Teamfight Manager 2 patch 0.5.0 notes
Updated 2026-07-08 · based on v0.5.0
Quick Answer
First major post-launch update. Ships four new champions from the beta cycle (Sand Mage, Alchemist, Crossbowman, Nightmare), adds Deathmatch as a new-game-only mode, adds Champion Mastery with per-player mastery stat bonuses, adds Composition Test - 5v5 and Lane Test practice features, lets players set ban-card counts, improves Personal Tactics matchup display, and upgrades match-engine decision-making. Team Samoyed reports the new match engine AI at about 57.7% win rate vs 0.4.14 and about 64.1% vs 0.4.3 in internal comparisons.
Source: Official Steam announcement (gid 1836506165579485) ↗
Changes, by area
New champions
Sand Mage, Alchemist, Crossbowman, and Nightmare move from the 0.5.0 beta cycle into the official live build. Their kits are public, but no stat line is published yet.
Deathmatch mode
New-game-only mode where the team with more kills within the time limit wins; the mode cannot be changed during an active playthrough.
Champion Mastery
Every player now has Champion Mastery values that grant player-attribute bonuses; the final patch also adjusts mastery decay/growth and disables bonuses/growth in multiplayer friendly and practice matches.
Practice and training tools
Composition Test - 5v5 and Lane Test are available from the Training tab up to five times per day, consuming Stamina; Composition Test tactics configuration arrived during the beta cycle.
Draft and tactics setup
Ban-card count can be configured in Settings and multiplayer friendly matches; later formats such as 3 bans followed by 2 bans are planned. Personal Tactics now displays matchup composition.
Match engine
Improved overall player decision-making and behavior; Team Samoyed reports internal win rates of roughly 57.7% against 0.4.14 AI and 64.1% against 0.4.3 AI. Pre-0.5.0 replays may differ from recorded outcomes.
Bug fixes
Replay determinism, quick/skipped equipment handling, tournament dropdowns, deleted mod persistence, facility merchandise, balance-patch displays, Exorcist CC, year-end break progression, stadium upgrades, Shadowmancer movement, mod warning spam, mod champion skill values, old transfer notifications, Deathmatch edge cases, Nightmare fountain movement, multiplayer ban automation, and Champion Mastery practice/multiplayer display rules.
Full notes (verbatim)
- New champion 'Sand Mage' has been added. Sand Mage is designed as an AP-based DPS damage dealer champion.
- Sand Mage — Skill 1: Infuses basic attacks with sand energy, dealing bonus magic damage. On use, erupts sand around the target to deal area magic damage. This skill can critically strike.
- Sand Mage — Skill 2: Absorbs sand energy, increasing Movement Speed for a certain duration and healing self.
- Sand Mage — Ultimate: Creates a sand swamp around the target that lasts for a certain duration. Enemies on the sand swamp are continuously pulled toward its center and take magic damage.
- New champion 'Alchemist' has been added. Alchemist is designed as an AP-based DoT damage (poison) champion.
- Alchemist — Skill 1: Throws a flask that explodes, applying poison and healing reduction effects for a certain duration.
- Alchemist — Skill 2: Targets one enemy, applying healing prevention and slow effects while dealing damage.
- Alchemist — Ultimate: Throws a toxic flask in a straight line. A circular poison cloud gradually spreads from the enemy hit, applying poison to enemies in range and reducing their Defense and Magic Resistance.
- New champion 'Crossbowman' has been added. Crossbowman is designed as an AD-based poke champion.
- Crossbowman — Skill 1: Fires a powerful arrow in a straight line, dealing physical damage to the first enemy champion hit.
- Crossbowman — Skill 2: Fires a piercing arrow forward in a straight line, dealing physical damage and pushing self backward.
- Crossbowman — Ultimate: Fires a tracer round in a straight line, dealing physical damage to the first enemy champion hit and marking them for 5 seconds. While the mark remains, all skills hit the target regardless of distance, and their cooldowns are reduced by 80%. Other champions in the path can intercept the shot.
- New champion 'Nightmare' has been added. Nightmare is designed as an assassin champion with a stealth effect.
- Nightmare — Skill 1: Fires a short-range nightmare shard in a straight line, dealing damage. Can be cast up to 3 times in succession.
- Nightmare — Skill 2: Dashes a certain distance, dealing circular area damage to nearby enemies, then enters stealth for a certain duration.
- Nightmare — Ultimate: Dashes to a designated enemy and deals damage. If this skill kills the target, Nightmare can teleport next to an allied champion regardless of distance.
- A new game mode, 'Deathmatch,' has been added. As in the previous title, the team that records more kills within the set time wins. You cannot change the game mode during a playthrough, and you can play Deathmatch by selecting it when starting a new game.
- The Champion Mastery system has been added. All players now have their own Champion Mastery, and they receive bonuses to player attributes based on their mastery values.
- Composition Test - 5v5 / Lane Test features have been added. You can run them up to 5 times per day from the Training tab, and players who participate in tests will consume Stamina.
- Added an option to set the number of ban cards in Settings and multiplayer friendly matches. Formats such as 3 bans followed by 2 bans will be introduced later.
- Improved the Personal Tactics setup screen so matchup composition is also displayed there.
- Improved the match engine logic for players' overall decision-making and behavior.
- In internal comparisons, this improved AI recorded approximately a 57.7% win rate against the match engine AI from version 0.4.14, and approximately a 64.1% win rate against the match engine AI from version 0.4.3 (the initial release version).
- Due to match engine code changes, replays of matches played before this patch may show results different from the recorded outcome. We ask for your understanding.
- Fixed an issue where, when generating quick/skipped simulation results, equipment already owned could appear to have been sold or replaced with unrelated equipment.
- Fixed an issue where match replays could be affected by balance patches or the latest Personal Tactics settings applied after the match, causing them to play differently from the original result or making the Personal Tactics screen appear as if it belonged to another match.
- Fixed an issue where, immediately after moving into the Summer Split, the top-right tournament selection dropdown could display the previous Spring tournament or fail to show the Summer regular season entry.
- Fixed an issue where mods that had been unsubscribed from or manually deleted could remain in settings and be loaded again on the next launch.
- Fixed an issue where facility merchandise could continue selling very slowly even when its price was set excessively high.
- Fixed an issue where, after a balance patch, the Ability Power coefficient display for Taoist's skill did not match the actual changed value.
- Fixed an issue where, in balance patches, changes to Sniper Skill 2's coefficient were displayed as changes to Skill 1.
- Fixed an issue where Exorcist's Skill 2 could fail to reflect some crowd control effects.
- Fixed an issue where skipping the year-end break could stop before the next transfer market began.
- Fixed an issue where, during a multiplayer league, after another player left, the Skip Break Period button would not appear, forcing the remaining player to advance the break period one day at a time.
- Fixed an issue where stadium upgrades did not work in some save data or custom data.
- Fixed an issue where a target affected by Shadowmancer's ultimate could continue moving due to an existing movement effect.
- Fixed an issue where the same missing native effect warning could be printed repeatedly while loading player-made mod champions, increasing loading time.
- Fixed an issue where skill values of champions added by mods were not properly reflected in auto balance patches, Database Edit, or skill tooltips.
- Fixed an issue where, in some save data, processing an old transfer notification could return the game to the same date and prevent progression.
- (Added) Improved movement skill stability for champions added by mods. Forward/backward movement effects will no longer stop save data progression even if they execute during death processing or date progression simulation.
- (Added) Improved cases where a custom database save failure could appear as successful, or where Database Edit could open with default data due to a corrupted custom database. When saving, the previous custom database is backed up, and if the default file cannot be loaded, the backup file is used.
- (Added) Fixed an issue in Deathmatch where the game could become unresponsive when only one member of the opposing team remained.
- (Added) Fixed an issue where, after Nightmare killed an enemy with the ultimate and teleported near an ally, Nightmare could move into the enemy fountain in certain situations.
- (Added) Fixed an issue in Deathmatch where characters could leave the arena after movement skills or knockback effects.
- (Added) Fixed an issue where Champion Mastery bonuses and related UI/tooltips could be displayed or applied in multiplayer friendly matches and practice matches. Champion Mastery bonuses and Champion Mastery growth are now disabled in those matches.
- (Added) Fixed an issue where, when moving to the next set in multiplayer matches, some teams could be treated as AI and champion bans could be selected automatically.
- (Added) Adjusted Champion Mastery decay and growth speed. Mastery decay during breaks and periods between matches has been eased, and mastery growth through actual matches and champion training is now more noticeable.
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