
Hello Champions!
Fancy seeing you so soon! It’s time for another balancing patch with quite a bit of substance!
We’re excited to introduce further balancing changes, bug fixes, and some fancy new skins!
Without further ado, let’s jump in!
Store News
Renegade Fey [Epic]
Fey might be an unlikely ally in the dark streets of Axion Prime, but she’s here for you nonetheless.
Sylvanis Wraith [Epic]
Don’t leave your window open! He might fly in.
Sylvanis Iggy & Scorch [Epic]
They come ready for a Hero’s journey through the darkest forest.
Sylvanis Aurora [Rare]
All bow before the forest queen.
Bundles
Renegade Fey Bundle
- Renegade Fey [Skin]
- Overclocked Renegade Fey [Skin Variant]
- Arc Renegade Fey [Skin Variant]
- Thermal Renegade Fey [Skin Variant]
- Voltage Renegade Fey [Skin Variant]
- Spray [Overhead Emote]
- Renegade Fey [Banner]
- Renegade Fey [Profile Icon]
- The Fey [Hero]
Sylvanis Wraith Bundle
- Sylvanis Wraith [Skin]
- Nightshade Sylvanis Wraith [Skin Variant]
- Bluebell Sylvanis Wraith [Skin Variant]
- Poppy Sylvanis Wraith [Skin Variant]
- Orchid Sylvanis Wraith [Skin Variant]
- Marigold Sylvanis Wraith [Skin Variant]
- Blossom Sylvanis Wraith [Skin Variant]
- I Spy [Overhead Emote]
- Sylvanis Wraith [Banner]
- Sylvanis Wraith [Icon]
- Wraith [Hero]
Nightshade Sylvanis Bundle
- Sylvanis Wraith [Skin]
- Sylvanis Aurora [Skin]
- Sylvanis Iggy & Scorch [Skin]
- Nightshade Sylvanis Wraith [Skin Variant]
- Nightshade Sylvanis Aurora [Skin Variant]
- Nightshade Sylvanis Iggy & Scorch [Skin Variant]
- I spy [Overhead Emote]
- Sylvanis Wraith [Profile Icon]
- Sylvanis Aurora [Profile Icon]
- Sylvanis Iggy [Profile Icon]
- Sylvanis Scorch [Profile Icon]
- Sylvanis Wraith [Banner]
- Sylvanis Aurora [Banner]
- Sylvanis Iggy & Scorch [Banner]
- Wraith [Hero]
- Aurora [Hero]
- Iggy & Scorch [Hero]
Special Offer
The All Heroes Pack is currently 17% off in the Steam Spring Sale! Now’s the perfect time to grab it for yourself or gift it to a friend who is still completing their Hero roster in Predecessor.
Free Skin: Superstar Shadow Ops N3ON!
N3ON’s Renegades won the stand-off a few weeks ago, so as promised, starting on March 24th, the Superstar Shadow Ops N3ON skin will be available free for everyone for one week only! Remember to grab it from the Store!
Daybreak V3
It feels like it was just yesterday when we first told you that we’re working on a new map - and now we’re already on V3!
Thank you so much for participating in the map testing so far. Your feedback has helped us tremendously, shaping the map already - and continues to do so.
Here are the latest updates that you’ll see in V3:
- Teleporters have been reworked, and their positions on the map have been changed to allow for easier access. The locations they transport you to are now more impactful to the map, influencing fights more significantly.
- Jump pads have been adjusted to take you further into the lane - until the Tier 2 tower in that lane is destroyed.
- Offlane has been reworked: the lane is now longer, and access points have been adjusted. We’ve heard your concerns about accessing offlane and the intimidation factor of the height, so we’ve made adjustments to make the lane more accessible. The lane length has been increased to reduce frustration, especially when dealing with high-mobility heroes.
- Additional Bush types have been added to help junglers or roamers sneak closer to certain areas without being revealed.
- Peeking side spots from duo lane have been removed. By removing the center pillar and reducing the width on the side walls, we’ve opened up more space and removed the advantage of right-side peeking.
- Midlane has been reworked with adjusted access points. By removing the ring around the mid, we’ve allowed for more open gameplay while maintaining line of sight breakers, which will also help with roaming behind the Tier 1 tower.
Thanks again for your feedback - we’re excited to see how these changes improve your experience!
PCC Spring Open Qualifiers
Don’t forget to tune in to the Spring Open Qualifier on our Twitch channel this weekend for the Semi-Finals and Finals, streaming Saturday at 2 PM UTC/ 10 AM EDT and Sunday at 2 PM UTC/ 10 AM EDT.
Tune in to unlock Twitch Drops (special ones for the occassion) and for a chance to win some Platinum - we'll be giving away 1000 Platinum after every match!
World Shift: Frostfall Update
As some of you may know, we disabled Frostfall in the last update. We want to let you know that this World Shift will remain disabled after March 24th, at least for the time being.
Balance Changes
Heroes
A quick bump to Akeron’s Trapdoor Demon Augment to bring it into closer parity with his other options, as currently it can feel underwhelming.
Trapdoor Demon [Augment]:
- Health Regeneration increased from 0.5% to 1.5%.
- Hunger Gain increased from 5 to 8.
Argus is once again receiving some adjustments to lower his overall threat and Mana efficiency when using his Mana Catalyst Augment. This is needed to ensure that he does not burst down his targets as quickly with a single Stun, and to slow down his early game all-in threat to be better suited to his identity as a DPS Mage that thrives in extended fights rather than short trades.
Mana Catalyst [Augment]:
- Mana Restore from Heroes decreased from 12% to 10%.
Dread Nova [Primary]:
- Magical Power Scaling decreased from 55% to 50%.
- Stun Duration decreased from 1/1.1/1.2/1.3/1.4 to 1/1.05/1.1/1.15/1.2.
Ether Crystal [Secondary]:
- Magical Power Scaling decreased from 20% to 18%.
Particle Shredder [Alternate]:
- Damage decreased from 15/23/31/39/46 to 13/20/27/34/41.
Aurora’s burst damage potential when paired with her general lockdown capabilities continues to leave her feeling rather oppressive. Given the potency of her CC tools, we’re trimming out further damage from those abilities to ensure that she’s not 1-shotting backline targets as frequently.
General:
- Physical Armor Growth decreased from 4.4 to 4.2.
Hoarfrost [Secondary]:
- Magical Power Scaling decreased from 55% to 50%.
Cryoseism [Ultimate]:
- Secondary Damage decreased from 70/105/140 to 60/90/120.
- Secondary Damage Magical Power Scaling decreased from 25% to 20%.
Alongside a large Bugfix to his Swift Strikes Augment that was causing it to deal far less damage than intended, Bayle is receiving an increase to his Cursed Edge’s uptime and damage output. This is needed to better allow him to use the ability to keep pace and shove waves in various Offlane matchups as he frequently finds himself on the backfoot against the current top-threats.
Swift Strikes [Augment]:
-[Bugfix] Fixed an issue where Swift Strikes was causing Bayle’s Third Strike to deal 25% less damage than intended.
Cursed Edge [Primary]:
- Bonus Physical Power Scaling increased from 70% to 75%.
- Cooldown decreased from 18/16.5/15/13.5/12 to 16.5/15/13.5/12/10.5.
- Casting Camera Adjusted to be closer.
With other Heroes being hit around him, Boris is slowly emerging as a top threat in the Jungle. As we continue to smooth out the outliers and bring the Balance Ecosystem to a more stable baseline, some reductions to Boris' general damage output and healing is needed to ensure he does not remain too powerful relative to others in the Jungle role.
Tesseract Device [Passive]:
- Core Damage decreased from 5-56 (+3 per level) to 5-42.25 (+2.25 per Level).
- Core Healing decreased from 4-29.5 (+1.5 per level) to 4-24.4 (+1.2 per level).
- Monster Healing Modifier decreased from 40% to 30%.
Crunch Ultimate functionality is being reverted to how it was pre-v1.12 in this balance pass, while maintaining his access to Empowered abilities at Level 1. The new Ultimate functionality has generally been negatively received despite some liking it, but hopefully going back with this one specific change will not take away what makes Crunch fun for those that currently enjoy him, and restore his enjoyment for the Crunch mains that have struggled to resonate with the current kit.
To provide some context, while there are upsides to the current Crunch Ultimate (Interesting new combos, less of a memory requirement to use, more combat inputs to capture the “combo fighter” feel, etc), the trade-offs and changes have emerged as being too lateral to be seen as a clear upgrade, while reducing the enjoyment for the Crunch mains of the past. Ultimately we make the game for the players and we are conscious of not taking away something without replacing it with a direct improvement to the Hero and those that enjoy him the most, which is why we decided to revert.
Of course, some balance adjustments are needed to ensure that Crunch feels appropriately balanced with the revert, and we will continue to monitor his performance and make further balance adjustments to him as needed in the next patch.
Regarding the other Hero changes, while there isn’t anything we’re planning to revert just yet (other than making some adjustments to some of the Camera changes that have received negative feedback, and further tweaks to some of the new Augments), as always we'll continue to monitor player feedback as we move forward and adjust any areas needed.
As with any large shift to gameplay, we appreciate the drive from everyone to push for what they enjoy. Please continue to voice yourselves as it helps us deliver a better experience, be that Heroes, Balance, or any other aspect of the game!
General:
- Health Growth increased from 110 to 113.
Cross Crunch [Passive]:
-Total Physical Power Scaling increased from 20% to 25%.
- Magical Power Scaling increased from 22% to 28%.
Left Crunch [Primary]:
- Cleave increased from 50% to 60%.
- Empowered Damage Total Physical Power Scaling increased from 120%/125%/130%/135%/140% to 120%/126%/132%/138%/144%.
- Empowered Damage Magical Power Scaling increased from 75% to 80%.
- Cooldown increased from 9/8/7/6/5 to 9.5/8.5/7.5/6.5/5.5.
Forward Crunch [Alternate]:
- Damage decreased from 60/90/120/150/180 to 60/85/110/135/160.
- Cooldown increased from 16/15/14/13/12 to 17/16.5/16/15.5/15.
Re-Crunch [Ultimate]:
- Activation Effect has been reverted to pre-v1.12 functionality.
- However, Crunch still has empowered abilities from Level 1
- Effect: On Activation, Crunch repeats the last ability used.
- Cooldown decreased from 75/55/35 to 50/35/20.
Dekker has struggled to find her footing since v1.12, largely being outshined by Maco in the catcher department, while also finding herself less able to find a consistent enough level of success in combat scenarios due to the increases in air control and changes to general durability that prevents her from playing as far forward in fights. To resolve this, we’re increasing her ability to find impact in roam scenarios, as well as providing more payoff and consistency to her Stasis Bomb and Ion Strike respectively in order to make her less reliant on Rift Walkers to find success.
General:
- Movement Speed increased from 665 to 670.
Stasis Bomb [Alternate]:
- Magical Power Scaling increased from 40% to 45%.
- Minimum Stun Duration increased from 0.8s to 0.9s.
- Max Stun Duration increased from 1.5s to 1.6s.
- [QoL] Cast SFX better synced with Cast Time for increased feedback.
Ion Strike [Ultimate]:
- Damage increased from 180/290/400 to 190/300/410.
- Damage Radius increased from 465 to 485.
- Stun Radius increased from 200 to 225.
The last round of changes to Feng Mao helped bump him back into the power range of the most common Junglers. However, he frequently finds himself struggling to stay healthy and keep pace with other Junglers despite his weaker gank-threat in the early game, resulting in him struggling with the ability to stay present on the map, or pulling objectives such as Fangtooth. As a result, we’re offering him a boost in the Health Regen and clearspeed departments.
Ichorous Glaive [Augment]:
- Missing Health Healing On-Kill increased from 3.5% to 4%.
General:
- Health Regeneration increased from 1.8 to 2.2.
- Cleave Damage increased from 20% to 25%.
Gadget is currently falling behind the premier mage picks, and despite her slow start, can feel like less of a scaling threat compared to the likes of Gideon, Morigesh, Renna and N3on. Alongside a small bump to her Basic Attack damage to help her take duels in lane, we’re bolstering the speed at which Gadget can acquire FDA stacks, and thereby her general scaling output, making her more of a late-game threat that can compete with the previously mentioned Heroes.
General:
- Physical Power increased from 56 to 58.
FDA [Passive]:
- Stacks from Ability hit increased from 4 to 5.
Sticky Mine [Primary]:
- Magical Power Scaling increased from 60% to 65%.
- Enhanced Mine Magical Power Scaling increased from 90% to 95%.
Gideon continues to thrive, with his versatile toolkit and the general durability afforded to him by the various shields he has access to feel overly powerful in a variety of combat scenarios. While Azure Core and Soulbearer are also receiving adjustments, Gideon himself is in need of some general power and durability reductions across his kit to better ensure that his versatility and strong item synergies are adequately offset by not excelling in too many specific areas.
General:
- Health Growth decreased from 117 to 112.
- Physical Armor Growth decreased from 4.4 to 4.1.
- Attack Speed decreased from 130 to 125.
Cosmic Power [Passive]:
- Magical Power Scaling decreased from 25% to 20%.
Void Breach [Alternate]:
- Damage decreased from 90/125/160/195/230 to 85/120/155/190/225.
Black Hole [Ultimate]:
- Magical Power Scaling decreased from 260% to 240%.
Greystone has quietly been finding more and more success as the outliers around him continue to be toned down, being able to find success in various matchups and output a little too much damage relative to his durability. Some slight adjustments to his general damage and ability uptime are needed to better ensure that he is adequately susceptible in the early game between Ultimate uses, while also limiting his ability to cut through squishier targets as the match progresses.
General:
- Physical Armor decreased from 36 to 34.
Lightbringer [Basic Attack]:
- Bonus Physical Power Scaling decreased from 90% to 85%.
Assault The Gates [Alternate]:
- Damage decreased from 80/130/180/230/280 to 80/125/170/215/260.
- Bonus Physical Power Scaling decreased from 120% to 110%.
- Cooldown increased from 16/14.5/13/11.5/10 to 16/14.75/13.5/12.25/11.
Stone Forge Soul [Ultimate]:
- Cooldown increased from 150/135/120 to 160/145/130.
Grux’s general early game threat continues to leave him feeling a tad overwhelming in the Offlane, especially when it comes to the damage output from his Bloodlust stacks and his general ability to maintain his Mana pool for multiple all-in rotations. To ensure he does not have as many winning matchups we’re reducing his early durability and Bleed damage to limit his all-in threat at earlier levels, while also shifting various Mana Costs around to limit how many trades he can take before running himself dry. This will better allow Grux’s opponents to hold their ground against him and weather the storm until his Mana runs dry should he play too loose with his ability usage.
General:
- Physical Armor decreased from 32 to 30.
- Mana Regen increased from 1.2 to 1.4.
Bloodlust [Passive]:
- Bleed Damage decreased from 11 (+1 per Level) to 8 (+1 per Level)
Smash ‘n Grab [Primary]:
- Mana Cost increased from 60/55/50/45/40 to 65/60/55/50/45.
Stampede [Secondary]:
- Cooldown decreased from 22/20.5/19/17.5/16 to 20/19/18/17/16.
- Mana Cost increased from 40 to 50.
Double Pain [Alternate]:
- Mana Cost increased from 25/30/35/40/45 to 30/35/40/45/50.
- Total Physical Power Scaling decreased from 120%/130%/140%/150%/160% to 115%/125%/135%/145%/155%.
Iggy’s general strength is not too far off the mark, however his lack of general durability and Flame Turret output in the early game can leave him feeling rather underwhelming at various stages of a match. We’re bumping up Flame Turret’s damage and durability slightly, especially in the early stages of the game, to better allow him to maintain pressure when they’re deployed, while also providing him with more mid-late game stability with some Health and Attack Speed increases, better allowing him to get into the thick of fights and apply his Slick stacks with a little more ease.
General:
- Health Growth increased from 106 to 109.
- Attack Speed Growth increased from 1.1 to 1.5.
Flame Turret [Primary]:
- Turret Health increased from 100 (+18 per Level) to 110 (+20 per Level)
- Turret Damage increased from 8/12/16/20/24 to 11/16/21/26/31.
- Turret Damage Magical Power Scaling increased from 25% to 28%.
Kallari’s damage output and Crippling Dagger uptime continue to allow her to overwhelm her opponents. Some reductions in these areas are needed to trim out some of the excess burst she is capable of, better allowing her victims a moment of response and reaction before they are sent to the grave.
Shadow Dance [Secondary]:
- Death Mark Damage Multiplier decreased from 2.25x to 2x.
Crippling Dagger [Alternate]:
- Bonus Physical Power Scaling decreased from 90% to 85%.
- Cooldown increased from 8/7.5/7/6.5/6 to 9/8.5/8/7.5/7.
Khaimera continues to show dominance in the Jungle Role, often able to overwhelm his opponents with his high sticking power and regeneration. While we don’t want to diminish his healing capabilities too much as it is core to his identity, we’re opting to slow down the rate at which he accesses his Rage through combat. This will provide his opponents with more moments of interaction and opportunities to burst him down before he gains access to a high amount of Rage, while allowing Khaimera to feel meaningfully powerful should he navigate fights and achieve these higher thresholds.
Lane Lurker [Augment]:
- [Bugfix] No longer heals 10% more than intended after Level 11.
- [Bugfix] Description corrected to state how Ancestral Fury’s Health Regeneration is reduced by when the Augment is taken.
General:
- Health Growth decreased from 116 to 111.
Rage & Spirit [Basic Attack]:
- Bonus Physical Power Scaling decreased from 90% to 85%.
- Rage Generation On-Hit decreased from 4 to 3.
Unleash [Primary]:
- Total Physical Power Scaling decreased from 55%/60%/65%/70%/75% to 54%/58%/62%/65%/70%.
Ambush [Alternate]:
- Rage Generation On Hit decreased from 20 to 15.
Kira is receiving some general adjustments aimed at reducing her mid/late-game burst output and the ability to simply pop Purge to swiftly deal with diving Assassins. Considering her general mobility and multi-kill potential, slowing down her access to resets is needed to help her opponents have a greater time window to dispatch her in the late-game before she secures that first, crucial kill.
Nevermore [Passive]:
- Current Health Damage decreased from 8% to 7%.
Dusk [Primary]:
- Mana Cost decreased from 60 to 50.
Shadow Glide [Primary]:
- Mana Cost increased from 40 to 50.
Mercy [Alternate]:
- Critical Strike Damage Modifier decreased from 80% to 65%.
Purge [Ultimate]:
- Total Physical Power Scaling decreased from 480% to 460%.
Kwang currently exists in a bit of a strange space, possessing incredible burst damage in the early game, but tending to fall off quite heavily past the 2 or 3 Item threshold. While we want to maintain the high impact feeling of Kwang’s abilities, it is currently too polarizing and punishing for both parties, with a single hit converting into large chunks of damage, but a missed sword leaving Kwang feeling hopeless. To remedy this, we’re reducing some of his early-game damage, in return for some additional durability and ability uptime, better allowing him to navigate teamfights and duels in the later stages of a match, while not being as overly oppressive in burst damage in pre-15m.
General:
- Mana Regen increased from 1.2 to 1.45.
Judgement Of The Heavens [Primary]:
- Tether Duration increased from 1.25s to 1.3s.
- Cooldown decreased from 16/15.5/15/14.5/14 to 16/15.25/14.5/13.75/13.
Surge Of The Heavens [Secondary]:
- Cooldown decreased from 14/13.5/13/12.5/12 to 14/13.25/12.5/11.75/11.
Light Of The Heavens [Alternate]:
- Damage decreased from 75/115/155/195/235 to 75/110/145/180/215.
- True Damage decreased from 90/130/170/210/250 to 90/125/160/195/230.
- Shield Bonus Health Scaling increased from 8% to 9%.
- Shield Duration increased from 2s to 2.5s.
Despite taking a swing at him last pass, Maco continues to run rampant through games, possessing far too forgiving of a Mana economy, and too much burst considering his general mobility and catch tools. Once again we’re bumping up his mana costs and toning down his Mana access, better ensuring he runs out of Mana should he spam abilities too frequently, while also toning down his Ultimate uptime and general damage output across the board. These changes should have him feeling more comparable to other Supports, and open up matchups further now that he is less of a catch-all pick.
General:
- Mana Regen Growth decreased from 0.15 to 0.12.
- Mana Growth decreased from 45 to 42.
- Movement Speed decreased from 665 to 660.
Maco Gift! [Primary]:
- Mana Cost increased from 50/60/70/80/90 to 60/70/80/90/100.
Maco Fly! [Secondary]:
- Damage Magical Power Scaling decreased from 80% to 75%.
Maco Sparkle! [Alternate]:
- Mana Cost increased from 65 to 75.
Maco Strike! [Ultimate]:
- Push Damage decreased from 80/130/180 to 80/120/160.
- Explosion Damage decreased from 120/195/270 to 110/180/250.
- Explosion Magical Power Scaling decreased from 65% to 55%.
- Mana Cost increased from 100 to 100/125/150.
- Cooldown increased from 115/95/75 to 125/110/90.
The last round of hits to Morigesh were largely successful in bringing down her power level, especially in the early game, but she’s still a bit too difficult to deal with across a match, especially as the match progresses and she gains access to an item or two. Once again we’re reducing her general power level, with hits to her damage, healing output, and general durability all in equal measure, better allowing her opponents to catch her out and punish her should she play too recklessly.
Cursed Infestation [Augment]:
- Hive Bonus Damage decreased from 15% to 12%.
Ritual Of Death [Augment]:
- Curse Healing decreased from 80%/90%/100% to 70%/80%/90%.
General:
- Physical Armor Growth decreased from 4.4 to 4.2.
Pestilence [Passive]:
- Max Health Damage decreased from 0.18% to 0.14%.
Hive [Primary]:
- Damage decreased from 100/140/180/220/260 to 95/135/175/215/255.
Swarm [Secondary]:
- Damage decreased from 120/160/200/240/280 to 110/150/190/230/270.
- Damage Magical Power Scaling decreased from 80% to 75%.
- Damage Reduction Magical Power Scaling decreased from 2% to 1.5%.
- Healing decreased from 40% to 35%.
- Mana Cost increased from 60 to 60/70/80/90/100.
- Cooldown increased from 22/20/18/16/14 to 22/20.25/18.5/16.75/15.
Mark [Alternate]:
- Healing Magical Power Scaling decreased from 25% to 20%.
- Cooldown increased from 7/6.25/5.5/4.75/4 to 7.5/6.75/6/5.25/4.5.
For this pass, we’re taking a larger swing at Mourn’s Nightstalker Augment to reduce the ease at which he can sprint into an engagement, alongside trimming off some excess durability to better allow his opponents to burst him down between cooldowns should he position poorly.
Nightstalker [Augment]:
- Movement Speed decreased from 70%/150%/280% to 70%/120%/200%.
General:
- Health Growth decreased from 113 to 110.
While the previous round of healing and quality of life adjustments to Narbash helped him find greater parity in the Support role, he continues to lag behind. While he can feel like an incredible late-game asset to his team, he frequently struggles to get there. Some adjustments to Narbash’s early-game strength are required, better providing Narbash the opportunity to survive and appropriately threaten his opponents in the laning phase.
Thonk [Augment]:
- Thunk Cooldown Refund on pick-up increased from 25% to 35%.
General
- Physical Power increased from 55 to 58.
- Health increased from 655 to 665.
- Health Growth increased from 108 to 110.
March! [Primary]:
-[Bugfix] Fixed an issue where March’s Healing was not benefitting from Heal & Shield Power.
Song Of My People [Secondary]:
- Healing increased from 1.5/2.25/3/3.75/4.5 to 1.75/2.5/3.25/4/4.75.
- Movement Speed increased from 4%/5.5%/7%/8.5%/10% to 4.5%/6%/7.5%/9%/10.5%.
Thunk [Alternate]:
- Cooldown decreased from 14/13/12/11/10 to 13/12/11/10/9.
N3on’s last round of changes were quite successful at reducing the competitive-skew to her general strength thanks to the removal of Erase Vector’s i-frames and adjustments to L.I.N.X’s damage cadence which has allowed a greater range of players to find enjoyment and success with her. Now that she is mechanically in a more desirable space and players have increased their master of her, we’re nudging down some of N3on’s general damage to reduce the cases of excess burst that can result in too many moments of instant death scenarios
L.I.N.X [Primary]:
- Magical Power Scaling decreased from 50% to 47.5%.
- Return Damage Magical Power Scaling decreased from 50% to 47.5%.
- Pulse Damage Magical Power Scaling decreased from 50% to 47.5%.
Data Burst [Secondary]:
- Magical Power Scaling decreased from 70% to 60%.
Final Thread [Ultimate]:
- Missing Health Damage Multiplier decreased from 100% to 90%.
Rampage continues to reign as the king of the Jungle, possessing an incredible mix of durability and flexibility. However, as mentioned in the last pass, Rampage’s The Rumbling and Tiny Titan Augments are offering too much transformative strength across his kit, allowing him to function as a bulky DPS threat, or an ankle-biting assassin as he desires. Alongside some softer durability adjustments across his kit, once again we’re reducing the strength of the aforementioned Augments to ensure his general damage output does not eclipse that of other Heroes, given his general durability.
The Rumbling [Augment]:
- Additional Mana Cost increased from 5 to 10.
- Self Slow Duration increased from 0.5s to 0.8s.
- [Bugfix] Self Slow no longer removes itself when Rumbling finishes casting, and now lasts for the full duration preventing Jump Rumbles from ignoring the Self Slow.
Tiny Titan [Augment]:
- Bonus Attack Speed decreased from 40%/45%/50% to 35%/40%/45%.
General:
- Health Growth decreased from 109 to 106.
- Movement Speed decreased from 700 to 695.
King Of The Jungle [Passive]:
- Tenacity decreased from 25% to 20%.
Behemoth [Ultimate]:
- Cooldown increased from 120/110/100 to 125/115/105.
- Bonus Health decreased from 200/470/740 to 200/450/700.
- Bonus Healing per Nearby Enemy Hero decreased from 8% to 5%.
With the changes to Renna’s Abyssal Rift cast time in v1.12, we have observed many cases where she struggles to find meaningful output with the ability. While we are happy with the cast time as is, as it provides a greater window of counterplay and recognition for opponents to react to, now that it is slower there is room to provide her with a slightly larger damage radius, better enabling Renna to achieve a payoff with a well-timed ultimate. Additionally, we’re shifting around some of the damage/scalings of Abyssal Rift, reducing the strength of tankier builds and better ensuring she is incentivized to invest in Magical Power.
Abyssal Rift [Ultimate]:
- Damage decreased from 62/90/118 to 60/82/104.
- Magical Power Scaling increased from 22% to 25%.
- Damage Radius increased from 750 to 850.
Revenant currently struggles to hold his ground against other Carries in the mid-game should he find himself in a neutral gamestate, often outdamaged and outclassed by the top Carries. To help reinforce this mid-game and elevate Revenant to the level of other Carries, some additional Physical Power and Obliterate damage is being offered.
General:
- Physical Power Growth increased from 3.4 to 3.8.
Obliterate [Primary]:
- Bonus Physical Power Scaling increased from 40%/48%/56%/64%/72% to 40%/50%/60%/70%/80%.
Riktor is another Support that is currently struggling to compete with the top contenders in his role, with the loss of his previous Riplash Augment especially harming his ability to threaten opponents and achieve kills now that his Riplash uptime is lessened. To help close this gap, we’re offering some cooldown adjustments that should help Riktor find more windows of opportunity and better navigate fights with his opponents as the mid-game rolls around.
General:
- Attack Speed Growth increased from 1.1 to 1.3.
Electrocute [Secondary]:
- Cooldown decreased from 15/13.5/12/10.5/9 to 14/12.75/11.7/10.25/9.
Riplash [Alternate]:
- Cooldown decreased from 18/17/16/15/14 to 18/16.75/15.5/14.25/13.
Shinbi’s ability to sit back and farm from safety continues to be a pain point, leaving many of her matchups struggling to punish her in lane even when ahead. We are once again making some tweaks to her Mana Economy, better ensuring she cannot sustain her Mana in lane as easily, while also offering her opponents more opportunities to dispatch her thanks to reductions in durability and movement speed, or run her Mana dry even faster if they force her to repeatedly dash away.
General:
- Physical Armor decreased from 34 to 32.
- Physical Armor Growth decreased from 4.6 to 4.4.
- Movement Speed decreased from 705 to 700.
Biting Melody [Passive]:
- Mana Restore decreased from 20-156 (+8 per Level) to 20-122 (+6 per Level).
Rushing Beat [Alternate]:
- Mana Cost increased from 40 to 50.
Terra is receiving a mix of changes at once again reducing the excess strength of Wild Rush and the durability it provides, and conversely receiving increases to her Ultimate and Ruthless Assault potency, better allowing her to function against Tanks and Bruisers alike in drawn out combat scenarios.
Iron Will [Augment]:
- Damage Reduction decreased from 35%/40%/45%/50%/55% to 30%/33%/36%/39%/42%.
Ruthless Assault [Primary]:
- Empowered 3rd Hit Max Health Damage increased from 5%/6%/7%/8%/9% to 5%/6.5%/8%/9.5%/11%.
Wild Rush [Alternate]:
- Cooldown Refund on Cancel decreased from 50% to 35%.
Unstoppable Force [Ultimate]:
- Duration increased from 7/8/9 to 8/9/10.
Wukong continues to struggle to find his place within the ecosystem, and while he’s not too far off, he’s definitely in need of some adjustments to bring him up to speed with other Junglers. As a result, we’re once again offering him a bump in burst damage, while also enhancing his ability to stick to and/or evade targets through smart usage of his High Impact and Cloud Walk.
Cloudwalker [Spirit - Primary]:
- Movement Speed increased from 5%/6%/7%/8%/9%/10% to 6%/7%/8%/9%/10%/11%.
High Impact [Body - Secondary]:
- Slow Duration increased from 0.5s to 0.75s.
- Bonus Physical Power Scaling increased from 135% to 140%.
Cyclebreaker [Spirit - Secondary]:
- Mana Cost decreased from 80 to 75.
Force Push [Body - Alternate]:
- Bonus Physical Power Scaling increased from 100% to 115%.
Yin tends to reach critical mass in the later stages of a match, especially when she hits a 4-5 Item breakpoint. While this is perfectly fine shape for her power curve, the amount of damage and healing she is capable once she approaches full build is simply too excessive and in need of bumping down. As a result we’re reducing the Attack Speed she accesses from her Passive, thereby reducing the overall cadence of attacks she is capable off. In return, we’re granting Backlash a small damage bump, better allowing it to assist in duels should she invest into it over more Lash Kick mobility.
Rising Storm [Passive]:
- Total Attack Speed per Stack reduced from 5%/6%/7%/8% to 5%/5.5%/6%/6.5%.
- Max Stacks Total Attack Speed decreased from 25%/30%/35%/40% to 25%/27.5%/30%/32.5%.
Backlash [Alternate]:
- Damage increased from 20/35/50/65/80 to 20/40/60/80/100.
Given his versatility, Zarus continues to output too much pressure on the battlefield and is overly capable of bursting through targets. Once again we’re levying some power reductions against him, with Spear of Nyr now possessing a reduced uptime and slightly less damage potential, while also dropping the excess burst offered by Coliseum more significantly as the punishment of being caged by him is already a powerful kill-window for Zarus as it is.
Spear Of Nyr [Alternate]:
- Bonus Physical Power Scaling decreased from 120% to 115%.
- Cooldown increased from 12/11/10/9/8 to 12/11.25/10.5/9.75/9.
Coliseum [Ultimate]:
- Bonus Physical Power Scaling decreased from 110% to 95%.
Zinx is receiving some improvements to her Healing and Utility capabilities to help bring her up to the level of other Supports as she is largely outshined by the likes of Maco and Muriel.
Ricochet [Primary]:
- Stun Duration increased from 0.8s/0.85s/0.9s/0.95s/1s to 1s/1.05s/1.1s/1.15s/1.2s.
Bad Medicine [Secondary]:
- Magical Power Scaling increased from 30% to 35%.
Infuse [Alternate]:
- Healing Magical Power Scaling increased from 40% to 45%.
Neural Regenesis [Ultimate]:
- Resurrection Health increased from 400/750/1100 to 450/825/1200.
- Resurrection Health Magical Power Scaling increased from 200% to 220%.
Items
Crests
Abyssal Dart sees far less use than the other Rogue Crest alternatives due to its general inconsistency. While situational Crests are perfectly fine, some improvements to its speed and potency are required to offer it more consistency and bring it into greater parity with the alternatives.
- Preyseeker Damage increased from 50 to 80.
- Preyseeker Slow Duration increased from 0.5s to 1s.
- Projectile Speed increased from 4000 to 5250.
- Projectile Range increased from 2200 to 2350.
Eviscerator’s damage is currently contributing to excess damage scenarios when used on the likes of Serath, Boris, and Khaimera, and is in need of a slight reduction.
- Rending Strikes Total Physical Power Scaling decreased from 12% to 10%.
Florescence is receiving some slight quality of life changes, better allowing it to be placed at a Hero's feet to instantly boop them into the air, while also providing it with more general uptime to allow more creative use cases.
- Starshroom Initial Placement Bounce Radius increased from 90u to 110u.
- Starshroom Lifetime increased from 120s to 150s.
- Starshroom Lifetime after first Bounce increased from 10s to 12s.
- Cooldown decreased from 75 to 65.
Soulbearer is currently contributing to excess durability scenarios for various Mages thanks to its Shield, and is in need of a reduction.
- Anima Shield Max Mana Scaling decreased from 8% to 6%.
- Anima Shield Magical Power Scaling decreased from 40% to 35%.
Much like Abyssal dart, Void Gazer sees less use than its alternatives due to its general lack of consistency and potency. We’re granting it a faster projectile to help it connect more reliably, as well increasing its general damage, uptime, and Slow to make it feel more equivalent to the other Crests.
- Eldritch Grasp Magical Power Scaling increased from 30% to 35%.
- Eldritch Grasp Slow decreased from 40% to 35%.
- Eldritch Grasp Slow Duration increased from 1.5s to 2s.
- Projectile Speed increased from 4250 to 5250.
- Cooldown decreased from 100 to 90.
Carry
Stormbreaker’s wave-clearing capabilities feel a little underwhelming when rushed, so we’re granting it some additional upfront damage.
- Electric Momentum Damage increased from 55 to 70.
Assassin
Alternator tends to lag behind the strength of other Assassin options and is being granted some additional Physical Power to help it compete for its slot more.
- Physical Power increased from 40 to 45.
- Physical Power increased from 40 to 45.
Penumbra is receiving a reduction in cost, better allowing it to be picked up earlier in builds for its stats, given its otherwise conditional effect.
- Cost decreased from 3000 to 2900.
Fighter
Augmentation currently feels far too expensive relative to other options, skewing many of its users to consider cheaper alternatives such as Earthshaker and Basilisk in order to keep pace with their opponents in lane.
- Cost decreased from 3250 to 3150.
Since the previous round of fixes and adjustments to Earthshaker, it has now emerged as an overly powerful Fighter option that is outcompeting Augmentation in the damage department, even for the likes of Crunch and Zarus who are better suited to using Augmentation instead. A drop in its damage is required in order to ensure there is more parity among the options.
- Battleborn Ability Damage Amp decreased from 1.5% to 1%.
Mage
Azure Core is once again receiving a shift in its Shield scalings to ensure it is not overly strong on Gideon specifically, but still being worth considering for other Mages such as Argus and Gadget.
- Spirit Shield Shield increased from 80 to 100.
- Spirit Shield Shield Max Mana Scaling decreased from 15% to 12%.
Claw is receiving a larger set of buffs to its stats that should make it feel more competitive for its slot, better enabling it as a niche counter against Ranged Heroes that overly rely on Mana.
- Magical Power increased from 70 to 80.
- Health increased from 175 to 200.
- Mana Burn Ranged Hero Mana Drain increased from 3.5% to 4%.
Orion currently takes too long to ramp up and can be difficult to utilize fully before late-game builds come online. To help it function earlier in builds, we’re adjusting the cadence of its stacks to be accessed on a target faster.
- Interstellar Damage Amplification On-Hit increased from 1.5% to 2%
- Interstellar Max Stacks decreased from 10 to 8.
- Interstellar Max Damage Amplification increased from 15% to 16%.
- Interstellar Damage Amplification Duration increased from 3s to 3.5s.
Spectral is currently granting too much access to burst damage for tankier CC-dealers and is receiving a small drop in its output.
- Breakthrough Current Health Damage decreased from 6% to 5%.
Support
A small bump down in Mana Regen for Devotion, reducing its potency as a first-buy.
- Base Mana Regen decreased from 100% to 80%.
Galaxy Greaves is receiving a recipe change and small price reduction, making its build path more flexible now that it has a Nullifying Mask to upgrade from Wraps in the event a Magical Armor injection is needed.
- Cost decreased from 2600 to 2550.
- Recipe Changed: Cerulean Stone + Polar Treads + Nullifying Mask.
Frosted Lure tends to be overlooked, not quite offering the durability that many frontliners are looking for compared to other options. Some additional Physical Armor is being offered to bring it up to parity.
- Physical Armor increased from 30 to 35.
Tainted Charm had its cost accidentally inflated by 200g last pass. This has now been resolved.
- [Bugfix] Cost decreased from 2700 to 2500.
Truesilver Bracelet does not currently offer enough of a damage tradeoff for the Mages that pick it up. To help resolve this, we’re reducing the Magical Power on offer while lowering its cost so that it feels appropriately accessible as a lower damage, strategic tech option.
- Cost decreased from 2500 to 2400.
- Magical Power decreased from 40 to 35.
Much like Frosted Lure, Void Conduit fails to provide enough bang for its buck for any frontliner looking for a Magical Armor injection. While it will continue to be a niche item that we plan on looking at in the future, a small bump is needed to make it feel more rewarding to use in those few matches it is needed.
- Magical Armor increased from 35 to 40.
Tank
Healers in general are currently benefitting too much from the pairing of raw durability and increased healing offered by Void Helm. A reduction to its Health is needed to ensure that these Heroes are more sufficiently susceptible to incoming burst damage.
- Health decreased from 450 to 400.
Bug Fixes
- Fixed an issue where skipping forward in a Replay would freeze Jungle Timers and cause overlaps.
- Fixed an issue where Tower would visually remain in a Replay if time is skipped when they are destroyed.
- Fixed an issue where Replays would start with various issues, such as Towers missing, Minimap details missing and Heroes T-Posing.
- Fixed an issue where skipping time in a Live Replay could permanently double the speed of the remaining Replay.
- Fixed an issue where Heroes could have reduced Attack Speed if they Disconnect from and Reconnect to a Match.
- Fixed an issue where Auto-Open would not work when a User starts the match or walks into Base.
- Fixed an issue where Reconnecting to a Session could give Users the Default Recommended Build instead of their own Custom Build.
- Fixed an issue where Auto-buy would fail to buy an Item in Base if the User earned enough Gold via Gold Drip.
- Fixed an issue where Augments would not visually update in Draft when changed.
- Fixed an issue where PS5 Users that switch Hero early in draft could have an empty In-game Shop in-game.
- Fixed an issue where some Heroes were missing Recommended Augments.
- Fixed an issue where Users that disconnect with Sentry equipped would have it be replaced by an invisible ward.
- Fixed an issue where Undoing Items could require multiple inputs.
- Fixed an issue where the game would not remember a User’s last-used Skin Variant for the next match if they did not own the Base Skin.
- Fixed an issue where Skylar could permanently fly.
- Fixed an issue where Wraith would wear his Affinity Crown on his feet. He’s stylish like that!
- Fixed an issue where the Ashes of the Damned Battlepass could display a blank image on the Main Menu widget.
- Fixed an issue where various Battlepasses could display a blank image when scrolling through the Vault.
- Fixed an issue where the Outdated Game Version pop-up would not clearly describe the issue to Users.
- Fixed an issue where the icon for Kira’s Skin in the Neon Renegades Battlepass would not display correctly.
- Fixed an issue where Sparrow’s Sun Shards Augment was named incorrectly as Veiled Stalker.
- Fixed an issue where Void Crystal did not state its cooldown in its description.
- Fixed an issue where purchasing and immediately opening Quantum Cores would send users to the incorrect Menu screen.
- Fixed an issue where the Build Browser could fail to load for XSS Users when opening other applications.
And that’s it! Thank you very much for reading.
We’re looking forward to seeing you try out these changes, skins, and Daybreak V3!
When you do, let us know what you think!
Until next time,
Rei & Zuzu
Game Design & Community @ Omeda Studios


