Teamfight Fuse Adjustments
Teamfight Fuse Adjustments
We launched Teamfight last week, and we love that it lets duos reach new, chaotic heights. We also want to make sure that it works best with good coordination and strategic use. With that said, we’re adjusting Teamfight to make it more interactive for both attackers and defenders.
In its current form, Teamfight allows for explosive offense, but counterplay is high risk with little reward. In high-level play, having a second body to hop in and parry or block to prevent Break activation is too oppressive, and doesn’t line up with the Fuse’s intended identity.
To increase the decisionmaking around Teamfight, we're changing how it interacts with meter and adding more options for defending against it. Teamfight enthusiasts will need to work a little harder to tap into its maximum potential.
These changes are coming in patch 1.2.3, which is slated to go live June 9.
Offensive Adjustments
Teamfight can now spend up to 6 bars of meter when used. (Up to 3 per champion.)
Teamfight duration now depends on the number of meter bars spent to activate it.
- 2 bar: 5 seconds
- 4 bars: 10 seconds
- 6 bars: 15 seconds
- Meter cost is still paid by both the Assist and Point champs. If one champion has 3 bars and another has 1, Teamfight will only use 2 bars total—1 from each champion.
- Teamfight will always activate at the highest level possible. If you have the meter, there’s no way to choose a lower activation level.
Teamfight now has 12 frames of recovery, up from 5 frames.
- Performing a Teamfight into parry was too strong as a defensive option.
- 12 frames of recovery when performing Teamfight keeps combos intact, but severely reduces the viability of using it defensively.
Defensive Options
Teamfighting champions can no longer block or parry an opponent’s Break activation.
- Performing Teamfight then having the Assist block was creating unexciting play patterns with little counterplay.
Successfully parrying a Teamfighting champion now immediately ends Teamfight.
- Parry in 2X is already a high risk high reward option, and parrying a Teamfighting champion previously did not lead to a significant advantage for the defender and was incredibly risky.
Hitting a Teamfighting champion now applies 2.5x more Teamfight duration reduction.
- Successfully attacking an opponent’s Teamfight will now disable it significantly faster.