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V1.7 Patch Notes
V1.7 Patch Notes

V1.7 Patch Notes

Everything you need to know about V1.7!

Patch Notes16 juil. 2025
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Summary

Hello Champions!

We’re thrilled to welcome you to another round of patch notes for a major Predecessor update! We have a feeling you’re going to love this one — there’s so much to discover and enjoy.

Here’s a glimpse at what’s coming your way:

  • A brand-new Hero: Renna, the second Hero in the Ashes of the Damned story arc
  • The grand return of the Agora map as part of the Pred Labs initiative
  • Various polish and quality-of-life improvements
  • A fresh round of balancing changes
  • …and more!

Without further ado, let’s dive in!

New Hero: Renna – the vengeful sorceress

It’s only fair that Renna, who’s grown tired of playing second fiddle to her sister Yurei and living in her shadow, finally steps into the spotlight and joins the game after her more celebrated sibling.

Renna underwent the same rigorous training as Yurei - until she chose a different path, forging a risky alliance with the Demon King of Ashkerath. This pact unlocked her true potential, transforming her into a powerful sorceress who draws her strength from the demon realm itself - and life essence of others.

Is Renna the right fit for your playstyle? Let’s find out.


Stats:

  • Health: 705 (+113 per Level)
  • Health Regen: 1 (+0.15 per Level)
  • Mana: 440 (+38 per Level)
  • Mana Regen: 1.3 (+0.2 per Level)
  • Attack Speed: 140 (+1.5 per Level)
  • Physical Armor: 23 (+4.4 per Level)
  • Magical Armor: 27 (+0.95 per Level)
  • Physical Power: 54 (+3 per Level)
  • Movement Speed: 680
  • BAT: 1.45

Abilities:

Echoes of the Damned [Passive]:

Effect: Entities that die near Renna have a 50% chance of leaving behind their Essence that can be consumed by moving nearby. Heroes always leave behind Essence. Essence enhances Renna's abilities directly.

Additionally, Renna can Hover by Jumping while mid-air.

Vow [Basic Attack]:

Effect: Ranged Basic Attack dealing 54 (+60% Bonus Physical Power) physical damage.

Mortal Coil [Primary]:

CD: 18/16.5/15/13.5/12.

Cost: 80/85/90/95/100

Effect: Launch a Soul Orb that deploys upon contact with a Hero or the World. Once deployed, the Soul Orb attaches to nearby Enemy Units, Pulling them in and dealing 90/130/170/210/250 (+60% Magical Power) magical damage over 4s. 

Renna heals for 16/18/20/22/24% of the damage she deals to targets affected by the Soul Orb, reduced to 10% effectiveness against Minions & Monsters.

If Enemy Heroes or Minions take damage from Soul Orb while below 8% (+1% per 25 Essence) Max Health, they are Executed.

Essence Effect: Mortal Coil’s Damage Radius is increased by 1% for every 10 Essence that Renna consumes.

Stupor [Secondary]:

CD: 15/14.5/14/13.5/13

Cost: 70

Effect: Renna Leaps upwards and floats in the air as she prepares to launch a ball of demonic energy. Upon re-activating, or after 1.35s, Renna releases the ball.

The ball of energy explodes upon making contact with an Enemy or Terrain, dealing 80/100/120/140/160 (+50% Magical Power) magical damage and Mesmerizing Enemies hit for 1.05/1.1/1.15/1.2/1.25s.

Essence Effect: Stupor deals an additional 1% of the Target's Current Health as magical damage for every 15 Essence that Renna consumes.

Soul Fire [Alternate]:

CD: 8.5/7.5/6.5/5.5/4.5

Cost: 50/55/60/65/70

Effect: Unleash 3 piercing waves of energy over 1.5s that each deal 50/60/70/80/90 (+18% Magical Power) magical damage.

Essence Effect: Renna fires 1 additional Soulfire wave within the same duration for every 50 Essence she consumes.

Abyssal Rift [Ultimate]:

CD: 130/110/90

Cost: 100

Effect: Renna Channels for a short duration before teleporting to her targeted location. Upon arriving, she summons an infernal singularity above herself for 5s. The singularity unleashes projectiles at all nearby Enemy Units every 0.5s, dealing 42/58/74 (+15% Magical Power) magical damage each hit. 

Abyssal Rift’s Damage is increased by 50% against targets that are below 30% Max Health. 

Essence Effect: Abyssal Rift’s effect duration is extended by 0.5s for every 50 Essence that Renna consumes.

Augments:

Communion:

- Related Ability: Primary- Type: Utility / Support- Effect: Mortal Coil no longer Executes Enemies. Instead, Allied Heroes now also Heal themselves when damaging targets inside Mortal Coil’s effect radius, at 100% of the original Healing effectiveness.

Netherward:

- Related Ability: Alternate- Type: Shielding / Dueling- Effect: Upon using Soulfire, Renna gains a 40 (+40% Magical Power) Shield for 2s.

Vital Essence :

- Related Ability: Passive- Type: Increased Gold / Sustain- Effect: When Renna picks up Essence, she gains +5g and restores 4% Missing Health and 4% Missing Mana.

Store News

Skins:

Origin Renna [Uncommon]

Renna, from before she sided with the Demon Realm.

Dynasty Iggy & Scorch [Legendary]

It’s just… SO CUTE. It also comes with special VFX, SFX, and its own jumppad and recalling animations.

Zechin Huntress Sparrow [Epic]

Sparrow reimagined as Huntress of Zechin, the neighbouring Moon to Omeda.

Summer Fun Yurei [Rare]

It’s written that Koru Shinzo must enjoy her days in the sun, when the sun comes.

Summer Fun Renna [Rare]

The same is true for demonic witches.

Mountain Forge Terra [Uncommon]

Your favourite heavy armor warrior, in all her gold, armored glory.

Bundles

Origin Renna Bundle

- Renna [Hero]
- Origin Renna [Skin]
- Origin Renna [Banner]
- Origin Renna [Profile Icon]
- Pray [Overhead Emote]
- Renna Premium Affinity

Zechin Huntress Sparrow Bundle

- Sparrow [Hero]
- Zechin Huntress Sparrow [Skin]
- Cobalt Zechin Sparrow [Skin Variant]
- Zechin Huntress Sparrow [Banner]
- Zechin Huntress Sparrow  [Profile Icon]
- Scared [Overhead Emote

Dynasty Mega Bundle

- Iggy & Scorch [Hero]
- Dynasty Iggy & Scorch [Skin]
- Kiwi Dynasty Iggy & Scorch [Skin Variant]
- Pomegranate Dynasty Iggy & Scorch [Skin Variant]
- Raspberry Dynasty Iggy & Scorch [Skin Variant]
- Banana Dynasty Iggy & Scorch [Skin Variant]
- Blueberry Dynasty Iggy & Scorch [Skin Variant]
- Strawberry Dynasty Iggy & Scorch [Skin Variant]
- Success [Spray]
- Clowning [Overhead Emote]
- Dynasty Iggy & Scorch [Banner]
- Dynasty Iggy & Scorch [Icon]

Summer Fun Mega Bundle

- Yurei [Hero]
- Renna [Hero]
- Twinblast [Hero]
- Summer Yurei [Skin]
- Summer Fun Renna [Skin]
- Summer Fun Twinblast [Skin]
- Gunmetal Summer Fun Twinblast [Skin Variant]
- Pastel Summer Fun Twinblast [Skin Variant]
- Waterblast [Spray]
- Beach Yurei [Spray]
- Beach Renna [Spray]
- Summer Fun Twinblast [Profile Icon]
- Summer Fun Twinblast [Banner]
- Summer Sisters [Banner]

PS: Summer Blast Twinblast Skin Colour variants now have their loading screen cards, too!

Shadow Ops VFX Bundle

Perfect fit for when you feel like appearing out of nowhere and then discreetly disappearing into shadows.

Pricing Updates:

We’re constantly reviewing the pricing of our in-game items to ensure we’re offering the best value possible while also considering the sustainability and longevity of our studio. 

One element of this has been skin variants, and we’re really pleased with how well they have been received since we first started releasing them.

Since releasing skin variants we also made it so that you can purchase, equip and play with them without needing to own the base skin the variant was based on. The reality of this meant that more rare skins could be grabbed at hefty discounts if you didn’t mind an off-colour, due to variants often being much cheaper than the base skin.

In order to keep delivering new skins and content at the level of quality you expect from Predecessor we’ve decided to make a slight price adjustment specifically to skin variants.

Important notes:

  • Skin variants can be purchased without owning the base skin, except for bundle-exclusive variants.
  • Base Hero recolors (Common and Uncommon) will continue to be priced at 300 Platinum.
  • This pricing change will apply to new skin variants released in this update and beyond. Existing variants will remain at their current prices, but their prices might get adjusted in the future as well.

New pricing for skin variants:

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

Thank you for your support and understanding as we continue to evolve Predecessor’s offerings!

Game Features:

Introducing Legacy:

Some of you asked for Agora. Some of you asked for a new map.

In a way, you’re all getting what you asked for.

The Agora map is here! A place of nostalgia and a place of fresh challenges.

Think you’ve mastered Predecessor? Prove it on a brand-new battlefield.

The map is vast and uniquely shaped, offering completely different opportunities for strategic play. Tactics that work on the standard map might not work here. Don’t forget about the Shadow Pads - areas hidden from view unless warded, perfect for ambushes and surprises. And check out the jungle - it truly lives up to its name on this map!

Explore, experiment, and evolve your strategies - and let us know what you think!

You can learn more about it here.

Legacy Mechanics Breakdown:

This installment of Pred Labs includes several changes and adjustments compared to the version from the old days that some of you might remember.

The map and mode needed to be adapted for what Predecessor is today. We took care to ensure that matches played on this map still meet our standards for how fair and fun they are. Some of the mechanics from the original map were not really contributing to this goal, so we chose to replace them with alternatives that, in our view, make more sense and still deliver the same sense of challenge and immersion.

That said, many of these elements could evolve in the future. If you love this mode as much as you’ve embraced Nitro, who knows what might become of Legacy? 

With 1.7, we invite you to discover what this mode has to offer in our unique interpretation!

What are the gameplay differences between Sanctuary and Legacy?

Conventional gameplay and balance is the largely the same as Standard (Fangtooth, Mini-Prime, River Bug, etc), with a few extra additions!

The only major difference is that normal Jungle Camps Respawn at slight slower times:

White Camps:
- Respawn Time increased from 120s to 135s.

Original Legacy Mechanics adjustments:

Jump Pads:

Although Legacy did not originally feature Jump Pads, we have added them to each Team’s Base to improve the flow and pacing of the map.

Travel Mode:

Instead of travel mode, which in our view was not a particularly healthy mechanic, we made it so Heroes gain 100 (approximately 14%) Bonus Movement Speed after being Out of Combat for 4s, helping them navigate the map faster!

Shadow Pads:

Shadow Pads are returning in a slightly altered form:

  • Shadow pads turn Heroes invisible while they are within them.
  • Dealing damage to an Enemy while inside a Shadow Pad will reveal you for 2.5s.
  • Wards and Sentry will also reveal Heroes that are inside Shadow Pads. 
  • You may also walk into the Shadow Pad to see if any other players are inside them,[Unsupported inline type: unordered-list]
Dunking Zones

The Dunk Zones have been closed off.

Harvester Location Camps

Instead of Harvesters, we have added new camps at their locations:

  • Sidelanes: A Gold Golem (Duo) or Cyan Golem (Offlane) + Teleporter.
  • Jungle: A Small Gold Bug that grants global gold when killed, in each Quadrant.
  • Orb Pit: An Enhanced Gold Bug that is tougher and grants far more gold than the Gold Bugs in the Jungle.
Gold Bugs: 
- Initial Spawn: 02:30.- Respawn Time: 140s.- Stats: - Health: 800 (+50 per Level). - Physical Armor: 20 (+1 per Level). - Magical Armor: 10 (+1 per Level). - Damage: 32 (+6 per Level).- Kill Rewards: - Gold: 40g. - Global Gold: 40g (+1 per Minute). - XP: 80/95/110/125/140/155/170/185 at Levels 1/3/5/7/9/11/13/15. - Creep Score (CS): 2.
Enhanced Gold Bug: 
- Initial Spawn: 04:00. - Respawn Time: 210s.- Stats: - Health: 2500 (+180 per Level). - Physical Armor: 30 (+2 per Level). - Magical Armor: 25 (+1 per Level). - Damage: 70 (+10 per Level).- Kill Rewards: - Gold: 150g. - Global Gold: +100 (+2 per Minute). - XP: 200/225/250/275/300/325/350/375 at Levels 1/3/5/7/9/11/13/15. - Creep Score (CS): 7.

Nitro

What about Nitro? After all, the entire idea behind Pred Labs was to frequently rotate and test experimental game modes.

However, Nitro has proven to be incredibly popular, with many players naming it their preferred way to play and our data backs that up. So, we've decided to keep Nitro as its own standalone LABS mode for 1.7!

Let me say it clearly: Nitro is staying!

That said, we’ll be closely monitoring the situation to ensure the health of the overall game and keep queue times reasonable across all modes.

Thank you so much for the love and enthusiasm you’ve shown for Nitro. We’ve been truly overjoyed to see how much this mode has resonated with you!

Audio improvements 

Sound is an integral part of the Predecessor experience. From the menu music to the sounds of the UI, Heroes, and the battlefield, and also on our videos and trailers audio plays a crucial role in creating the game’s immersive atmosphere.

With Legacy's launch, we’re excited to highlight the sound work that’s gone into bringing this new map to life. Agora is a completely different environment from the Sanctuary map, and it deserved an equally distinct and fitting ambient soundscape to match its unique surroundings.

Beyond the new map, the rest of the game has received audio polish as well. We’ve focused on improving the clarity of action and enemy sounds by giving them more space and reducing background noise. We’ve also introduced dynamic mixing, which helps emphasize player and enemy actions and adds extra “oomph” to key gameplay moments - making the game feel even more alive, rewarding, and intuitive to navigate.

We’ve refreshed several sound effects to make them more satisfying and noticeable; here’s some of them:

  • Blink sound has been upgraded to sound more rewarding and exciting
  • Jump Pad whoosh has been enhanced to sound more impactful and energetic
  • Level-up chime has been updated to sound more rewarding and celebratory
  • The sound of the Hunt crest is now more prominent and noticeable
  • We reduced the “thumpiness” of the sound of getting hit for better clarity
  • Fangtooth & Orb ( both Prime and Mini) now use unique SFX while enemy steals it
  • We added a sound in the main menu for when you level up the Battle Pass

Let us know how it all sounds out there on the battlefield!

Main Menu improvements

As part of our ongoing efforts to improve UI across the game, the landing page of the main menu is the next, coming in V1.7!

Our goal with this one is to improve discoverability of things currently available in the game - be it news, events, promotions, battlepasses and your progress on them, opportunities to get more loot cores or skins! We also made it to be more sleek and polished, and to give you more opportunity to look at the splash art - they’re often just too beautiful for you to be able to look at them only for the time it takes the game to load.

Let us know what you think, and stay tuned for more UI updates in the future!

Ranked Changes

This one is short and sweet: at last, we finally collected enough data and made a very informed decision to open up Ranked Mode 24/7 permanently on NA and EU servers! No more waiting for the window to open - Ranked Mode is always there, as an option, whenever you might feel like playing it. Huge kudos to you for making it possible!

Gameplay Balance Changes

Ranked Draft:

  • [Bugfix] Dawn Side no longer has the final ban in Ranked Draft.

Heroes

Argus is receiving a small round of changes aimed at helping increase the number of opportunities he has to play for repeat Stuns, while also elevating his Mana Catalyst Augments in the Hero Combat department to further reward both Mid and Support Argus alike when looking to play aggressively.

Mana Catalyst [Augment]:- Hero Damage Mana restore increased from 10% to 12%.
Dread Nova [Primary]:- Cooldown decreased from 16 to 15.

Given how difficult it can be for Boris to navigate teamfights and how easily he can be controlled, Boris does not possess enough tools to dish out damage or survive engagements. By further increasing his Attack Speed growth we are opening up more build paths to Boris, making him more able to commit to other damage or durability choices, while also increasing his ability to survive and his range of viable targets in fights with increased Damage Reduction and increasing the Bonus Health Damage on Ursine Burst, should he wish to slam an Enemy Tank into their Allies for heavy damage as an alternative way to play a fight.

General:- Attack Speed Growth increased from 1.4 to 1.8.
Primevale Roar [Secondary]:- Damage Reduction increased from 20%/25%/30%/35%/40% to 25%/30%/35%/40%/45%.
Ursine Burst [Ultimate]:- Target Bonus Health Damage increased from 25%/35%/45% to 30%/40%/50%.

Countess’ Blood Tithe true damage provides her with too much effectiveness against a range of targets - especially in the Offlane. Given it is a consistent amount that cannot be prevented or reduced, it needs a reduction to ensure Tanks and Bruisers alike feel like they are better able to take duels against her. This change also impacts her Jungle Clear Speeds, so we have increased the bonus monster damage on Blade Siphon to ensure Jungle Countess is not too negatively affected.

General:- Added to Offlane Recommended Heroes.
Blood Tithe [Passive]:- Max Health True Damage decreased from 6% to 5%.
Blade Siphon [Passive]:- Monster Bonus Damage increased from 75 to 90.

With the strength of various Melee Supports currently, Dekker struggles to provide enough control and peel to her team when playing on the back foot compared to the threat Heroes such as Steel or a Riktor possess. To bring her further up to their level, we’re granting her increased uptime of Containment Fence in the later stages of the match, as well as rewarding her with a stronger Slow on Photon Disruptor to better allow her to control the flow of a battle without needing to rely on damage alone.

Photon Disruptor [Primary]:- Slow increased from 25% to 30%.
Containment Fence [Secondary]:- Cooldown decreased from 23/22/21/20/19 to 23/21.5/20/18.5/17.
Ion Strike [Secondary]:- Damage increased from 160/260/360 to 180/290/400.

Drongo is receiving a follow-up correction to his Smog Therapy Augment, ensuring that the healing provided by Gag Grenade does not read absurd levels too early in a match if it is maxed out first.

Smog Therapy [Augment]:- Healing decreased from 50/100/150/200/280 to 60/105/150/195/240.

Feng Mao’s ability to snowball a match is currently too consistent, with a few early kills often letting him run away with a match due to the sheer damage threat he possesses, even when building Bruiser. To correct this, we’re reducing some of his general safety and damage scalings, meaning there are more opportunities to punish him and his damage will not become out of control as quickly in a snowball scenario, while also shifting Earth Shatter’s Execute Scalings back towards Penetration, meaning Bruiser Feng Mao will see a more significant dip in damage that Assassin Builds.

Safe Guard [Primary]:- Cooldown increased from 16/15/14/13/12 to 17/16.25/15.5/14.75/14.
Hamstring [Secondary]:- Isolation Damage Bonus Physical Power Scaling decreased from 18% to 16%.
Earth Shatter [Ultimate]:- Bonus Physical Power scaling decreased from 85% to 80%.- Execute Physical Power Scaling decreased from 85% to 80%.- Execute Physical Penetration Scaling increased from 420% to 460%.

Gideon has found large success when choosing to build exclusively for his Ultimate, often able to rely on Health builds to become surprisingly durable while possessing meaningful teamfight damage from his Ultimate. To ensure there is an adequate efficacy difference between Health builds which are typically low in ability Haste, and the alternatives, we’re increasing various cooldowns to create a larger difference in ability and damage cadence between Health, Burst, and Haste builds.

Abyssal Mantle [Augment]:- Shield Magical Power Scaling decreased from 100% to 75%.
Cosmic Rift [Primary]:- Cooldown increased from 10/9.5/9/8.5/8 to 11/10.5/10/9.5/9.
Void Breach [Alternate]:- Cooldown increased from 8/7.5/7/6.5/6 to 9/8.58/7.5/7.
Black Hole [Ultimate]:- Cooldown increased from 120/105/90 to 130/115/100.

Greystone continues to act as a wall in the Offlane, with many Heroes finding it overly difficult to accrue advantages against him thanks to the mix of survivability and damage he possesses, even when he makes mistakes in the earlier stages of a match. Some adjustments to his ability uptime and general strength are occurring to ensure that Greystone cannot as easily cut through his opponent with repeat Blade Of Stone uses, and that his enemies have larger windows to catch him without his Ultimate, should they manage to force it out of him.

General:- Health decreased from 750 to 735.
Blade Of Stone [Secondary]:- Cooldown increased from 11/10/9/8/7 to 12/10.25/9.5/8.75/8.- Slow increased 18/20/22/24/26% to 20/22/24//26/28%.
Assault The Gates [Alternate]: - Damage decreased from 110/155/200/245/290 to 110/150/190/230/270.
Stone Forged Soul [Ultimate]:- Cooldown increased from 150/130/110 to 160/135/110.

With the previous round of changes to Magical Armor, Grim’s general ability to dish out tons of damage has increased. Reductions to his ramping Attack Speed and the general survivability offered by System Restore are occurring to ensure his damage and general survivability when taking fights does not eclipse other Carries as heavily.

System Restore [Augment]:- Missing Health Healing decreased from 18% to 15%.
Instant Reload [Augment]:- [Bugfix] Fixed an issue where Instant Reload would grant a reset for a short duration after hitting the Target if they died, even if GTFO did not kill the target.
Assault Mode [Secondary]:- Attack Speed per Stack decreased from 5%/7.5%/10%/12.5%/15% to 5%/7%/9%/11%/13%.

A quick increase to the healing Siphoning Purge offers bringing the Augment into closer parity with Kira’s other options, should she wish to play a more Ultimate-centric style.

Siphoning Purge [Augment]:- Healing increased from 15% to 20%.

Khaimera’s ability to be a menace in the early game can be difficult for many players to deal with, especially in the lower ranks, often leading to a level or pressure that can feel difficult to match. To help provide other Heroes with more breathing room when dealing with a Khaimera, we’re reducing his early-game potency, meaning he has to work slightly harder to get the ball rolling and will be slightly less threatening in the first 10-minutes of a match.

General:- Physical Armor decreased from 33 to 31. 
Unleash [Primary]: - Total Physical Power Scaling decreased from 55%/60%/65%/70%/75% to 50%/56%/62%/68%/74%.
Ambush [Alternate]:- Cooldown increased from 10/9.5/9/8.5/8 to 11/10.25/9.5/8.75/8. 

Kwang’s current mix of damage and durability leaves him feeling extremely flexible, not only able to function successfully in Offlane, Jungle, and Support, but able to act as both a strong burst threat while having respectable durability. We’re taking steps to reduce the overall burst damage Kwang possesses, meaning a single Tether is less likely to act as a death sentence for squishier Heroes - especially if he does not commit to a damage heavy build.

Aura of the Heavens [Augment]:- Ally Omnivamp decreased from 5% to 4%.
Heavenly Tactician [Augment]:- Ultimate Cooldown Reduction decreased from 20 to 15.
Strike of the Heavens [Passive]:- [Bugfix] Max Stacks of Attack Speed granted decreased from 5 to 3.
Judgement Of The Heavens [Primary]:- Damage decreased from 80/115/150/185/220 to 80/110/140/170/200.- Magical Power Scaling decreased from 50% to 45%.
Fury of the Heavens [Ultimate]:- Damage decreased from 250/360/470 to 230/340/450.

Morigesh is receiving some changes aimed at reducing her efficacy in the Offlane, where she can feel rather oppressive to deal with. By targeting her Movement Speed, Mana efficiency, and her early Armor, Morigesh will find her more susceptible to all-ins from Melee Heroes, while also finding herself running out of Mana sooner should she use her Mark too liberally to bully her way through the lane.

General:- Movement Speed decreased from 695 to 690.- Physical Armor decreased from 24 to 22.
Mark [Alternative]:- Healing Magical Power Scaling decreased from 40% to 35%.- Mana Cost increased from 40 to 50.

Mourn is receiving a range of changes aimed at increasing his efficacy in the Jungle and Offlane, better allowing him to flex into those roles and fill the Tank slot should he desire. This can be seen through increases to his general Attack Speed which will make his clear speed meaningfully faster and smoother, while Extract is also receiving a Health Scaling to its damage, better allowing his damage curve to keep up when building tankier builds in these roles.

Contagioned Eclipse [Augment]:- [Bugfix] Fixed an issue where Contagion’s damage would always be at Level 1 when applied by Eclipse.
General:- Attack Speed increased from 110 to 115.- Attack Speed Growth increased from 1.5 to 1.65.
Extract [Passive]:- Damage now Scales with (+8% Bonus Health).- Bonus Attack Speed while Extract is available increased from 15% to 15%/18%/21%/24% at Levels 1/6/11/16..

Murdock’s general ability to maintain pressure in lane is out-shined by many other Carries currently, as they often possess more ability uptime to take trades or shove lanes into him, leaving him with lower lane priority by comparison. To help with this, Buckshot is receiving a decrease to its early cooldown, better allowing Murdock to find opportunities to control the Minions Wave, or take trades as he desires.

Buckshot [Alternate]: - Cooldown decreased from 16/14/12/10/8 to 14/12.5/11/9.5/8.

Narbash is another Frontline Hero receiving some Attack Speed increases, better allowing him to Flex into the Jungle Role thanks to the more consistent clear speed it allows, and thereby opening up more potential for unique team compositions. 

General:- Attack Speed Growth increased from 1.7 to 2.6.

Rampage’s general Health Regen when played in the Support or Offlane Roles is exceptionally high, allowing him to act as too much of an immovable wall in the early lanes. A small hit is required to reduce his overall efficacy and allow more matchups a chance at poking him out. On the flip side, Rampage is receiving a decrease to his Pounce cooldown, better allowing him to leap in and out of the action in the earlier stages of a match when looking for aggressive plays with lower Haste builds, as he can frequently find himself too exposed for too long in a teamfight when kicking off an engage with his leap.  

King Of The Jungle [Passive]:- Max Health Regen decreased from 0.15% (+0.015% per Level) to 0.1% (+0.015% per Level)
Pounce [Alternate]: - Cooldown decreased from 20/19/18/17/16 to 18/17/16/15/14.

Riktor is another Melee Support that is thriving in the current ecosystem, with many opponents struggling to keep up with his general strength and mobility after the early game. Some small hits to his Ultimate burst damage, Health Growth, and Electrocute’s Movement Speed are occurring to ensure that his overall power level is not as high once he reaches the middling stages of a match.

Brutal Chains [Augment]:- [Bugfix] Fixed an issue where Brutal Chains would not grant its Cooldown Reduction when hooking a target at close range.
General:- Health Growth decreased from 131 to 128.
Electrocute [Secondary]:- Movement Speed decreased from 10%/15%/20%/25%/30% to 10%/14%/18%/22%/26%.
Skewer [Ultimate]:- Damage decreased from 130/220/310 to 120/210/300.

With other Offlaners receiving negative power adjustments around him, Severog risks becoming too powerful if left unchecked. We’re adjusting his general early game strength to ensure that other Offlaners have a better chance at keeping him down in the early game, before he reaches Tier 3 and can neutralise many lanes. Conversely, both the Unholy Pursuit and Grim Harvest Augments are receiving some adjustments, bringing them into greater parity with Gravebreaker’s incredible knockback, thereby opening up a greater feeling of choice in the Offlane, while benefitting Jungle Sevarog more heavily, bringing him back into greater contention.

Unholy Pursuit [Augment]:- Souls granted increased from 2 to 3.
Grim Harvest [Augment]:- Execute Threshold increased from 5% to 6%.
Gravebreaker [Augment]:- Colossal Blow Base Increased Knockback Distance decreased from 25% to 15%.
General:- Health decreased from 710 to 700.- Health Regen Growth decreased from 0.25 to 0.2.- Attack Speed Growth increased from 1.4 to 1.55
Reaper of Souls [Passive]:- Tier 1 Omnivamp decreased from 10% to 8%.

Shinbi's lack of Crowd Control makes her difficult to slot into many team compositions unless she brings adequate damage and durability to build a composition around. Some small increases in these departments are occurring to reinforce her strengths as a duelist and teamfighter, should she get into the thick of the action.

Circle Rhythm [Secondary]:- Shield Magical Power Scaling increased from 25% to 30%.
Rushing Beat [Alternate]:- Magical Power Scaling increased from 35% to 40%.

Sparrow has continued to thrive since the arrival of Augments, thanks to the general consistency and options they provide. As a result, her general strength needs to be peeled back to reduce her overall consistency, with her early and mid-game strength primarily taking hits to ensure that she does not match up too strongly into a wide range of Heroes, given how potent she can become as a hyper-carry in endgame scenarios. 

General:- Health decreased from 720 to 710.
Hail of Arrows [Primary]:- [Bugfix] Fixed an issue where Hail of Arrows would Execute Minions at a threshold higher than intended. 
Heightened Senses [Secondary]:- Cooldown increased from 20/19/18/17/16 to 21/20/19/18/17.
Piercing Shot [Alternate]:- Damage decreased from 100/150/200/250/300 to 100/145/190/235/280.
Inner Fire [Ultimate]:- Center Arrow Total Physical Power Scaling decreased from 72% to 70%.- Side Arrow Total Physical Power Scaling decreased from 60% to 58%.

Like various other frontliners, Steel is receiving some changes aimed at increasing his general Jungle efficacy should he choose to play the Role, while also receiving some downward shifts to his durability and early damage output to reduce his overall strength in the Support role. This can primarily be seen with the shift in Shield Bash’s damage from Flat to Percent Health, providing him with more damage against beefier Heroes Jungler Monsters, but largely acting as a net-neutral or loss when considering the other changes across his abilities against squishier targets.

Adaptive Force [Augment]:- Bull Rush Damage Reduction decreased from 50% to 25%.
General:- Health Growth decreased from 128 to 125.- Physical Armor Growth decreased from 4.5 to 4.4.- Attack Speed Growth increased from 1.2 to 1.5.
Battering Barrier [Passive]:- Max Health Shield decreased from 8% to 7%.
Shield Bash [Alternate]:- Damage decreased from 60/90/120/150/180 to 45/70/95/120/145.- Max Health Damage increased from 2%/2.5%/3%/3.5%/4% to 4%/4.5%/5%/5.5%/6%. - Cooldown increased from 8.5/8/7.5/7/6.5 to 9/8.5/8/7.5/7.
Shield Slam [Ultimate]:- Damage decreased from 220/350/480 to 200/340/480.

Since her last round of changes, Terra has emerged as a dominant force in the offlane, with many Heroes struggling to match her well thanks to the pressure and safety she offers across a match. Some shifts are occurring, with her losing some general durability, damage output and Ultimate uptime, thereby reducing her ability to run down backline targets with as much ease and offering a greater window between Ultimate uses. In exchange, her Highland Hurl is receiving more uptime and has been tweaked to travel slightly faster, making her feel more consistent to operate and granting her some additional utility, despite the losses in strength elsewhere.

General:- Physical Power decreased from 68 to 65.- Health Growth decreased from 128 to 125.- Physical Armor Growth decreased from 4.7 to 4.4.
Skullsplitter [Basic Attack]:- Bonus Physical Power Scaling decreased from 90% to 85%.
Highland Hurl [Secondary]:- Cooldown changed from 14/12.5/11/9.5/8 to 12/11.25/10.5/9.75/9.- Projectile Speed increased by 8%.
Unstoppable Force [Ultimate]:- Duration decreased from 6/8/10 to 6/7.5/9.- Cooldown increased from 120/105/90 to 130/115/100.

Wukong is receiving a heavier round of adjustments that seek to reduce his efficacy outside of the Jungle Role. While these changes are admittedly aggressive, Wukong currently causes too much frustration and flexibility thanks to his overall mobility and ability to function in 4 roles at a competitive level. While larger adjustments will be considered in the future to ensure Wukong remains both satisfying for the Player and healthy for the balance ecosystem overall, for now these changes that reduce his early game durability and efficacy, and limit his ability to clear Minion Waves are required to further reduce the incentive  for Wukong to play a lane, without it impacting his enjoyment or viability as a Jungler as heavily. 

Masterful Mimicry [Augment]:- Stack Timer increased from 5s to 5.5s.
General:- Health decreased from 690 to 670.
Ruyi Jingu Bang [Basic Attack]:- Bonus Physical Power Scaling decreased from 85% to 80%.
High Impact [Secondary]:- Now deals 30% less damage to Minions.
Cyclebreaker [Secondary]:- Damage decreased from 60/85/110/135/160/185 to 60/80/100/120/140/160.- Damage Reduction decreased from 30% to 25%.
Wind Surge [Alternate]:- Cooldown increased from 14/13.4/12.8/11.2/11.6/11 to 15/14.2/13.4/12.6/11.8/ 11.
84,000 Hairs [Ultimate]:- Clone Damage Total Physical Power Scaling decreased from 16% to 14%.- Clone Max Health decreased from 20% to 18%.

Although Yin is an incredibly scaling threat, she can struggle to get going in the early game. To help provide her with some more consistency, some small bumps in strength to her early damage are occurring, better allowing her to take duels and convert ganks into kills.

General: - Physical Power increased from 53 to 57.
Lash Kick [Primary]:- Damage increased from 90/135/180/225/270 to 100/145/190/235/280. 

Yurei continues to be a powerhouse on the battlefield, with her general ability to burst through targets and sustain up on the tail end of a fight making her difficult to deal with. Changes to her overall Ultimate effectiveness, as well as general sustain and damage output are occurring, with the goal of bringing her into greater parity with other Heroes.

Anima Burst [Primary]:- Missing Health Modifier decreased from 80% to 60%.
Severance [Secondary]:- Soul Health decreased from 10% to 9%.
Whispering Echoes [Alternate]:- Cooldown increased from 9.5/8.5/7.5/6.5/5.5 to 10/9/8/7/6.
Soulstorm [Ultimate]:- Final Strike Damage decreased from 150/250/350 to 130/215/300.- Slow decreased from 30% to 20%.

Items

General:

Within this Balance pass there are various tweaks to push Tank Junglers into further viability. Part of this is coming with an increase to the Armor Scalings present on Hunt’s burn damage, further closing the gaps between Tank and non-Tank clearspeeds when they invest in Armor Items.

Hunt/Wild Hunt:- Monster Burn Bonus Physical Armor Scaling increased from 10% to 13%.- Monster Burn Bonus Magical Armor Scaling increased from 10% to 13%.

Crests:

Brutallax’s Tenacity window is currently allowing too many Fighters to circumvent the threat of Crowd Control thanks to its length. A reduction in duration is needed to ensure that Fighters must continue to stick in a  fight, should they wish to keep the Tenacity benefit active throughout an engagement.

- Purifying Rage Tenacity Duration decreased from 8s to 5s.

Judgement’s general ability to provide sustain to damage-heavy Fighters and Assassins is on the high-end, and is receiving a small reduction in its Physical Power scaling to ensure its sustain is adequately weighted away from Assassins.

- Thunder Cleaver Healing Bonus Physical Power Scaling decreased from 35% to 30%.

Ortus currently does not serve a clear enough set of use cases to feel worth it over the alternatives. As a result, we’re increasing the amount of Movement Speed it offers, better allowing Assassins the option of investing in the burst of higher speed to navigate a fight or kick off an engagement, in return for a slightly shorter duration. 

- Limit Breaker Movement Speed increased from 15% to 20%.- Limit Breaker Duration decreased from 8s to 7s.Limit Breaker Takedown Condition Duration decreased from 8s to 7s.

Tranquility is another Crest that sees smaller amount of players compared to Silentium and Reclamation. An increase to its Healing Scaling is occurring to bring it further into parity, and to further supplement Enchanters that wish to support their team directly with further Healing.

- Grace Magical Power Scaling increased from 50% to 70%.

Carry:

- Non-Hero Cooldown Reduction decreased from 7% to 6%.

Assassin:

Synonic Echo can feel difficult to slot into builds, often falling short of other alternatives. We’re increasing the Number of Attacks present on its duplicity effect, better allowing its users to weave more Basic Attacks between ability uses in drawn out fights.

- Duplicity Number of Attacks increased from 2 to 3.

Fighter:

Augmentation is incredibly desirable to various Heroes, largely thanks to the amount of Haste it provides. As its core users such as Crunch and Zarus typically pair Augmentation alongside other Ability Haste items in their builds, it can stand to lose some, thereby making it less attractive to the wider set of Heroes that rely on it as their single Haste source.

- Ability Haste decreased from 20 to 16.

Conversely, Basilisk, though powerful, does not provide enough Ability Haste as a standalone when paired into Overlord or Sky Splitter for the likes of Boris and Khaimera. This results in them feeling the need to consider the likes of Augmentation in their builds, despite it not being ideal, and leads to too much build homogenization between Heroes. Given this, Basilisk is gaining some Haste, further letting it unlock build paths for other Heroes as potent, single source of Haste in a build.

- Ability Haste increased from 15 to 20.

Earthshaker is receiving a bump in its damaging effect, better allowing it to come into contention with other damage alternatives for those Heroes that rely on a mix of BAsic Attacks and Abilities to get their damage out.

- Battleborn Max Stacks increased from 12 to 15.- Battleborn Max Ability Damage increased from 12% to 15%.

Gaia Greaves is receiving a shift to its damage profile, now receiving a Bonus Health Scaling to better allow it to curve across a match in the damage department for Tanks and Frontliners that invest in the stat. To compensate, its Base Damage and Scaling have been reduced, ensuring it remains at roughly equal strength for other users that slip it into their build.

- Tremor Damage +6% Bonus Health Scaling added.- Tremor Damage decreased from 50 to 40.- Tremor Base Physical Power Scaling decreased from 120% to 80%.

A small Physical Power increase for Mistmeadow, better allowing it to bridge builds when needed as a counter option to Magical threats, without it sacrificing too much in the damage department when other Item choices are foregone.

- Physical Power increased from 40 to 45.

Overlord is receiving a small but meaningful increase to its cleave damage, better allowing its users to justify its loss of damage and alternative stats for a sharper increase in clearing potential and pace.

Colossal Cleave Max Health Scaling increased from 2.5% to 3%.

Support:

Given its lower price point, Truesilver Bracelet is currently providing Mages too much bang for its buck. A reduction to its Magical Power is needed to ensure that a trade-off in damage exists when purchasing the Item, given the safety and teamfight utility it provides. 

- Magical Power decreased from 55 to 50.

Tank:

Elafrost is receiving a larger set of changes, increasing its general utility and application as a 1st buy for Tank Junglers that do not wish to rely on Fireblossom as a damage source, thanks to it now dealing bonus damage to Monsters.

- Frostblade now deals 60% more damage to Monsters.- Slow increased from 25% to 35%.- Slow Duration increased from 0.5s to 0.75s.

With the general strength of sustain being in a healthier spot compared to the days of v1.4, Void Helm can stand to receive an increase to its Healing Amp’, further defining its identity as the go-to Magical Armor option for Sustain-heavy Heroes.

- Abyssal Gift Healing increased from 15% to 20%.

Bug Fixes

  • Fixed an issue where Orb Prime’s Knockback Ability could remain in the world and continue to knockback aggressors.
  • Fixed an issue where Alchemist would not trigger its Regen on DoT Abilities such as Mourn’s Contagion.
  • Fixed an issue where Feng Mao’s Reaping Dash could be used to go inside certain bits of Terrain.
  • Fixed an issue where Yin’s Level Start Audio would not play correctly in the Menus or Draft.
  • Fixed an issue where Skylar’s Atomiser would not display the correct name in Death Recap.
  • Fixed an issue where Skylar’s Hypercharge Visuals would not extend to its max range.
  • Fixed an issue where Floating Heroes would not use the correct Audio Mix based on Ally or Enemy.
  • Fixed an issue where the Social Bar could clip into the Options Prompt when a User is in a Party.
  • Fixed an issue where Narbash and Yurei could Blink during their Ultimate.
  • Fixed an issue where Users would load into a Match with their Text Chat open, blocking inputs, if they had it open during the Draft.
  • Fixed an issue where Yin’s Lash Kick (Q) animation looked choppy and caused positioning issues when used with higher ping.
  • Fixed an issue where Mourn’s Contagioned Eclipse augment kept Contagion (Q) at level 1 when applied by Eclipse (R).
  • Fixed an issue where Sparrow’s Hail of Arrows (Q) was incorrectly killing minions.
  • Fixed an issue where Riktor’s Brutal Chains perk didn’t reduce cooldown when landing a hook at close range.
  • Fixed an issue where Feng Mao’s Earth Shatter (R) could lock the camera after use.
  • Fixed an underlying issue requiring the Shop Claim button to have a delay which is now instantly.
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Thank you for making it all the way to the end! We hope you enjoy everything this update has to offer. With Renna and Legacy, there’s no shortage of new things to explore and experiment with.

But the Ashes of the Damned season isn’t over just yet… One more major update is still to come, and it’s unlike anything that came before. Stay tuned!

As always, let us know what you think on Reddit or Discord!

Until next time,

Rei, Game Design

Omeda_Zuzu, Player Experience Manager