Teamfight Manager 2 patch 0.4.7 notes
Updated 2026-06-02 · based on v0.4.7
Quick Answer
Seventh post-launch patch. New Staff Dialogue system in ban/pick (Head Coach overall draft advice + Analyst data-backed enemy reads, ban/pick candidates, solo-kill probability, gold gaps) and a champion-statistics overlay on the ban/pick screen. Combat changes: home-base healing-reduction penalty removed, in-match vision +~30%, laning positioning and recall/buy decisions tuned (replay-incompatibility caveat). Champion fixes for Necromancer (ghoul overproduction, ult-summoned Dual Bladers) and Ninja (post-death stealth/vision). Auto-balance reworked — intensity now scales magnitude (Light/Moderate 70%, Heavy 100%) with recalibrated cumulative caps and ult-cooldown limits. Plus a transfer-market/recruitment overhaul, Facilities merchandise clearance, Mac/fullscreen fixes, and Polish language support.
Source: Official Steam announcement (gid 678499812547495736) ↗
Changes, by area
Draft / Ban-Pick
New Staff Dialogue system — the Head Coach gives overall draft recommendations while the Analyst uses the live draft and statistics to back enemy position reads, ban/pick candidates, lane solo-kill probability, and gold differences; new champion-statistics overlay readable directly from ban/pick slots; Champ Info panel now color-codes stat/skill changes during ban/pick; ban/pick rule-change mail follows the selected language.
Combat / match engine
Home-base healing-reduction penalty removed; in-match vision range increased ~30%; laning-phase positioning, in-match chat volume, and recall/buy-with-gold decisions tuned; pause/resume preserves previous game speed (pre-patch replays may diverge after the match-engine code change).
Champion fixes
Necromancer ghoul overproduction fixed; Necromancer ult-summoned Dual Bladers no longer wrongly attack towers or apply airborne; Ninja stealth and minimap vision no longer linger after death.
Automatic balance system
Patch magnitude now scales with intensity (Light/Moderate 70%, Heavy 100%); recalibrated cumulative caps for basic stats, level-up growth stats, and skill values; ultimate cooldown changes capped at 15s per patch and clamped to 20–90s; movement-speed values now display correctly.
Transfer market & recruitment
Salary-ceiling and low/high-spread fixes, late-season transfer-drought reduction, reworked team player-evaluation logic, more accurate negotiation salary/fee estimates, scout retry-cooldown fixes and delegated-negotiation status display, Recruitment-tab list deletion + salary/fee/position/region filters, hidden-stat server/client consistency fix, and a new coach release feature.
Facilities
Merchandise products can be cleared via clearance sale (auto-processed when the tied player leaves) and the product list is now sortable.
Platform & UI (Mac / fullscreen)
Mac fixes for pre-season opponent info, empty/black player lists, lineup scrolling, trackpad/wheel scrolling, fullscreen white border, resolution handling, and management-screen loading; champion image overlap in Champ Info/Replay/Highlight fixed; back/forward preserves scroll, filter, and view state (history capped at 50 entries); custom team-logo loading fixed; multiplayer international-tournament empty-team/logo/black-screen issues fixed.
Tournament structure & records
Swiss draw avoids same-region matchups and rematches; weekly training report shows all changed-stat players; player history tab shows contract periods and affiliations correctly; match-result validation cross-checks recorded player/team IDs.
Localization & misc
Polish language support; "Shonen Hero" achievement unlock condition fixed.
Full notes (verbatim)
- Fixed an issue where opponent team information was not displayed before the start of a season on Mac.
- Fixed an issue where the player list could appear empty or black on Mac.
- Improved the Submit Starting Lineup list so it can be scrolled when there are many players.
- Improved trackpad and mouse wheel scrolling on Mac.
- Fixed an issue where a white border could appear in fullscreen mode on Mac.
- Improved resolution handling in fullscreen mode.
- Fixed an issue where loading could stop when entering the management screen on Mac.
- Fixed an issue where some champion images could overlap or display incorrectly in Champ Info, Replay, and Highlight screens.
- Improved the back and forward buttons so the previous screen, scroll position, filter state, and related view state are preserved as much as possible.
- Limited the UI navigation history to a maximum of 50 entries to prevent excessive history accumulation from affecting performance.
- Fixed champion sorting and search in the Champ Info tab of Game Info.
- Improved the Champ Info panel during ban/pick so changes to champion stats and skill values can be checked by color.
- Added the Staff Dialogue system during ban/pick with the Head Coach and Analyst. The Head Coach provides overall draft recommendations, while the Analyst uses the current draft and statistics to support enemy position reads, ban/pick candidates, lane solo-kill probability, gold differences, and other key information with data.
- Added a champion statistics overlay to the ban/pick screen, allowing statistics to be checked directly from champion slots.
- Adjusted the position of tooltip buttons on player stat cards.
- Fixed an issue where ban/pick rule change notification mail did not follow the selected language.
- Improved Swiss stage draw logic to avoid matchups between teams from the same region and prevent rematches against the same team.
- Fixed the weekly training report so all players with changed stats are displayed.
- Fixed the player history tab so contract periods and team affiliation records are displayed correctly.
- Improved match result validation by checking recorded player and team IDs against the actual participants.
- Improved multiple transfer market systems: player salaries could be set excessively high, the gap between low and high salaries could be too narrow, transfers became increasingly rare as the season progressed, and the logic each team uses to evaluate players.
- Fixed an issue where the estimated salary and transfer fee shown during negotiations could differ too much from the actual negotiation demands.
- Fixed scout contract offers so the remaining time before a retry is displayed correctly after an offer is rejected.
- Fixed an issue where the scout contract retry cooldown was not applied.
- Improved the display of player recruitment negotiation status when a scout conducts delegated negotiations.
- Improved the Recruitment tab so entries in Scout Results, Interested, and Released can be deleted individually or cleared all at once.
- Added direct salary and transfer-fee range inputs to player filters in the Recruitment tab, and added position, region, and salary filters to staff filters.
- Improved the Facilities tab so merchandise products can be deleted through a clearance sale. If the player tied to a product being sold leaves the team, a clearance sale is now processed automatically.
- Improved the merchandise product list in the Facilities tab so it can be sorted.
- When recruiting a player under contract with another team, the original team's final approval or rejection is now displayed after the scout reaches an agreement with the player.
- Fixed an issue where staff contract negotiations could not proceed correctly when transfer market data was unavailable.
- Fixed an issue where the player could manually respond to a contract offer delegated to a scout.
- Fixed an issue where information displayed between server and client could become inconsistent when recruiting players whose hidden stats had not been revealed, causing stats to remain hidden even after recruitment.
- Added a coach release feature.
- Fixed an issue in multiplayer leagues where some international tournaments could show empty teams, incorrect logos, or a black ban/pick screen.
- Fixed an issue where progress could stop while loading custom team logos.
- Made several improvements to the player match engine: laning-phase positioning, reduced excessive in-match chat, and better recall/buy-item decisions when players have enough gold.
- Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded result.
- Fixed an issue where Necromancer generated too many ghouls.
- Fixed an issue where Ninja's stealth effect and minimap vision information could remain after death.
- Fixed an issue where Dual Bladers summoned by Necromancer's ultimate could attack towers or apply airborne effects incorrectly.
- Removed the healing reduction penalty that applied during combat near the home base.
- Increased in-match vision range by about 30%.
- Improved match pause/resume behavior so the previous game speed is preserved after resuming.
- Fixed movement speed values so they are displayed correctly in automatic balance patches.
- Improved automatic balance patches so actual patch values vary according to the selected balance patch intensity (Light and Moderate apply 70% intensity, while Heavy applies 100% intensity).
- Adjusted the cumulative maximum change ranges for basic stats in automatic balance patches — Attack/Ability Power 0.7~1.4×, HP 0.8~1.3×, Armor/Magic Resist 0.8~1.25×, Movement Speed 0.9~1.1× of the original value.
- Separately adjusted cumulative maximum change ranges for level-up growth stats — Attack/Ability Power Growth 0.8~1.25×, HP Growth 0.85~1.2×, Armor/Magic Resist Growth 0.85~1.15×, Movement Speed Growth 0.95~1.05×; per-patch growth changes apply at 70% of the equivalent basic stat change.
- Adjusted the cumulative maximum change ranges for skill values (Base Damage, Attack Damage Ratio, Ability Power Ratio, Cooldown, Base Healing, Base Shield, and Buff Duration) to 0.8~1.2× of the original value.
- Limited ultimate cooldown changes in automatic balance patches to a maximum of 15 seconds per patch.
- Limited ultimate cooldowns after automatic balance patches so they remain between 20 and 90 seconds.
- Added Polish language support.
- Fixed a bug where the "Shonen Hero" achievement could fail to unlock even when its conditions were met.
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