introduction of Neon Nights, and Augments like Future Sight that utilize opponent tracking, we’re adding our own version of opponent tracking. 

Augmented Match History

It’s a first.

Match History will now show Augments.


Augments Augmented 

We’ve retired some Augments that coordinated with the traits we removed: Academy and Imperial. And then, we added over 80 new ones that continue to bring variance, skill expression, and fun to our existing roster. We’ve also rebalanced a many of our trait-linked Augments (more on that later). You can read about some of the Dev’s favorite Augments here


Large, like the size of these patch notes. 

3rd Party Friends

Even with all these words that I’m typing we’re still just skimming the surface. In the following notes below I’ll cover the changes to the preexisting content, but if you want more detailed information on the new stuff coming with Neon Nights check out a couple of our friends’ sites: 


We’ve had success giving the Heart and Crest Augments additional units to help ease you into the comps, so we’re going to be applying that to the trait specific Augments as well. This should make them more appealing choices in the early game. Adding units to these Augments also gives us a new balance lever to make adjustments with both now, and in the future. 


Colossus units have had a tough go with our starring up system. When a champion goes from 1-Star to 2-Stars, they gain an additional 80 percent of their 1-star Attack Damage and Health. We balanced Colossus units with this in mind, meaning their base stats at 1-star weren’t worth the two slots they took up, but once they got to 2, or even 3-stars they would become much more viable. But now, by placing some of their base stats into the Trait we are able to get around the huge difference between 1 and 2-star Colossus units.

Adding a reach tier (7) to Mutant allows for the trait to be played like an adaptive vertical, but I’m most excited about what combos players will uncover using the Mutant Emblem to hit that 7 trait breakpoint.

Here’s the Socialite 5 math for you: 30% bonus damage, 8 mana per second, 66% Omnivamp 

Units: Tier 1
A Protector no more, Kassadin’s now a professor for sure! We’re giving Ziggs 5 AD because he would rarely lose the first round to Minions, but there’s no shame in that—Minions R people 2. 

Units: Tier 2

No longer the Imperial knife in the dark, Talon’s living the bourgeois life of a monarch. And just like those other Debonair champions, if you find a Talon on the VIP list, then he’ll get some additional power to boast and toast with. 

Units: Tier 3

With Heimerdinger retiring from Gizmos & Gadgets, there’s a new Innovator in training, who’s role as the trait’s tanky disruptor is being sharpened to fit the mid-set.

With Dr. Mundo taking a sabbatical, Chemtech’s in need of more tankiness and a bit less damage—Renata Glasc’s addition has Chemtech covered there. With that in mind, we’ve adjusted Zac’s spell to give our favorite flubbery buddy more survivability and less damage. 

Units: Tier 4

Vi’s mad now. 

Units: Tier 5
 Have you ever found yourself wanting to run all three Colossus units, only to be disappointed when none of them could be your dedicated damage carry? Sure, you tried Clapio (AD Galio), but the applause has been put on pause with nerfs, and there’s no encore coming for that build. But emerging from the shadow of the colossus that once was Clapio, is a new version of Galio as a carry—one that scales with max Health and can use Warmog’s Armor to nuke an entire board.

Landing in the center of your opponent’s board, Jinx would continue to auto attack the same target she was honed in on before the spell cast. Now, she’s embraced her name and role, crashing into the enemy comp and retargeting with every auto attack. That’s just the power of stereotype threat, and it ensures she doesn’t get stuck on the same frontliner she was targeting before she cast her spell.

Unbench the Kench, now with a UI quench. Unclog the frog, now with a progress bar to catalog. Uninhibit the ribbit, now with a visual exhibit. Anyways, we buffed Tahm Kench and clarity around feeding him units. 


With the mid-set we’re swapping out Guardian Angel with Edge of Night, a brand new anti-burst item. With Edge of Night, we keep the powerful aggro drop from Guardian Angel’s stasis, but give it a clear visual power in the form of a stealth that also sheds debuffs and afterwards grants an additional boon of attack speed. The stealth is very short, creating a more even power experience for units, as well as creating a more visibly powerful way to protect your carries and keep them carrying harder and longer. And yes, there will be a Radiant version of Edge of Night called Brink of Dawn, obtainable from various Augments. Check out the full item details below. 

Original Article can be found here!

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