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V1.13: Throne of Thorns Patch Notes
V1.13: Throne of Thorns Patch Notes

V1.13: Throne of Thorns Patch Notes

Everything you need to know about V1.13: Throne of Thorns!

Patch Notesvor 5 Tagen
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Summary

Hello, Champions!

V1.13: Throne of Thorns is here - literally! These patch notes are going live on the same day as the patch, so there’s no waiting around required. And it’s a big one! We’re very happy to introduce a slew of new content, including:

  • Adele, Queen of Thorns - coming to conquer the battlefield
  • Daybreak V4 - ready for your testing pleasure
  • Quests - complete daily, weekly, and monthly tasks to earn rewards
  • Hero Affinity - the cap is rising all the way to level 99
  • A new scoreboard
  • Cool new skins, including golden recolours of Undertow skins
  • Balance changes and bug fixes

New Hero: Adele

On the distant garden world of Velrune sits the discontented queen Adele, the current heir and ruler of the Kingdom Of Thorns. She is the descendant of a noble bloodline granted incredible strength and resilience through the consumption of sacred seeds found within the royal garden.

Over millennia, her family has ruled this Kingdom with an iron fist to maintain the status quo within its corner of the universe. Masters of weapon-smithing and a penchant for extravagant fashion the Kingdom Of Thorns has sat content behind its walls of power until recently with its newly appointed ruler Adele who has taken the throne under what many believe to be questionable circumstances.

Her new doctrine has seen the expansion of the Thorn empire into the stars as Adele seeks to expand her power by any means necessary.

Stats:

Health: 670 (+108 per Level)
Health Regen: 1.8 (+0.2 per Level)
Mana: 320 (+40 per level)
Mana Regen: 1.3 (+0.12 per level)
Attack Speed: 140 (+1.4 per Level)
Physical Armor: 38 (+4.6 per Level)
Magical Armor: 30 (+1.4 per Level)
Physical Power: 45 (+3 per Level)
Movement Speed: 700
BAT: 1.15

Abilities:

Crown of Thorns [Passive]

Effect: Damaging Enemy Heroes applies Thorns to the enemy for 4s, additional applications refresh the duration.
Allied Heroes that damage an Enemy afflicted with Thorns deal an additional 10% of their damage as Bonus True Damage.

Acacia [Basic Attack]

Type: Melee
Effect: Melee basic attack dealing 45 (+30% Physical Power) Physical Damage and 6 (+1 per level)(+30% Physical Power) True Damage.

Royal Flourish [Primary]

CD: 12s
Cost: 30/35/40/45/50
Effect: Adele swings her sword around her, gaining 40% Movement Speed for the duration, dealing 5/12/19/26/33 (+50/58/66/74/82% Total Physical Power) Physical Damage to Enemies twice and Mesmerizing all Enemies hit for 1s. Adele then slams her sword, dealing 70/90/110/130/150 (+9% Bonus Health) True Damage to all Enemies in front of her.

Iron Rose [Secondary]

CD: 16/15.25/15.5/14.75/14s
Cost: 60
Effect: Adele equips her shield for 5s and summons a protective shield around her, this can be cast during other abilities. Adele’s hitbox is larger and she gains 20/22.5/25/27.5/30% (+4.5% Physical Armor)(+4.5% Magical Armor) Damage Reduction.
On cast Adele attaches a Thorned Vine to all nearby enemies within a 800u radius, dealing 7/9/11/13/15(+1% Bonus Health) True Damage every 0.5s for the duration. The Vine snaps if the Target is 1000u away from Adele.

Imperial Lash [Alternate]

CD: 12/11/10/9/8s
Cost: 40/45/50/55/60
Effect: Adele unfurls her sword 1300u in a straight line, dealing 45/80/115/150/185 (+50% Bonus Physical Power) True Damage to all Enemies it passes through. If Imperial Lash hits an Enemy Hero they are Rooted for 0.6s and Adele dashes to the hit Hero that is furthest away.

Queen’s Garden [Ultimate]

CD: 120/95/75s
Cost: 100
Effect: Adele performs a small leap, slamming the ground and summoning a large Thornbush at her location for 8s. Vines attach to all Enemies within the central section dealing 80/120/160 (+10% Bonus Health) Physical Damage, interrupting abilities, Rooting all Enemies for 0.75s and pulling flying Enemies to the ground.
Enemies inside the Thornbush are Slowed by 35% and take 4/7/10 True Damage for every 30u they move while within it.

Augments

Court of Roses [Augment]
- Relevant Ability: Iron Rose [Secondary]
- Type: Support
- Effect: When casting Iron Rose, apply the barrier to nearby Allies(2000u) for 4.5s, granting them 15% Damage Reduction and attaching Thorned Vines to nearby Enemies dealing 50% of the damage.
Seeds of Dominion [Augment]
- Relevant Ability: Imperial Lash [Alternate]
- Type: Engage
- Effect: Hitting an Enemy Hero with Imperial Lash reduces its Cooldown by 15% and spawns a Thornbush underneath the target for 4s. Enemies inside the Thornbush are Slowed by 10% for 1s and take 2/3.5/5/6.5/8 True Damage per 30u moved.
Tyrant of Thorns [Augment]
- Relevant Ability: Crown of Thorns [Passive] / Royal Flourish [Primary]
- Type: Offlane
- Effect: Adele can now trigger the Bonus Damage from Crown of Thorns at 200% effectiveness. Royal Flourish’s cooldown is reduced to 9/8.5/8/7.5/7s, provides 15% more Movespeed, but no longer Mesmerizes Enemies.

Daybreak V4

Can you believe our baby is already on V4? It feels like only yesterday we introduced it to the world!

V4 is definitely one of the biggest overhauls we’ve made to Daybreak so far. Your feedback has been incredibly helpful in shaping the map, and we hope you’ll enjoy the changes!

One of the biggest updates is that the map has been made exactly 13.58% smaller. This should improve rotation times, reduce travel time, and improve the overall flow of the map.

The jungle has once again been reworked for a better layout and smoother flow, and the placement of jungle entrances has been adjusted to enable better ganks - or help you avoid them. The placement of some camps has also been adjusted to make jungle clears more straightforward.

Additionally, the number of jungle camps has been reduced. This is a natural change following the map size decrease and reflects our desire to ensure junglers stay engaged with what’s happening in the lanes and around objectives.

To better support lower-mobility Heroes on the map, we’ve either removed or adjusted jump-over surfaces so all Heroes can take advantage of them.

We’re also adjusting the teleporters. Their location has been shifted slightly to ensure they remain a respectable distance away from the pit, rather than acting as a direct ride straight there.


Quests

Quests - our new system of daily, weekly, and monthly tasks - are coming to Predecessor in V1.13. This was one of the community’s most requested features, and we’re very excited to finally bring it to the game.

There will be several kinds of quests:

  • Daily tasks that reward XP
  • Weekly quests that reward Ion Cores
  • Monthly challenges that reward Quantum Cores

We hope quests will keep you coming back, giving you an exciting new way to earn more Cores and unlock cool rewards.

Zarus Plush

Our very first merch drop is here! We’ve partnered with Youtooz to create our very own Zarus plush, and you can pre-order it later today on the Youtooz website. Make sure to grab one if you want it - these are made to order, so once the pre-order window closes, they’re gone!


Uncapped Affinity

Hero Affinity is going all the way up to level 99! One of the most requested changes is finally here, and we’re thrilled to bring it to the game. Level 10 Affinity is no longer the limit, so jump into some matches with your main - or don’t - and watch that number climb.

Scoreboard

The scoreboard is also getting a refresh - just take a look at that image!

We’re hoping this sleek new design will deliver a better post-match experience, making it easier to quickly review stats and find exactly what you’re looking for.

Post Match Battle Pass Screen

The new scoreboard isn’t the only new thing coming to your post-match screen!

We’re also adding a Battle Pass view, making it easier to see exactly how much XP you’ve earned toward your Battle Pass. You’ll be able to check whether you unlocked a reward after the match, and if not, see how far away you are from your next reward across any Battle Passes you own.

Refer-a-Friend Competition

If you’ve recently referred a friend who reached level 5 in the game, you’re in the running to win our grand prize - a Secretlab gaming chair! The competition is open for a few more days, so there’s still time to enter - or increase your number of entries.

You can find more details about the competition here.


Store News

Skins

Shaman Grux [Epic]

What’s worse than Grux? A Grux with a divine blessing.

Musa Kwang [Epic]

To fight the darkness, you need to understand it.

Imperial Adele [Rare]

Her highness has immaculate style.


Bundles

Imperial Adele Bundle

  • Imperial Adele [Skin]
  • Marigold Imperial Adele [Skin Variant]
  • Iris Imperial Adele [Skin Variant]
  • Hemlock Imperial Adele [Skin Variant]
  • Poppy Imperial Adele [Skin Variant]
  • Lilac Imperial Adele [Skin Variant]
  • Bluebell Imperial Adele [Skin Variant]
  • Peace [Overhead Emote]
  • Flower Adele [Banner]
  • Flower Adele [Profile Icon]
  • Adele Premium Affinity
  • Adele [Hero]

Musa Kwang Bundle

  • Musa Kwang [Skin]
  • Topaz Musa Kwang [Skin Variant]
  • Sapphire Musa Kwang [Skin Variant]
  • Emerald Musa Kwang [Skin Variant]
  • Amethyst Musa Kwang [Skin Variant]
  • Ruby Musa Kwang [Skin Variant]
  • Pearl Musa Kwang [Skin Variant]
  • Edge [Overhead Emote]
  • Musa Kwang [Banner]
  • Musa Kwang Icon
  • Kwang [Hero]

Shaman Grux Bundle

  • Shaman Grux [Skin]
  • Quartz Shaman Grux [Skin Variant]
  • Emerald Shaman Grux [Skin Variant]
  • Onyx Shaman Grux [Skin Variant]
  • Shaman Grux [Banner]
  • Shaman Grux [Profile Icon]
  • Grux [Hero]

Adele Variant Bundle

  • Blue Queen of Thorns Adele [Skin Variant]
  • Green Queen of Thorns Adele [Skin Variant]
  • Red Queen of Thorns Adele [Skin Variant]
  • Yellow Queen of Thorns Adele [Skin Variant]
  • Blue Adele [Banner]
  • Blue Adele [Profile Icon]
  • Adele Premium Affinity
  • Adele [Hero]

Ink Undertow Gideon Bundle

  • Undertow Gideon [Skin]
  • Ink Undertow Gideon [Skin Variant]
  • Coral Undertow Gideon [Skin Variant]
  • Urchin Undertow Gideon [Skin Variant]
  • Foam Undertow Gideon [Skin Variant]
  • RIP [Spray]
  • Ink Undertow Gideon [Banner]
  • Ink Undertow Gideon [Profile Icon]
  • Gideon [Hero]

Ink Undertow Riktor Bundle

  • Undertow Riktor [Skin]
  • Ink Undertow Riktor [Skin Variant]
  • Kelp Undertow Riktor [Skin Variant]
  • Coral Undertow Riktor [Skin Variant]
  • Foam Undertow Riktor [Skin Variant]
  • Huh [Spray]
  • Ink Undertow Riktor [Banner]
  • Ink Undertow Riktor [Profile Icon]
  • Riktor [Hero]

Undertow Feng Mao Bundle

  • Undertow Feng Mao [Skin]
  • Ink Undertow Feng Mao [Skin Variant]
  • Coral Undertow Feng Mao [Skin Variant]
  • Foam Undertow Feng Mao [Skin Variant]
  • Sand Undertow Feng Mao [Skin Variant]
  • I’m ok [Spray]
  • Ink Undertow Feng Mao [Banner]
  • Ink Undertow Feng Mao [Profile Icon]
  • Feng Mao [Hero]

Quantum Core Changes

In this patch, we’re adding the new Gold Bones Undertow Opal skins for Gideon, Riktor, and Feng Mao, available exclusively through Quantum Cores. As part of this change, we’re updating Quantum Core drop rates to include these new Legendary Opal skins, bringing back Platinum drops, and improving Rare+ skin drop rates overall.

Currently on live Quantum Cores drop a Rare+ Skin every 5.2 Cores after the changes in 1.13 they will drop a Rare+ Skin every 4.3 Cores.

Drop Rate Changes - Quantum Cores

  • 300 Platinum increased from 0% to 4%
  • Uncommon Skins increased from 8% to 8.4%
  • Rare Skins increased from 11% to 14%
  • Epic Skins increased from 5% to 6%
  • Opal Rare Skins decreased from 1.4% to 0.9%
  • Opal Epic Skins increased from 0.6% to 0.7%
  • Opal Legendary Skins increased from 0% to 0.5%
  • Banners decreased from 11.5% down to 10%
  • Icons decreased from 11.5% down to 10%
  • Sprays decreased from 15.5% down to 13.5%
  • Overhead Emotes decreased from 15.5% down to 13.5%
  • Quantum Cores decreased from 5.5% down to 4%

Toxicity Reporting Upgrade

To help us assess and act on player reports more accurately, we’re introducing additional report reasons that you can select when reporting a player. Please make sure you’re reporting others accurately so we can take the most appropriate action.

Balance Changes: Heroes

Akeron is currently overperforming in the Offlane, specifically when he maxes out his Hellfire, with the combination of damage and his innate durability allowing him to bully out various matchups too early in the match. Likewise the uptime and raw value of devouring a target with Consume is on the high end, compounding his strength. Adjustments to both are needed to bring him back into parity.

Hellfire [Primary]:
- Damage decreased from 15/28/41/54/67 to 15/26/37/48/59.
- Magical Power Scaling decreased from 20% to 18%.
- Cooldown increased from 14/13/12/11/10 to 14/13.25/12.5/11.75/11.
Consume [Ultimate]:
- Health on Execute decreased from 100/150/200 to 100/125/150.
- Cooldown increased from 120/100/80 to 130/110/90.

While Aurora’s damage potential has fallen to more appropriate levels, her general durability and disruptive uptime makes her difficult to catch out and deal with appropriately, even if she over extends. We’re once again nudging down her values in various areas to give her opponents a little extra breathing room between ability rotations, and a better chance at fighting back against her.

General:
- Health Growth decreased from 113 to 109.
- Physical Armor decreased from 34 to 33.
Boreal Sweep [Alternate]:
- Explosion Magical Power Scaling decreased from 70% to 65%.
Hoarfrost [Secondary]:
- Cooldown increased from 12/11.5/11/10/10.5 /10 to 13/12.5/12/11.5/11.
Cryoseism [Ultimate]:
- Cooldown increased from 130/110/90 to 135/120/105.

As mentioned in a prior update, Boris has been creeping up in the power rankings now that the more extreme outliers are settling into a more appropriate spot. Given we don’t want to diminish his mauling capabilities too much (that’s kinda what bears do, y’know?), we’re reducing his general efficacy to ensure he doesn’t stat check opponents as easily, especially in the early game where he is fond or running at Objectives on cooldown, leaving his opponents little room for response unless they are coordinating well together.

Savage Shred [Augment]:
- Physical Armor Shred decreased from 40% to 35%.
Bolster Bearicade [Augment]:
- Bonus Armors decreased from 18% to 15%.
General:
- Physical Power Growth decreased from 3.8 to 3.3.
Tesseract Device [Passive]:
- Attack Speed per Canister decreased from 11%/14%/17%/20% to 9%/12%/15%/18%.
- Monster Healing Modifier decreased from 30% to 25%.
- Core Healing decreased from 4-24.4 (+1.2 per Level) to 4-21 (+1 per Level)
Detection Protocol [Primary]:
- Cooldown decreased from 50 to 50/46/42/38/34.
Primeval Roar [Secondary]:
- Damage Reduction decreased from 24%/28%/32%/26%/40% to 20%/24%/28%/32%/36%.

While Countess tends to scale reasonably well once a few items come online, she can often feel as if she lacks too much impact before that point. As a result she’s receiving a boost to her early/mid-game capabilities, better allowing her to spike and contend with other Heroes at key moments, such as Level 6 and 9.

General:
- Health Growth increased from 108 to 111.
Eventide [Secondary]:
- Damage increased from 100/140/180/220/260 to 100/145/190/235/280.
Feast [Ultimate]:
- Damage increased from 125/175/225 to 150/200/250.
- Max Health Damage increased from 4% to 5%.

The previous round of changes to Crunch provided a resurgence of excitement and interest for Crunch, while also helping his power level return to a desirable level. However, there’s still some room to grant him a little extra punch to his crunch, as he can still struggle to find success in specific matchups he should be well-suited to, and continues to underperform in the Jungle role especially.

Combo Crunch [Augment]:
- Attack Speed increased from 5% to 6%
- Max Stacks decreased from 6 to 5.
Lunge Crunch [Augment]:
- Dash Range increased from 10% to 15%.
General:
- Health Growth increased from 113 to 115.
Left Crunch [Primary]:
- Empowered Total Physical Power Scaling increased from 120%/126%/132%/136%/144% to 120%/128%/136%/144%/152%.
Right Crunch [Secondary]:
- Damage increased from 60/85/110/135/160 to 60/90/120/150/180.

Drongo is receiving a small set of changes that will help open up some alternative build paths, with his Smog Therapy and Old Rusty receiving some small adjustments that will better incentivise investment into them as stylistic mixups, rather than Drongo enjoyers feeling like Rad Rounds maxing is the only viable path.

Smog Therapy [Augment]:
- Healing decreased from 60/105/150/195/240 to 10/55/100/145/190.
- Scaling changed from 120% Bonus Physical Power to 105% Total Physical Power
Old Rusty [Alternate]:
- Slow increased from 30% to 30%/32.5%/35%/37.5%/40%.
- Magical Power Scaling increased from 40% to 45%.

Similar to what happened to her post-release, Eden has been finding more success lately due to her natural counters such as Kallari and Khaimera receiving power reductions over the previous few balance passes. As a result, alongside the emergence of some unique speed-focused builds with Kinetic Waltz, there are less Heroes keeping her in check which has resulted in a general boon to her success. As a result, we’re trimming out some power across her kit, reducing her early-game strength with damage adjustments to make her a little more manageable in lane, while also targeting her general Melee Stance sustain to reduce how oppressive she can feel when she has secured a lead.

Kinetic Waltz [Augment]:
- Cooldown Reduction decreased from 40% to 35%.
- Movement Speed decreased from 50% to 40%.
General:
- Physical Power decreased from 58 to 55.
Tachyon Lance [Ranged - Primary]:
- Cooldown increased from 13/11/9/7/5 to 13/11.25/9.5/7.75/6.
Zero Shift [Secondary]:
- Melee Stance Healing decreased from 6%/11%/16%/21%/26% to 6%/10%/14%/18%/22%.
Sidewind [Ranged - Alternate]:
- Damage decreased from 75/105/135/165/195 to 70/100/130/160/190.

An error with Gadget’s Speed Gate cooldown values occurred in the transition to v1.12, resulting in her receiving the incorrect value. This has now been resolved.

Speed Gate [Secondary]:
- [Bugfix] Cooldown corrected from 20/18/16/15/14 to 20/18.5/17/15.5/14.

Given his late-game presence and general sticking power, Greystone early-game is a tad too stoic and stable, leading to him feeling overly difficult to keep down before he reaches a critical, unkillable mass. Some small adjustments to his laning strength are occurring, better allowing Bruisers to disrupt his scaling in the early-game.

General:
- Physical Armor decreased from 34 to 32.
- Health Regen decreased from 1.7 to 1.5.
Make Way [Primary]:
- Physical Armor Shred Duration decreased from 5s to 4s.

Grim’s Displacement Blast is currently one of the hardest hitting abilities in the game, and given his strong late-game impact and DPS output, it allows him to dominate too many matchups and transition to the later stages of a matchup too easily. As a result we’re taking a healthy chunk out of its Level 9+ damage, and offsetting it slightly with boosts to his Magical Power Scaling to ensure the bomba-Grim enjoyers of the world are not overly impacted by this loss of strength.

Displacement Blast [Primary]:
- Damage changed from 25/75/125/175/225 to 30/75/120/165/210.
- Total Physical Power Scaling decreased from 125% to 105%.
- Magical Power Scaling increased from 90% to 100%.

For this pass, we are once again speeding up Howitzer’s R2000 Missile charge rate, with the hope of hitting a more enjoyable middleground for players that provides a healthier mix or intent and hovering versatility for the User, while still remaining readable for the opponent. While there is some additional work that remains to be done that should increase the general feel and reliability of the ability as it can be unintuitive to aim, the charge time adjustments should be a meaningful step in making the ability more enjoyable to use.

R2000 Missile [Primary]:
- Max Charge Time decreased from 0.8s to 0.6s.

Kallari continues to overly excel in the average match and is in need of further adjustments. For this pass she is receiving a general reduction power across her kit, trimming out some of her excess damage potential that typically occurs in the mid game to better ensure that she must execute her loop accurately in order to find success, rather than being able to rely on Basic Attacks and Death Mark as easily to bridge the damage gap should she miss an ability.

Death Mark [Passive]:
- Missing Health Damage Bonus Physical Power Scaling decreased from 3% to 2.5%.
Plasteel Swords [Basic Attack]:
- Bonus Physical Power Scaling decreased from 85% to 80%.
Shadow Walk [Primary]:
- Cooldown increased from 12/10.5/9/7.5/6 to 14/12/10/8/6.
Shadow Dance [Secondary]:
- Bonus Physical Power Scaling decreased from 55% to 50%.
- Cooldown increased from 16/15/14/13/12 to 17/16/15/14/13.

We missed Khaimera when doing our pass in v1.12 that made various Hero Ultimates actually go on cooldown if interrupted. This has now been resolved.

Cull [Ultimate]:
- Now correctly goes on cooldown if the ability’s cast is interrupted.

The last round of adjustments help bring Kwang back into contention with the general Offlane and Jungle pool while reducing some of his excess burst damage capabilities in the earlier stages of the game. Despite this, we still believe there is room to give him a touch more power, especially in the early-game Mana department.

General:
- Attack Speed Growth increased from 1.2 to 1.4.
- Physical Armor Growth increased from 4.1 to 4.35.
- Mana Growth increased from 48 to 52.
Surge Of The Heaves [Secondary]:
- Damage increased from 60/80/100/120/140 to 60/85/110/135/160.
- Magical Power Scaling increased from 40% to 45%.
Light Of The Heavens [Alternate]:
- Mana Cost decreased from 75 to 70.
Fury Of The Heaves [Ultimate]:
- Cooldown changed from 130/100/70 to 120/100/80.

The last round of changes to Maco helped reduce him from a “must-pick”, and thereby allowing for further diversity in the Support role. Despite this, Maco continues to feel too oppressive in specific areas, such as the amount of burst damage and durability he is capable of despite possessing incredible disruption and roaming tools, or his strength in the Offlane when he opts into specific builds. Once again we’re trimming down this excess to ensure that Maco still remains satisfying to pilot, but that he is not overly proficient in as many areas.

Ferocious Flight [Augment]:
- Additional Shield decreased from 30/50/70/90/110 to 20/40/60/80/100
- Additional Shield Magical Power Scaling decreased from 12.5% to 10%.
- Additional Shield Max Health Scaling decreased from 1.5% to 1.25%.
General:
- Health Growth decreased from 109 to 106.
- Attack Speed increased from 115 to 120.
- Basic Attack Time increased from 1.2 to 1.3.
Maco Fly! [Secondary]:
- Damage Magical Power Scaling decreased from 75% to 70%.
- Shield Max Health Scaling decreased from 6.5% to 5.5%.
Maco Strike [Ultimate]:
- Explosion Damage decreased from 110/180/250 to 110/170/230.
- Explosion Magical Power Scaling decreased from 55% to 50%.

Murdock has been one of the most consistent Heroes among the Carry pool thanks to his general versatility and incredible damage output. Currently he’s hitting a little too hard relative to other Heroes once the mid/late-game rolls around, and given his global map presence and general safety, this damage output is not appropriate to the lack of risk he takes throughout a match relative to the likes of Eden and Sparrow. As a result, we’re reducing his Basic Attack Scaling to reflect his strength as a more generalist, control Carry.

The Enforcer [Basic Attack]:
- Bonus Physical Power Scaling decreased from 90% to 85%.

Muriel is receiving a smaller set of changes this pass, with changes primarily focused around reducing her general uptime and potency. In the case of Reversal of Fortune, it is receiving a cooldown hit to ensure it is not as freely usable in the later stages of a match as this is where Muriel can begin to splitpush and the windows of downtime and punishment are currently too minimal; and for Consecrated Ground, the value of its damage and healing in the early lane is slightly too high, making it overly difficult for many Melee Supports to fight into her zones. Finally, we’ve adjusted the Animation Speed of Serenity in order to make the Ability a little more intuitive to fire and hit which should help many players have a more enjoyable and consistent experience.

Consecrated Ground [Primary]:
- Damage decreased from 100/130/160/190/220 to 90/120/150/180/210.
- Healing decreased from 70/90/110/130/150 to 60/80/100/120/140.
Serenity [Alternate]:
- Animation Speed decreased from 1.4x to 1.25x.
Reversal Of Fortune [Ultimate]:
- Cooldown increased from 160/140/120 to 160/145/130.

Narbash is receiving a sweeping set of changes, with the goal of further improving his rough edges to make him more satisfying to play. On the Thunk front, he is receiving a reduction in the Thunk knock-back in order to reduce how much it feels like a negative when using it aggressively, while also increasing its Stun duration to give it adequate impact. Likewise, we have adjusted Crash Bang Boom’s Slow Duration, meaning it will no longer immediately fall off when an Enemy gets outside its range, and therefore make achieving the Mesmerize condition far more consistent. Finally, we’re once again reducing the cooldown of Song Of My People, better allowing high APM Narbash enjoyers to easily toggle between their stances and play at the pace they desire. Alongside the other general balance adjustments, these changes should hopefully have Narbash feeling more consistent and enjoyable to operate, and we will continue to keep an eye on him moving forward in case more work is needed.

General:
- Health Growth increased from 110 to 114.
War Anthem [Augment]:
- Bonus Physical Power increased from 5%/7.5%/10%/12.5%/15% to 8%/10%/12%/14%/16%.
Song Of My People [Secondary]:
- [Bugfix] Fixed an issue where the ability could cease to function if Narbash died before unlocking it.
- Cooldown decreased from 1.4 to 1.
Thunk [Alternate]:
- Bonus Physical Power Scaling increased from 90% to 100%
- Magical Power Scaling increased from 75% to 80%.
- Stun Duration increased from 1s/1.05s/1.1s/1.15s/1.2s to 1.1s/1.15s/1.2s/1.25s/1.3s.
- Knockback Distance decreased from 250u to 225u.
Crash Bang Boom [Ultimate]:
- Slow Duration increased from 0.5s to 2s.

Now that some time has passed since N3on’s addition to the Predecessor roster, we have seen many players reach a level of mastery with her that allows them to utilize her full potential. As a result, she is now in a position where we can pull back on some of the general burst potential and uptime she has, with L.I.N.X specifically taking a bigger hit as the consistency changes to the ability in v1.12.4 made the ability much more reliable to use and we now see players too easily 1-shotting down their targets once N3on acquires a couple of items.

General:
- Mana Growth increased from 28 to 31.
L.I.N.X [Primary]:
- Magical Power Scaling decreased from 47.5% to 42.5%.
- Return Damage Magical Power Scaling decreased from 47.5% to 42.5%.
- Pulse Damage Magical Power Scaling decreased from 47.5% to 42.5%.
Final Thread [Ultimate]:
- Cooldown increased from 120/100/80 to 120/105/90.

Phase is receiving a smaller set of changes to ensure her general capabilities are not too powerful relative to the rest of the roster, especially as she acts as a harder counter in various matchup scenarios where the safety she offers can too effectively stonewall incoming aggression.

General:
- Health Growth decreased from 112 to 110.
Telekinetic Link [Alternate]:
- Time before Link breaks at Max Range decreased from 1.3s to 1s.
Hyperflux [Ultimate]:
- Attack Speed decreased from 55%/80%/105% to 50%/75%/100%.

The previous round of adjustments to Rampage were successful in reducing his general damage output and oppressiveness as the strength was primarily coming from his Rumbling and Tiny Titan Augments. Now that they are in a more appropriate place, we’re targeting the removal of some further damage within his kit. This better positions him more accurately as a frontline menace while ensuring he does not have much backline threat given said durability.

Rumble [Secondary]:
- Health to Physical Power decreased from 2%/2.5%/3%/3.5%/4% to 1.5%/2%/2.5%/3%/3.5%.

Since v1.12, Revenant has been suffering from a bug where his Critical Strikes were dealing less damage than intended. This has now been resolved which will provide him with a meaningful bump in damage. Due to this, while the fix will result in a net-increase in power, as a precaution, we are undoing the previous increase to his Physical Power Growth to slightly offset some of this new strength and will keep an eye on him moving forward.

General:
- Physical Power Growth decreased from 3.8 to 3.4
- [Bugfix] Fixed an issue where Revenant was dealing 10% less Critical Strike Damage than intended.
Reckoning:
- [Bugfix] Fixed an issue where Revenant would not correctly Cleanse Gideon’s Cosmic Power Tether upon entering the Nether Realm.

Riktor has largely fallen out of contention within the Support Role as he typically feels too fragile to position aggressively in the early lane, too immobile to roam the map appropriately, and is not adequately rewarded when landing a Riplash in lane (especially with the air control changes making hooks more difficult to land), often losing out on the back end of trades despite hitting a full combo. To help bring him back into contention as a respected Support threat, we’re granting him a range of increases across his kit that will help resolve these issues and allow him to feel more autonomous and impactful throughout a match.

General:
- Health increased from 660 to 675.
- Movement Speed increased from 690 to 700.
- Cleave increased from 20% to 25%.
Electrocute [Secondary]:
- Damage increased from 50/80/110/140/170 to 60/95/130/165/200.
- Shield Max Health Scaling increased from 8%/10%/12%/14%/16% to 9%/11%/13%/15%/17%.
- Movement Speed increased from 5%/6%/7%/8%/9% to 6%/7%/8%/9%/10%.
Riplash [Alternate]:
- Damage increased from 10/45/80/115/150 to 10/50/90/130/170.
- Max Health Damage increased from 9% to 10%.
Skewer [Ultimate]:
- Suppression Duration increased from 1.25s to 1.3s.

Serath is one of the few remaining Heroes that feels a little left behind since the v1.12 update. Despite possessing incredible damage output, her general fragility and “all or nothing” nature leads to a playstyle that is frustrating to both operate, and be on the receiving end of, as many combat encounters resolve extremely quickly with either herself or her target being slain. Given this, we’re shifting around Serath’s values a bit, granting her increased durability, utility and uptime across her base kit. In return, we’re reducing some of the excess damage from Heresy. The combination of these changes will have Serath feeling more functional in duels and teamfights, but will offer her opponents more room to respond as they will not be melting as quickly in specific mid/late-game all-in scenarios.

Wrath Unleashed [Augment]:
- Bonus Attack Speed increased from 0.5% to 0.75%.
General:
- Health Growth increased from 108 to 112.
- Health Regen Growth increased from 0.18 to 0.2.
- Physical Armor Growth increased from 3.8 to 4.
- Mana Growth increased from 44 to 48.
Heaven’s Fury [Primary]:
- Cooldown decreased from 17/16.5/16/15.5/15 to 16/15.5/15/14.5/14.
Ascend [Secondary]:
- Cooldown decreased from 20/18.5/17/15.5/14 to 15/14.5/14/13.5/13.
Chastise [Alternate]:
- Damage increased from 70/90/110/130/150 to 80/110/140/170/200.
- Slow increased from 35% to 40%.
- Slow Duration increased from 0.75s to 1.25s.
Heresy [Ultimate]:
- Burn DoT Damage decreased from 25/45/65 to 22/41/60.
- Burn DoT Bonus Physical Power Scaling Decreased from 35% to 30%.

With the introduction of Stealth into her base kit in v1.12 that freed up her Augment options, Sparrow’s general consistency and consistent DPS output results in her being a staple within the Carry role that has far less fragility and weaknesses than before. Due to this, we’re trimming back some of the excess damage she is capable of to ensure her general output is more in line with her newfound versatility.

Sun Shards [Augment]:
- Total Physical Power Scaling decreased from 25% to 20%.
Heightened Senses [Secondary]:
- Total Physical Power Scaling decreased from 25% to 20%.

Steel is receiving some smaller adjustments aimed at two things: For starters, we’re reducing the general durability he possesses in the early-lane, better allowing him to be poked out and pressured in the Duo Lane especially. On the flip side, we are adjusting the damage weights of Shield Bash to make Steel feel more functional in the Offlane/Jungle roles, making it more effective against higher health targets so that he can continue to posture for priority in various matchups, but roughly the same overall damage when damaging lower health, squishy targets.

General:
- Physical Armor decreased from 38 to 35.
- Health Regen Growth decreased from 0.25 to 0.22.
Shield Bash [Alternate]:
- Damage decreased from 50/85/120/155/190 to 35/65/95/125/155.
- Max Health Damage increased from 3%/3.5%/4%/4.5%/5% to 5%/5.5%/6%/6.5%/7%.

Despite having a high theoretical damage output, the inconsistency present within TwinBlast’s ability-set results in him slightly lagging behind other Carries. Due to this unreliability, we’re once again bolstering his cooldown uptime and general strength across his arsenal, better allowing him to feel functional against a variety of foes and for each element of his Kit to feel impactful.

General:
- Physical Power Growth increased from 4 to 4.3.
- Mana Growth increased from 45 to 48.
Vaporize [Primary]:
- Cooldown decreased from 12/10.5/9/7.5/6 to 11.5/10/8.5/7/5.5.
Rocket Dash [Secondary]:
- Cooldown Refund On Hero Hit increased from 7%/8%/9%/10%/11% to 8%/9%/10%/11%/12%.
- Cooldown Refund On Non-Hero Hit increased from 2.8%/3.2%/3.6%/4%/4.4% to 3.2%/3.6%/4%/4.4%/4.8%.
Vortex Grenade [Alternate]:
- Total Physical Power Scaling increased from 30% to 35%.
- Slow Duration increased from 0.6 to 0.75s.

Wraith is receiving a more subtle set of changes that will help improve his early-game laning experience, with adjustments to his Knock, Knock that will improve the number of opportunities he has to pop marks across a wave or commit to back to back snipes, as well as redistributing some of the damage of Peekaboo’s Mark into the upfront hit to provide more general value. In return for this increase to early-game usability and autonomy, we’re trimming back some of the Mana Refund to ensure he cannot resort to passive play as easily, while also reducing some of the Mark Damage which can become excessive in the late-game.

Peekaboo! [Primary]:
- Damage increased from 20/35/50/65/80 to 40/60/80/100/120.
- Magical Power Scaling increased from 55% to 60%.
- Mark Max Health Damage decreased from 8%/8.5%/9%/9.5%/10% to 6.5%/7%/7.5%/8%/8.5%.
Knock, Knock! [Alternate]:
- Damage increased from 15/30/45/60/75 to 20/35/50/65/80.
- Magical Power Scaling increased from 80% to 85%.
- Mana Refund decreased from 40% to 35%.
- Cooldown Refund increased from 65% to 70%.
- Cooldown decreased from 11/10/9/8/7 to 10/9.25/8.5/7.75/7.

Yurei’s ability to dominate a match in the first 10-15 minutes thanks to her high early-game damage currently makes her too reliable of a threat, especially in the hands of players that have mastered her. Likewise, she is currently able to exert too much pressure in Offlane matchups thanks to her Ephemeral Surge offering a consistent source of Mana Restore that leaves her opponents little room to duel her. Due to these factors, we are reducing her general Mana efficiency and damage output, better ensuring she must work adequately hard to achieve her win-conditions and find success in fights.

Ephemeral Surge [Augment]:
- Mana Restore decreased from 5% to 3%.
Anima Burst [Primary]:
- Healing Bonus Physical Power Scaling decreased from 80% to 75%.
- Missing Health Increased Healing Modifier decreased from 60% to 50%.
Severance [Secondary]:
- Damage decreased from 60/95/130/165/200 to 60/90/120/150/180.
- Bonus Physical Power Scaling decreased from 110% to 105%.
Whispering Echoes [Alternate]:
- Mana Cost increased from 30 to 35.

Since the change to Zarus’ Evade that granted it some additional verticality, Zarus has emerged as one of the most well-rounded combatants in the roster. Despite his versatility and generalist nature, he continues to excel in too many areas and is in need of further adjustments to his cooldown uptime and general durability to ensure he is more adequately in the middle of the pack.

The Ascended [Augment]:
- Health per Minute decreased from 6 to 5.
General:
- Health decreased from 690 to 675.
- Health Growth decreased from 113 to 111.
- Attack Speed Growth decreased from 1.8 to 1.35.
- Mana Growth increased from 40 to 44.
Evade [Secondary]:
- Cooldown increased from 13/12.25/11.5/10.75/10 to 15/14/13/12/11.
Coliseum [Ultimate]:
- Cooldown increased from 140/120/100 to 140/125/110.

Despite the larger v1.12 outliers now settling down, Zinx still hasn't quite found her footing within the Support role and is in need of an extra bump to push her back up as a contender in the role. For this pass, we’re increasing the general consistency and uptime of Ricochet, making it more satisfying to use, alongside providing her with slightly greater lane threat and healing capabilities, better allowing her to reach a level of impact and autonomy in a match that is reflective of other Supports.

General:
- Movement Speed increased from 660 to 665.
Ricochet [Primary]:
- Cooldown decreased from 18/17.5/17/16.5/16 to 16/15.5/15/14.5/14.
- Projectile Speed increased from 3250 to 3500.
- Projectile Radius increased from 60 to 65.
- [QoL] Projectile VFX Size increased by 15%.
- [QoL] Cast Frame increased from 6 to 6.5.
Bad Medicine [Secondary]:
- Impact Damage increased from 35/55/75/95/115 to 45/65/85/105/125.
- Impact Magical Power Scaling increased from 35% to 40%.
Infuse [Alternate]:
- Healing increased from 65/90/115/140/165 to 65/95/125/155/185.

Item Balance Changes

Item Changes Overview

Various items are seeing Pricing and minor stat adjustments to create additional differentiation in price points between items, especially in the case of more “techy” options such as Dreambinder, and thereby allowing builds to be a little more versatile and variable should players want to dip into a cheaper item for their effects and get their builds online earlier, often in exchange for less overall potency - be that stats or effects. If you see an Item without context notes, you can assume it is related to this.

Crests

Exodus is receiving an improvement to its cooldown, better allowing it to be taken as a technical pick-up in various matchups and team compositions and compete with the likes of Pacifier and Liberator.

- Cooldown decreased from 120 to 100.
Gravitum has seen a surge in popularity now that Player’s have better realised the value its effect can have within fights and in dealing with specific Heroes. Now that it is more broadly appreciated, it is in need of tuning down to feel less oppressive.

- Polarity Blast Ground Duration decreased from 2.5s to 2s.
- Cooldown increased from 90s to 100s.
Obelisk can feel overly difficult to stack up as the match accelerates into the mid/late-game and is receiving a bump to its cooldown to better allow it to compete for its slot within builds.

- Cooldown decreased from 15 to 12.
Tempest is often overshadowed by Winter’s Fury due to the comparable output of their effects. To create slightly more differentiation, we’re granting back some of the previously lost Healing to Tempest, better allowing it to serve as the more durable option when players are choosing between the 2.

- Overcharge Healing increased from 30% to 35%.
Silentium currently shuts down too many proactive plays and contributes to unnecessary burst scenarios. As a result, it is receiving a reduction in both its damage and Silence Duration.

- Muzzle Damage decreased from 150 to 100.
- Muzzle Silence Duration decreased from 1s to 0.75s.

Tier 2

Both Alchemical Rod and Azure Core currently offer too much band for their buck in the Magical Power department, making them too comparable and homogenous with the damage-heavy options. As a result, we’re dropping the amount of power Font’s effect provides.

- Font Bonus Mana to Magical Power decreased from 4% to 3.5%.

Carry

- Cost decreased from 3100 to 2950.
- Menace Max Stacks decreased from 6 to 5.
Equinox’s Shielding effect is currently providing Carries with too much surplus durability, making them live in scenarios they rightfully should have died, with many users opting to purchase it within the 3rd slot of builds due to its overall strength.

-Cost decreased from 3000 to 2950.
- Adamance Shield decreased from 400-750 to 350-650.
- Cost decreased from 2800 to 2750.
- Cost decreased from 2800 to 2750.
Scattershot’s general uptime on Heroes such as Eden that can proc it repeatedly leads to it being overly powerful on these specific users. An increase to its cooldown is occurring to bring greater parity between users, regardless of their attack rate.
- Scatter Cooldown increased from 0.5s to 0.65s.

Assassin

- Cost decreased from 3000 to 2900.
- Cost decreased from 2900 to 2850.
- Health decreased from 275 to 250
A shift in stat profile for Deathstalker, better solidifying it as a Pen-heavy option that can curve into a capstone in the later stages of a match.

- Physical Penetration increased from 5 to 7.
- Attack Speed decreased from 25% to 20%

Fighter

Basilisk is currently over performing on various Heroes, offering too strong of an overall stat package. A reduction in Health is occurring to ensure there is a more adequate damage:durability ratio on offer.

- Health decreased from 300 to 275.
- Cost decreased from 3100 to 3000.
- Physical Power decreased from 40 to 35.
- Health increased from 250 to 300
With the increase to air control in v1.12, Gaia Greaves has become an even more oppressive pick-up for a broad range of Heroes and Roles thanks to its strong roaming effects and respectable stat profile. For this pass we’re removing the Tenacity aspect of the item, as well as trimming down the Movement Speed and Jump Height it offers, better ensuring there it is not as catch-all of an item and that other’s can be considered in its place, especially various Bruisers such as Zarus who can become overly mobile and elusive when equipped with them.

- Cost decreased from 2900 to 2800.
- 15% Tenacity Removed
- Recipe changed: Vigorous Beads + Gilded Pendant + 500g
- Tremor Movement Speed decreased from 50 to 40.
- Unburden Jump Height decreased from 75% to 65%.
Mutilator has largely fallen out of favour in recent updates, with its high price point and lower potency damage effect making it unable to serve as an adequate pick-up to various bulky Heroes in the earlier stages of a match. A bump to its damage and cost-effectiveness is needed to bring it back into contention.

- Cost decreased from 3200 to 3150.
- Devour Mutilate Multiplier increased from 2.5x to 3x.
Tainted Blade currently provides too much value as a general pick-up, especially in the earlier stages of a match. Given it’s strong application as a Blight item, we want to ensure it is a little less generically valuable and more appropriately specialised, while also not being as easily poachable by Heroes outside of the Bruiser class. As a result, we are reducing the amount of Ability Haste it offers.

- Ability Haste decreased from 15 to 10.
- Cost decreased from 3000 to 2850.
- Health decreased from 350 to 300.
Volcanica is one of the Items receiving a Price and Stat adjustment, further opening it up as a “tech” buy that can easily be slotted into builds. In this particular case, due to the general strength of its effect, we are also shifting its stat profile slightly to ensure that when it is picked up there is an adequate damage trade-off, making it less desirable on Assassins and those Heroes that rely on larger Physical Power thresholds to achieve damage breakpoints.

- Cost decreased from 2850 to 2750.
- Physical Power decreased from 35 to 30.
- Health increased from 275 to 300.
- Cost decreased from 3000 to 2900.

Mage

- Cost decreased from 2950 to 2850.
- Magical Power decreased from 80 to 75.
Both Alchemical Rod and Azure Core currently offer too much band for their buck in the Magical Power department, making them too comparable and homogenous with the damage-heavy options. As a result, we’re dropping the amount of power Font’s effect provides.

-Font Bonus Mana to Magical Power decreased from 4% to 3.5%.
- Cost decreased from 2800 to 2650.
- Magical Power decreased from 85 to 75.
- Cost decreased from 3000 to 2900.
- Magical Power decreased from 85 to 75.
- Cost decreased from 3000 to 2800.
- Twilight Sonata Magical Power decreased from 3 to 2.5.
Noxia was suffering from a rather nasty bug that resulted in it dealing less damage than intended to high-health targets as it was using the Owner’s Max Health for its damage calculation, and not the Target’s. This has now been resolved, and should have the item feeling far more impactful and specialised at dealing with those chonky Sevarogs and Rampages.

- [Bugfix] Fixed an issue where Dark Matter was calculating its damage off the Owner’s Max Health, not the Target.
- Cost decreased from 3000 to 2850
- Magical Power decreased from 80 to 75.
- Cost decreased from 3100 to 3000.
- Cost decreased from 3000 to 2900.
- Magical Power decreased from 75 to 70.
- Magical Armor increased from 35 to 40.
Similar to Tained Blade, Tainted Scepter is currently providing slightly too much value as a first-buy relative to other options. As a result, we are shifting Malice’s effect damage to be a touch more backloaded, meaning it is less potent on the first-buy before recovering to its previous damage at around the 250 Magical Power Mark.

- Malice Damage decreased from 2 to 1.5.
- Malice Magical Power Scaling increased from 0.8% to 1%.

Support:

- Cost decreased from 2450 to 2400.
- Cost decreased from 2400 to 2300.
- Health decreased from 250 to 225.
- Crusader Attack Speed decreased from 35% to 30%.
Despite being intended as a more specialised, anti-magical burst pick-up for Enchanters that is worth considering in the later stages of a match, Devotion is currently providing too much raw value in the early stages of a match and is in need of tuning down.

- Fidelity Bonus Heal & Shield Power decreased from 12% to 10%.
- Mystica Magic Damage Threshold increased from 120 to 150.
- Cost decreased from 2500 to 2400.
- Health decreased from 250 to 225.
- Cost decreased from 2500 to 2450.
- Cost decreased from 2500 to 2350.
- Health decreased from 350 to 300.
- Cost decreased from 2550 to 2500.
- Cost decreased from 2500 to 2450.
- Magical Power decreased from 50 to 45.
- Cost decreased from 2500 to 2400.
- Recipe Changed: Mystic Cane + Codex + Pendant + 750g
- Cost decreased from 2500 to 2350.
- Health decreased from 375 to 350.
- Magical Power decreased from 50 to 45.
- Cost decreased from 2300 to 2250.
- Cost decreased from 2400 to 2350.
Warp Stream particularly is receiving a larger Cost reduction, not only separating it from the other Class’ Items as with the majority of other Support items, but better allowing it to be picked up as a “tech” option by non-supports that are looking for a boost to their engagement capabilities.

- Cost decreased from 2400 to 2200.
- Health decreased from 500 to 400.
- Ability Haste decreased from 12 to 10.
- Cost decreased from 2450 to 2350.
- Magical Power decreased from 50 to 45.
- Cost decreased from 2550 to 2450
- Cost decreased from 2400 to 2300.
- Cost decreased from 2500 to 2450.
- Magical Armor increased from 20 to 25.
- Xenos Guard Activation Radius increased from 170u to 200u.

Tank

Crystalline Cuirass is receiving some flat Movement Speed, better complementing and signalling the nature of its Passive effect, while also further differentiating and exaggerating its use-cases relative to the other Magical Armor options such as Unbroken Will and Void Helm.

- 3% Movement Speed added.
Fist is receiving a bump to its damage to better enable it as an aggressive dueling option for a wider range of Tanks and Bruisers, rather than existing as a “Sevarog only” pick up. With this increase in dueling damage, we’re reducing its healing to be on parity with its former value, while also reducing the strength of Minion Crusher to ensure that it is not offering too much catch–all effectiveness when combining 1v1 strength with wave clear.

- Razuul’s Might Damage Max Health Scaling increased from 2.5% to 3%.
- Razuul’s Might Healing decreased from 80% to 65%.
- Minion Crusher Minion Damage decreased from 30% to 25%.
- Cost decreased from 3000 to 2900.
With the reduction in costs to various other items creating more variable spikes and opportunity costs in greeding for more expensive options, Raiment now has space to receive an injection of Health and Tenacity that will better allow it to function in a variety of bulky builds as the premier Health pick-up.

- Health increased from 600 to 700.
- Tenacity increased from 10% to 15%.

Bug Fixes

  • Fixed a bug that would occasionally prevent match results (VP gain/loss, match history entries) from saving.
  • Fixed an issue where Recall Animations would break when Skipping time in Replays.
  • Fixed an issue where Zarus could gain more stats than intended from Coliseum.
  • Fixed an issue where various Heroes could reach unintended Out Of Bounds areas in the Offlane.
  • Fixed an issue where the Augments Selection transition could be ungraceful in the ARAM mode.
  • Fixed an issue where Lt. Belica would become taller when swapping Skin Variants in the Heroes Tab.
  • Fixed an issue where Narbash’s Head would appear below him after Recalling when using his Bash-O-Lantern Skin.
  • Fixed an issue where Loot Core breadcrumb notifications could become permanently stuck when quickly purchasing and opening a Core.
  • Fixed an issue where specific Users Types could receive an error when switching applications while within the Build Browser.
  • Fixed an issue where the Wrath of the Ascended Battlepass would display a blank background for Xbox Users.
  • Fixed an issue where the Settings Menu was incorrectly using a N3on Background image.
  • Fixed an issue where Sevarog’s Colossal Blow would incorrectly plays it’s VO while Targeting.
  • Fixed an issue where Matchmaking Ban Text could overlap with itself in the Main Menu.
  • Fixed an issue where Yurei’s Passive stated it gave 3000% Attack Speed for the Japanese Language.
  • Fixed an issue where the Featured Skins section of the Store could show duplicated entries.

Thanks so much for reading! If you’re here, V1.13 is already live - so jump in, give it a play, and let us know what you think. We can’t wait to hear your feedback!

Until next time,

Rei & Omeda_Zuzu

Game Design and Community @ Omeda Studios