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Steam News13 January 20265mo ago

Devlog #20

Hello, this is Team Samoyed! We plan to share the development process of Teamfight Manager 2 through dev logs every 2-3 weeks. We appreciate your interest.

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Full Teamfight Manager 2 update

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Repeated intro

Hello, this is Team Samoyed! We plan to share the development process of Teamfight Manager 2 through dev logs every 2-3 weeks. We appreciate your interest.

What changed

0 fixes3 additions13 changes0 removals
  • Gameplay
  • Balance
  • Maps
  • UI and audio
addedChampion ImplementationFollowing the last dev log, we are continuing to work on changing champion skill sets and adding ultimate abilities. Currently, a total of 24 champions have had their ultimates fully implemented.
changedChampion ImplementationThe Dual Blader's basic skill composition, including the ultimate, has changed slightly.
changedChampion ImplementationUltimate: Ruthlessly slashes a single target, dealing true damage.
changedChampion ImplementationWhen the Ogre uses his ultimate, his maximum HP and size increase significantly for a certain duration. When the Archer uses her ultimate, she fires a barrage of arrows at enemies from her current position.
changedChampion ImplementationWhen the Magic Knight uses his ultimate, She gains increased Attack Power and Attack Range for a certain duration, and her first skill is triggered with every basic attack.
changedChampion ImplementationThe Swordsman dashes in a straight line, attacking all enemies in his path. If he succeeds in killing an enemy with his ultimate, the cooldown is reset.

Champion Implementation

Following the last dev log, we are continuing to work on changing champion skill sets and adding ultimate abilities. Currently, a total of 24 champions have had their ultimates fully implemented.

Below is an introduction to the ultimates of a few champions.

The Dual Blader's basic skill composition, including the ultimate, has changed slightly.

  • Skill 1: Fires a sword wave that roots the target on hit.

  • Skill 2: Can only be used on immobilized enemies. Dashes to the target and knocks them airborne.

  • Ultimate: Ruthlessly slashes a single target, dealing true damage.

When the Ogre uses his ultimate, his maximum HP and size increase significantly for a certain duration. When the Archer uses her ultimate, she fires a barrage of arrows at enemies from her current position.

When the Magic Knight uses his ultimate, She gains increased Attack Power and Attack Range for a certain duration, and her first skill is triggered with every basic attack.

The Swordsman dashes in a straight line, attacking all enemies in his path. If he succeeds in killing an enemy with his ultimate, the cooldown is reset.

The Berserker's ultimate dashes to a distant enemy and deals damage. The cooldown of the Berserker's ultimate decreases as his current HP gets lower.

Tactics Implementation

As the foundation of the match engine has undergone significant changes, major adjustments were needed for the existing tactics features. As mentioned in the previous dev log, since the match engine's gameplay now focuses on communication between players and team-level plays, it became difficult to apply individual tactics separately within the existing structure.

Accordingly, we are working on changes that allow you to adjust how the team responds to various situations during a match, based primarily on team-level tactics. We plan to first test gameplay based on these team tactical settings, and then gradually consider how to reintroduce individual tactics later.

The currently configured team tactics are as follows:

  • Core Lane Focus: Decides which area of the map to focus on during the early laning phase. If focusing on Top/Mid, the Bottom lane will play as safely as possible, while the team focuses on gaining priority in the Top/Mid lanes and the corresponding jungle area.

  • Early Jungle Style: Decides how the Jungler will play during the laning phase. You can choose to focus on safe growth, lane ganking, or invading the enemy jungle.

  • Early Serpen Attempt: Decides whether to contest or give up the early Serpen during the laning phase.

  • Top Laner Join for Early Serpen: Decides whether the Top laner will join the fight for the early Serpen or give up the objective to focus on the Top lane.

  • Objective Setup: Decides whether to group up as much as possible or split push to force lane pressure on the opponent while preparing to take an objective.

  • Objective Combat Strategy: Decides whether to engage in a fight quickly or focus on positioning and poking while in a standoff near an objective.

  • Morgard Buff Usage: Decides whether to group as 5 to pressure a single lane, split 1-4, or spread out 1-3-1 to pressure all three lanes when holding the Morgard buff.

  • Tower Siege: Decides whether to slowly siege the tower while maintaining distance or to dive and force a fight during a standoff.

  • Defensive Tactics: Decides whether to risk tower loss and attack where the enemy is outnumbered to win a fight, or to group up and focus on defending towers to prevent them from being destroyed when under pressure from an enemy with Morgard.

If your team composition is strong in the late game but weak in the early game, you can choose a strategy that focuses on growth and gives up the Serpen during the laning phase. Also, if your composition is suitable for initiating and diving, you can order aggressive play by selecting Initiating and Dive in the Objective Combat Strategy and Tower Siege settings.

For now, we are focusing on allowing players to create their desired game flow through drafting (Ban/Pick) and tactical settings, built upon this foundation of team tactics.

UI Changes and Improvements

We have proceeded with several UI changes and improvements.

In-Game Champion Stats UI

We added a UI that allows you to check each champion's stats in real-time during gameplay.

Ban/Pick UI Improvements

We have made several UI improvements to increase visibility during the progress of each Ban/Pick stage.

To prevent confusion about whether it is currently a Ban turn or a Pick turn, we added visual effects indicating the phase so you know if you need to Select or Ban when entering each turn.

In line with the addition of ultimates, we improved the Skill Description UI and Stat Display UI to make them easier to read.

Hidden Swaps

Previously, during the Champion Swap phase, you could see which champion the opponent selected for each position before deciding your own swaps. To prevent the player from having too much of an advantage in lane matchups, we have modified it so that you cannot see the opponent's swap status during the swap phase.

That's it for this dev log. Thank you for reading!

Source

Steam News / 13 January 2026

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