
Hey Champions,
Summer’s only just begun and we’re bringing the heat with all-new Summer Fun skins and a slew of balance changes in this patch! Let’s take a look at what’s coming up.
Store News
Summer Fun Dekker [Epic]
Summer Fun Maco [Rare]
Summer Fun Shinbi [Rare]
Bundles
Summer Fun Dekker Bundle
- Summer Fun Dekker Bubblegum [Skin Variant]
- Summer Fun Dekker Grape [Skin Variant]
- Summer Fun Dekker Cherry [Skin Variant]
- Summer Fun Dekker Apple [Skin Variant]
- Summer Fun Dekker Ink [Skin Variant]
- “Hot” [Overhead Emote]
- Summer Fun Dekker Icon [Profile Icon]
- Summer Fun Dekker Banner [Banner]
- Dekker [Hero]
Summer Fun Maco Bundle
- Summer Fun Maco [Skin]
- Summer Fun Maco Bubblegum [Skin Variant]
- Summer Fun Maco Cherry [Skin Variant]
- Summer Fun Maco Grape [Skin Variant]
- Summer Fun Maco Mango [Skin Variant]
- Summer Fun Maco Apple [Skin Variant]
- Glass [Overhead Emote]
- Summer Fun Maco [Banner]
- Summer Fun Maco [Icon]
- Maco [Hero]
Summer Fun Shinbi Bundle
- Summer Fun Shinbi [Skin]
- Summer Fun Shinbi Cherry [Skin Variant]
- Summer Fun Shinbi Grape [Skin Variant]
- Summer Fun Shinbi Mango [Skin Variant]
- Summer Fun Shinbi Lime [Skin Variant]
- Selfie [Overhead Emote]
- Summer Fun Shinbi [Banner]
- Summer Fun Shinbi [Profile Icon]
- Shinbi [Hero]
Summer Bundle Core
6 new exclusive items have been added to the Summer core. Remember there are no duplicate drops and each reward has an equal drop chance.
- [New] Stripe Summer Fun Dekker [Skin Variant]
- [New] Floral Summer Fun Shinbi [Skin Variant]
- [New] Sparkle Summer Fun Maco [Skin Variant]
- [New] Flames Summer Fun TwinBlast [Skin Variant]
- [New] Tiger Summer Fun Narbash [Skin Variant]
- [New] Maco and Shinbi Icon-Banner [Bundle]
- Splinter Summer Fun Sparrow [Skin Variant]
- Vector Summer Fun Murdock [Skin Variant]
- Digital Summer Fun Gideon [Skin Variant]
- Polkadot Summer Fun Renna [Skin Variant]
- Tigerstripe Summer Fun Yurie [Skin Variant]
- Murdock and Sparrow Icon-Banner [Bundle]
New Variants
- Vaporwave Summer Fun Twinblast [Skin Variant]
- Heatwave Summer Fun Twinblast [Skin Variant]
- Mango Summer Fun Narbash [Skin Variant]
- Bubblegum Summer Fun Narbash [Skin Variant]
- Foam Summer Fun Narbash [Skin Variant]
Gifting
Players have long been asking for a way to give their friends Predecessor content, and we’re excited to announce we’re rolling out gifting in this update! Now you’ll be able to send cosmetics to your friends, right there in the game.
Some countries will not have access to gifting: Argentina, Azerbaijan, Bangladesh, Belarus, Bolivia, Cuba, Egypt, Iran, Kazakhstan, North Korea, Kyrgyzstan, Lebanon, Moldova, Myanmar, Palestine, Russia, Sudan, Suriname, Syria, Tunisia, Turkey, Ukraine, Uzbekistan, Venezuela, Yemen.
In addition individual players may be unable to access the feature due to legal reasons or being part of Platinum programs like the Content Creator Guild.
If your account has been incorrectly removed from gifting, please reach out via support.
Twitch Drops - Loot Cores
- [Bugfix] Fixed an issue where Loot Cores from Twitch Drops would not be correctly awarded to certain Users. They should now correctly be awarded to affected Users upon logging in!
Opal Effects
The last update introduced the first of our snazzy new, holographic Opal effects. This update we've added more functionality to Profile cosmetics as well - now you can really show off to the lobby!
Eternals Balance
Major Blessing:
Vermis struggles to keep up with the other damage-focused Eternals that scale across a match, and is being given back some of its additional scaling that was removed as a result.
- Damage per Level increased from 0.2% to 0.25%.
- [Bugfix] Description updated to state that it is triggered by On-Hits.
Major Blessing:
A small bump down in initial Omnivamp offered for Marrow. This is needed to ensure that laning interactions are not degraded by excessive healing in the early game, with the value normalizing at around Level 16.
- Omnivamp decreased from 0.75% to 0.6%.
- Omnivamp per Level increased from 0.05% to 0.06%.
Savage Strikes:
- [Bugfix] Description fixed to state its scaling.
Rallying Roar:
Rallying Roar’s Movement Speed can be difficult to appreciate and is being granted an increase to make it more generically useful as a team-wide buff.
- Movement Speed increased from 20% to 25%.
Regenerative Tissue:
Once again, we’re trimming out some of the excess healing introduced from the Eternals system as currently it is on the high end, causing poke damage to feel less useful as the game progresses in the case of Regenerative Tissue.
- Healing decreased from 0.2%/0.4%/0.8%/1.2% to 0.2%/0.4%/0.7%/1%
Voracity
Voracity is another Blessing that allows too much early in-lane sustain, resulting in too many stagnant laning scenarios. We’re bumping this down to ensure that there is adequate room to poke and pressure Krix users. In return for less sustain, they are receiving some additional gold income to allow them to scale throughout the lane faster, should they be able to secure enough last hits.
- Max Health Healing decreased from 1% to 0.75%
- Bonus Kill Gold increased from 2 to 3.
Mending:
Similar to other Healing Blessings, Mending is also seeing a small reduction in its late game Healing to ensure that Healing effects are not as overly present through the roster.
- Health Regen decreased from 3%/4%/5%/7% to 3%/4%/5%/6%.
Iron Will:
Iron Will is another Healing Blessing that can afford Carries especially with too much Healing in late-game scenarios, especially given the amount of Damage Xyris offers in general. As a result, we’re dropping it further to reduce the oppressiveness of Lifesteal stacking builds.
- Critical Strike Healing decreased from 7% to 6%.
Preservation:
Preservation allows Heroes such as Khaimera and Boris to run a little too rampant with the additional Healing it provides them, especially when stacked with other Healing amps such as Draconum and Void Helm. We are applying a reduction in line with other Blessing Healing reductions to ensure sustain effects are not overly dominating the playspace.
- Bonus Healing decreased from 12% to 10%.
Immaculate:
Immaculate continues to result in too many early-game stat check scenarios due to the durability it affords its users and thereby assures an automatic win if an early-game all-in is taken, and is in need of toning down once again.
- Damage Reduction decreased from 20% to 15%.
Prima Donna:
Prima Donna’s Damage Amp is on the higher end for the various Heroes that favor it. To ensure there is an adequate risk/reward tradeoff for this added power, the amount of additional Damage Taken is being increased slightly.
- Damage Taken increased from 5% to 6%.
Construct:
Construct is currently contributing to the provision of too much free Ability Haste when combined with other items/effects, and is being toned down slightly to ensure it remains relevant, but less excessive.
- Ability Haste decreased from 1.25 to 1.
Bloatware:
Bloatware’s Damage Reduction effect continues to provide Demiurge users with too much all-around strength, making the Eternal too powerful of a catch-all when combined with other Minor Blessings such as Construct. In order to provide more opportunity cost in the durability department relative to other Eternals, it is being toned down.
- Damage Reduction decreased from 1% to 0.75%.
Runic Focus:
Given how quickly Aion allows its users to accelerate their gold economy, and therefore how strong the early game curve is, Runic Blessing's offering of up to 20% additional Magical Power in the late game makes it too generically powerful at all stages of a match. Now that players realise the strength of this Blessing, we’re dropping it back down to its previous values to ensure that Aion has an appropriately weaker late-game relative to other Eternals, given its strong early/mid-game Major Blessing effect.
- Bonus Magical Power decreased from 0.2% to 0.15%.
Hero Balance
Adele continues to function too effectively through the laning phase and early-game in general, largely due to her high ability uptime and the freedom at which she can take repeated trades with relative freedom. For this pass, we’re targeting a range of smaller Cooldown, Durability, and Mana Economy adjustments to ensure that she must choose her engagement windows more deliberately. Additionally, Court Of Roses and her Cleave values are both receiving an increase in power, to further enable alternative Augment or Role playstyles.
Court Of Roses [Augment]:
- Ally Damage Reduction increased from 15% to 20%.
General:
- Physical Armor decreased from 36 to 34.
- Health Regen decreased from 2.1 to 1.8.
Acacia [Basic Attack]:
- Cleave increased from 10% to 20%.
Royal Flourish [Primary]:
- Mana Cost increased from 30/35/40/45/50 to 40/45/50/55/60.
- Cooldown increased from 13 to 14.
Iron Rose [Secondary]:
- Mana Cost decreased from 70 to 60.
Imperial Lash [Alternate]:
- Mana Cost increased from 40/45/50/55/60 to 50/55/60/65/70.
- Cooldown changed from 13.5/12/10.5/9/7.5 to 13.5/12.25/11/9.75/8.5.
Akeron generally suffers from too much volatility throughout a match, and feels too forced into building Magical Power-heavy builds to be functional which can become very “all or nothing”. To further expand his item diversity and unlock bulkier builds, he is now being granted additional Health Scaling on his Crushing Maw, as well as some general base damage increases across his kit, better allowing him to function as a frontliner if he opts for tankier Items throughout his build.
Roar Of Torment [Augment]:
- Tick Damage Modifier increased from 200% to 275%.
Hellfire [Primary]:
- Damage increased from 15/26/37/48/59 to 18/29/40/51/62.
Crushing Maw [Alternate]:
- Damage increased from 65/85/105/125/145 to 70/90/110/130/150.
- Damage now also Scales with 4% Bonus Health.
- Bonus Physical Power Scaling decreased from 75% to 65%.
- Magical Power Scaling decreased from 45% to 40%.
Consume [Ultimate]:
- Bite Damage increased from 50/70/90 to 55/75/95
- Bite Heal Max Health Scaling increased from 2% 2.5% 3% to 2.5%/3.5%/4.5%.
Various Mages are receiving some increases to their general power this pass. While most of these changes are focused at early/mid-game strength, better allowing Mages to feel powerful and relevant throughout a match, some late-game boons are being granted where necessary to ensure that the various Mages feel adequately rewarded when executing their loop correctly. In Argus’ case, alongside including the missed Augment change that was listed last patch, he is receiving some general early game strength in his supporting abilities, and some additional bang for buck with his Ultimate in the late-game, better allowing him to threaten opponents should he land his full barrage.
Infinite Obliteration [Augment]:
- [Bugfix] Synaptic Obliterator Speed increased from +25% to +50%.
Dread Nova [Primary]:
- Damage increased from 80/120/160/200/240 to 85/125/165/205/245.
Ether Crystal [Secondary]:
- Damage increased from 15/25/35/45/55 to 20/30/40/50/60.
Synaptic Obliterator [Ultimate]:
- Damage increased from 100/130/160 to 130/155/180.
- Projectile Speed increased by 8%. (12500 to 13500).
A quick bugfix for Aurora, as Overseer was not previously amping her Cryoseism damage. This has now been resolved.
General:
- [Bugfix] Fixed an issue where Overseer’s Passive Effect would not correctly increase Aurora’s Ultimate Damage.
Bayle’s ability to bully the lane with repeat Third-hit trades makes him the stronger early-game laner. While we are fine with his power curve trending strong early, and falling off more heavily in the late-game, the oppressiveness of laning into a Bayle in the first few levels is currently too high and needs toning down a touch.
Vigil [Basic Attack]:
- Third Strike Damage decreased from 250% to 230%.
Despite some general adjustments to Boris in the last pass, he continues to dominate the battlefield - especially with the newly adjusted Jungle that has put a higher premium on Healing-based effects. Specifically in Boris’ case, he is too durable and too efficient across the map, given the level of damage he is capable of dishing out. For this reason, we are reducing his general durability throughout the match, while also adjusting his general clear speed and uptime to ensure he does not run away with a match as easily. These changes, combined with other item/eternal adjustments, should leave Boris at a more reasonable power level, and make him a little riskier to consider playing.
General:
- Health Growth decreased from 133 to 130.
- Physical Armor decreased from 34 to 31.
- Magical Armor decreased from 33 to 31.
Tesseract Device [Passive]:
- Attack Speed per Canister decreased from 8%/11%/14%/17% to 7%/10%/13%/16%.
- Non-Hero Healing Modifier decreased from 25% to 20%.
Primeval Roar [Secondary]:
- Damage Reduction decreased from 20%/24%/28%/32%/36% to 20%/22.5%/25%/27.5%/30%.
Chrono Swipe [Alternate]:
- Damage decreased from 25/35/45/55/65 to 20/30/40/50/60.
- Cooldown increased from 10/9/8/7/6 to 11/10/9/8/7.
In line with other Mage adjustments, Countess is receiving some small, but meaningful, damage additions to her trading tools, better allowing her to maintain dueling threat throughout the early/mid-game.
General:
- Physical Power Growth increased from 3.4 to 4.5.
Blade Siphon [Alternate]:
- Damage increased from 75/105/135/165/195 to 80/110/140/170/200.
Left Crunch is receiving a large change to its Cleave amount, meaning it now deals full damage to everything it hits, rather than only the first target. This will increase his consistency and clearing capabilities in the early-game especially, removing the variance of sometimes getting reduced damage if you hit the incorrect target, and thereby should have him feeling far more competitive in various Jungle and Offlane matchups.
Left Crunch [Primary]:
- Cleave increased from 60% to 100%.
Dekker continues to struggle to find her place amongst the sharpness of the other prevalent Support picks, and is receiving some cooldown adjustments that will allow her to function as a higher pressure catcher across the match. Additionally, we are once again pushing up the power of her Polarity Strike Augment, better allowing her to consider taking it in response to dive-heavy comps, as she is now further rewarded for dropping a well-timed Ion Strike on Low Health Allies.
Polarity Strike [Augment]:
- Missing Health Scaling increased from 10% to 15%.
Photon Disruptor [Primary]:
- Cooldown decreased from 13/12/11/10/9 to 12/11/10/9/8.
Containment Fence [Secondary]:
- Cooldown decreased from 25/23.5/22/20.5/19 to 22/21/20/19/18.
Eden’s Focal Lens Augment was benefitting from a bug that allowed it to stack its Shred repeatedly against a target, making her Cooldown Reduction build overly powerful at relentlessly bumping down a target with repeat abilities. This has now been resolved and the Shred amount has been increased to compensate and make it more generically useful, regardless of build. Additionally, we are reducing the amount of raw power she receives in the early levels while in ranged form in order to trim back some of the excessive early strength she has, further diminishing her midlane/offlane capabilities.
Focal Lens [Augment]:
- [Bugfix] No longer stacks its Shred on successive applications.
- Physical Armor Shred increased from 20% to 25%.
Zero Shift [Secondary]:
- Ranged Stance Physical Power decreased from 8/16/24/32/40 to 6/14/22/30/38.
Like many other Mages, Feng Mao is being afforded some base damage increases and general early-game strength to better allow him to curve throughout a match and threaten kills in the mid-game where damage tends to struggle to compete with the amount of raw health/sustain present on some Heroes. In return, he will be slightly less durable in the late-game once he is fully online, so he will have to choose his engagements with slightly more care.
General:
- Physical Power increased from 60 to 62.
- Mana increased from 320 to 340.
- Health Growth decreased from 138 to 135.
Hamstring [Secondary]:
- Damage increased from 42/56/70/84/98 to 45/60/75/80/105.
Reaping Dash [Alternate]:
- Damage increased from 50/65/90/95/110 to 55/75/95/115/135.
Gadget is another Mage receiving a range of small damage adjustments aimed at increasing her presence in the early/mid-game primarily. This will provide her with more general agency, while also helping her compete in a more volatile and aggressive midlane environment. In exchange, she is losing some Basic Attack and Health Regen capabilities to ensure that she does not overly succeed in the Support and Offlane roles as we are continuing to be mindful of Ranged Offlaner strength especially.
General:
- Physical Power decreased from 58 to 56.
- Health Regen decreased from 1.5 to 1.35.
Sticky Mine [Primary]:
- Damage increased from 80/110/140/170/200 to 90/120/150/180/210.
- Magical Power Scaling increased from 65% to 70%.
- Empowered Damage increased from 100/140/180/220/260 to 110/150/190/230/270.
Speed Gate [Secondary]:
- Damage increased from 60/80/100/120/140 to 70/90/110/130/150.
Seek & Destroy [Alternate]:
- Damage increased from 90/150/210/270/330 to 100/160/220/280/340.
Gideon is also benefitting from a larger set of damage increases across his kit, with his mid-game strength especially receiving a bump as his early-strength is already close to the level we’re looking for within a Mage. Likewise, his Black Hole is receiving some meaningful damage increases, as it currently tends to feel underwhelming in late-game scenarios, even if a big 5-man ult is achieved.
General:
- Physical Power decreased from 54 to 53.
- Health Regen decreased from 1.7 to 1.45.
- Mana increased from 320 to 340.
Cosmic Rift [Primary]:
- Damage increased from 110/150/190/230/270 to 110/155/200/245/290.
Void Breach [Alternate]:
- Damage increased from 95/130/165/200/235 to 100/140/180/220/260.
Black Hole [Ultimate]:
- Damage increased from 490/710/930 to 520/780/1040.
- Magical Power Scaling increased from 240% to 250%.
Greystone is receiving various changes aimed at increasing the strength of his Bruiser builds, as currently the best way to succeed with him is by going full damage. To achieve this, more of his damage profile is being put into base damage and health scalings, in exchange for some reduced uptime and physical power scalings.
General:
- Health decreased from 700 to 690.
- Mana increased from 300 to 320.
Make Way [Primary]:
- Damage increased from 80/130/180/230/280 to 90/145/200/255/310.
- Bonus Physical Power Scaling decreased from 100% to 90%.
- Cooldown increased from 11/10.5/10/9.5/9 to 12/11.5/11/10.5/10.
Blade Of Stone [Secondary]:
- Bonus Health Scaling increased from 3% to 5%.
Assault The Gates [Alternate]:
- Damage increased from 80/125/170/215/260 to 85/130/175/220/265.
Stone Forged Soul [Ultimate]:
- Damage increased from 240/370/500 to 250/400/550.
- Minimum Heal increased from 10%/12%/14% to 14%/16%/18%
- Maximum Heal increased from 30%/35%/40% to 35%/40%/45%.
- [Bugfix] Maximum Heal value is now correctly up to 2.5x higher, instead of ~3x.
- [Bugfix] Now correctly removes Tainted Charm’s Anti-Heal effect when activated.
Grim’s damage output post 3/4 items is currently too high, with his Assault Mode especially allowing him to pump through an enemy team with too much ease. A small hit is needed to ensure that his overall DPS is not as wild for other Carries to compete with once the late game rolls around.
Assault Mode [Secondary]:
- Total Physical Power Scaling decreased from 12.5% to 10%.
- Magical Power Scaling decreased from 9% to 8%.
Grux is currently overly bound to On-Hit builds, with Sky Splitter and Rapture often feeling like must-buys. Combined with his general healing capabilities, he can be a difficult foe to fight 1v1. To help open up some alternative power-heavy build paths, and give more texture to his trades, alongside a Sky Splitter nerf later below, we’re shifting his Double Pain slightly to have more burst potency in exchange for slightly less uptime, meaning his healing windows are also less frequent.
Double Pain [Alternate]:
- Total Physical Power Scaling increased from 115%/125%/135%/145%/155% to 115%/127.5%/140%/152.5%/165%.
- Cooldown increased from 10/9/8/7/6 to 10.5/9.5/8.5/7.5/6.5.
Howitzer is also receiving a range of damage increases, primarily targeting early-game strength across his kit (levels 3-13). However, much like Gadget, he is losing some Basic Attack strength and Health Regen, ensuring that he is more appropriately bound to ability power and mana restrictions, rather than being able to Basic Attack his way to victory, both in the Midlane, and should he appear in the Offlane.
Combat Thrusters [Augment]:
- Movement Speed decreased from 40%/70%/130% to 30%/60%/115%.
Blast Off! [Augment]:
- Land Mine Cooldown Reduction increased from 12% to 15%.
General:
- Physical Power decreased from 61 to 57.
- Health Regen decreased from 1.65 to 1.5.
R2000 Missile [Primary]:
- Magical Power Scaling decreased from 85%/90%/95%/100%/105% to 80%/85%/90%/95%/100%.
Land Mine [Secondary]:
- Damage increased from 90/120/150/180/210 to 90/125/160/195/230.
Slow Grenade [Alternate]:
- Additional Mine Damage increased from 10/15/20/25/30 to 12/18/24/30/36.
Make It Rain [Ultimate]:
- Total Damage increased from 512/736/960 to 544/768/992.
- Damage per Missile increased from 16/23/30 to 17/24/31.
Ikra is receiving a range of changes aimed at reducing the strength of his Spellblade builds, while further incentivising him to play for his core loop of popping enhanced Bubbles with Brine, thanks to its new Penetration functionality that better rewards usage of the combo, while allowing him to act as more of a soft-counter to tankier targets. As additional context, as with any newer Hero, players are continuing to improve their general mastery of Ikra over time, especially as he is a little more complicated to play. We fully expect to see his general success increase as players become more adept at using his kit, and will continue to monitor both his general strength, and if Spellblade builds continue to over-perform relative to other traditional builds.
General:
- Physical Power decreased from 60 to 58.
- Health Regen decreased from 1.65 to 1.45.
Herald [Passive]:
- Divine: Hydroclasm Bubble Healing increased from 3 to 4/6/8/10/12.
- Anomalies: Burn and Anti-Heal Duration decreased from 5s to 4s.
- Anomalies: Burn Damage per Tick increased from 0.6% to 0.75% (Total Damage unchanged).
Narcosis [Primary]:
- Damage increased from 80/110/140/170/200 to 85/115/145/175/205.
Hydroclasm [Secondary]:
- Slow increased from 12% to 15%.
- Charged Bubble Damage increased from 50/100/150/200/250 to 60/110/160/210/260.
- Charged Bubble Magical Power Scaling increased from 65% to 70%.
- [New] Charged Bubble Damage popped by Brine now penetrates 40% of the Target’s Magical Armor.
Brine [Alternate]:
- Magical Power Scaling decreased from 55% to 50%.
- Kill Gold decreased from 4/5/6/7/8 to 3/4/5/6/7.
- Range decreased from 1900 to 1750.
- Cooldown increased from 7/6/5/4/3 to 7/6.25/5.5/4.75/4.
Genesis [Ultimate]:
- Slow decreased from 60% to 50%.
Iggy is receiving some mid-game strength increases like many other mages, better allowing him to come online after a couple of items and really lock down the battlefield. Unlike other Mages, we have avoided granting him too much additional early strength, as he needs to be relatively punishable in the early game in order to avoid him scaling for free running through passive play, or running too rampant over in the Offlane.
General:
- Health Regen decreased from 1.8 to 1.5.
Flame Turret [Primary]:
- Magical Power Scaling increased from 28% to 30%.
- Turret Health Magical Power Scaling increased from 10%-32.5% to 15%-37.5%.
- Turret Health increased from 100 (+20 per Level) to 100 (+24 per Level).
Oil Spill [Secondary]:
- Damage increased from 50/90/130/170/210 to 70/105/140/175/210.
- Magical Power Scaling increased from 45% to 50%.
- Slow changed from 40% to 30%/35%/40%/45%/50%.
Molotov [Alternate]:
- Magical Power Scaling increased from 35% to 40%.
Inferno [Ultimate]:
- Fire Breath Magical Power Scaling increased from 240% to 260%.
Kallari continues to overperform throughout a match, especially in the mid-game where she can dive on a target raw with Shadow Dance, before fleeing the scene thanks to her high speed and Double Jump uptime. These changes should generally help slow down her pace, and make her more vulnerable to counter engagements and getting caught out, should she overreach in an engagement.
General:
- Movement Speed decreased from 700 to 695.
Death Mark [Passive]:
- Cooldown increased from 20-5.55 (-0.85 per Level) to 21-6.55 (-0.85 per Level).
Shadow Walk [Primary]:
- Cooldown increased from 14/12/10/8/6 to 15/13/11/9/7.
Shadow Dance [Secondary]:
- Damage decreased from 35/60/85/110/135 to 35/55/75/95/115.
A similar set of changes for Kwang to the ones that Countess received - receiving slightly more trading strength and ensuring his Basic Attacks remain meaningfully relevant as the mid-game roles around and durability begins to spike. Finally we have resolved a bug that caused Kwang’s Slayer Of The Heavens Augment damage to draw Minion Aggro incorrectly if it cleaves an Enemy Hero.
Slayer Of The Heavens [Augment]:
- [Bugfix] No longer draws Minion Aggro when damaging an Enemy Hero with its AoE damage.
General:
- Physical Power Growth increased from 4 to 4.8.
Surge Of The Heavens [Secondary]:
- Damage increased from 70/95/120/145/170 to 75/100/125/150/175.
Legion is receiving a smaller set of changes that aim to increase the effectiveness of his Penetration builds to be more in parity with his Critical Strike builds in terms of his general Basic Attack output. Alongside this, we’re adjusting his Passive to better enable more singular Magical Power Item pickups to trigger it (especially when combined with Eternals such as Demiurge), as well as adjusting his base stats to ensure that he is less capable of bullying out various Mages in the early game in Mid-lane.
General:
- Health Regen decreased from 1.4 to 1.25.
- Magical Armor decreased from 29 to 25.
- Magical Armor Growth increased from 1.15 to 1.3.
Ballistic Calibration [Passive]:
- Magical Power Threshold for Rally Point Upgrade decreased from 100 to 90.
K-75 Storm Rifle [Basic Attack]:
- Bonus Physical Power Scaling decreased from 18% to 17%.
- Physical Penetration Scaling increased from 1.25% to 1.35%.
Lt. Belica is also receiving some general damage buffs like many other Mages, aimed at helping her function in a more competitive manner relative to the other mages, given her lower mobility and general safety, while also better allowing her to maintain pressure and function in the Support Role should she opt to max her Seismic Assault instead of Void Bomb.
General:
- Health Regen decreased from 1.8 to 1.55.
- Physical Power Growth increased from 1.49 to 1.65.
- Physical Armor increased from 27 to 29.
Seismic Assault [Primary]:
- Damage increased from 100/140/180/220/260 to 100/145/190/235/280.
Void Bomb [Alternate]:
- Magical Power Scaling increased from 65% to 70%.
- Cooldown decreased from 11/10/9/8/7 to 10/9.25/8.5/7.75/7.
Neural Disruptor [Ultimate]:
- Damage increased from 190/290/390 to 200/325/450.
Maco is receiving a range of changes aimed at reducing his general durability and effectiveness when opting for Tank builds, as currently, when combined with his general elusivity, they make him far too difficult to catch out and shut down. Additionally, we have removed the cooldown reduction Passive on his Basic Attack, as this is considered as needless complexity, while being generally unappreciable power that doesn’t need to exist within his kit, given it contributes to excessive ability spam and survivability.
Ferocious Flight [Augment]:
- Shield Max Health Scaling decreased from 1.25% to 1%.
- Shield Magical Power Scaling increased from 10% to 12%.
Ta-da! [Basic Attack]:
- Stacking Passive that reduces cooldowns by 1s has been removed.
Maco Fly! [Secondary]:
- Shield Max Health Scaling decreased from 5.5% to 4%.
- Shield Magical Power Scaling increased from 40% to 50%.
- Dash Speed upon landing decreased by 7.5%.
A small damage bump for Morigesh’s Mark, in line with other general Mage damage increases, better allowing her damage to stick once the mid-game roles around.
Mark [Alternate]:
- Damage increased from 60/75/90/105/120 to 60/80/100/120/140.
Murdock is receiving a range of Base Stat changes to tone down his early game threat, especially as one of the more common Carries seen in the Offlane thanks to the amount of self-peel he possesses. Likewise, his Shots Fired damage is being toned down to be less bursty once the mid-game rolls around, as it currently deals too much damage should he randomly score a critical strike.
Martial Law [Augment]:
- Ultimate Damage increased from 12% to 15%
General:
- Physical Power decreased from 59 to 58.
- Health Regen decreased from 1.5 to 1.35.
- Physical Armor decreased from 26 to 25.
- Magical Armor decreased from 29 to 28.
Shots Fired [Passive]:
- Total Physical Power Scaling decreased from 35%/45%/55%/65% to 36%/44%/52%/60%.
Buckshot [Alternate]:
- Damage decreased from 70/98/126/154/182 to 60/85/110/135/170.
Narbash is receiving a set of larger changes, with a rework to his War Anthem Augment to make it more functional for any Orcs looking to play a Bruiser playstyle in the Offlane or Jungle roles as it now no longer fully removes the Healing across his kit. To accompany this, he has now received a range of Physical Power Scalings across his kit, as well as some new scalings to his Song Of My People Auras, better allowing him to curve differently throughout a match based on build-type.
War Anthem [Augment]:
- [Reworked] March and Song Of My People now Heal for 50% less. Song Of My People’s Healing Aura now also grants 5/7/9/11/13 Physical Power. March’s Heal now also grants 14/23/32/41/5 Physical Power for the duration.
- [Bugfix] Now shows an orange material on Narbash’s model while his Healing Aura is active, instead of always being blue.
Drumclubs [Basic Attack]:
- Bonus Physical Power Scaling increased from 95% to 100%.
Song Of My People [Secondary]:
- Health Regen now Scales with 2% Magical Power
- Movement Speed decreased from 4.5%/6%/7.5%/9%/10.5% to 4.5%/5.4%/6.5%/7.5%/8.5%.
- Movement Speed now Scales with 2.5% Ability Haste.
Thunk [Alternate]:
- Bonus Physical Power Scaling increased from 100% to 120%.
- Magical Power Scaling increased from 80% to 85%.
Crash Bang Boom! [Ultimate]:
- Total Tick Damage now Scales with 50% Bonus Physical Power.
- Knockup Damage increased from 50/75/100 to 80/150/220.
- Knockup Damage now scales with 100% Bonus Physical Power.
Phase is once again receiving a set of durability adjustments to ensure that she is adequately punishable should she get caught out, given how elusive she can be.
General:
- Health Growth decreased from 134 to 131.
- Physical Armor decreased from 28 to 26.
- Physical Armor Growth decreased from 5.2 to 5.
Rampage continues to overperform when utilizing his Tiny Titan Augment thanks to the raw damage it provides him, while also making him incredibly difficult to hit when it is paired with Krix. While we are looking into additional solutions for the size issue for the future, for now we are reducing its overall damage potential, and the general survivability offered by his ultimate, while increasing the strength of his other Augments to bring them all into greater parity.
Tiny Titan [Augment]:
- Total Attack Speed decreased from 35%/40%/45% to 30%/32.5%/35%.
The Rumbling [Augment]:
- Rumble Additional Mana Cost decreased from 10 to 5.
Rock & Awe [Augment]:
- Additional Damage Required Max Range decreased from 0-6000u to 0-4000u.
Behemoth [Ultimate]:
- Additional Healing per nearby Enemy Hero decreased from 5% to 4%.
Renna is receiving the same treatment as other Mages - slightly more early/mid-game damage in her tertiary abilities to help her maintain adequate threat across the laning phase, in exchange for slightly less durability in the very early levels.
General:
- Health decreased from 690 to 685.
- Health Regen decreased from 1.5 to 1.4.
Life Drain [Primary]:
- Damage increased from 60/90/120/150/180 to 70/100/130/160/190.
Horror Blast [Secondary]:
- Damage increased from 70/90/110/130/150 to 70/95/120/145/170.
Alongside some general damage shifts to make Sevarog more appropriately threatening in short trade scenarios in the early/mid-game should he invest his full kit, we have adjusted his Gravebreaker Augment to possess an additional effect. Gravebreaker is by far his least utilized Augment, and is difficult to justify taking. It now has the additional effect of allowing Sevarog to deal damage to Towers with his Ultimate, better allowing him to opt into an alternative split-push style should he desire.
Gravebreaker [Augment]:
- Colossal Blow now also damages Towers for 25% of their Maximum Health as True Damage (Core Excluded) (Reduced by backdoor protection).
- Additional Knockback Distance per Tier increased from 30% to 35%.
Reaper Of Souls [Passive]:
- Omnivamp decreased from 6% to 5%.
Subjugate [Alternate]:
- Damage increased from 50/60/70/80/90 to 60/75/90/105/120.
Colossal Blow [Ultimate]:
- Damage increased from 180/300/420 to 200/330/460.
Skylar has been in a rather underwhelming spot for quite some time now, with her Hypercharge especially being one of the weaker damage stims in the game compared to other buffs such as Sparrow’s Heightened Senses, or Murdock's Hot Pursuit, barely making her damage higher than he default Basic Attacks unless you are capable of perfectly tracking a target. As a result, we are levelling up her general Hypercharge and Atomiser proficiency, making her more core abilities more impactful and appreciable. Additionally, we have made some larger adjustments to her Augments, with Plasma Barrage now allowing her Plasma Grenade to deal additional Missing Health Damage for those players seeking a more ability-based playstyle, and a large bugfix to her Atomized Artillery that was causing it to deal far less damage than intended.
Plasma Barrage [Augment]:
- Plasma Grenade now also deals an additional 6% Target’s Missing Health Physical Damage on Explosion.. Capped at 150/200/250/300/350 against Monsters.
Atomized Artillery [Augment]:
- [Bugfix] Fixed an issue where Atomized Artillery was Scaling 20% less than intended, and dealing 33% less Missing Health Damage than intended.
General:
- Health decreased from 690 to 680.
- Health Regen decreased from 1.5 to 1.35.
Hypercharge [Alternate]:
- Total Physical Power Scaling increased from 9% to 10%.
- Attack Speed Scaling increased from 10% to 11%.
- On-Hit Modifier increased from 12% to 14%.
Atomiser [Ultimate]:
- Missing Health Damage increased from 15%/20%/25% to 20%/25%/30%.
A quick bugfix for Sparrow, where previously she could activate Heightened Senses while using her Ultimate, allowing for a Stealthed Ultimate to occur. This has now been corrected.
Inner Fire [Ultimate]:
- [Bugfix] Now correctly removes Sparrow from Stealth when used if Heightened Senses is activated mid-ultimate.
Terra is receiving some general changes to her mid-game durability and damage, as well as her general Mana Economy, better ensuring that she isn't as immovable of a wall once the mid-game rolls around, and that she cannot take repeated spam trades on Minion Waves without running herself out of Mana.
Hersir’s Will [Augment]:
- Stack interval decreased from 0.6s to 0.5s.
General:
- Health Regen decreased from 2.1 to 1.8.
- Health Regen Growth decreased from 0.22 to 0.2.
- Physical Armor Growth decreased from 5.2 to 4.8.
- Mana increased from 330 to 350.
- Mana Growth decreased from 55 to 50.
Ruthless Assault [Primary]:
- Bonus Physical Armor Scaling decreased from 37.5% to 35%.
- Bonus Magical Armor Scaling decreased from 37.5% to 35%.
- Mana Cost changed from 55/50/45/40/35 to 50.
Yurei continues to deal too much damage in the level 4-9 range when maxing out Severance, which allows her too much freedom in securing early kills due to the repeat damage instanced from her dashes. To resolve this, we’re taking a heavier chunk out of her early Severance damage in order to slow her down, but giving it back in the form of additional Physical Power Scaling, meaning she will retain previous levels of damage potential once the late-game rolls around and will not fall off any harder than she currently does.
Soul Weaver [Augment]:
- Ultimate Cooldown Reduction increased from 8% to 10%.
Ephemeral Surge [Augment]:
- Decaying Movement Speed decreased from 35% to 25%.
- [Bugfix] Decaying Movement Speed Duration decreased from 3s to 2.5s.
Severance [Secondary]:
- Damage decreased from 60/85/110/135/160 to 55/75/95/115/135
- Bonus Physical Power Scaling increased from 105% to 115%.
Zinx is receiving a small but notable change to her Ultimate, with it now possessing a slightly longer range and therefore making it less chaotic and difficult to use in a teamfight where her Allies dive a little too deep (this happens at all levels of play and any Zinx main will tell you how awkward it can get to maintain correct positioning in pit fights especially). Additionally, a decrease to her Ricochet cooldown is being offered to better allow her to follow up with a second stun in extended combat scenarios,
Ricochet [Primary]:
- Cooldown decreased from 17/16.5/16/15.5/15 to 16/15.5/15/14.5/14.
Neutral Regenesis [Ultimate]:
- Range increased from 1500 to 1650.
Item Balance
General:
Both Refillable Potion and Divine Potion receiving some larger reductions to the Healing they offer in the mid-game, as currently they allow Players too easily to shrug off a single instance of poke, making it less rewarding for Enemy Players to risk playing aggressive with poke once the mid-game rolls around.
- Healing decreased from 9/12/15/18 to 9/10.5/12/15.
- Total Healing decreased from 135-270 to 135-225.
- Healing decreased from 11/14/17/20 to 11/12.5/14/17.
- Total Healing decreased from 165-300 to 165-255.
Crests:
Given its more inconsistent nature, Exodus is receiving a small cooldown bump to provide it with more uptime and opportunities to catch out opponents, or act as a counter-pick to specific abilities.
- Cooldown decreased from 100 to 90.
- [Bugfix] Description now states the correct amount of Tenacity (said 100% before).
Pygmy Dust’s Enemy Shrink has been reduced to make it feel like less of an unintentional buff to the enemy as a target affected by it will now be slightly easier to hit.
- Minimize Enemy Hero Size Reduction decreased from 23% to 18%.
Carry:
Scattershot struggles to find its purpose within the current Carry Item Set as it doesn’t quite do enough in the waveclear department, and is typically most used in Lifesteal-heavy builds. We’re shifting around its effects, providing more damage to Scatter, with it now also dealing bonus damage to Minions in order to make it more deliberate as a waveclear enhancing tool for Crit users. In return, it no longer benefits from Lifesteal, and will not contribute as heavily to excessive sustain when paired with the likes of Terminus.
- Scatter Total Physical Power Scaling increased from 30% to 40%.
- Scatter now deals 50% more damage to Minions.
- Scatter no longer benefits from Lifesteal, and benefits from Magical Lifesteal instead as normal.
In the post-Eternal environment, Sky Splitter continues to provide too much value thanks to the general increase to base health that every Hero received. To remedy this further, some Lifesteal and Melee Rend damage is being trimmed away, making it slightly less of a “must buy” relative to other options.
- Lifesteal decreased from 8% to 7%.
- Rend Melee Current Health Damage decreased from 5.5% to 5%.
Solaris currently acts as an incredible 1-item spike for Carries, affording them too much damage and sustain for that early into a match. Both its general damage and healing are in need of a reduction to ensure that the Carry power Curve is not as heavily frontloaded when it is acquired.
- Physical Power decreased from 55 to 50.
- Solarblade Healing decreased from 65% to 50%.
Viper continues to feel underwhelming relative to other Penetration options and struggles to find its place within builds. Some damage increases are needed to adequately let it shine as an On-Hit Shred Item, relative to the likes of Basilisk, Demolisher and Perforator.
- Physical Power increased from 30 to 35.
- Diligence On-Hit/Ability Damage increased from +8% to +10%.
Assassin:
A small damage bump for Syonic Echo, making it more applicable as a general stat-based pickup relative to other items, given the more niche nature of its effect.
- Physical Power increased from 55 to 60.
Fighter:
Absolution is receiving a bit of a state shift, with more of its power being placed into its Attack Speed and Magical Armor properties, and less in its Physical Power. This better specializes it towards an Attack Speed orientated Anti-Mage pickup for those Heroes that desire it.
- Cost decreased from 3150 to 3100.
- Attack Speed increased from 25% to 35%
- Physical Power decreased from 40 to 30.
- Magical Armor increased from 35 to 40.
- Recipe: Ironwood Warbow + Longbow + Heroic Guard + 500g
Earthshaker is also receiving a stat shift, with it now losing its Attack Speed, and this lost power being focused into its other core stats. This helps differentiate it away from Augmentation further now that it no longer possesses the stat, and makes it more of a focused, powerful ability-damage amp for Fighters, rather than a general catchall.
- Physical Power increased from 40 to 45.
- 20% Attack Speed Removed
- Health increased from 250 to 300.
- Ability Haste increased from 10 to 15
- Battleborn Ability Damage Increased from 1% to 1.25%.
- Recipe: Temporal Ripper + Stone Of Strength + 700g
Some notable bugfixes for Mutilator have occurred, especially the Mutilate Once per Ability fix, as previously Mutilate would only damage a single target when damaging multiple targets with abilities such as Feng Mao’s Hamstring, rather than everyone hit by the ability.
- [Bugfix] Now correctly deals Mutilates Damage one per ability, per target.
- [Bugfix] Fixed an issue where Mutilate’s Damage was applied on Cleave Damage.
Rebirth’s readdition has been received well, seeing meaningful play on a variety of Heroes. However, considering the strength of its effect, it is currently too cheap to purchase relative to other Items and is in need of a price bump.
- Cost increased from 2800 to 2950.
Tyranny lacks in the Ultimate Haste department compared to other Items that offer the stat, and is receiving a small bump to make it more appealing to Fighters looking for additional Ultimate uptime.
- Tyrant’s Edge Ultimate Haste increased from 15 to 20.
Mage:
Dreambinder is receiving a shift, gaining a larger slow in exchange for less damage. This will make the item more specialized and effective on the Heroes that can utilize it well, such as DoT Mages, as they will gladly take the increased utility over a small damage loss.
- Magical Power decreased from 80 to 70.
- Chilling Spells Slow increased from 25% to 30%.
- Chilling Spells DoT Slow increased from 15% to 20%.
Entropy has largely fallen out of favour relative to other damage options, and is receiving a small but meaningful bump to its effect scaling to ensure it remains a relevant damage source in the later stages of a match.
- Degradation Magical Power Scaling increased from 3% to 3.5%.
Orb Of Growth has seen a large spike in play, especially when paired with Eternals such as Krix. Alongside the subsequent nerf to its evolved form, in line with other Regen/Healing reductions, we’re reducing the Health Regen present on its effect to trim back the amount of general durability and staying power in offers its users throughout the laning phase so that it does not stalemate lanes as effectively.
- Art Of Fortitude Missing Health Healing changed from 3% over 3s to 3% over 5s.
Alongside the reduction to art Of Fortitude’s healing, Orb Of Enlightenment is losing some Health Growth to ensure that it does not compound as heavily when paired with other Health-based Items or Eternals, and thereby provide too much durability to Mages that pick it up.
- Health per Level decreased from 15 to 12.
- Art Of Fortitude Health Restore changed from 3% over 3s to 3% over 5s.
A quick bump in Tenacity for World Breaker, better allowing it to serve as a standalone source of Tenacity.
- Tenacity increased from 20 to 25.
Support:
Crescelia has received a rework to its Moonblade Passive. It no longer grants Cooldown Reduction each time its effect is proc’d, and instead grants additional gold instead. This has been done for 2 reasons: Firstly, Crescelia has historically been an abuse case item where non-support Heroes such as The Fey, Countess, Kwang, and now Ikra rush it for an early/cheap power spike that allows them to spam abilities too frequently. Secondly, we’re looking to trim out some of the excess CDR available in certain effects, where appropriate, and redistribute that power into ability strength or more novel and interesting outlets. In the case of the new gold generation effect, other Heroes can still consider picking it up, but the effect is now more tailored at providing an additional source of Economy for Supports that are looking to play aggressively.
- Cost decreased from 2450 to 2300.
- Ability Haste decreased from 20 to 15.
- [Removed] Moonblade no longer reduces cooldowns by 12% On Hit.
- [New] Moonblade now grants +12g when triggered against Heroes.
Some additional Mana Regen for Void Coduit, making it more desirable as a techy pick-up for Supports that are playing alongside other Mana-heavy Heroes and wishing to give them a bump in Mana efficiency, be that Twinblast, Wraith, or Argus.
- Relativity Missing Mana Regen increased from 1% to 1.25%.
Dawnstar’s Damage Reduction effect can be difficult to activate for various Melee Supports once the mid-game roles around, as using Basic Attacks in fights and getting the correct target access naturally becomes more difficult. To help provide it with more consistency, Dawnstar now applies 1 sack of Damage Reduction to Enemy Heroes if you Immobilize them, making it far more useful to get value out of for the various CC-heavy disruptors in the role.
- Crusader now applies 1 stack of Debilitating Strikes upon Immobilizing a Hero (once per ability, per target).
A quick shift for Dynamo - Less damage, more durability. This will help reduce excessive burst scenarios for those on the receiving end, and provide more individual durability and agency for its wielders thanks to the increased durability it offers.
- Physical Armor increased from 25 to 30.
- Immobilizer Damage Amplification decreased from 10% to 8%.
Frosted Lure, though powerful in its own right, can be difficult to get value from due to the conditional nature of its effect. It is receiving some general durability increases to make it a more powerful standalone defensive Item for Supports and Non-Supports alike to consider, while its effect is also receiving a small bump to its range, making it more consistent to activate and get value from in a fight.
- Health increased from 300 to 325.
- Physical Armor increased from 35 to 40.
- Frostwaver Damage increased from 50 to 80.
- Frostwave Damage Radius increased from 550 to 650.
A small Health bump for Tainted Charm, better providing frontliners with the durability they need to survive fights to consider picking it up.
- Health increased from 350 to 375.
Vanguardian is another item receiving a bump to its Tenacity, bringing it back to 20% CCR levels when it is bought as a standalone purchase, and making it more beneficial when stacked with other Tenacity sources.
- Tenacity increased from 20 to 25.
Tank:
Cursed Scroll continues to provide its wielders with too much damage output, especially when paired with the likes of Krix Tiny Titan Rampage, and is receiving another reduction to ensure that it is not capable of bursting down targets as quickly with only a few hits.
- Curse Of Pain Max Health Scaling decreased from 4% to 3.5%.
Fist Of Razuul offers another Healing effect that can neutralize lanes too heavily once acquired, especially for the likes of Sevarog who can hit the wave with reckless abandon and sustain through incoming trades for free once it is acquired. In line with other Healing reductions, it is also seeing a reduction.
- Razuul’s Might Healing decreased from 65% to 50%.
A quick shift for Flux, possessing less Ability Haste, in return for more raw durability as it doesn’t provide enough upfront Armor to serve as a single-slot Magical Armor pickup.
- Ability Haste decreased from 12 to 10.
- Magical Armor increased from 40 to 45.
Transference continues to provide too much effectiveness in the Shielding/Healing department for its users, and is once again seeing a small reduction to its general potency.
- Heal & Shield Power decreased from 12% to 10%.
With other Items receiving bumps to the Tenacity they offer, Unbroken Will risks losing its shine as the premier Anti-CC pickup as they now offer the same amount. To ensure it stands out in its function, it is also being granted another +5 Tenacity.
- Tenacity increased from 25 to 30.
—--
Bug Fixes
- Fixed an issue where Ranked Placement Matches would not count towards a Users Seasonal Ranked Rewards “Matches Played” requirement.
- Fixed an issue where pre-selected Heroes in Ranked Draft would not be immediately selectable, and would be locked out temporarily, once the Ban Phase ends.
- Fixed an issue where Users could receive dead inputs and have their Hero choice overridden while in Draft, meaning they had to select their Hero twice while choosing from the “All Heroes” Tab.
- Fixed an issue where Bayle could become soft-locked if Stunned or Interrupted at a specific time during his Ultimate.
- Fixed an issue where a User would not be given a Crest if they are using a Loadout with a removed Crest.
- Fixed an issue where Minions would not always spawn while playing 1v1 in Custom Games: ARAM.
- Fixed an issue where Timed-exclusive Loot Cores would not be removed from the Loot Cores Tab.
- Fixed various minor issues with Ikra’s In-game Ability Descriptions.
- Fixed an issue where Bans issued for Draft Dodging would not display the Reason or Duration to the affected User.
- Fixed an issue where In-Game Tips would not function correctly when playing AI modes.
That’s all for now! Update v1.15.3, launches on Tuesday 21st July.
Rei & Steggs
