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V1.8 Patch Notes
V1.8 Patch Notes

V1.8 Patch Notes

Everything you need to know about V1.8!

Patch NotesAug 27, 2025
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Summary

Hello Champions!

We’re very excited for V1.8, and we can’t believe it’s finally here - the final update of the Ashes of the Damned Story arc! We’re ending it with a bang - not only because of our brand-new Hero, Akeron (one of the biggest and most complex Heroes we’ve ever created), but also because this update delivers plenty of exciting new content for you to experience and explore, including:

  • World Shift – experience the map change due to an apocalyptic event, and work strategically around it.
  • A new Hero, Akeron – our most complex (and terrifying) Hero design thus far!
  • The infernal tide is turning! As we start to shift away from our demonic theme of the last few patches, the Wrath of the Ascended skin line and Battle Pass bring a radiant fury that's as bright as it is powerful.
  • Ranked Split 1 of Season 1 will end, with seasonal rewards distributed to eligible players.
  • Did somebody ask for…new server locations?
  • Updated map visuals.
  • Store Overhaul
  • Various fixes, improvements, and balance changes.

Let’s explore the details, shall we?

New Hero: Akeron– the Demon King

Akeron is the ruler of the mysterious Demon Realm, a being who has sought entry into Sylmara for as long as history remembers. The entire order of Koru Shinzo was established to prevent him from ever gaining a foothold.

For ages, they succeeded… until recently. Through Renna’s betrayal of Koru Shinzo’s ideals, Akeron finally achieved what he had long struggled to do: manifest a horrifying physical presence. Now unleashed, he wields both his otherworldly powers and his terrifying form to their fullest advantage on the battlefield!

Stats

  • Health: 700 (+120 per Level)
  • Health Regen: 1.8 (+0.28 per Level)
  • Mana: 360 (+59 per Level)
  • Mana Regen: 1.3 (+0.11 per Level)
  • Attack Speed: 105 (+1.2 per Level)
  • Physical Armor: 30 (+3.65 per Level)
  • Magical Armor: 30 (+1.8 per Level)
  • Physical Power: 60 (+3.5 per Level)
  • Movement Speed: 715
  • BAT: 1

Abilities

Pact of the Devourer [Passive]

Effect: Akeron gains up to 100 stacks of Hunger, lasting 1s and refreshing on application. Each stack provides him with 0.25% Ability Haste.

Akeron gains Hunger each time he hits an Enemy Unit with a basic attack or ability. He gains additional Hunger when hit by an Enemy Hero’s basic attack or (once per) ability.

When Akeron reaches max stacks, he becomes Awakened for 10s, maintaining the Ability Haste, granting him 5% (+0.75% per level) Damage Mitigation, and granting his abilities extra effects.

Flay [Basic Attack]

Effect: Melee basic attack dealing 60 (+85%) physical damage.

Hellfirel [Primary]

CD: 14/13/12/11/10

Cost: 60

Effect: Akeron rears back, opening his maw and launching the Demon’s Eye forward. The Eye moves slowly, revealing Enemies it passes and firing off 10 (+10% Ability Haste) fireballs in semi-random locations around it. Refire the ability to pause the Eye mid-flight.

Each fireball deals 15/35/55/75/95 (+9% Bonus Physical Power) (+12.5% Magical Power) magical damage and Slows Enemies by 10%, up to a max of 40%.

If an enemy is within range, the Eye will fire an additional homing fireball at them. Each subsequent hit on the same target deals 20% less damage, stacking up to a 80% reduction.

When Awakened, the number of fireballs is increased.

Web Lash [Secondary]

CD: 18

Cost: 50

Effect: Akeron fires a web, stopping on the first target hit and causing various effects depending on the target’s type.

Ground: Spawns a web for 3s that Slows by 35%.

Heroes or Units: Damages for 45/80/115/150/185 (+60% Bonus Physical Power) (+80% Magical Power) magical damage and Roots for 1/1.1/1.2/1.3/1.4s, also creating a web field.

Walls: Lashes to it for up to 5s. While on a wall, Akeron can use abilities or leap to the ground, dealing 60/90/120/150/180 (80% Bonus Physical Power) (+50% Magical Power) physical damage, Knocking Up, and Stunning Enemies for 1s.

Using the jump input while on the wall allows Akeron to leap straight down.

When Awakened, the leap’s Range is increased.

Crushing Maw [Alternate]

CD: 8/7.5/7/6.5/6

Cost: 40/45/50/55/60

Effect: Akeron deals 70/90/130/150 (+80% Bonus Physical Power)(+50% Magical Power) physical damage in a cone. Enemies close to Akeron take 1.5x damage and have their Armor reduced by 5/7.5/10/12.5/15% (+10% Bonus Physical Power) for 5s.

Akeron also heals for 15/25/35/45/55 (+3/3.5/4/4.5/5% Max Health). The heal is reduced on Units, is increased on kill, and subsequent hits heal for 25%.

If an Enemy is killed, Akeron reduces his non-ultimate active cooldowns by 0.5s. If the Enemy is a Hero, Akeron becomes Awakened.

While Akeron is on the wall, his ability becomes a roar, affecting the area around him.

When Awakened, Akeron gains Armor equal to the Armor reduced.

Consume [Ultimate]

CD: 130/120/110

Cost: 100

Effect: Akeron Slows himself by 35% while Pulling and dealing 20/30/40 (+5% Bonus Physical Power) (10% Magical Power) magical damage to all Enemies in a cone every 0.25s for 5s.

If an Enemy Hero collides with Akeron, he bites them, dealing 50/60/70 (+60% Bonus Physical Power) (+40% Magical Power) physical damage while healing for 2/2.5/3% Missing Health + 50/60/70% of bite damage dealt.

Akeron Executes Enemies bitten under 10% (+0.03% Bonus Physical Power) (+0.02% Magical Power) of their their Max Health.

Each time Akeron successfully executes a hero, he gains 5 Bonus Physical Power and 5 Magical Power permanently, also healing for 1.5x the bite value.

When Awakened, the Pull strength is increased and the base Execute threshold is raised to 15%.  

Augments

Insatiable Hunger

  • Related Ability: Passive
  • Type: Utility
  • Effect: Instead of decaying over time, Hunger regenerates over time and is not gained by hitting abilities. Additionally, Awakened lasts twice as long.

Roar of Torment

  • Related Ability: Ultimate
  • Type: Crowd Control
  • Effect: Consume now Pushes instead of Pulls and deals 200% increased tick damage, but can no longer bite.

Death From Above

  • Related Ability: Secondary
  • Type: Mobility
  • Effect: Akeron can fire an additional web projectile from  the wall once, allowing him to leap from wall to wall or to Root from the wall.

Store News

Store Overhaul

We’ve heard your feedback: in V1.8 we’re rolling out further improvements to the in-game shopping experience. The Store menu has been refined for easier navigation and better visibility of the items you’re looking for. The game will also do a better job of recognizing what you might be interested in purchasing - and if you’re lucky, you might even see a discount on your dream skin!

We’ve also improved the flow of opening Loot Cores. You’ll now be able to open a Loot Core immediately after purchasing it. In addition, the Loot Core purchase menu has been cleaned up to look more polished and to clearly showcase the available bundles. You can now check the latest Loot Core drop probabilities directly from this menu.

Pricing Update

(Please note that this section has been added on September 2nd)

Quantum Loot Cores

The price of a single Loot Core is now standardized at 300 Platinum across all bundles.

Skin Variants

As announced in the V1.7 Patch Notes, skin variant prices were adjusted for newly released variants. With V1.8, we’re extending this adjustment to all existing variants, so older variants now follow the same structure.

  • Rare Variants: 400 Platinum
  • Epic Variants: 500 Platinum
  • Legendary Variants: 600 Platinum

Thank you for your continued support as we work to ensure the long term sustainability of our studio.

Skins

Redeemer Twinblast [Epic]

Little known fact: action movie skills do come in handy while resisting the demonkind. You need to look the part though. 

Redeemer Shinbi [Epic]

Wonder if she's going to pick up harp music now.

Redeemer Wukong [Epic]

It’s not your first battle, and it won’t be your last. But for this fight, you can march in with armor forged just for you.

Deity Akeron [Uncommon]

Akeron might be new to this realm, but his godhood goes back millennia. This is is his holy sacred form.

Bundles

Wrath of the Ascended Bundle

- Wrath of the Ascended Battle Pass
- Shinbi [Hero]
- Nephalim Redeemer Shinbi [Skin Variant] 
- Evil Shinbi [Icon]
- Evil Shinbi [Banner]

Akeron Deity Bundle

- Akeron [Hero]
-
Deity Akeron [Skin]
- Akeron’s Premium Affinity
- Hysterical [Overhead Emote]
- Deity Akeron [Banner]
- Deity Akeron [Icon]

Wrath of the Ascended Battle Pass

A brand-new Battle Pass arrives with this patch! After several dark, demon-infested months, it’s only fair we bring content that shines a light on the other side - those resisting the Demon King and fighting back against his reign.

This Battle Pass delivers everything you’d expect from such a theme: a powerful mix of striking Sevarog skin, exclusive skins variants, profile cosmetics, emotes, sprays, and currency to spend on whatever you choose.

As always, there's a basic Battle Pass experience that can be accessed for free by every player, and it can be upgraded to a Premium one.

Here’s what you can unlock in this Pass:

  • Timed Exclusive Redeemer Wukong Skin
  • Exclusive Redeemer TwinBlast Variant
  • Timed Exclusive Redeemer Sevarog Skin (Free)
  • Exclusive Redeemer Shinbi Variant
  • Redeemer Jump Pad & Recall VFX
  • 600 Opals (200 Free)
  • 11 Quantum Cores (4 Free)
  • 4 Exclusive Sprays (1 Free)
  • 4 Exclusive Overhead Emotes (1 Free)
  • 10 Ion Cores (7 Free)
  • 10,000 Amber (7,500 Free)
  • 5 Exclusive Banners (1 Free)
  • 4 Exclusive Icons (1 Free)

Wrath of the Ascended Battlepass will run from September 2nd to November 25th (12 weeks).

We're also introducing a new main menu soundtrack to befit the celestial theme.


World Shift: Cataclysm

We've been working hard to make the core Predecessor experience more exciting, adding a new layer of "oomph" to make matches feel more varied and cinematic.
Whilst we are still hard at work on a new map, World Shift gives us a way to put some of what we've been cooking up directly into players' hands. This allows us to run both projects in parallel, adding variety to the game right now while we continue to shape the future of Sanctuary behind the scenes.

When a world shift is triggered by killing the new Shaper, which appears at the 15 min mark in matches, an event will transform the map, bringing dramatic environmental changes. This feature is coming to all current modes: Quick Match, Nitro, and Ranked.

This initial release introduces a single World Shift: Cataclysm, where the sky splits open and meteors rain down on the map. It's more than just cosmetic though; the subtle changes have a major impact on gameplay. We've added new paths, strategically placed rocks that create new chokepoints and alter lines of sight, and Geysers that launch players to previously inaccessible areas. While these map changes are subtle compared to future themes, we're excited to see how they will shift mid-to-late-game strategy, and how players respond to the feature as a whole.

Looking ahead, we have big plans for World Shift, including improvements to Cataclysm, and a completely new Shift for our major update in November. From that patch onwards, there will be a possibility of one of several different Shifts being triggered during a match.

We know this is a big change, so we want to roll things out gradually, and keep closely monitoring player feedback and data to make adjustments as needed.

World Shift Mechanics Breakdown

A cataclysmic event heralds the start of a new phase for Predecessor. This is one of our most ambitious updates to date and will dramatically shift how the match plays out.

A new enemy has been added to the game, the mysterious Shaper. Defeating its Seedlings and then the Shaper itself begins a sequence of events that tears a rift in the sky, opening the way for the meteors of Ashkerath.

This apocalyptic event transforms the way you play, as meteors crash down and begin reshaping the world around you.

Avoid the fiery meteors hurtling toward you, explore the singed world and claim what you can from it. Master the effects of the first of our World Shift events and victory will be yours.

New Monsters

A new monster pit has opened up where the River Bugs once dwelled. Displaced from their home, the Bugs have migrated across the river to establish a new colony.

Seedling

Abilities:

- Basic Melee Attack: Deals bonus physical damage based on the target's current health.- Basic Ranged Attack: Deals higher base damage than its melee version.- Primal Roar (Passive): Every few attacks, the Seedling unleashes a nova, dealing minor damage and applying a small pushback to all nearby enemies.

Spawning and Rewards:

- Initial Spawn: Two Seedlings spawn at the start of the match. They are relatively easy to defeat and grant Gold and XP to the killer.- Empowered Respawn: Once both Seedlings are defeated, a 4-minute respawn timer begins. - After the timer, a single Seedling spawns in one of the new pits found in either side of the River.
- With each subsequent respawn, this Seedling grows in size, power, and the rewards it provides. They also alternate the pit that they spawn in.

Stats:

- Physical Power: 30 (+6 per Level)- Health: 2500 (+375 per Level).- Physical Armor: 30 (+2 per Level).- Magical Armor: 30 (+2 per Level).- Melee Attack Range: 350u.- Ranged Attack Range: 1600u.- BAT: 0.9.- Model Size: 100% (+7.5% per Level).- Pulse Damage: 100 (+15 per Level).- Kill Gold: 120 (+20 per Level).- Kill XP: 250 (+20 per Level)- Reward CS: 5.

The Shaper:

- Initial Spawn: 15m (Always spawns, replacing the Seedling, like Mini/Orb)- Respawn Time: 4m- Reward:
- Triggers World Shift Event on First Death, Transforming the Map.
- Gold: 300 Global Gold.
- XP: 250 Global XP.

At the 15-minute mark, the jungle objective evolves. Any active Seedling is removed from the map and is permanently replaced by the Shaper.

Abilities:- [Passive] Immolate: The Shaper constantly deals damage to all nearby enemies when in combat.- Ranged Attacks: Retains the powerful, long-range basic attacks of the empowered Seedling.- [Ability 1] Tremor: The Shaper stomps the ground, dealing heavy damage and slowing enemies in a wide area. This ability can be completely avoided by jumping at the moment of impact.- [Ability 2] Fissure: The Shaper targets all nearby champions, creating volatile zones beneath them. After a brief delay, these zones erupt, dealing damage and launching targets into the air. Constant movement is required to evade the delayed explosion.
Rewards:- The Shaper triggers the World Shift Event on First Death, Transforming the Map.- Upon defeat, The Shaper grants a 300 Global Gold and 250 Global XP to the slaying team.- A special Seedling will spawn in each lane and begin pushing toward the enemy base.
Respawn:- The Shaper has a 4-minute respawn timer and will continue to alternate its spawn location between the two mini pits.
Stats:- Physical Power: 24 (+3 per Level)- Health: 3000 (+1250 per Level).- Physical Armor: 90.- Magical Armor: 75.- Melee Attack Range: 350u.- Ranged Attack Range: 1600u.- BAT: 1.5.- Kill Global Gold: 300.- Kill Global XP: 250.- Reward CS: 15.- Immolate Damage: 10 (+3 per Level) each second.- Tremor Damage: 102 (+12 per Level).- Fissure Damage: 120 (+20 per Level).- Fissure Slow: 40% for 2s.

Lane Seedling:

- Killing the Shaper rewards your team with 3 Seedlings that accompany the next wave of minions spawned, one per lane.- These Seedlings are effective pushers and can easily threaten the enemy team’s Towers if ignored.

Stats:

- Physical Power: 20 (+4 per Level).- Health: 2000 (+150 per Level).- Physical Armor: (40 +4 per Level).- Magical Armor: -40.- Attack Range: 600 (+400 for Hero Combat).- BAT: 1.- Hero Damage Modifier: 45%.- Minion Damage Modifier: 110%.- Tower/Inhib/Core Damage Modifier: 60%.- Kill Gold: 50 (+3 per Level).- Kill XP: 80.- Pulse Damage: 100 (+15 per Level).

Gold Plants:

For this World Shift, Gold Plants are being introduced. You’ll find several in each jungle quadrant, in the river, and one in each side lane.

Defeating a Gold Plant drops 5 gold orbs, each worth 12 gold, for a total of 60 gold to the player who collects them.

Geysers:

Volcanic Geysers will spawn in multiple locations of the map. These will launch players atop them for 2s after a player steps on top of one. After the 2s duration, they will then be inactive for a set period (8-12s based on the Geyser location) before becoming active again. These will offer new opportunities for all Heroes to scale heights and traverse walls.

Meteorites 

A bombardment begins as meteorites streak across the sky before slamming into the earth with violent force. Shockwaves erupt from each impact, hurling nearby targets backward in the concussive blast. While not designed to be lethal, each strike inflicts a small amount of damage based on current health.

When the dust settles, the battlefield is permanently scarred. Super-heated rock may cool into jagged new terrain, creating cover and obstacles, or the sheer force of impact may shatter walls and structures, opening new pathways and strategic flanking routes.

Image

What we’re launching in Update 1.8 is only one flavor of World Shift - with many more to come! We’ll be listening closely to your feedback, so let us know how you’re finding it and what you’d like to see in the future.

World Shift Map Changes

In addition to World Shift, we have made a handful of changes to the Base Map:

  • Some minor adjustments to Walls and Terrain to allow for various World Shift transformations to occur.
  • The River Bugs have been moved home to the other side of their rivers.
  • A new Pit on either side of Midlane has taken over the River Bugs’ old locations.
  • Nitro’s triple Jump Pad setup has been added to the default map!
  • The drop down ledge near Red Buff has been replaced with stairs.
  • Fog Walls have been added to the side lane Jump Overs to better convey the existing Vision Block.
  • The Vistas outside of the Map have been updated.
  • The Skybox has been updated.
  • Additionally, the transformed map features appropriate audio changes to underline the transformation.

Ranked Split

As we’ve mentioned previously, Ranked Season 1 Split 1 is ending with the launch of Update 1.8!

Here’s what you need to know:

  • Ranked Downtime: Ranked will be closed for maintenance for around before the update - it will go down around 9 pm BST on Monday, September 1st.
  • Rank Reset: After the reset, all players will be moved 5 divisions down the Ranked ladder.
  • Rewards Distribution: Ranked rewards for Split 1 will be distributed at this time.

Every player will receive a themed Season Split Banner and Icon. The type of cosmetics you earn depends on your highest rank achieved during the Split - not your final rank. So don’t worry if you’ve dropped a division or two lately!

Additionally, all players who win at least 15 Ranked matches during the Split will receive an exclusive Morigesh skin.

  • Below Gold: Players will receive the same base variant, regardless of rank.
  • Gold and above: Players will earn a skin variant that matches the color of their highest rank, in addition to the base one.

Finally, the Ranked Leaderboard will be reset.

Ranked Teams Compatibility Update

Want to play Ranked with your friends but feel too far apart in divisions? Starting in V1.8, we’ve adjusted the rules to make it easier for squads to queue together:

  • Bronze players can squad with friends up to Gold.
  • All other ranks can squad with friends within one full rank of them (A Platinum player can queue with anyone in Gold up to Diamond).

Please note: these adjustments apply to pre-made squads only.

Japanese Localization & New Server Locations

We’re very happy to announce that with V1.8, Predecessor is officially launching in Japan! Our Japanese players will be able to enjoy the game fully localized, with their own dedicated Japan server - which should also improve the experience for many players across Asia.

In addition, we’re expanding further with the launch of new server in MENA (Middle East & North Africa) — no more high ping from connecting to Europe!

Please note that until we have data showing a large enough population to sustain it, Ranked will not be available in these regions at first. We’ll be very happy to revisit this as soon as we have evidence that it can be supported.

Nvidia Update

We are excited to announce that GeForce NOW support for Predecessor is coming soon!

This allows you to stream the game from the cloud, making it accessible on a wider range of devices without needing high-end hardware. This is a huge step in making the game more accessible to our growing community.

Please note: GeForce NOW support was originally planned to launch with update v1.8. An unexpected issue has shifted the timing, but it will be arriving shortly after. We’ll keep you updated on when it’s ready to go live.

DLSS 4 Support

As of V.1.8, Predecessor will support NVIDIA's DLSS 4! It's a new rendering technology that can boost frame rates, enhance performance, and improve visual fidelity of the game.

This feature has following hardware requirements:

  • DLSS Super Resolution: Any NVIDIA RTX GPU
  • Frame Generation: NVIDIA RTX 40 Series GPU
  • Multi-Frame Generation: NVIDIA RTX 50 Series GPU
  • DirectX 12 must be enabled

Players with supported NVIDIA hardware can enable:

  • Frame Generation (2x) - which doubles frame rates.
  • Multi-Frame Generation (3x or 4x) - available with the new transformation model.
  • DLAA - which improves native image quality.
  • DLSS Super Resolution - which enhances upscaled image quality.

Anniversary Rewards

If you participated in the Anniversary Event and are eligible for a reward, they will be distributed soon after V1.8 release

You’ll receive a pop-up notification once your reward has been added to your account. Please allow some time - the rewards will be distributed before the end of the week.

Gameplay Balance Changes

Multi-kill Timer:

When evaluating the moment-to-moment gameplay of teamfights, we found that there were a significant amount of Multikills (i.e. doubles, triples, etc.) going unrecognized because the in-game window was too short. We want to try increasing this window so that these exciting moments are highlighted properly, with the hope that they can occur more regularly.- The required window of time between kills to be identified as a Multikill has been increased from 12s to 18s.

Recall Speed

After experimenting with Backing Speed in Nitro, we found that a significant portion of players noted that they enjoyed being able to get back to the action quicker. While we understand that there is exciting and tense gameplay around back stopping, we want to test bringing the Nitro speeds to Standard to see how it feels in a more methodical environment.- Recall Time decreased from 8s to 6s.- Note: Prime Empowered Recall remains at 4s.

Fountain Healing

Have you ever accidentally left the base while missing just a smidge of Health or Mana? With this change, we’re attempting to eliminate that feels-bad experience while also generally smoothing out the regeneration to come in much smaller chunks.- The Fountain’s Regeneration effect is now applied as a 2s buff that constantly refreshes while inside the fountain.- The buff regenerates 4.5% of your Maximum Health and mana every 0.25s. - Note: This is the exact same value as live, just split into a quicker application.- If you leave the fountain, you retain the buff for 2s.

Refillable & Divine Potions

Using Potions to peak efficiency can be a difficult skill to master, even for veterans. With this change, we’re hoping to enable a bit more flexibility as to when and how you can use your Potions, allowing you to free your mind of one less task in the midst of a hectic teamfight or an intense 1v1. If you think you’ll need healing for a long time over the next big fight, pop both those Potion stacks!- Multiple Potions can now be used in succession if there are stacks remaining, increasing the duration of the Potion healing effect. - Note: There is a very short spam protection so that you don’t accidentally double pop.

Ward Destruction

Wards and vision are incredibly important aspects of macro play, and as such, we want to try to make the experience of interacting with them as smooth as possible. We have identified an area of frustration around Wards disappearing while players are attacking them, so we want to experiment with an adjustment to their functionality that minimizes that pain point.- Decreased the base Ward visibility duration from 4s to 3s.- New effect: When a Ward is visible and is damaged, it gains an additional 1.5s of visibility concurrent to its current visibility timer. - Example 1: A ward has 0.5s of visibility left when I damage it, making the ward last for 1s past its original expiration. - Example 2: A ward has 2s of visibility left but I damage it, meaning the ward will still last for 2s.

Jungle Monster Healing

One of the most unfortunate experiences as a jungler is when your camps leash juuuust before you get the last hit, leaving you to painfully watch them sprint away, healing a huge chunk of their health. We want to decrease that point of frustration, so we’re aiming to significantly decrease the amount of healing the mobs do as they’re running back, giving you a better shot to keep that clear on track.- Upon being fully leashed, Jungle Monsters now regenerate health 50% slower.

Vision

- Ward Radius increased from 1200 to 1350.

Nitro Balance Changes 

Like standard and Ranked Nitro has been updated with World Shift. The timings of the new Monsters have been adjusted to fit Nitro and Primal Fangtooth and Orb Prime have given up some gold and XP to allow the Shaper to provide a meaningful team benefit. 

In addition to World Shift some generic changes have been made to Nitro to continue to try and ensure games do not stall as often for as long. All the changes are intended to support advantages that teams get to give them a better chance of ending the game at certain points. We have also reduced some of the comeback potential from farming minion waves under tower. We want Nitro to support comebacks but in the later part of the game we are seeing too many comebacks happening by stalling out the game. 

Stats

Kill Gold and XP have been slightly increased to ensure players receive enough advantage from killing opponents. To compensate for the added gold, lane minions and jungle minions have had their gold slightly decreased.

Kill Gold

- Kill Gold increased from 400 to 450.- Increased Kill gold at every Killstreak Bounty Tier from -6 to 8. - Was: 130/155/180/220/280/320/370/400/600/735/870/1000/1100/1250/1350. - Now: 150/175/200/245/315/360/415/450/675/825/970/1100/1200/1350/1450.

Kill XP

- Adjusted Kill XP slightly - Was: 30/70/100/145/180/250/290/330/360/380/410/425/435/450/470/480/520/550. - Now: 30/70/105/150/200/250/290/340/370/390/410/425/440/460/470/480/500/550.


Out of Combat Movespeed

To ensure the map progress at the correct pace, players can move to objectives and attack towers; we are slightly increasing the out of combat movespeed.

- Increased Out of Combat movespeed from 8% to 10%.

Small adjustment to death timers during the mid game to allow players a bit more breathing room after getting kills.

Death Timers

- Increased Death timers between level 7 and level 13 - Was: 21/22/23/24/26/28/31. - Now: 22/24/26/28/30/32/33.

Structures

Outer Tower

Outer and Inner Towers now give additional gold and all structures have had their health reduced. This means it will feel more impactful to hit a structure with a hero. Minion tower damage has been heavily reduced to make them do less damage to towers overall.

- Local Gold increased from 300 to 350.- Health decreased from 2400 to 2000.

Tower Plating

- Local Gold Drop increased from 75 to 90.

Inner Tower

- Global Gold increased from 200 to 250.- Local Gold increased from 600 to 700.- Health decreased from 3200 to 2800.- Physical Armor and Magical Armor decreased - Was: 40/42/44/46/48/50/50/50/40/35/30/20/10/10/10. - Now: 40/40/40/40/40/40/40/40/40/35/30/20/10/10/10.

Inhibitor

- Health decreased from 4200 to 3500.- Physical Armor and Magical Armor decreased from 45 to 35.

Core

- Health decreased from 10000 to 8000.

Minions 

Minions are receiving two major changes, firstly their gold is decreased to account for the increased gold in kills and structures. 

Secondly we are decreasing their damage to towers, we want to see less towers dying alone to minion waves. We are also reducing the durability of structures a little but that is so it feels more meaningful for heroes to hit towers.

Melee Minions 

- Melee Minion Gold drop changed  - Was: 25/25/25/30/30/30/38/38/38/44/44/44/49/49/49/49/49/49. - Now: 22/22/22/28/28/28/35/35/35/40/40/45/45/45/45/45/45/45/45/45/45.- Increased Minion damage to Minions - Was: 85% at all levels. - Now: 85% until level 10, then 90%.- Reduced Minion Damage to Towers  - Was: 50%/55%/60%/60%/65%/65%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%. - Now: 40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/45%/50%/55%/60%/70%.- Reduced Minion Damage to Inhibitors - Was: 70% at all levels - Now: 40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/45%/50%/55%/60%/70%.- Changed Minion Damage to Core - Was: 50% at all levels. - Now: 40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/45%/50%/55%/60%/70%.

Range Minions 

- Range Minion Gold drop changed.  - Was: 16/16/16/20/20/20/28/28/28/33/33/33/39/39/39. - Now: 14/14/14/18/18/18/25/25/25/31/31/31/36/36/36.- Reduced Minion Damage to Towers  - Was 55%/55%/55%/55%/60%/60%/60%/60%/60%/60%/65%/65%/65%/65%/65%/65%/65%/65%/65%/65%/65%. - Now: 40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/45%/50%/55%/60%/70%.- Reduced Minion Damage to Inhibitors - Was 55%/55%/55%/55%/60%/60%/60%/60%/60%/60%/65%/65%/65%/65%/65%/65%/65%/65%/65%/65%/65%. - Now: 40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/45%/50%/55%/60%/70%.- Minion Core Damage Modifier changed from - Was:  55%/55%/55%/55%/60%/60%/60%/60%/60%/60%/65%/65%/65%/65%/65%/65%/65%/65%/65%/65%/65%. - Now: 40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/40%/45%/50%/55%/60%/70%.

Siege Minions

Siege minions have had an additional reduction in gold when 2 siege minions start spawning per wave. Overall double Siege Minion waves have been giving too much gold and this has benefited defenders too much allowing them to quickly catch up on gold leads in the latter part of the game.
 

- Siege Minion Gold drop changed - Was: 80/87/94/102/109/116/123/131/138/145/152/160/167/174/181. - Now: 74/81/87/94/101/108/108/108/108/108/108/108/108/108/108/108.- Reduced Minion Damage to Towers  - Was: 90%/90%/100%/100%/110%/110%/110%/110%/120%/120%/120%/120%/120%/120%/120%/120%/120%/120%/120%/120%/120%. - Now: 70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/80%/90%/100%/110%/120%.- Reduced Minion Damage to Inhibitors - Was: 110%/110%/110%/110%/110%/110%/110%/110%/110%/110%/110%/120%/120%/120%/120%/120%/120%/120%/120%/120%/120%. - Now: 70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/70%/80%/90%/100%/110%/120%.

Jungle

Similar to lane minions all jungle minions have had their gold reduced to compensate for the added gold to kills and structures. In addition, Junglers were not able to keep the correct pace on the XP curve compared to laners so Jungle XP has been increased a bit.  

- All Jungle Monsters now give 10% extra XP from the 4th time the camp spawns.- All Jungle Monsters give 10% less Gold aligning with the lane minion changes.- Fixed a bug where you didn’t get level 2 from taking the 3 camp blue side at level 1.

Fangtooth

Fangtooth and Primal Fangtooth buffs have been increased to support games ending more decisively when ahead.

- Stat Buff increased from 6% to 8% for the first two fangtooths secured

Primal Fangtooth

Primal Fangtooth have had their gold and xp slightly reduced to balance the introduction of the Shaper. 

- Primordial Blaze Tick damage increased from 4 to 5.- Global Gold decreased from 700 to 600.- Global XP decreased from 500 to 400.

Orb Prime

- Global Gold decreased from 700 to 600.- Global XP decreased from 500 to 400.

Seedling

- Spawn time reduced from 240 to 210.- Respawn time reduced from 240 to 180.

Shaper

- Spawn time reduced from 900 to 540.- Respawn time reduced from 240 to 180.- Global Gold increased from 300 to 500.- Global XP decreased from 250 to 350. 

All adjustments below are compared to Standard.

Heroes

Aurora has been a chilling presence on Sanctuary, making her effective even when behind. We're looking to shift her power profile to better reward players who build into magical power and shift the power around the Magnify adjustments this patch. By trimming some of the damage from Boreal Sweep and packing a stronger punch into her Passive and Ultimate scaling, we’re aiming for her big teamfight moments to feel more earned and impactful, while giving opponents a bit more breathing room in the earlier stages of the game.

Frozen Simulacrum [Passive]: - Frost Storm Magical Power Scaling increased from 20% to 25%Boreal Sweep [Alternate]:- Explosion Damage decreased from 70/100/30/160/190 to 70/95/120/145/170Cryoseism [Ultimate]:- Initial Explosion Scaling increased from 60% to 70%- Secondary Explosion Scaling increased from 24% to 28%.

Boris’s augment choice has become a bit stale, with Apex Hunter being the clear best option. We're toning down Apex Hunter's dominance and significantly buffing Savage Shred to create more build diversity, especially against tanky foes. To keep his overall power level contained, we're pulling some strength from his Primeval Roar, aiming for less potent output from such a reliable ability.

Apex Hunter [Augment]:- Health Threshold decreased from 25% to 20%.
Savage Shred [Augment]:- Physical Armor Shred increased from 35% to 40%.- Physical Armor Shred Duration increased from 4.5s to 5s.
Primeval Roar [Secondary]:- Bonus Physical Power Scaling decreased from 60% to 50%.- Max Fear Duration decreased from 1.15s to 1s.

Shadow Strike has been lurking in the shadows of Countess's other, more popular augments. To make it a more tempting choice, we're shifting its power to be less one-dimensional. This addition rewards aggressive Countess players for landing their abilities by giving them faster access to Shadow Slip mid-combat. While the cooldown reduction per-hit is lower, the potential to rapidly reduce your mobility's cooldown after a full combo is a powerful new tool for any aspiring assassin, whilst still giving her basic attacks a bit more meaning.

Shadow Strike [Augment]: - Ability Hits against Enemy Heroes now reduces Shadow Slip Cooldown, up to once per ability.- Shadow Slip Cooldown Reduction decreased from 10% to 5%.

Crunch's Falcon Crunch augment has been stuck in the hangar, largely due to a nasty bug preventing its damage from scaling correctly. We’ve squashed that bug and are packing in some extra fuel to make it a more explosive option: the cooldown penalty is now less punishing, and it grants bonus damage. On top of that, we’re giving his base power a small tune-up to help his early-game fights pack a bit more... crunch.

Falcon Crunch [Augment]:- [Bug Fix] Falcon Crunch no longer causes Right Crunch’s damage to not level up correctly.- Right Crunch Increases Cooldown decreased from 50% to 30%- Falcon Crunch now causes Empowered Right Crunch to deal 10% additional Damage.- [QoL] Falcon Crunch Vertical Height adjusted to better match Crunch to his target as they both rise up.
General:- Physical Power increased from 62 to 65.

Feng Mao has been a dominant force on the battlefield, proving a little too effective as a durable, all-purpose fighter with no clear weaknesses. We're reducing his innate tankiness and early-game ability uptime to make him more punishable and open up clearer windows of vulnerability. To sharpen his identity, we are shifting his power away from general damage and heavily rewarding players who commit to assassin build paths by trading some of his Ultimate's raw damage scaling for a significant increase in its Physical Penetration scaling.

Ichorous Glaive [Augment]:- Healing On-Kill increased from 2.5% to 3.5%.
General:- Physical Power decreased from 62 to 60.- Health decreased from 735 to 705.- Health Regen decreased from 2 to 1.2.- Physical Armor decreased from 34 to 32.
Safeguard [Primary]:- Cooldown increased from 17/16.25/15.5/14.75/14s to 20/18.5/17/15.5/14s.
Hamstring [Secondary]:- Bonus Physical Power Scaling increased from 30% to 32%.
Reaping Dash [Alternate]:- Damage decreased from 70/85/100/115/130 to 60/75/90/105/120.
Earth Shatter [Ultimate]:- Bonus Physical Power Scaling decreased from 80% to 70%.- Physical Penetration Scaling increased from 460% to 520%.

Gideon's feeling a little underwhelming, particularly in the early laning phase where securing farm can be a challenge. We're giving his basic attacks a little more weight to make last-hitting smoother, while also packing more punch into his Void Breach's scaling to better reward a successful mid-to-late game. To keep his power in check, we're trimming a small amount of his base health, sharpening his identity as a high-damage threat who needs to position carefully.

General:- Physical Power increased from 50 to 54.- Health decreased from 725 to 710.
Void Breach [Alternate]:- Magical Power Scaling increased from 65% to 70%.

Augmentation has become a staple in Greystone's builds and is seeing a reduction in its burst in this patch, which we know will indirectly affect his performance. To ensure he doesn't fall behind, we're giving him a direct, compensatory buff. A little extra scaling on his Sacred Oath should help offset the power loss from the item change and keep him standing tall as a formidable warrior.

Sacred Oath [Secondary]:- Bonus Physical Power Scaling increased from 30% to 35%.

Grim.exe’s Instant Reload augment has been failing to live up to its name due to some frustrating, high-impact bugs. We’ve deployed a couple of key fixes to address issues where its execute and reset mechanics would fail, making it an unreliable choice. With its core functionality now working as intended, Instant Reload should feel like a much more consistent and powerful option for players looking to chain together eliminations.

Instant Reload [Augment]:- [Bug Fix] Instant Reload’s Execute now works correctly.- [Bug Fix] Instant Reload should no longer fail to reset when killing very low health targets with particular items that increase G.T.F.O’s damage.

Grux should feel like a colossal, unstoppable warlord, but his smaller size and high movement speed have allowed him to bypass the traditional weaknesses of a juggernaut. We're increasing his model size by 10% to better match his terrifying presence on the battlefield. Paired with a slight reduction in his base health and movement speed, this change is intended to alleviate his powerful laning phase. We're also adjusting his Lust for Blood augment, trading some of its peak late-game healing for a bit more power early on to smooth out its curve.

Lust For Blood [Augment]:- Healing changed from 4-12.5% to 4.5-11.3%.
General:- Model Size increased by 10%.- Health decreased from 725 to 710.- Movement Speed decreased from 730 to 720.

Khaimera has been playing more like a bursty assassin than the relentless duelist he was designed to be. We're shifting power out of the initial burst damage and uptime of his Ambush and moving it directly into his sustained-fight capabilities. More power on Unleash and a lower cooldown on Invigorate will bolster his strength in extended trades, while shifting some of his health scaling into his base stats will make his early game more robust. The goal is to reward Khaimera players who stick to their targets and win through relentless attacks, rather than relying solely on the initial surprise burst.

General:- Health increased from 685 to 720.- Health Growth decreased from 123 to 121.
Unleash [Primary]:- Total Physical Power Scaling increased from 50/56/62/68/74% to 55/60/65/70/75%.- On-Hit Modifier increased from 75% to 80%.
Invigorate [Secondary]:- Cooldown decreased from 22/19.5/17/14.5/12s to 20/18/16/14/12s.
Ambush [Alternate]:- Bonus Physical Power Scaling decreased from 100% to 90%.- Cooldown increased from 11/10.25/9.5/8.75/8s to 11/10.5/10/9.5/9s.
Cull [Ultimate]:- Cooldown changed from 120/90/60s to 110/90/70s.

As a frequent user of Magnify, we know the adjustments to the item will have a direct impact on Kwang's performance as a magical bruiser. To ensure he retains his electrifying power, we're shifting the strength he's losing from the item directly into his kit by boosting the scaling on his Light of the Heavens. To address his sluggish early clear, a small bump to his base physical power should help him cut through minions and jungle camps more effectively. In exchange for this targeted power, we're slightly toning down his early-game health and ability uptime to create clearer windows for counterplay.

General:- Physical Power increased from 60 to 64.- Health decreased from 725 to 700.- Health Growth increased from 120 to 122.
Judgement of the Heavens [Primary]:- Cooldown increased from 13/12.5/12/11.5/11s to 15/14/13/12/11s.
Light of the Heavens [Alternate]:- Magical Power Scaling increased from 50% to 55%.- True Damage Magical Power Scaling increased from 55% to 60%.- Shield Magical Power Scaling increased from 40% to 45%.

Mourn's late-game presence has been too oppressive, especially when a certain augment allows him to apply Contagion to entire teams. We're targeting this interaction by re-tuning Contagion: lowering its base damage and late-game healing to reduce the power of that mass application, while improving its AP scaling and lowering its cooldown to keep it a core part of his kit. To address his general strength, we're also nerfing his passive to make his laning phase more manageable for opponents. Finally, we're shipping a few quality-of-life and skill expression adjustments to Abduct to make the ability feel cleaner and more rewarding to use.

General:- Physical Power Growth decreased from 4.7 to 3.8
Extract [Passive]:- Cooldown increased from 10s to 12s.
Contagion [Primary]:- Damage decreased from 20/32/44/56/68 to 15/25/35/45/55.- Magical Power Scaling increased from 20% to 24%.- Healing changed from 8/14/20/26/32 to 10/15/20/25/30.- Cooldown decreased from 13/12.25/11.5/10.75/10s to 12/11.25/10.5/9.75/9s.
Beguile [Secondary]: - Damage increased from 80/110/140/170/200 to 90/120/150/180/210.
Abduct [Alternate]:- Cooldown increased from 15/14.25/13.5/12.75/12s to 16/15/14/13/12s.- [Bugfix] Fixed an issue where Abduct visually travelled the full distance even when cast without charging.- Projectile Speed increased by 15%.- Projectile Hitbox decreased by 20%.- Projectile Minimum Range when immediately cast increased from 525 to 875.

The Sting Operation augment hasn't been laying down the law as effectively as we'd hoped, often being passed over for more direct options. To bolster its identity as the premiere choice for a tactical, controlling playstyle, we're adding some extra area-denial to its dossier. A size increase on his Static Traps should make them more reliable for zoning out suspects and creating choke points on the map.

Sting Operation [Augment]:- Now also increases the size of Static Traps by 20%.

Phase has been feeling a little faint in recent patches, struggling to exert the pressure she needs to be effective as a support. We're giving her some straightforward, power-positive buffs to bring her back into the spotlight. A significant increase to Psychic Flare's damage will make her poke more threatening throughout the match when she commits her blinks, while some extra health scaling should help her see the end of those chaotic late-game teamfights.

General:- Health Growth increased from 118 to 122.
Psychic Flare [Primary]:- Damage increased from 70/110/150/190/230 to 80/120/160/200/240.- Magical Power Scaling increased from 85% to 90%.

Rampage’s ability to apply powerful item effects like Mutilator repeatedly with The Rumbling has been incredibly oppressive, shutting down targets with a single button press. We're changing how this damage is classified to remove this mass-application interaction, requiring more deliberate targeting for such powerful effects. To address his overbearing early-game presence, we're also pulling back some of his base health and the duration of his Boulder Throw stun at earlier ranks, making his ganks a little less punishing.

The Rumbling [Augment]:- Rumble Damage is now considered as Multiple Damage Instance when using The Rumbling, meaning Items like Mutilator no longer trigger on its damage.
General:- Health decreased from 700 to 685.
Boulder Throw [Primary]:- Stun Duration decreased from 1.5s to 1.3/1.35/1.4/1.45/1.5s.

The Communion augment is intended to be the cornerstone of Renna's support playstyle, but it has been overshadowed by her mid lane-focused options. To give it a distinct and powerful identity for those looking to aid their allies, we're adding some much-needed utility. A 20% increase to the radius of Mortal Coil will allow Renna to more consistently aid her team, whether she's sustaining a carry or snaring a fleeing enemy.

Communion [Augment]:- Now also increases the Radius of Mortal Coil by 20%.

Endless Hunt embodies the fantasy of a relentless archer, but its power has been a bit too situational, only kicking in during a successful teamfight reset. To make it a more consistently rewarding and a practical choice that leans into an ability-focused playstyle, we're adding a permanent scaling reward. Now, each takedown not only refreshes your abilities for the current skirmish but also grants a small amount of permanent Physical Penetration, ensuring every successful hunt sharpens your arrows for the rest of the match.

Endless Hunt [Augment]:- Takedowns now also permanently grant Sparrow 1 Physical Penetration.

The Grenadier augment has turned TwinBlast's Vortex Grenades into an incredibly oppressive tool, providing too much control and damage with little room for counterplay. We're directly targeting this by reducing the grenade's base damage, scaling, and slow duration. On top of that, he's been a bit too dominant in general, so we're trimming some of his base health and reducing the projectile speed of his ultimate to make it more avoidable.

General:- Health decreased from 710 to 700.
Vortex Grenade [Alternate]:- Damage decreased from 40/60/80/100/120 to 35/55/75/95/115.- Total Physical Power Scaling decreased from 50% to 45%.- Slow Duration decreased from 1s to 0.75s.
Ventilate [Ultimate]:- Projectile Speed decreased by 15%.

Wraith's high early-game burst has made him a frustrating lane bully, overshadowing his intended identity as a strategic, information-based carry. We're making a significant set of changes to shift his power out of raw, early-game damage and into utility and late-game scaling. Reductions to his early health and the base damage of Knock, Knock! will make him less oppressive in the first few levels. In return, he's gaining substantial utility through a more potent slow and a faster-pinging drone for scouting. These changes, combined with better late-game scaling, are aimed at rewarding strategic positioning and map control over brute force.

Illusionist [Augment]:- Surprise, Surprise Coooldown Multiplier decreased from +40% to +20%.
General:- Physical Power decreased from 55 to 53.- Health decreased from 710 to 680.- Health Growth increased from 121 to 123.- Magical Armor increased from 25 to 30.- Movement Speed increased from 675 to 685.
Who’s There? [Passive]:- Drone Ping Interval decreased from 3s to 2s.
Peekaboo! [Primary]:- Slow increased from 27/29/31/33/35% to 35%.
Knock, Knock! [RMB]:- Damage decreased from 70/110/130/160/190 to 70/95/120/145/170.- Bonus Physical Power Scaling increased from 110% to 115%.- Cooldown changed from 9/8/7/6/5s to 10.5/9/7.5/6/4.5s.
Back It Up! [Ultimate]:- [Bugfix] Fixed an issue where Controller Aim assist could snap to an unintended location when the User aims at the rewind location of an Enemy Target when they appear.

Yin has been a bit too resilient in duels and teamfights, making her difficult to punish even when she missteps. We're opening up larger windows of vulnerability by increasing the cooldown on her key defensive tool, Backlash. On top of that, we're trimming some of her late-game Physical Armor scaling to ensure she isn't quite so naturally durable in the later stages of the game.

General:- Physical Armor Growth decreased from 4 to 3.6.
Lash Kick [Primary]:- [Bugfix] Fixed an issue where Yin’s Lash Kick could stop Enemy Hero momentum if she vaulted off them mid-air.
Backlash [Alternate]:- Cooldown increased from 9/8.5/8/7.5/7s to 10/9.5/9/8.5/8s.

Yurei has been a bit too safe and effective in the early game, so we're shifting her power curve to better reward a scaling, mid-range playstyle. We're trading some of her early-game health for better late-game scaling on both her durability and her main damage source, Anima Burst. To support this more ability-focused identity, we're adding some much-needed mana sustain to the underused Ephemeral Surge augment to increase its general viability. Finally, we're shipping a few quality-of-life updates, including a trade-off on Whispering Echoes to give it a larger explosion radius at a slightly shorter range.

Ephemeral Surge [Augment]:- Now also restores 5% Max Mana when destroying Torn Spirits.
General:- Health decreased from 710 to 680.- Health Growth increased from 110 to 113.
Anima Burst [Primary]:- Bonus Physical Power Scaling increased from 90% to 100%.
Severance [Secondary]:- [QoL] Hitbox now increased by ~10% to better fit Yurei’s model and her VFX.
Whispering Echoes [Alternate]:- Explosion Radius increased by 15%.- Range decreased by 7%.

Items

Crests

- [Bugfix] Fixed an issue where Lt. Belica and Skylar’s Hypercharge would not correctly stack Marksman Crest. They now correctly stack the crest, but gaining stacks has a 0.8s cooldown to prevent excessive stacking speeds for multi-hit Basic Attack types.

Carry

Demolisher has been performing a little too well as a generalist damage item, making it a default purchase regardless of the enemy team composition. We want to sharpen its identity as the premiere anti-tank tool in the game. To do this, we're trading some of its raw Physical Power for a significant increase in its percentage Physical Penetration. This change, along with a small cost reduction, will make it a clearer and more powerful strategic choice when facing down a heavily armored frontline.

- Cost decreased from 3200 to 3100.- Physical Power decreased from 40 to 35.- Puncture Physical Penetration increased from 20% to 25%.

Imperator is intended to be the ultimate capstone for critical strike builds, but it's been underperforming as a late-game purchase compared to other options. To ensure it feels like a powerful damage spike, we're giving it a small buff. A lower cost makes it more accessible, and a significant boost to its bonus Critical Strike Damage will now properly reward players for committing to a full crit build, making it a much more competitive option for a third or fourth item slot compared to other critical strike items.

- Cost decreased from 3500 to 3400.- Precision Critical Strike Damage increased from 25% to 30%.

Assassin

Mindrazor has been dominating the first-item slot for assassins, leaving Malady feeling like a suboptimal choice for an early clear and power spike. To bring it up to par and offer more diversity, we're giving it a two-pronged buff. A little extra Physical Penetration will make its combat stats more threatening, but the main improvement is a more powerful early game build path

- Physical Penetration increased from 7 to 10.- Recipe changed from Honed Kris+Temporal Ripper to Honed Kris+Pendant+Honed Kris.

On the flip side of the Malady change, Mindrazor has been the undisputed champion of first items for assassins, offering a level of raw power (due to its passive) that has pushed most other options out of viability. To encourage more build diversity in the early game, we're trimming some of its raw Physical Power. This should keep it as a strong and viable option, but bring it closer in line with its competitors, allowing for a more meaningful choice of first item.

- Physical Power decreased from 45 to 40.

Fighter

Augmentation was intended to be a core item for bruisers who weave spells and attacks, but its high burst damage and bonus AD scaling made it an oppressive tool for assassins. We're performing a major overhaul to return it to its intended user class. We're swapping some raw physical power for attack speed to better support extended fighting patterns and make weaving auto-attacks feel smoother. The biggest change is a fundamental shift in the True Strike passive: its damage now scales with Base Physical Power instead of Bonus. This ensures the item is most potent in the hands of high-level bruisers, while heavily reducing its burst potential for assassins who stack AD items.

- Cost increased from 3200 to 3250.- Physical Power decreased from 40 to 35.- Health decreased from 275 to 225.- 20% Attack Speed Added.- True Strike Damage changed from 40 (+30% Bonus Physical Power) to (+80% Base Physical Power).- Recipe Changed from Temporal Ripper+Spell Slasher+Stone of Strength to Stone of Strength+Spell Slasher+Redwood Shortbow.

Legacy’s stat profile has been overlapping too closely with Mistmeadow Buckler, making the choice between them feel less meaningful. We're sharpening Legacy’s identity as a premier durability option for bruisers. To do this, we're trading away its Ability Haste and some Physical Power for a substantial boost in Health. This not only solidifies the item as a go-to for pure survivability but also aligns with our broader goal of trimming excess Ability Haste from bruiser builds, making item choices more about distinct trade-offs.

- Physical Power decreased from 45 to 35- 225 Health Added.- 10 Ability Haste Removed - Recipe Changed from Temporal Ripper+Sabre+Heroic Guard to Stone of Strength+Shortsword+Heroic Guard.

Mage

Magnify's high Magical Power has made it a potent, general-purpose damage item, often overshadowing its intended identity as a magical bruiser staple. We're shifting its power profile to better suit champions who thrive in the thick of a fight. By trading some of its raw Magical Power for a substantial boost to both Health and Ability Haste, we're cementing Magnify as a core option for sustained, spell-weaving combatants, while making it a less efficient pickup for pure burst.

- Magical Power decreased from 65 to 60.- Health increased from 250 to 325.- Ability Haste increased from 10 to 15.

Oblivion Crown is meant to be the ultimate late-game power fantasy for mages, but it has been underperforming as a late game purchase. We're injecting a small amount of power into its Eradicate passive to ensure it provides a larger spike. To accompany this significant buff and cement its status as a true capstone item, we're slightly increasing its cost. This trade-off should make completing the Crown feel like a much more impactful and build-defining moment.

- Cost increased from 3400 to 3450.- Eradicate Magical Power increased from 20% to 25%.

Support

Vanguardian is the quintessential item for selfless tanks looking to bolster their team's defenses, but its protective aura has been a bit lackluster. We want to ensure that committing to this team-focused item feels truly impactful. We're directly increasing the amount of both Physical and Magical Armor granted by the Guardian aura, making it a much more powerful tool for surviving teamfights.

- Guardian Physical Armor increased from 12 to 15.- Guardian Magical Armor increased from 10 to 12.

Tank

Flux Matrix offers a unique way for tanks and magical bruisers to support their team, but its overall power has been a bit too low to justify the purchase. We want to lean into its identity as a team-fighting force multiplier. To do this, we're making it cheaper, giving it a touch more Ability Haste, and increasing the magic damage amplification on its Unstable Shackles passive.

- Cost increased from 2850 to 2800.- Ability Haste increased from 10 to 12.- Unstable Shackles Magical Damage Amplifier increased from 10% to 12%.

Bug Fixes

  • Fixed an issue where using Blink on Controller while looking at an Enemy would shift the Player’s Camera in unintended ways.
  • Fixed an issue where the Battle Pass Scroll Bar was offset, making horizontal navigation difficult. 
  • Fixed an issue where Users could be unintentionally locked into a movement direction when using the In-game Shop Search Bar while moving.
  • Fixed an issue where Kira’s Dusk could damage Enemies outside of Revenant’s Nether Realm while she is inside it.
  • Fixed an issue where Revenant’s Scar and Obliterate could not correctly target or damage Lt. Belica’s Void Drone.
  • Fixed an issue where Morigesh’s Hive would not indicate the Slow Duration correctly above Enemy Hero health bars.
  • Fixed an issue where the Lane Guidance Waypoints could reappear when a User reconnects to a match.
  • Fixed an issue where a transferred Blue Buff would remain active for 2m, instead of the intended 45s.
  • Fixed an issue where Boris would not be granted kill credit when dunking an Enemy Hero into his own Base with Ursine Burst.
  • Fixed an issue where Greystone’s Stone Forged Soul VFX could persist when used in conjunction with Echeleon Cloak.
Image

And that’s it! This is easily one of our largest patches to date, and we hope you’ll have fun with it for weeks to come.

As always, let us know what you think of the new content - we’ll be listening!!

Until next time,

Bloodmordius, Game Design

Omeda_Zuzu, Player Experience Manager