The Speed of Godhood: 3-Second Ascension Explained
In the latest Patch 16.1 for Teamfight Tactics: the Shurima trait has received a massive mechanical shift that fundamentally changes late-game combat. The core of the strategy revolves around the Shurima (4) breakpoint. Previously: the timer for units to ascend and gain their bonus stats felt slow. Now: a Shuriman unit ascends to Godhood every 3 seconds. This rapid-fire scaling allows a vertical Shurima board to outpace almost any burst-damage composition in the current meta.
Ascension grants units 30 percent bonus Health and 45 percent Attack Speed. In longer fights: this makes the frontline of Nasus and Renekton nearly impossible to kill. By the time the opponent breaks through the initial shields: the entire Shurima backline has already reached Godhood. This synergy is especially potent when combined with the new Shurima-Ryze variant: which uses the ascension’s health boost to fuel massive area-of-effect spells.
Unlocking the Sun Disk: A High-Tempo Challenge
The power of Shurima in Patch 16.1 is gated by the “Unlock” system. Unlike standard traits: you cannot simply find all Shurimans in the shop. You must meet specific conditions to see units like Xerath and Renekton.
- Renekton: Requires winning two consecutive combats with Azir on the board.
- Xerath: Requires alternating between a win and a loss to “balance” the sands.
Strategic players are now focusing on “Fast 9” tempos to hit these unlocks early. If you can unlock Xerath by Stage 4: his ability to rain down lightning scales perfectly with the 3-second ascension timer. The community has noted that while the requirements are difficult: the payoff is a “guaranteed Top 2” placement. The consistency of the health restoration and armor/magic resist bonuses at the higher tiers makes the Shurima vertical board the most stable defensive line in the game.
Community Reaction: The “Infinite Tank” Problem
The reaction on Reddit and official Discord servers is a mix of awe and frustration. High-rank players praise the trait for rewarding complex “win-loss” management. However: a common criticism is that the 3-second timer leaves no room for counter-play.
- The Healing Loop: Players complain that the combination of Shurima’s innate healing and the rapid ascension makes it impossible for “Vanquisher” or “Slayer” units to finish off targets.
- Vertical Dominance: Many feel that “Vertical Shurima” is currently too brain-dead once you hit the 3-second timer.
- Anti-Heal Necessity: Sunfire Cape and Morellonomicon are no longer optional. If you do not have 100 percent anti-heal coverage: you will lose to the Shuriman sustain every time.
Despite the outcries for a nerf: the Shurima 3-second timer remains the gold standard for late-game power in Patch 16.1. It turns a standard army into a group of “un-killable gods” that dominate the sands of the board.