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Teamfight Manager 2News0.6.0 Patch Notes
In-game event

0.6.0 Patch Notes

Teamfight Manager 2 · published 16 Sep 2026, 04:59 UTC · build 25337828

All newsPlayers around this dateRead on Steam

Hello, this is Team Samoyed.

Here are the details of the 0.6.0 update.

New Champions

  • Added 「Strongman」, a physical damage tank who specializes in initiating fights.

    Strongman — Strongman

    • Skill 1 — Lift and Throw: Grabs a nearby enemy and throws them behind him, dealing physical damage and stunning them.

    • Skill 2 — Barbell Swing: When enemies are nearby, swings his barbell in a wide arc, dealing physical damage to enemies around him and knocking them back.

    • Ultimate — Human Cannon: Throws a nearby allied champion to a designated location. The thrown ally gains a temporary shield after landing, while enemies near the landing point take physical damage and are stunned. If there is no ally to throw, Strongman leaps to the location himself.

  • Added 「Spellbreaker」, a melee fighter who counters shields.

    Spellbreaker — Spellbreaker

    • Skill 1 — Greatsword Sweep: Sweeps a wide area in front of him, dealing physical damage and briefly slowing enemies.

    • Skill 2 — Crushing Charge: Dashes a short distance, dealing physical damage to the first enemy hit. Takes reduced damage for a short time after the dash.

    • Ultimate — Grand Shatter: Used when enemies are nearby. Instantly destroys the shields of all surrounding enemies. Enemies whose shields are destroyed take magic damage, are stunned, and cannot gain shields for a short time. Enemies without shields only take a smaller amount of magic damage.

  • Added 「Astrologer」, an area-of-effect mage who deals magic damage.

    Astrologer — Astrologer

    • Skill 1 — Meteor Fall: After a short delay, drops a meteor at a designated location, dealing magic damage to enemies in the area and reducing their movement speed.

    • Skill 2 — Constellation Link: Deals magic damage to enemies in a straight line and leaves constellation marks on them.

    • Ultimate — Celestial Alignment: Draws a constellation over a designated area, marking all enemies within it. After a short delay, all marks detonate simultaneously, dealing magic damage. Damage increases with the number of linked enemies, and enemies already marked by Skill 2 take additional damage.

  • Added 「Harpooner」, a ranged crowd-control champion who deals physical damage.

    Harpooner — Harpooner

    • Skill 1 — Harpoon Shot: Fires a harpoon in a straight line, dealing physical damage to the first enemy champion hit. Can be recast for a short time after hitting to pull himself toward the target or pull the target toward him.

    • Skill 2 — Piercing Shot: Fires a powerful harpoon in a straight line, dealing physical damage to the first enemy hit. Damage increases with the target's missing health.

    • Ultimate — Surging Chains: Fires multiple chain harpoons in a forward cone, dealing physical damage to enemies hit and chaining them together for a short time. Chained enemies have reduced movement speed. If they move too far apart, the chains tighten, increasing the slow and pulling them toward each other.

    • Adjusted skill hit detection radii and projectile spawn positions, as well as the angle of the ultimate's cone.

Club Management

  • Improved AI clubs without coaches so that new coaching staff become available when no suitable free agents can be found, allowing contract negotiations to proceed normally.

  • Reduced development costs for 10 merchandise products, making it easier to recover the initial investment through sales revenue.

  • Added a sponsor system. Receive a variety of offers based on your team's level and results, and meet contract conditions to secure additional operating funds.

    Sponsor contracts and offers

    • Increased the weight of competitive results when determining offer tiers. Bonuses are also available for qualifying for and winning international tournaments.

    • The Sponsors screen shows the breakdown of your tier score and progress toward international tournament conditions. Fan growth conditions are evaluated based on actual fans gained.

  • Added fan service. Set home match ticket prices to standard, low, or high, and hold autograph sessions and fan meetings to increase your fan base and fan satisfaction. You choose which players participate, and participating players gain both morale and stress.

    Fan service and ticket pricing policy

  • Added banking and club value. The Finances screen shows your club's total value based on its squad, facilities, fans, and cash. You can borrow up to a certain percentage of that value.

    Bank loans and club value

    • Loan proceeds are immediately reflected in your transfer and wage budgets, and principal and interest are repaid automatically every Monday. Early repayment can also save you the remaining interest.

  • Manager Training now covers new management features, including banking and club value, sponsors, the youth academy, and fan service.

  • Adjusted the transfer market.

    • Changed the limit on incoming transfer offers for players at your club from a per-team limit to a per-player limit. This improves the previous restriction of one offer every 3 days for the entire team when multiple players were transfer-listed.

    • Shortened the restriction on reselling recently signed players from 270 days to the remainder of the same transfer window.

Player Development and Feedback

  • Reduced the base weekly Champion Mastery decay from 2 to 1, and the additional decay for champions beyond a player's top four from 2 to 0.5. This makes it easier to maintain mastery of existing main champions while training new ones.

  • Added the youth academy. Discover young prospects and develop them over multiple years, with the initial academy grade assigned based on your team's facility level. Upgrade facilities through grades D~S to increase capacity and development speed.

    Youth academy tryouts and development

    • Tryouts: Candidates aged 13~17 gather every year on March 1 and September 1. Skilled scouts increase the number of candidates and improve the accuracy of potential estimates. You can also pay to recruit a fresh group of candidates.

    • Development: Trainees develop every Wednesday, separately from first-team training. Development speed depends on facility grade, training coaches, development policy, and condition. Development policies can be set for the entire team and for individual trainees. Academies with at least 2 trainees play weekly scrims against other clubs' academies. Adjusted growth curves to improve the development of younger trainees while leaving room for further growth after promotion to the first team.

    • Morale and Growth Tracking: Morale changes based on facility grade, recent scrim results, stalled development, and stress. Hover over the morale label to see its contributing factors, and view each trainee's cumulative growth since joining in the trainee list.

    • Career Paths: Trainees can be promoted to the first team from age 16 or transferred to another club for a transfer fee. Trainees who pass age 20 without being promoted leave the team as free agents.

  • Added set feedback. In MOBA matches in single-player and multiplayer leagues, you can give players feedback in the locker room after a set if another set remains.

    Set feedback in the locker room

    • Instruct up to 3 players to play 「More Aggressively」 or 「More Defensively」. Their corresponding tendencies change, and the instructed play style takes effect in the next set.

    • Review fight participation and lane intervention scenes grouped by player, then choose 「Well Done」 or 「Don't Do That」 to reinforce or reduce the corresponding tendency.

    • Instead of giving individual feedback, choose 「Encourage Without Feedback」 to increase the condition of every player who played in the set by 5.

  • Added player traits. 「Prefers Aggressive Play」, 「Prefers Defensive Play」, 「Prefers Joining Fights」, and 「Prefers Lane Intervention」 affect players' decisions and behavior in MOBA matches.

    Traits and tendency values in player information

    • Changing tendencies through set feedback can cause traits to emerge or disappear. Once a trait has emerged, increasing its tendency value further does not strengthen its effect in matches.

    • Active traits are shown in player information, and you can also view tendency values for players on your own team. Scouting lets you search for players with the traits you want.

    • The preference for lane intervention applies to laners and supports.

  • Training reports now show progress for the 3 players closest to their next stat increase.

Competitions and Awards

  • Added championship celebrations and award ceremonies to make winning more immersive. When a competition you participated in ends, you receive an invitation to its award ceremony. Attend to see awards presented to the champions and runners-up, along with individual awards (MVP, Highest Rating, Most Kills, Most Assists, and Most Solo Kills). A results report is delivered to News after the ceremony.

    Championship awards and prize money information

  • Added individual awards to international tournaments, with award news delivered after the tournament ends. Increased the number of fans gained from individual awards. Gains vary by category and are added together when a player wins multiple awards. International tournament awards grant more fans than league awards. The History tab in player details shows awards won and the fans gained at the time.

  • Added All-Pro Teams for each position. At the end of the regular season, the top three players in each position (Top, Jungle, Mid, Bottom, and Support) are selected for the First, Second, and Third Teams.

    All-Pro selection records by position

    • Selected players gain fans and morale, and their clubs also gain fans. Clubs receive bonus prize money for each selected player equal to a percentage of the league championship prize (First Team: 5% · Second Team: 3% · Third Team: 1.5%). Separate news reports detail prize money and fan gains for players at your club.

    • The 「All-Pro」 tab in Records shows Spring/Summer rosters by year, region, and league. Player history records the selected position, rating, win rate, prize money, and fan gains, while team history records the number of All-Pro selections each season.

    • Applies to all leagues, including those with AI clubs, starting with seasons whose regular season ends after the update. Past seasons in existing saves will not have these records generated retroactively.

  • Clubs gain new fans for winning, finishing as runners-up, or achieving other top placements in leagues and international tournaments, with notifications delivered to News.

Match and Quality-of-Life Improvements

  • Increased player item slots from 3 to 4.

    • You can now set a fourth item build in Personal Tactics and Composition Test.

    • Native mods using the existing Rust API must be rebuilt with the new SDK. Stable C ABI mods can be used without rebuilding.

  • Harmful debuffs and crowd-control effects that successfully take effect now count toward kill assists even if they deal no damage. Effects blocked by immunity or otherwise not applied are excluded, and assists for the same kill are not counted more than once.

  • Added at least one rest day between consecutive key matches in the playoffs, international tournament main stages, and Swiss stages, and two rest days between league finals and the Promotion/Relegation Series. This applies to new games and the next annual schedule onward; the current year's schedule in existing saves remains unchanged.

  • Improved macro decision-making in the match engine.

    • Teams now begin contesting objectives when they have a sufficient chance of securing them, while the opposing team gathers its members and gets into position before responding.

    • Teams with an advantage now prioritize pushing toward the nexus when they have an opportunity to end the match.

    • Reduced aimless movement caused by hesitation to engage under towers, as well as pointless chases after enemies that cannot be caught.

    • Adjusted mid- and late-game lane management to reduce situations where supports push too far alone and get picked off.

    • Improved decisions on when to use immortality, shield, and buff skills according to the situation.

    • Made early-game play vary more noticeably depending on jungle tactics.

  • Added 「5 Cards (3/2)」 to the Ban Cards setting. Both teams ban 3 champions and pick 3 champions each, then ban another 2 each and pick their remaining 2 champions.

  • The match results screen now displays items, CS, and damage types.

  • Added gamepad support.

Bug Fixes

  • Fixed squad management, match record, and rating issues in Deathmatch mode.

    • Coaches now recommend lineups based on the number of players required and each player's abilities, stamina, and condition, without being restricted by positions.

    • Improved AI squad building and transfer decisions to consider the strength of the full squad. Recruitment limits now reflect the number of players required for matches, preventing player sales from leaving too few players available to compete.

    • Fixed missing player appearance, win/loss, MVP, and replay records in official 2v2, 3v3, and 4v4 matches. Previously missing records will not be generated retroactively.

    • Fixed healing, shielding, and buffing allies not counting toward kill assists, and made damage actually absorbed by allied shields count toward match ratings.

  • Fixed missing or incorrectly displayed colors and stat icons in champion skill descriptions in some languages.

  • Fixed long player names extending outside the camera selection area during matches.

  • Fixed date progression getting stuck with loading never completing during transfer windows in some save files.

  • Fixed matches or date progression getting stuck in certain situations due to errors in the AI's tower attack decisions.

  • Fixed subscribed Workshop mods disappearing from the mod list and becoming impossible to re-enable after being disabled and restarting the game.

  • Fixed language proficiency failing to increase beyond two stars even when dedicated language training was assigned.

  • Fixed transferred players retaining their previous club's individual training settings. They now use their current club's training schedule and goals.

  • Fixed errors in MVP selection and match rating calculations.

    • Fixed the same support contribution awarding points multiple times when buffs, debuffs, or crowd-control effects were applied repeatedly, or when allies were protected multiple times with healing or shields.

    • Fixed fight and objective contributions being counted twice or calculated incorrectly, and one side receiving bonus points in fights where there was no difference in contribution.

    • When displayed ratings are tied, actual contribution is now compared first. The results screen, match records, and news now use the same criteria to select the MVP.

  • Fixed Siege Breaker's Skill 1 bonus damage against structures being displayed and applied as 0% in older saves. This value can also be edited in Database Edit.

  • Fixed rematch-avoidance pairing updates for Challengers Swiss matches not taking effect on the actual match day, and results from previous pairings potentially appearing when viewing results immediately after pairings changed.

  • Fixed the season-opening seed draw announcement being omitted when the first transfer window was skipped.

  • Fixed previous-season placement bonuses being paid again during season-end processing, and fan expectations being overwritten by results from an earlier season.

  • Fixed fans gained through decision events in News being lost again at the end of the season.

  • Fixed training facility, stadium, and merchandise production facility expansions proceeding without sufficient cash, or their costs not appearing in financial records. Merchandise production facility costs and cost reduction rates in custom databases are also now displayed correctly.

  • Fixed the estimated time until funds run out on the Finances screen treating already-paid one-time costs, such as facility expansions, as recurring monthly expenses. It now uses projected expenses and income for the remaining period.

  • Fixed the reason for refusing to sell a recently signed player being incorrectly shown as 「Key Player」.

  • Fixed staff from other clubs being signed without enough funds to cover compensation for their remaining contracts. Contract acceptance now uses the current offer, and both clubs' balances and news are updated immediately after the signing.

  • Fixed staff members' time as free agents after their contracts expired being counted one year late, delaying retirement decisions.

  • Fixed progression getting stuck or the game closing when navigating to another screen or going back during tutorial dialogue.

  • Fixed non-host participants being able to change shared settings in multiplayer depending on the order of reconnection or the host disconnecting.

  • Fixed champions added through champion pack or individual champion mods being missing from the champion selection list, or selected champions being excluded, in multiplayer leagues and friendly matches.

  • Fixed display errors in News content. Group names in international tournament draw news are now also displayed correctly in Korean.

  • Fixed incorrect numbers, targets, and ages in skill descriptions, raw text tags being displayed, and missing arrows on the Finances screen in some languages.

We welcome your feedback on the game at [email protected] or on our official Discord.

Thank you.

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