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V1.9: Tempest of Shadows Patch Notes
V1.9: Tempest of Shadows Patch Notes

V1.9: Tempest of Shadows Patch Notes

Everything you need to know about V1.9: Tempest of Shadows!

Patch Notes8 oct. 2025
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Summary

Hello, Champions!

At long last, V1.9: Tempest of Shadows is upon us - and it’s packed to the brim with content!
If you followed our 7 Days of Reveals, you might already have an idea of what’s coming… but there’s plenty more lurking beneath the surface that we can’t wait to share!

Here’s a glimpse of what’s inside:

  • New Hero: Bayle the Betrayer
  • Shadow's Eve seasonal content 
  • New Mode: ARAM
  • SA Ranked update
  • Vault Passes return - complete or purchase old Battle Passes
  • Legacy Map returns in Custom Matches
  • Major balance changes reshape the tempo of the game
  • Bug Fixes

Let’s dive right in!

New Hero: Bayle, The Betrayer

Bayle the Betrayer is a seasoned warrior, a battle-hardened sellsword who once roamed from town to town alongside his brother, slaying monsters and men alike for coin.

One fateful night, their path took a disastrous turn. Ambushed by a band of swordsmen, Bayle’s brother was slain in the chaos. Through a cruel twist of magic, his soul was bound to Bayle’s blade. The weapon grew immensely powerful, but with every swing, Bayle was forced to relive his loss. As the sword drank deeper and deeper of blood, the spirit within began to twist, corrupted by violence and dark magic. What should have been eternal rest became endless torment.

Now Bayle fights on, his heart torn by grief, carrying both his brother’s spirit and the creeping curse that consumes him. He longs for release: for his brother’s freedom, and his own suffering to end.
But until that day comes… countless battles await.

Stats

  • Health: 710 (+120 per Level)
  • Health Regen: 1.6 (+0.15 per Level)
  • Mana: 380 (+52 per Level)
  • Mana Regen: 1 (+0.15 per Level)
  • Attack Speed: 125 (+1.2 per Level)
  • Physical Armor: 32 (+4 per Level)
  • Magical Armor: 30 (+1.4 per Level)
  • Physical Power: 62 (+4.6 per Level)
  • Movement Speed: 690
  • BAT: 1.2

Abilities

Berserk [Passive]

Effect: When Bayle drops below 40% of his Maximum Health, he enters Berserk for 6s.

While Berserk, Bayle gains 15% (+2% per level) Attack Speed, 9% (+0.5% per level) Movement Speed, and 30% Tenacity.

Bayle can only enter Berserk once every 20s.

Vigil [Basic Attack]

Effect: Melee basic attack dealing 62 (+60%) physical damage.

1/1/2x Damage and Swing Time Chain

Cursed Edge [Primary]

CD: 14/13.5/13/12.5/12

Cost: 60/65/70/75/80

Effect: Bayle activated the runes on his arm, swinging 3 times to conjure slashes of cursed energy that pierce through all Enemies, dealing 35/50/65/80/95 (+65% Bonus Physical Power) physical damage each.

The first two slashes are vertical, while the third is horizontal and Knocks Up and Stuns all Enemies it hits for 0.65s.

If Bayle hits the same Target with all 3 slashes, they take 5/10/15/20/25 (+10% Bonus Physical Power) bonus bleed damage every 0.5s for 3s.

The speed of the swings can be increased with Attack Speed.

Dire Howl [Secondary]

CD: 14/13.5/13/12.5/12

Cost: 60

Effect: Bayle howls out a battle cry, dealing 60/80/100/120/140 (+45% Bonus Physical Power) physical damage around him and Slowing Enemies hit by 30% for 1.25s.

Additionally, Bayle is buffed for 5s, gaining 10/15/20/25/30 Bonus Physical Power and 5/6/7/8/9% Omnivamp.

When the buff ends, Bayle Heals for 15/17.5/20/22.5/25% of his damage taken during the duration.

Skull Crusher [Alternate]

CD: 18/17.25/16.5/15.75/15

Cost: 50/55/60/65/70

Effect: Bayle leaps a set distance forward, flipping in the air and slamming his sword into the ground to deal 80/115/150/185/220 (+90% Bonus Physical Power) physical damage in the area.

Enemies hit by the slam are marked for 4s, Shredding their Physical Armor by 10/12.5/15/17.5/20% and granting Bayle 30% increased Movement Speed toward them.

This leap can be cancelled early, allowing Bayle to slam immediately below him.

Kingslayer [Ultimate]

CD: 130/120/110

Cost: 100

Effect: Bayle Slows himself by 60% while he gathers cursed energy, then dashing forward at blinding speed.

If Bayle hits an Enemy Hero, he stops dashing and swings his sword in a massive uppercut, throwing them into their air while pummeling them with a barrage of 8 sword strikes, each dealing 30/42/54 (+26% Bonus Physical Power) (+1/1.4/1.8% of the Target’s Maximum Health) physical damage.

Finally, Bayle slams the Enemy into the ground, dealing 70/95/120 (+75% Bonus Physical Power) (+3/4.2/5.4% of the Target’s Maximum Health) physical damage in a small area around where they land and Knocking Back Enemies in the area.

Augments

Swift Strikes

Related Ability: LMBType: Basic AttacksEffect: After casting an ability, Bayle gains 80% Attack Speed for one attack. Additionally, he automatically starts with the 3rd attack in his Basic Attack chain, but it always deals 20% decreased damage.

Betrayer’s Requiem

Related Ability: UltimateType: Area DamageEffect: Kingslayer uppercuts all Enemies in an area around the initial Target. Additionally, Kingslayer’s Cooldown is reduced by 20%.

Frenzied Fighter

Related Ability: PassiveType: DuelingEffect: Berserk has no cooldown and can remain on indefinitely while under the Health threshold.

Store News

Skins

Cursed Bayle [Epic]

Full moon is coming... and so is he.

Franken Steel [Epic]

Much like Frankenstein’s monster himself, Franken Steel was brought to life from those who fallen in the past.

Infernal Wukong  [Rare]

The Monkey King rises, hunting you from the deepest rings of hell itself.

Bash-O-Lantern Narbash[Legendary]

Don’t lose your heard over it, he is back!

Sweet Dreams Khaimera [Uncommon]

Coming to hunt you in your nightmares yet again!

Reaver Greystone [Rare]

He's back, and he will haunt you.

Reaver Kira [Rare]

She never stopped haunting you.

Feline Queen Sparrow [Common]

Not the most original costume idea, but she pulls it off, don’t you think?

Spider Witch Lt. Belica [Uncommon]

We should let her cook.

Bundles

Bayle Variant Bundle:

  • Ivory Bayle the Betrayer [Skin Variant] [Exclusive]
  • Red Bayle the Betrayer [Skin Variant]
  • Brown Bayle the Betrayer [Skin Variant]
  • Green Bayle the Betrayer [Skin Variant]
  • Bayle [Hero]

Cursed Bayle Bundle

  • Cursed Bayle [Skin]
  • Slurp Slurp [Spray]
  • Cursed Bayle [Banner]
  • Cursed Bayle [Icon]
  • Bayle [Hero]

Infernal Wukong Bundle

  • Infernal Wukong [Skin]
  • Cobalt Infernal Wukong [Skin Variant]
  • Volcanic Infernal Wukong [Skin Variant]
  • I Tricked You! [Spray]
  • Infernal Wukong [Profile Icon]
  • Infernal Wukong [Banner]
  • Wukong [Hero]

Franken Steel Bundle

  • Franken Steel [Skin]
  • Derp [Overhead Emote]
  • Franken Steel [Banner]
  • Franken Steel [Icon]
  • Steel [Hero]

Halloween 2025 Mega Bundle

  • Franken Steel [Skin]
  • Infernal Wukong [Skin]
  • Bash-O-Lantern Narbash [Skin] 
  • Reaver Greystone [Skin]
  • Reaver Kira [Skin]
  • Derp [Overhead Emote]
  • I Tricked You [Spray]
  • Hold This [Spray]
  • Screech [Spray]
  • I See You [Spray]
  • Franken Steel [Profile Icon]
  • Infernal Wukong [Profile Icon]
  • Bash-o-lantern Narbash [Profile Icon]
  • Reaver Greystone [Profile Icon]
  • Reaver Kira [Profile Icon]
  • Franken Steel [Banner]
  • Bash-O-Lantern Narbash [Banner]
  • Reaver Greystone [Banner]
  • Reaver Kira [Banner]
  • Reaver Greystone [Banner]
  • Steel [Hero]
  • Wukong [Hero]
  • Narbash [Hero]
  • Greystone [Hero]
  • Kira [Hero]

LABS: ARAM

The next experiment in the Pred:Labs project is All Random All Mid, better known as ARAM. In this mode, players are randomly assigned a Hero, then battle it out on a single-lane map, specially designed and fine-tuned for chaotic, fast-paced action.

It’s one of the most requested modes from the community, and honestly, we couldn’t resist putting our own spin on it!

So without further ado, let’s break it all down.

ARAM Mechanics breakdown

ARAM comes with various unique rules and mechanics that differ from Standard. The following elements are present in the mode:

Draft:

  • All Heroes unlocked by default.
  • Heroes are chosen for each Player at random.
  • Every Hero will be unique.
  • Each Player has 2 “Hero Re-Rolls” available to them during the Draft. Selecting this option will allow Players to get a new random Hero, should they be unhappy with their first option.

General:

  • All Heroes begin the match at Level 3.
  • All Heroes begin the match with 1350 Gold.
  • All Heroes begin the match with Divine Potion.
  • All Heroes gain 100 Bonus Movement Speed upon being Out of Combat for 4s, helping them navigate the map faster!
  • Vision Items have been disabled for all Heroes in this mode.

Base:

  • Heroes are unable to purchase items once they leave their base. 
  • The Base does not regenerate Health and Mana in this mode.
  • Upon death you will be able to buy items again, until you leave the base once more.

Recalling:

  • While the Base does not regenerate Health and Mana, or allow you to buy items until death, Heroes can still Recall. 
  • Recalling is useful when attempting to prevent an enemy from backdooring or messing with your Minion Waves near your base.

Base Jump Pads:

  • Jump Pads are present in each team’s Base.
  • Base Jump Pad launches the Player to their furthest-most Tower, with its landing location changing as each of your Towers is destroyed. 
  • Base Jump Pads are disabled temporarily once your Inhibitor is destroyed and reactivates once it respawns.

Lane Jump Pads:

  • There are 2 Jump Pads present near the center of the Map.
  • These remain active for the entire match, and either team can use them.

Health Packs:

  • There are 7 Health packs scattered around the Map for Players to use as a source of Health and Mana Regeneration between engagements. 
  • When a Hero walks into a Healthpack, a 3s timer begins, creating a zone in the area.
  • After 3s, all Heroes in the zone restore 30% Max Health and 40% Max Mana.
  • Initial Spawn Time: 65s
  • Respawn Time: 65s

Shadow Pads: 

  • 4 Shadow Pads are present on the Map.
  • 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.
  • You may also walk into the Shadow Pad to see if any other players are inside them.

Geysers:

  • 2 Geysers exist near the outskirts of the Map allowing players to access higher ledges.

River Bug:

  • A single Enhanced River Bug is present in the middle of the ARAM Map, acting as a bonus objective for Heroes to collect between engagements, or to cause engagements itself.
  • Initial Spawn Time = 120s.
  • Respawn Time = 120s.

Additional Features

Vault Passes

As we announced during 7 Days of Reveals, one of the exciting changes coming in V1.9: Tempest of Shadows is that Battle Passes will no longer expire ! Once you purchase a pass, it’s yours to complete at your own pace - no more ticking timers or expiration dates.

Past Battle Passes (nicknamed Vault Passes) are also making a return. If you previously bought one but didn’t finish it, you’ll be able to pick up right where you left off once V1.9: Tempest of Shadow launches!

They will also be available for purchase for players who missed out on them. The Shadow Ops and Winterfest 2024 Battle Passes will be available for purchase again in V1.9: Tempest of Shadows, with Ashes of the Damned one returning in V1.10.

If you’ve already purchased these passes but didn’t complete them, you’ll regain access on October 14th.

The Legacy Map Returns in Custom Games!

As announced during 7 Days of Reveals, starting with V1.9: Tempest of Shadows, the Legacy map will once again be available to play - this time in Custom Games!
The map includes all the twists and adjustments we originally made during its previous iterations.

While Legacy didn’t quite fit as a standalone mode, there’s no reason it can’t be enjoyed in a custom, non-competitive setting.

So gather your squad of big-map enthusiasts - there are countless Custom Legacy matches to play and new memories to make!

Ranked Mode Comes to South America!

We’ve always said we’d look to expand Ranked Mode to every region once the player population could support it - and we’re thrilled to announce that SA has reached that milestone!

Starting Sunday, October 19th, Ranked will be available on Sundays between 3 PM and midnight BRT.

As some of you may remember, Ranked in NA and EU also began with limited time windows before being expanded and we’re hoping to follow a similar path here.

So gather your friends, sharpen your skills, and get ready to climb!

A quick reminder: to play Ranked, you must be at least Level 20 and own 20 Heroes.

We’re also hopeful that more regions will join the Ranked roster soon!

Loot Core Changes

The Loot Core changes announced in the previous patch will take effect on October 14th with the V1.9: Tempest of Shadows release.

You can find the full details here, but here’s the gist:

You’ll now receive 300 Opals for every 8 Quantum Cores opened (this reward repeats continuously).

The following drop rates are being adjusted for Ion Cores:

- Uncommon Banner Drop increased from 4% to 5%
- Uncommon Profile Icons Drop increased from 4% to 5%
- Uncommon Sprays Drop increased from 7% to 7.5%
- Rare Sprays Drop increased from 3% to 4.5%
- Uncommon Overhead Emotes Drop increased from 7% to 7.5%- Rare Overhead Emotes Drop increased from 3% to 4.5%
- Rare Drop Quantum Cores reduced from 5.5% to 4%- It will be no longer possible to receive 30 Platinum from an Ion Core

The following drop rates are being adjusted for Quantum Cores:

- You'll have a 5.5% chance of dropping more Quantum Cores
- Uncommon Skins Drop increased from 7% to 8%
- Legendary Recalls Drop reduced from 1% to 0.5%- Legendary Skins Drop reduced from 2% to 1%
- It will be no longer possible for 100 Opal to drop- It will be no longer possible to receive Platinum from a Quantum Core

Shadow’s Eve Mini Battle Pass

The shadows stir, and the celebration begins! This Shadow's Eve, unlock 10 free rewards simply by playing matches and earning XP.

The pass is only available during the Shadow's Eve, but the rewards will be available again in the future.

Completing the pass grants:

  • A seasonal banner
  • 2 seasonal sprays
  • 2 overhead emotes
  • 1 Ion Core
  • 1 Quantum Core
  • 3,000 Amber
  • 100 Opal
  • …and a purple Skin Variant of Spider Witch Belica![Unsupported inline type: embedded-asset-block]

Major Game Rebalancing

Overview:

TL;DR: In V1.9: Tempest of Shadows, we're implementing major balance changes to Standard and Ranked to slow the pace, increase the emphasis on strategy, and reward skilled play. Expect slower rotations, more valuable farming, stronger towers, less effective CC, and a more impactful laning phase.

As described in the recent V1.9: Tempest of Shadows Balance Blog, we’re making some sweeping balance and systems adjustments with the goal of reinforcing the tactical and strategical MOBA elements within Predecessor. 

Though the changes are somewhat broad, and may feel subtle in places, the overall hope is that the combination of these adjustments will help to slow down the pace of the average Predecessor match, making it feel less chaotic and “brawly”, while further rewarding individual player skill & mastery and providing for a more satisfying gameplay experience moving forward.

Though the changes are varied and described in full detail below, as a general summary: 

  • Various Heroes have received mechanical adjustments, or small improvements, to their abilities.
  • Various Projectile Abilities have been slowed down to increase their dodgeability.
  • Various Explosion Area of Effect Abilities have been reduced to increase their dodgeability.
  • Various Abilities have lost some Scaling, or Damage when Levelled, with the main exception of some Mages, primarily helping to slow down late-game TTK.
  • Various Crowd Control Abilities have lost ~10-20% duration/potency.
  • Gold Drip and Ambient Gold on missing last-hits has been reduced.
  • Minions & Jungle Monsters grant more gold, offsetting the above reductions.
  • Support Gold from Crests has also increased, offsetting some of the above reductions.
  • Minion Durability increased by ~5-10%.
  • All Heroes now gain their Level-Up Stats more slowly when levelling up, making them slightly more fragile in the early game, but this equalizes to normal at Level 18.
  • All Heroes have lost ~15 Movement Speed.
  • All Heroes have had their Movement adjusted. You should feel faster and snappier when attempting to strafe or change direction.
  • All Heroes have gained some additional Base Health Regen at Level 1.
  • All Heroes have had their Basic Attack Combat Penalty increased by 5%.
  • All Heroes have gained ~10% Attack Speed at Level 1.
  • All Heroes have lost a chunk of Attack Speed Growth to offset the above gains.
  • All Heroes have gained ~0.4-0.8 Physical Power Growth.
  • Most Heroes have lost ~5% Scaling on their Basic Attacks.
  • Kills are worth less XP at most Levels.
  • Kill Comeback XP is less at smaller Level differentials.
  • Boss Monster Global Gold/XP Rewards decreased.
  • Boss Monster Durability lower slightly early game, higher late game.
  • Boss Monster Damage increased.
    Boss Monsters Respawn slower.
  • Refillable Potion Healing has been reduced.
  • Tower Damage increased and ramps up more aggressively with each shot.
  • Tower Platings are easier to take early game when all 4 Plates remain.
  • Tower Platings now fall at 13m, instead of 12m.
  • And more…!

General Balance Changes

Level-Up Stat Growths

Though the average stats gained per level has remained unchanged, Heroes now gain their stats at a slightly slower rate when levelling up. This will result in Heroes being slightly more fragile in the earlier levels, but it normalizes quickly once you approach level 18, meaning lategame TTK is largely unaffected.

- Proportion of average stats gained from Levelling Up at Level 1-18 changed from 80%-120% to 70%-130%.

Kill Bounty Gold

In order to offer some additional agency to skilled players that are succeeding in a matchup, the deathstreak bounties are seeing a slight adjustment, with the gold gained on repeat kills not decreasing as heavily, but the later deathstreak rewards being lessened, meaning repeatedly killing an already behind opponent is rewarded less if an individual is having a bad game and singled out by an opponent too many times.

- Kill Bounty Gold changed from 100/120/140/170/210/240//270/300/450/550/650/750/850/950/1000 to 80/100/140/190/220/250/270/300/450/550/650/750/850/950/1000.

Kill XP

Kill Experience is seeing a general reduction in the early levels, making farming a more important source of XP relative to roaming the map for kills. 

- Kill XP at Levels 1-18 changed from30/70/110/165/215/275/335/405/460/505/555/605/660/715/770/840/910/1000 to 30/60/100/145/180/250/300/355/400/450/490/530/570/610/650/750/875/1050.

Kill Bounty XP

The amount of Bonus Experience gained when killing Heroes that are either up or down in levels is being adjusted, with smaller level differentials granting less of a penalty/comeback amount. This is primarily for two reasons: Firstly, to stop lower level roles like Carry and Jungle from accelerating their levels back into the match when they pick up a few stray solo kills in the mid-game+, better maintaining a level spread between the various roles, and therefore limiting the amount of durability a fed Jungler or Carry can possess through raw level-up stats gained. Secondly, to offer more player agency and allow them to manifest and maintain their leads over time, should they consistently play well in a match, as we believe Players should be better rewarded for consistently demonstrating skillful gameplay and finding edges on their opponent, without a single mistake undoing too much of their hard work when the mid-game rolls around unless their lead is excessive.

- XP Modifier at -4/-3/-2/-1/0/1/2/3/4 Hero Level Difference changed from-85%/-70%/55%/-40%/0%/+10%/+30%/+50%/+70% to -80%/-65%/-45%/-25%/0%/+10%/+25%/+40%/+70%.

Comeback XP

- Generic Comeback XP Modifiers when a Player falls too far behind in Levels now grant less Bonus XP at smaller deficits, and require more extreme XP deficits to grant the same amount of Bonus XP as before.

Ambient Gold

The gold gained when missing a Minion last-hit has been reduced, meaning players that farm well will gain more significant leads, and that playing for CS leads over the course of a lane is more rewarding. Players that play too passively or those that do not farm as well will find themselves falling behind their opponent more if they do not find ways to stem the bleeding. Though it is not intentional, there is a risk that this change may skew matchup dynamics, with lane bullies better able to deny farm from their opponents and therefore counter-matchups becoming more pronounced. Rest assured, we will be keeping a close eye on this and making balance adjustments on a per-hero basis to resolve any issues that occur on this front.

- Near Minion Death Gold  with 1/2/3/4/5 nearby Allies decreased from 22/18/14/10/6% to 10/8/6/4/2%.

Gold Drip

Alongside reductions to Ambient Gold, the amount of Passive Gold gained is also seeing a reduction. This lost gold is being redistributed into Minions and Monsters, meaning consistent farming is more rewarded and important in order to find success. Players that excessively roam or make too many mistakes in lane will risk falling further behind if they do not act decisively. Conversely, players that farm and manage their lane well will be able to generate greater leads and find their skill and mastery over the laning phase of a match rewarded more.

- Gold Drip per second decreased from 3 to 2.6.

Movement

Hero Movement

All Heroes are being met with a small, but significant movement speed reduction, limiting the ability for Heroes to roam around the map at excessive speed, with it also contributing towards a more methodical pace of movement that puts more emphasis on careful positioning. Additionally, the rate at which Heroes can accelerate to make speed and stop/change direction is being increased, meaning movement will feel slightly snappier. This will allow Players with strong skills in foresight and movement to have a greater chance avoiding income damage - especially when paired with some of the reductions to Ability Projectile Speed and Ability Explosion Radiuses outlined further below. 

- All Heroes have had their Movement Speed reduced by roughly -15.
- Heroes now Accelerate to Max Speed 33% faster- Heroes Braking Friction is now 2x stronger.

Basic Attack Combat Penalty

Basic Attack Penalties are increasing. While this slower speed may be an adjustment for players to get used to in the short-term, we believe that this change results in desirable gameplay outcomes. These include a greater emphasis on positioning in fights, with a clearer tradeoff between committing to dealing damage with Basic Attacks at the cost of moving slower, or halting your damage output to reposition in a fight; more opportunity to escape Ranged Heroes and less run-down scenarios in lane where a player can pump you to death with Basic Attacks alone; more risk and tension of being hit by Abilities when committing to dealing damage or last-hitting with Basic Attacks which reinforces positioning dynamics; and creating less range-dominant gameplay in lane as Heroes will have an easier time collapsing and closing the gap when taking poke from Basic Attacks.

- Range: Increased from 30% to 35%.
- Melee: Increased from 25% to 30%.
- Melee Miss: Increased from 10% to 30%.

Minions

Minions are not only gaining increased gold for last-hits to offset the reductions to Gold Drip and Ambient Gold, thus making farming a more important skill and excessive roaming less incentivized, but also gaining a bump to their durability of approximately ~5-15%, based on the stage of the match. Alongside the early-game durability changes mentioned above, the combination of these changes will help to reduce some of the “shove-to-win” gameplay in lane, as waves will take more of a beating before being killed, better rewarding those players that focus on farming and managing their waves, and bring a greater tactical choice between committing your abilities and mana to pushing the wave and gaining priority, versus playing for poke damage and priming your opponent for a second ability rotation and potential all-in before they can shove and take a free reset.

Melee

- Health increased from 650-1390 (+46.25 per Level) to 756-1436 (+49 per level)
- Gold increased from 21/24/27/30/33 to 23/26/29/32/35.

Ranged

- Health increased from 380-786 (+29 per Level) to 435-897 (+33 per level)
- Gold changed from 14/17/20/23/26 to 15/17/19/21/23.
- Minion Damage Modifier increased from 110% to 115%.

Siege

- Health increased from 1150-2500 (+96.5 per Level) to 1150-2950 (+128.5 per Level).
- Gold increased from 60-130 (+5 per Level) to 70-140 (+5 per Level).

Jungle

General Contents: Hunt now grants +15g when killing Camp Leaders; Boss Monsters respawn slower;  Boss Monsters deal more damage and are typically more durable in the late-game; 2/3/4/5 Camps give slightly less gold.

Hunt

Hunt now grants +15 gold when killing Camp leaders, offsetting the lost Gold Drip. This also helps limit how much non-junglers are rewarded when funnelling camps into them, or when a pesky offlaner takes over the map and starts consuming the enemy’s camps, further containing their economy to their lane and limiting laner-leads through poaching of camps. It should be noted that this bonus gold does not apply to River Bugs, Cyan, or Gold Buff, as we do not want to overly encourage handing these Camps off to Junglers as they are intended to be more accessible to laners. Finally, to ensure we’re not injecting too much Gold into the role, the generic 2/3/4/5 Camps have lost 10g each.

- Now grants 15 additional Gold when killing Camp Leaders. River Bugs, Gold Buff and Cyan buff are exempt from this.

Seedling

A quick nudge down in Health for the Seedling, making the time commitment needed to kill is lower, and therefore encouraging less early grouping around them.

- Health decreased from 2500-7750 to 2200-6820.

Shaper

Shaper is seeing a larger increase to its respawn time, making it less likely to appear more than 2-3 times in a match, and therefore reducing the frequency of chaotic teamfighting and back-to-back objective brawls. Likewise its general rewards are being reduced, making it less valuable as a standalone objective. Finally, the damage of its abilities are receiving an increase as these are largely dodgeable, and therefore we want to encourage Players to engage with these mechanics such as spreading out and strafing the knockup attack, or jumping his stomp shockwave to avoid the damage, instead and face-tanking them as freely. 

- Respawn Time increased from 315s to 360s.
- Global Gold decreased from 250 to 200.
- Global XP decreased from 250 to 200.
- Eruption Damage increased from 102-270 to 110-292.
- Stomp Damage increased from 120-400 to 150-500.
- Immolation Area Damage decreased from 10-52 to 8-36.

Fangtooth

Similar to Shaper, Fangtooth will respawn less frequently, allowing for a more prolonged span of the game to focus on the lane and macro-play, rather than back-to-back teamfighting as frequently. Likewise it’s receiving some small but meaningful shifts to its durability and damage, with it becoming more threatening and harder to kill as the match progresses, making it a greater commitment to take and better allowing opposing teams to respond with an alternative macro play across the map, or time to collapse onto it for a teamfight.

- Respawn Time increased from 270s to 285s.
- Health changed from 5600-14700 (+650 per Level) to 5200-15700 (+750 per Level).
- Physical Armor increased from 30-114 (+6 per Level) to 30-142 (+8 per Level).
- Basic Attack Current Health Damage increased from 4-6% to 5-8%.

Primal Fangtooth

Much like Fangtooth, Primal is going to respawn slower, deal more damage, and be more durable across the match. It is also receiving a significant boost to its Physical Armor and Flame Breath damage, better preventing abnormal scenarios where it can be soloed before the late-game, and receiving a reduction to the amount of global experience it offers, further reducing its team-wide snowball potential when killed.

- Respawn time increased from 270s to 285s.
- Global XP decreased from 400 to 350.
- Health changed from 11000-18700 (+550 per Level) to 10800-20600 (+700 per Level).
- Physical Armor increased from 120-176 (+4 per Level) to 150-206 (+3 per Level)
- Basic Attack Current Health Damage increased from 6% to 8%.
- Flame Breath Scaling increased from 120% to 135%.
- Flame Breath Max Health Damage increased from 3% to 4%.

Mini Orb

A slight bump in damage for Mini Orb, making it slightly more deadly to dispatch alone, with it also receiving a longer respawn time, reducing and delaying the frequency at which teamfighting and brawling occurs pre-20m and allowing the laning phase to remain the focus for longer.

- Respawn time increased from 330s to 360s.
- Health changed from 5500-13200 (+550 per Level) to 5400-13800 (+650 per Level).
- Basic Attack Damage increased from 65-205 (+9 per Level) to 75-229 (+11 per Level).

Orb Prime

As with the rest the context given to the other Boss Monster Objectives above, Orb Prime will respawn less frequently, give less global experience to the killing team to reduce its snowball impact from a single take or chained objectives, will deal more damage, and be slightly more durable. Additionally, there is an important change to the Damage Reduction Debuff that Orb Prime applies when attacking Heroes, with it not only persisting for longer and reducing the speed at which certain Heroes can solo it, but with the Damage Reduction Debuff it applies now only reducing Damage dealt to the Orb Prime itself, rather than it applying generically and punishing the Heroes tanking its attacks should a Hero fight break out around it. 

- Respawn time increased from 330s to 360s.
- Global XP decreased from 500 to 400.
- Health changed from 14000-18900 (+350 per Level) to 13000-19300 (+450 per Level).
- Physical Armor changed from 100-156 (+4 per Level) to 95-165 (+5 per Level).
- Basic Attack Damage increased from 110-278 (+12 per Level) to 125-335 (+15 per Level).
- Orb Prime Damage Reduction Debuff Duration increased from 1.5s to 2.5s.
- Orb Prime’s Damage Reduction Debuff no longer reduces your damage against targets other than itself.

Black Camp [2]

Large:
- Gold decreased from 54 to 48.
Medium:
- Gold decreased from 38 to 34.

Grey Camp [3]

Large:
- Gold decreased from 58 to 52.
Small:
- Gold decreased from 34 to 32 .

White Camp [4]

Large:
- Gold decreased from 38 to 34.
Medium:
- Gold decreased from 23 to 21.
Small:
- Gold decreased from 14 to 12.

Brown Camp [5]

Medium:
- Gold decreased from 46 to 40.
Small:
- Gold decreased from 20 to 19.

Towers

General:

- Damage Ramp Shot Cap increased from 3 to 4.
- Armor Pen decreased from 50% to 45%.

Outer:

- Damage increased from 145-285 to 170-338.
- Tower Plating Removal Time increased from 12m to 13m.
- 4 Plates remaining Temporary Armors decreased from 0 to -20.

Inner:

- Damage increased from 180-390 to 185-423.

Inhibitor:

- Damage increased from 180-390 to 185-423.

Minor Augments

Regenerator:

Regenerator is receiving a slight reduction in its efficacy as it can contribute towards abnormal levels of sustain in the lane, too readily allowing its users to shake off incoming poke damage while slamming waves with reckless abandon. Similar to the changes to Refillable Potion below, we do not wish for sustain to be overly present in the laning phase, ensuring that players have to consider their position and windows of aggression and defense more in lane more carefully, with punishments for poor gameplay such as losses in pressure/farm, or deaths more likely to occur should any given Hero disrespect their opponent too hard.

- Healing decreased from 2 (+3% Missing Health) to  2 (+2.5% Missing Health).

Heroes

Heroes Overview

As mentioned in the Overview section, most Heroes are receiving the following adjustments in some capacity: 

  • Reductions to Movement Speed to reinforce a more methodical game pace and combat flow.
  • Increases to level 1 Attack Speed occurring to increase the fluidity of early gameplay now that Combat Penalty is higher, alongside reductions to Attack Speed Growths to offset some of this gain.
  • Increases to baseline Health Regen to take emphasis off of Refillable Potion as a sustain tool and to allow laners to recover from bad trades over longer time-horizons now that the laning-phase is slightly more lethal.
  • Reductions to Basic Attack Scalings to slow down TTK in the mid/late-game as Basic Attacks are a heavy contributor to general damage output.
  • Increases to Physical Power Growths to further normalize basic attack damage in the mid-game+ for Heroes that are behind in gold, and ensuring agency of Basic Attackers is not lost in the early/mid-game as a result of the Scaling changes.
  • General reductions to the amount of damage gained from ranking up certain abilities, or the Scaling they possess, helping to slow down mid/late-game TTK - with certain Mages being the least affected by this to ensure they still possess agency and impact in the mid/late-game.

Additionally, the efficacy of Crowd Control is being trimmed down, with various abilities receiving a 10-20% (or more) reduction in their CC Duration/Potency based on their individual use-cases, helping make combat more free-flowing, with more chances to react to CC-engagements, less instances of CC-chains converting into burst-kills, and less player frustration across the board.

Finally, various Abilities have selectively either seen a reduction in Projectile Speed or in Explosion (Area of Effect) Size, making them more difficult to hit at longer ranges and easier for opponents to dodge, and thereby requiring more precision and skill from players. This helps encourage the affected Heroes to engage at closer ranges, opening themselves up to more risk to achieve the level of consistency afforded to them before, and increasing the general outplay potential for those on the receiving end. 

The changes described above are present across the majority of Heroes, and therefore various Heroes who have changed based on the above reasoning will have their commentary notes skipped or these elements omitted, as it would become repetitive to read the same explanation, with commentary reserved for more notable changes.

However, while some Heroes may see larger changes than others in these departments, the general goal here is to shift the balance baseline towards a more skill-expressive, methodical environment, with more emphasis on lane-dynamics and outplay potential. Due to this, it should be noted that most changes to Heroes have not been done with the goal of buffing or nerfing them specifically relative to the rest of the roster, but to satisfy the new baseline and to build upon it over time.

So, as with any larger shift to the balance baseline, rough edges are bound to occur. If any specific Hero feels overly powerful or left behind as a result of this balance pass, or any broader issues arise, please rest assured that we will continue to iterate and correct them swiftly in the following balance patches with the help of all your support and feedback.

Enough yapping from us, let’s get into it!

General:

- Physical Power Growth increased from 3.5 to 4.3.
- Attack Speed increased from 115% to 125%.
- Attack Speed Growth decreased from 1.45 to 1.1.
- Movement Speed decreased from 720 to 705.

Flay [Basic Attack]:

- Bonus Physical Power Scaling decreased from 80% to 75%.

Hellfire [Primary]:

- Damage per Hit decreased from 15/30/45/60/75 to 15/29/43/57/71.

Web Lash [Secondary]:

- Web Shot Damage decreased from 70/100/130/160/190 to 70/95/120/145/ 170.
- Web Shot Root Duration decreased from 1s/1.1s/1.2s/1.3s/1.4s to 1s.
- Leap Damage decreased from 60/90/120/150/180 to 60/85/110/135/160.

Crushing Maw [Alternate]:

- Damage changed from 70/95/120/145/170 to 75/95/115/135/155.
- Bonus Physical Power Scaling decreased from 75% to 70%.
- Magical Power Scaling decreased from 45% to 40%.

Alongside all the other changes described in the Hero Overview, Argus is also receiving an adjustment to his Synaptic Obliterator: It now gains an additional shot with each rank, in exchange for it being slightly more difficult to land from afar, creating new gameplay opportunities and challenges for Argus to capitalize upon, and better rewarding him for consistent aim across the ultimate and more chances for an opponent to dodge, rather than it feeling as burst-heavy.

General:

- Physical Power Growth increased from 2.5 to 3.1.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 1.4% to 1.2%.
- Health Regen increased from 1.2 to 1.4.
- Movement Speed decreased from 670 to 660.

Arcrune Conduit [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.

Dread Nova [Primary]:

- Damage increased from 85/115/145/175/205 to 85/120/155/190/225.
- Projectile Speed decreased by 15%.
- Projectile Gravity increased from 0.85 to 1.

Particle Shredder [Alternate]:  

- Damage decreased from 15/22/29/36/43 to 15/21/27/33/39. 
- Mana Cost increased from 10/12/14/16/18 to 14/15/16/17/18.

Synaptic Obliterator [Ultimate]:

- Now fires 3/4/5 Beams at Rank 1/2/3 instead of 3 at all Ranks.
- Damage decreased from 105/155/205 to 105/130/155.
- Magical Power Scaling decreased from 20% to 18%.
- Projectile Speed decreased by 37.5%.
- Projectile Hitbox decreased from 58u to 55u.
- [QoL] Projectile VFX Size increased to increase readability and better represent the hitbox.

Specifically for Boreal Sweep, we felt that the additional Slow on its Explosion Damage was largely unneeded for her gameplay loop, and have opted into reducing the amount of CC it provides. This better allows us to focus her power budget into the Explosion Damage itself, granting Aurora some much needed kill-threat and agency against opponents, and reinforcing her combat loop to be about  positioning her Boreal Sweep appropriately to achieve a higher burst pay-off, rather than having to balance mediocre damage with a mediocre Slow.

General:

- Physical Power Growth increased from 3.5 to 4.3.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.5% to 1.3%.
- Health Regen increased from 1.6 to 2.
- Movement Speed decreased from 710 to 695.

Frozen Simulacrum [Passive]:

- Magical Power Scaling increased from 25% to 30%.
- Leap Cooldown Reduction on Immobilize increased from 3s to 4s.

Shatter [Basic Attack]:

- Bonus Physical Power Scaling decreased from 80% to 75%. 

Glacial Charge [Primary]:

- [Bugfix] Fixed an issue where Aurora could fall through her Ice Wall if she activated it immediately after bouncing on an Enemy Heroes head.

Hoarfrost [Secondary]:

- [Bugfix] Can now be cast mid-air while on Normal Cast or Quick Cast.

Boreal Sweep [Alternate]:

- Explosion Delay increased from 0.9s to 0.95s.
- Explosion Damage increased from 70/95/120/145/170 to 80/110/140/170/200.
- Explosion 30% Slow removed.
- Cooldown increased from 10/9.25/8.5/7.75/7 to 11/10.25/9.5/8.75/8.

General:

- Physical Power Growth increased from 3 to 3.8.
- Attack Speed increased from 110% to 115%.
- Attack Speed Growth decreased from 1.4% to 1.2%.
- Health Regen increased from 1.3 to 1.5.
- Movement Speed decreased from 705 to 690.

Detection Protocol [Passive]:

- Attack Speed per Canister increased from 6%/9%/12%/15% to 7%/10%/13%/16%.

Maul [Basic Attack]:

- Bonus Physical Power Scaling decreased from 85% to 80%.

Tesseract Device [Passive]:

- Core Zap Damage Total Physical Power Scaling decreased from 20% to 16%.

Primeval Roar [Secondary]:

- Damage decreased from 80/105/130/155/180 to 80/100/120/140/160.

Chrono Swipe [Alternate]:

- Damage increased from 15/25/35/45/55 to 20/30/40/50/60.
- Total Physical Power Scaling decreased from 45%/50%/55%/60%/65% to 44%/48%/52%/56%/60%.

Contrary to other abilities, Countess’ Shadow Slip is a little unreliable to land as a processing tool for her Passive, while also being difficult for opponents to see and process. While it is one of the few abilities this pass receiving a larger Area of Effect in order to make it more intuitive to use among her gameplay loop, we have offset some of this strength by slowing down its travel speed and improving its Projectile VFX to be more readable to observers, making it easier to track and respond to her movements in the chaos of a fight. 

General:

- Physical Power Growth increased from 3 to 3.8.
- Attack Speed increased from 105% to 115%.
- Attack Speed Growth decreased from 1.5% to 1.3%.
- Health Regen increased from 1.5 to 1.65.
- Movement Speed decreased from 710 to 695.

Sophia & Marie [Basic Attack]:

 - Bonus Physical Power Scaling decreased from 80% to 75%.

Shadow Slip [Primary]:

- Projectile Speed decreased by 20%.
- [QoL] Projectile VFX updated to be more visible.
- Area Damage Radius increased from 175u to 250u.

Eventide [Secondary]:

- Magical Power Scaling decreased from 80% to 75%.
- Projectile Size decreased from 150u to 120u.

Blade Siphon [Alternate]:

- Magical Power Scaling decreased from 60% to 55%.

Feast [Ultimate]:

- [Bugfix] Fixed an issue where Feast would not go on Cooldown when used against a Spellshielded Target

General:

- Physical Power Growth increased from 3 to 3.8.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.4% to 1.2%.
- Health Regen increased from 1.8 to 2.2.
- Movement Speed decreased from 715 to 700.

Cross Crunch [Passive]:

- Magical Power Scaling decreased from 25% to 22%.

Left Crunch [Primary]: 

- Damage changed from 15/35/45/75/95 to 20/35/50/65/80.
- Total Physical Power Scaling decreased from 115%/120%/125%/130%/135% to 110%/115%/120%/125%/130%

Right Crunch [Secondary]:

- Bonus Physical Power Scaling decreased from 110% to 100%.
- Magical Power Scaling decreased from 70% to 65%.

Forward Crunch [Alternate]:

- Damage decreased from 60/85/110/135/160 to 60/80/100/120/140.
- Cooldown changed from 16 to 17/16.25/15.5/14.75/14.
- [QoL] Now blocks movement mid-way through the Dash wind-up to increase the feedback and feel of dashing.

Notably, Dekker is receiving a change to her Containment Fence, with it now showing an indicator for where it is going to be placed in the world. Combined with its slower activation speed, this better allows both her Allies and her opponents to react to the event, giving it some much needed readability and additional counterplay.

General:

- Physical Power Growth increased from 4.2 to 4.8.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 1.4% to 1.2%.
- Movement Speed decreased from 675 to 660.

Photon Disruptor [Primary]:

- Damage changed from 90/135/180/225/270 to 100/140/180/220/260.
- Magical Power Scaling increased from 60% to 70%.

Containment Fence [Secondary]:

- Activation Delay increased from 0.5s to 0.75s.
- [QoL] Visual Cage now better matches the collision activation timing
- [QoL] Now spawns a decal in the world when placed before the cage becomes active.

Stasis Bomb [Alternate]:

- Damage changed from 70/100/130/160/190 to 80/105/130/155/180.
- Stun duration based on distance decreased from 1.4/1.55/1.7/1.85/2 to 1.5.
- Projectile Gravity increased 0.85 to 1.1
- [QoL] Stasis Bomb’s Projectile now visually rotates while it travels.
- Bounciness increased from 0.5 to 0.75.

Ion Strike [Ultimate]:

- Stun duration decreased from 1.75s to 1.5s.

Alongside his general changes, Drongo’s Gag Grenade has received a quality of life change, with it now exploding on impact when thrown at Heroes. Not only does this grant him with some additional verticality and skill-expression among his arsenal of explosive tools, it also better allows him to act as a more natural foil to some of the more airborne Heroes among the roster.

General:

- Physical Power Growth increased from 3.2 to 3.6.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 2% to 1.7%.
- Health Regen increased from 1 to 1.2.
- Movement Speed decreased from 680 to 665.

Wastelander [Passive]:

- Max Health Damage decreased from 2.2% to 2%.

Lucy [Basic Attack]:

- Bonus Physical Power Scaling decreased from 85% to 80%.

Gag Grenade [Primary]:

- Damage changed from 40/65/90/115/140 to 45/65/85/105/125. 
- Explosion Radius decreased from 400u to 300u.
- Gag Grenade now Explodes and Silences on Impact when thrown at Enemy Heroes.

Rad Rounds [Alternate]:

- Additional Hit damage decreased from 20/25/30/35/40 to 15/20/25/30/35.
- Additional Hit Total Physical Power Scaling increased from 20% to 22%.

Old Rusty [Alternate]:

- Damage changed from 40/65/90/115/140 to 45/65/85/105/125.

Shrapnel Cannon [Ultimate]:

- Damage decreased from 180/290/400 to 170/280/390
- Bonus Physical Power Scaling decreased from 90% to 85%.

Alongside the general adjustments, Hamstring is receiving what may be a surprising buff to its Isolation Damage. This is predominantly to compensate for the amount of damage lost from the Bugfix between it and Mutilator which was granting him 2 additional procs from its effect and thereby contributing to a large portion of his burst potential - and unintentionally pushing Mutilator as a mandatory buy on him.

General: 

- Physical Power Growth increased from 2.7 to 3.5.
- Attack Speed increased from 105% to 115%.
- Attack Speed Growth decreased from 2.8% to 1.5%.
- Health Regen increased from 1.2 to 1.8.
- Movement Speed decreased from 700 to 675.

Guardian Shield [Primary]:

Bonus Physical Power decreased from 10/14/18/22/26 to 8/11/14/17/20.

Hamstring [Secondary]:

- Damage changed from 35/55/75/95/115 to 40/55/70/85/100.
- Bonus Physical Power Scaling decreased from 32% to 28%.
- Isolation Bonus Physical Power Scaling increased from 15% to 22%.
- [Bugfix] Isolation damage is now considered Proc Damage and no longer triggers Infernum and Mutilator’s Effects for 2x value.

Reaping Dash [Alternate]:

- Bonus Physical Power Scaling decreased from 55% to 50%.
- Current Health Damage decreased from 8% to 7%.

Earth Shatter [Ultimate]:

- Damage decreased from 250/375/500 to 250/350/450.

Accompanying some changes to her general abilities to slow down the cadence of her ability casts, and the lock-down a single speed gate possesses, Gadget is receiving a notable change with her Sticky Mine now automatically becoming Empowered should she place it on herself or an Ally. This will improve her general gameplay experience, granting her more opportunities to optimize her Sticking Mine damage, while also reducing the unintentional frustration cases where she accidentally bombs herself or an Ally and loses value.

General:

Physical Power Growth increased from 3.2 to 3.8. Attack Speed increased from 125% to 135%. Attack Speed Growth decreased from 1.4% to 1.2%. Movement Speed decreased from 680 to 665.

Spark [Basic Attack]:

Bonus Physical Power Scaling decreased from 60% to 55%.

Sticky Mine [Primary]:

- Now automatically becomes Empowered when Gadget attaches Sticky Mine to herself or her Allies.
- Cast Time increased from 0.15s to 0.2s.

Security Gate [Secondary]:

- Damage increased from 50/70/90/110/130 to 60/80/100/120/140.
- Magical Power Scaling increased from 30% to 40%.
- Movement Speed decreased from 60% to 40%.
- Root Duration decreased from 1.5s to 1s.
- Cast Time increased from 0s to 0.2s.
- Security Gate Lifetime decreased from 3.5s to 2.5s.

Seek and Destroy [Alternate]:

- Damage increased from 120/155/190/225/260 to 130/165/200/235/270.
- Hero Follow Speed decreased by 15%.

Tesla Dome [Ultimate]:

- Damage increased from 420/620/820 to 480/650/820.
- Magical Power Scaling decreased from 210% to 200%.

Gideon is seeing some larger shifts in damage thanks to the reduction in his ability ranges. With Torn Space now teleporting Gideon a shorter distance at earlier ranks and making him more vulnerable in lane, and with the reduction to Cosmic Rift’s range, we feel better able to place power into his burst tools and general damage output, better allowing us to support him as a deadly mid-range combatant with higher risks and rewards, rather than him straddling the awkward line of a being a somewhat long-range, overly-safe spellcaster that had to see have burst potential limited as a result of this safety.

General:

- Physical Power Growth increased from 2.7 to 3.3.
- Attack Speed increased from 130% to 140%.
- Attack Speed Growth decreased from 1.7% to 1.4%.
- Health Regen increased from 1.2 to 1.4.
- Movement Speed decreased from 675 to 660.

Cosmic Power [Passive]:

- If Gideon now misses the empowered Basic Attack, it is consumed and does not go on Cooldown, requiring him to hit another Ability to activate it again.
- Total Damage increased from 56 (+8 per Level) to 56 (+12 per Level).
- Root Duration decreased from 1s to 0.8s.

Cosmic Rift [Primary]:

- Damage increased from 100/145/190/235/280 to 110/160/210/260/310.
- Magical Power Scaling increased from 85% to 90%.
- Range decreased from 1800u to 1600u.
- Cooldown decreased from 11/10.5/10/9.5/9 to 11/10.25/9.5/8.75/8 

Torn Space [Secondary]:

- Teleport Range changed from 1000u to 800u/875u/950u/1025u/1100u.

Void Breach [Alternate]:

- Damage increased from 90/120/150/180/210 to 90/125/160/195/230.
- Slow decreased from 30% to 25%.

Black Hole [Ultimate]:

- Magical Power Scaling increased from 270% to 290%.

Greystone's ability to arbitrarily use Sacred Oath and still maintain the effect even if he missed was an element to his play pattern that afforded him too much room for error, while also diminishing the counter-play on offer and removing the tension that comes with using it with intent and precision. As a result, we have removed this component of the ability, alongside his other general changes.

General:

- Physical Power Growth increased from 2.8 to 3.6.
- Attack Speed increased from 100% to 110%.
- Attack Speed Growth decreased from 1.9% to 1.5%.
- Health Regen increased from 1.7 to 2.
- Movement Speed decreased from 710 to 695.

Make Way [Primary]:

- Physical Armor Shred per Hit increased from 4% to 5%.

Sacred Oath [Secondary]:

- Now consumes the Empowered Basic Attack if Greystone misses the basic attack.
- Damage decreased from 25/50/75/100/125 to 25/45/65/85/105.

Assault the Gates [Alternate]:

- Damage decreased from 110/150/190/230/270 to 110/145/180/215/250.
- Jump Speed decreased by 15%.- Cooldown decreased from 18 to 18/17.5/17/16.5/16.

General:

- Physical Power Growth increased from 3 to 3.4.
- Health decreased from 730 to 715.
- Attack Speed increased from 100% to 110%.
- Attack Speed Growth decreased from 1.7% to 1.3%.
- Health Regen increased from 0.8 to 1.2.
- Movement Speed decreased from 690 to 675.

Pulsefire [Passive]:

- Total Physical Power Scaling decreased from 15% to 12%.

The Inverter [Basic Attack]:

- Bonus Physical Power Scaling decreased from 75% to 70%.

Displacement Blast [Primary]:

- Damage increased from 95/130/165/200/235 to 100/135/170/205/240.
- Straight Shot Projectile Hitbox decreased from 80u to 60u.
- Lobbed Explosion Radius decreased from 500u to 330u.

G.T.F.O [Ultimate]:

- Projectile Speed decreased by 11%.

General:

- Physical Power Growth increased from 2 to 2.8.
- Attack Speed increased from 100% to 110%.
- Attack Speed Growth decreased from 3.2 to 2.2.
- Movement Speed decreased from 720 to 705.

The Chieftains Warclubs [Basic Attack]:

- Bonus Physical Power Scaling decreased from 90% to 85%.

Crush [Secondary]:

- Damage decreased from 80/110/140/170/200 to 80/105/130/155/180.

Howitzer is receiving some general shifts to his damage output, with R2000 Missile seeing a slight pivot away from his Direct Hit Damage into its Explosion Damage due to the unexpected and abnormal spikes in burst damage it could result in, and the feast or famine outcome involved with using it as a poke tool. To offset this the explosion range is being reduced to ensure both he and his opponents can feel empowered to interact with each other. Additionally, Make It Rain is gaining an additional salvo of damage, better enabling Howitzer to orient himself and switch between targets with each salvo, while allowing us to spread out his damage output across the ability further, giving opponents a better chance of reacting to and finding cover from the incoming hellfire. 

General:

- Physical Power increased from 56 to 58.
- Physical Power Growth increased from 3.8 to 4.4.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.65% to 1.3%.
- Health decreased from 720 to 700.
- Health Regen increased from 1.2 to 1.35.
- Mana Regen decreased from 1.5 to 1.1.
- Movement Speed decreased from 680 to 665.

Combat Thrusters [Augment]:

- Movement Speed decreased from 140/180/300% to 140/170/260%.

Armed Salvo [Passive]:

- Damager increased from 15 (+5 per Level) to 20 (+5 per Level).

Cannon [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.

R2000 Missile [Primary]:

- Damage changed from 70/105/140/175/210 to 85/120/155/190/225.
- Magical Power Scaling increased from 75% to 80%.
- Direct Hit damage decreased from 40/60/80/100/120 to 30/45/60/75/90.
- Direct Hit Magical Power Scaling decreased from 35% to 30%.
- Projectile Direct Hit Radius increased from 35u to 50u.
- Explosion Radius decreased from 300u to 260u.

Land Mine [Secondary]:

- Damage changed from 70/100/130/160/190 to 80/105/130/155/180.
- Mana Cost increased from 60/65/70/75/80 to 80.

Slow Grenades [Alternate]:

- Slow Duration decreased from 1.25 to 1.
- Cooldown increased from 16 to 18/17.5/17/16.5/16.

Make it Rain [R]:

- Now fires 4 Barrages, instead of 3.
- Hover duration increased from 3.25s to 4s.
- Total Damage increased from 432/600/768 to 480/736/992.
- Total Magical Power Scaling 216% to 224%.
- Damage per Missile decreased from 18/25/32 to 15/23/31.
- Magical Power Scaling per Missile decreased from 9% to 7%.
- Projectile Speed decreased by 28%.

General:

- Physical Power Growth increased from 3.3 to 3.9.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 1.3% to 1.1%.
- Movement Speed decreased from 680 to 665.

Badlands Critter [Passive]:

- [Bugfix] Damage now correctly increases with Hero Level.
- Damage per Level decreased from 0.5 to 0.4.
- Magical Power Scaling decreased from 3.5% to 3%.

Oil Spill [Secondary]:

- Slow decreased from 40% to 35%.

Molotov [Alternate]:

- Damage increased from 30/50/70/90/110 to 50/70/90/110/130.
- Magical Power Scaling increased from 40% to 45%.
- Projectile Speed decreased by 20%.
- Gravity decreased from 1.5 to 1.2.
- [QoL] Molotov Projectile VFX Size increased by 20% for better visibility.

Inferno [Ultimate]:

- Total Magical Power Scaling increased from 180% to 195%.

On top of her general adjustments, Kallari is receiving 2 additional notable changes this pass: Firstly, she has uniquely received an increase to the amount of air control she possesses, better allowing her to change direction while in the air. Pair this with her Double Jump no longer locking her into a movement direction when used and no longer consuming its 2nd charge when an ability is used mid-air, she is now better able to navigate her way through the air and slip past terrain and navigate combat scenarios.

General:

- Physical Power Growth increased from 2.5 to 3.3.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 2.5% to 1.6%.
- Health Regen increased from 1.2 to 1.6.
- Magical Armor Growth decreased from 1.8 to 1.4.
- Air Control increased from 80% to 100%.
- Movement Speed decreased from 715 to 700.

Death Mark [Passive]:

- [Bugfix] Using Guillotine after a Double Jump no longer makes Kallari fall to the ground while Channeling the ability.
- [Bugfix] Double Jump no longer goes on cooldown after using a single Jump and casting Shadow Dance, Guillotine, or other Dash effects. Kallari must now land before her Double Jump goes on Cooldown.
- Double Jump now no longer locks Kallari into a movement direction. Instead she can move more freely in the air.

Plasteel Swords [Basic Attack]:

- Bonus Physical Power Scaling decreased from 90% to 85%.

Shadow Dance [Secondary]:

- Bonus Physical Power Scaling decreased from 85% to 80%.

Crippling Dagger [Alternate]:

- Bonus Physical Power Scaling decreased from 110% to 105%.
- Projectile Speed decreased by 10%.

General:

- Physical Power Growth increased from 3 to 3.8.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.3% to 1.1%.
- Movement Speed decreased from 710 to 695.

Spirit Regeneration [Passive]:

- Movement Speed decreased from 10% to 8%.
- Movement Speed Stack Threshold increased from 15 to 20.

Rage and Spirit [Basic Attack]:

- Bonus Physical Power Scaling decreased from 85% to 80%.

Ambush [Alternate]:

- Bonus Physical Power Scaling decreased from 90% to 80%.

Kira’s Purge can often feel very much like a hit or miss ability. When it possesses too much damage it can quickly become overwhelming for opponents to deal; give it too little, and it feels like it's not worth the positional risk to use in a fight. To help bring a new dimension and use-case to the ability rather than it being stuck in the damage binary, we’ve opted into granting Purge some additional utility in the form of an Anti-Heal effect to those it damages. Not only does this grant her a unique strength among the Carry roster that is befitting of a Shadow Huntress, her presence will also help reduce the attractiveness of committing to healing-heavy compositions.

General:

- Physical Power Growth increased from 2.9 to 3.3.
- Attack Speed increased from 125% to 135%.
- Attack Speed Growth decreased from 1.7% to 1.3%.
- Health Regen increased from 1 to 1.2.
- Movement Speed decreased from 675 to 660.

Wrath [Basic Attack]:

- Bonus Physical Power Scaling decreased from 75% to 70%.

Dusk [Primary]:

- Bonus Physical Power Scaling per Stack decreased from 30% to 27%.

Mercy [Alternate]

- Damage decreased from 30/45/60/75/90 to 30/43/56/69/82.

Purge [Ultimate]:

- Total damage increased from 180/300/420 to 225/330/435.
- Now applies 45% Blight for 2s.

General:

- Physical Power Growth increased from 3.2 to 4.
- Attack Speed increased from 115% to 125%.
- Attack Speed Growth decreased from 1.5% to 1.2%.
- Health Regen increased from 1.7 to 2.
- Movement Speed decreased from 715 to 700.

Heavenly Blade [Basic Attack]:

- Bonus Physical Power Scaling decreased from 80% to 75%.

Judgement of the Heavens [Primary]:

- Magical Power Scaling decreased from 45% to 40%.
- Tether Duration decreased from 1.5s to 1.25s.
- Light of the Heavens [Alternate]:
- Magical Power Scaling decreased from 55% to 50%.
- True Damage Magical Power Scaling decreased from 60% to 55%.

General:

- Physical Power Growth increased from 3.87 to 4.47.
- Attack Speed increased from 115% to 125%.
- Attack Speed Growth decreased from 1.3% to 1.11%.
- Health Regen increased from 1 to 1.5.
- Movement Speed decreased from 685 to 670.

OA-S3000 SMG [Basic Attack]:

- Bonus Physical Power Scaling decreased from 70% to 65%.

Seismic Assault [Primary]:

- Magical Power Scaling increased from 55% to 60%. 

Void Drone [Secondary]:

- Magical Power Scaling decreased from 20% to 15%.

Void Bomb [Alternate]:

- Damage increased from 90/120/150/180/210 to 95/130/165/200/235.
- Damage Radius increased from 300u to 375u.
- Explosion Delay increased from 0.7s to 0.9s.

General:

- Physical Power Growth increased from 3.4 to 3.8.
- Attack Speed increased from 125% to 135%.
- Attack Speed Growth decreased from 1.8% to 1.4%.
- Movement Speed decreased from 685 to 670.

Fetid Dagger [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.

Hive [Primary]:

- Magical Power Scaling decreased from 65% to 60%.
- Explosion Radius decreased from 285u to 230u.

Now I know what you’re thinking - indeed that is a lot of changes to Contagion! In simple terms, the ability is largely the same. However there are 2 key differences: Firstly, it now applies its damage on impact and ticks faster. While the damage and healing is largely the same as before, you can consider this largely as a quality of life change aimed at increasing the immediate feedback provided by the ability while also smoothing out the healing/damage cadence (and yes, this is an unintentional buff to all you Entropy Mourn enjoyers - thank me later). More notably though, Contagion can now damage Monsters, better allowing Mourn to contribute to Jungle Objectives, while also further enabling the Warden of the Woods to reside within his natural habitat, should he choose to take up the Jungler’s mantle.

General:

- Physical Power Growth increased from 3.8 to 4.6.
- Attack Speed increased from 115% to 125%.
- Attack Speed Growth decreased from 1.65% to 1.35%.
- Health Regen decreased from 1.4 to 1.2.
- Movement Speed decreased from 710 to 695.

Contagion [Primary]:

- Can now damage Monsters.
- Now applies a tick of damage or healing on initial application.
- Damage/Healing Tick Rate changed from 1s to 0.5s.
- Total Number of Ticks increased from 3 to 7.
- Damage per tick decreased from 15/25/35/45/55 to 8/12/16/20/24.
- Total Damage increased from 45/75/105/135/165 to 56/84/112/140/168.
- Magical Power Scaling per Tick decreased from 24% to 10%.
- Total Magical Power Scaling decreased from 72% to 70%.
- Healing per tick decreased from 10/15/20/25/30 to 4/7/10/13/16.
- Total Healing increased from 30/45/60/75/90 to 28/49/70/91/112.
- Healing Magical Power Scaling per Tick decreased from 15% to 7%.
- Total Healing Magical Power Scaling increased from 45% to 49%.

Beguile [Secondary]:

- Magical Power Scaling decreased from 55% to 50%.
- Minimum Mesmerize duration decreased from 0.5s to 0.45s.
- Maximum Mesmerize Duration decreased from 1.2s to 1.1s.
- Self Slow increased from 25% to 30%.

Abduct [Alternate]:

- Damage decreased from 90/140/190/240/290 to 90/135/180/225/270.
- Slow Duration decreased from 1s to 0.75s.

General:

- Physical Power Growth increased from 3 to 3.4.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 1.8% to 1.4%.
- Health Regen increased from 0.9 to 1.2.
- Movement Speed decreased from 680 to 665.

Shots Fired [Passive]:

- Total Physical Power Scaling increased from 25% to 30%.

The Enforcer [Basic Attack]:

- Bonus Physical Power Scaling decreased from 90% to 85%.

Static Trap [Primary]:

- Damage decreased from 90/130/170/210/250 to 90/125/160/195/230.
- Root Duration decreased from 1.35s to 1s.
- Activation Delay decreased from 0.7s to 0.6s.

Hot Pursuit [Secondary]

- Decaying Movement Speed decreased from 35% to 25%.

Long Arm Of The Law [Ultimate]:

- [Bugfix] Vertical Hitbox improved to not allow Heroes to jump through the laser blast and not receive damage as easily.

For Muriel, alongside her general adjustments in line with the counterplay and pacing goals of this pass, we wanted to create space for greater shielding capabilities. Rather than risking her losing too much autonomy through overly harsh damage reductions in exchange for greater shielding, or losing what little peel she possesses with too many hits to her Slow, we’ve opted to remove the Damage Amplification Effect of Serenity. Though it will undoubtedly be missed by some, this Damage Amplification can contribute quite heavily to abnormal burst damage scenarios despite it being difficult to appreciate on the surface, and we feel its removal will open up her power budget moving forward to be more focused on what she does best.

General:

- Physical Power Growth increased from 1 to 1.6.
- Attack Speed increased from 115% to 125%.
- Movement Speed decreased from 685 to 670.

Orb [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.

Serenity [Primary]:

- Damage decreased from 85/125/165/205/245 to 85/120/155/190/225.
- 8% Damage Amplification removed.
- Slow Duration decreased from 1.75s to 1.25s.
- Projectile Speed decreased by 25%.
- Projectile Hitbox decreased from 80u to 65u.

Consecrated Ground [Secondary]:

- Shielding increased from 80/115/150/185/220 to 90/130/170/210/250.
- Shield Magical Power Scaling increased from 40% to 45%
- Cooldown increased from 16/14.5/13/11.5/10 to 16/15/14/13/12.

Alacrity [Alternate]:

- Decaying Movement Speed decreased from 25% to 20%.

For Narbash, we’ve found that he’s on the low end for player enjoyment and satisfaction. A large part of this resides in his relatively binary toolset. While there is nothing inherently wrong with this in principle, we felt that we can bring some much needed skill expression, intrigue and versatility to the Ogre by improving his Thunking capabilities by making Thunk more of a free-thrown lob and allowing for more playmaking potential in return for slower speeds. More reach; more counterplay. Just be sure to keep an eye on the skies if you see a wild Narbash on the enemy team, those things can fly!

General:

- Physical Power Growth increased from 5 to 5.8.
- Attack Speed increased from 150% to 165%.
- Attack Speed Growth decreased from 2.2% to 1.8%.
- Movement Speed decreased from 705 to 690.

Drumclubs [Basic Attack]:

- Bonus Physical Power Scaling decreased from 100% to 95%.

March! [Primary]:

- Movement Speed decreased from 30% to 25%.

Song Of My People [Seconary]:

- Healing increased from 8/9.5/11/12.5/14 to 10/11/12/13/14.

Thunk [Alternate]:

- Thunk is now a lobbed projectile that no longer has limited range, but it is affected by Gravity after travelling 1300u, progressively falling to the floor.
- Projectile Speed decreased by 30%.
- Damage changed from 110/150/190/230/270 to 95/140/185/190/275.
- Stun Duration decreased from 1.25s to 1s/1.05s/1.1s/1.15s/1.2s.

General:

- Physical Power Growth increased from 3.8 to 4.4.
- Attack speed increased from 110% to 120%.
- Movement Speed decreased from 680 to 665.

Pulse Bolt [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.

Psychic Flare [Primary]:

- Damage decreased from 80/120/160/200/240 to 80/115/150/185/220.
- Blind Duration decreased from 1.1s/1.2s/1.3s/1.4s/1.5s to 1s/1.05s/1.1s/1.15s/1.2s.

Energy Lance [Secondary]:

- Damage decreased from 60/85/110/135/160 to 60/80/100/120/140.
- Root Duration decreased from 1.1s to 1s.

General:

- Physical Power Growth increased from 2.1 to 2.8.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 1.2% to 1%.
- Movement Speed decreased from 715 to 700.

Swipe [Basic Attack]:

- Bonus Physical Power Scaling decreased from 70% to 65%.

Boulder Throw [Primary]:

- Damage decreased from 110/150/190/230/270 to 110/145/180/215/250.
- Stun Duration decreased from 1.3s/1.35s/1.4s/1.45s/1.5s to 1.2s/1.25s/1.3s/1.35s/1.4s.
- [Bugfix] No longer damages the nearest enemy within a small distance when hitting Terrain.
- Projectile Speed decreased by 22%.
- Projectile Gravity decreased from 1.55 for 1.45.

Pounce [Alternate]:

- Damage decreased from 80/115/150/185/220 to 80/110/140/170/200.

Aside from the general changes, Renna’s Abyssal Rift is frequently considered the area of her kit that is most difficult to play against thanks to its persistent and high damage reaching far across areas of skirmish. Rather than reduce the Ultimate’s damage too far down into insignificance to deal with these balance concerns, we’re opting to reduce its area of effect, allowing us to keep its damage output high and rewarding, but allowing for more positional counter-play when dealing with her.

General:

- Physical Power Growth increased from 3 to 3.6.
- Attack Speed increased from 140% to 145%.
- Attack Speed Growth decreased from 1.5 to 1.2.
- Health Regen increased from 1 to 1.2.
- Movement Speed decreased from 680 to 665.

Echoes of the Damned [Passive]:

- [QoL] Renna Can now activate Hover when she is knocked back by an Explosive Flower.

Vow [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.

Stupor [Secondary]:

- Essence Current Health Damage Threshold increased from 25 to 30.
- Explosion Radius decreased from 335u to 275u.

Soulfire [Alternate]:

- Damage decreased from 55/66/77/88/99 to 55/65/75/85/95.

Abyssal Rift [Ultimate]:

Damage Radius decreased from 1000u to 850u.

General:

- Physical Power Growth increased from 3 to 3.4.
- BAT decreased from 1.1-0.864 to 1-0.821.
- Attack Speed Growth decreased from 1.5% to 0%.
- Health Regen increased from 0.5 to 1.
- Movement Speed decreased from 690 to 675.

Bounty Hunter [Passive]:

- Bonus Physical Power increased from 3%/5%/7%/9% to 3% (+0.6% per Hero Level).

Fate [Basic Attack]:

- Bonus Physical Power Scaling decreased from 95% to 90%.
- [QoL] Basic Attack Animation timing improved to be more intuitive with the recovery time between shots.

Obliterate [Primary]:

- Bonus Physical Power Scaling decreased from 40/50/60/70/80% to 40/48/56/64/72%.

Scar [Secondary]:

- Root Duration decreased from 1s/1.05s/1.1s/1.15s/1.2s to 1s.

Hellfire Rounds [Alternate]:

- Reload Movement Speed decreased from 33% to 20%.

General:

- Physical Power Growth increased from 3.5 to 4.3.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.4% to 1.1%.
- Health Regen increased from 1.75 to 1.8.
- Health Regen Growth decreased from 0.25 to 0.2.
- Movement Speed decreased from 705 to 690.

Whip [Basic Attack] :

- Bonus Physical Power Scaling decreased from 100% to 95%.

Shock Therapy [Primary]:

- Silence Duration decreased from 1s to 0.8s.

Electrocute [Secondary]:

- Damage decreased from 130/170/210/250/290 to 100/140/180/220/260.
- Bonus Health Scaling increased from 12% to 15%.
- Magical Power Scaling increased from 70% to 80%.
- Movement Speed decreased from 10%/14%/18%/22%/26% to 10/12/14/16/18%.

Riplash [Alternate]:

- Damage decreased from 25/65/105/145/185 to 5/40/75/110/145.
- Mana Cost decreased from 100 to 80.
- Projectile Speed decreased by 5%.
- [Bug Fix] Fixed a visual issue where the Cast VFX would not attach to Riktor when using Jump Hook.

On top of the general adjustments, Serath’s Heaven’s Fury is receiving a larger change with it seeing a reduction in the overall duration of the ability. Though its damage is unchanged for now, this shift pushes it Heaven’s Fury closer towards an “i-frame” ability whose primary use is to dodge incoming damage with precise timing, as opposed to the invulnerability window which risks outstaying its welcome and leaving those on the receiving end stuck waiting for her to reappear in the middle of a fight.

General:

- Physical Power Growth increased from 2.2 to 3.
- Attack Speed increased from 100% to 110%.
- Attack Speed Growth decreased from 1.4% to 1.2%.
- Health Regen increased from 1.7 to 2.
- Movement Speed decreased from 720 to 705.

The Nephilim [Basic Attack]:

- Bonus Physical Power Scaling decreased from 95% to 85%.

Heaven’s Fury [Primary]:

- Attack Duration decreased from 1.375s to 1s.

Ascend [Secondary]:

- Damage decreased 95/130/165/200/235 to 95/125/155/185/215.

Chastise [Alternate]:

- Damage decreased from 90/125/160/195/230 to 90/120/150/180/210.
- Slow Duration decreased from 2s to 1.5s.

General:

- Physical Power Growth increased from 3.5 to 4.3.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.55% to 1.2%.
- Health Regen increased from 1.6 to 2.
- Movement Speed decreased from 720 to 705.

The Harbinger [Basic Attack]:

- Bonus Physical Power Scaling decreased from 80% to 75%.

Siphon [Primary]:

- Damage per Soul decreased from 0.5 to 0.4.
- Bonus Health Scaling decreased from 2.5% to 2%.
- Magical Power Scaling decreased from 45% to 40%.

Subjugate [Secondary]:

- Root Duration decreased from 1.5s to 1.25s.

Phantom Rush [Alternate]:

- Bonus Health Scaling decreased from 4% to 3%.

General:

- Physical Power Growth increased from 2.8 to 3.6.
- Health Regen increased from 1.6 to 1.8.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.4% to 1.1%.
- Movement Speed decreased from 720 to 705.

Biting Melody [Passive]:

- Damage Multiplier decreased from 3x to 2.5x.

Kiba [Basic Attack]:

- Bonus Physical Power Scaling decreased from 80% to 75%.

Line Tempo [Primary]:

- [Bugfix] Fixed an issue where Line Tempo’s Wolves could pass through Enemies and not deal damage.

Circle Rhythm [Secondary]:

- Damage per Hit decreased from 20/31/42/53/64 to 20/29/38/47/56.

General:

- Physical Power Growth increased from 2 to 2.4.
- Attack Speed increased from 130% to 140%.
- Attack Speed Growth decreased from 1.5% to 1.2%.
- Health Regen increased from 0.8 to 1.2.
- Movement Speed decreased from 680 to 665.

Starfire [Basic Attack]:

- Bonus Physical Power Scaling decreased from 75% to 70%.

Plasma Grenade [Primary]:

- Explosion Damage decreased from 70/100/130/160/190 to 70/95/120/145/170.
- Explosion Bonus Physical Power Scaling increased from 125% to 145%.
- Slow decreased from 40%/50%/60%/70%/80% to 40%/45%/50%/55%/60%.
- Projectile Speed decreased by 18%.

Hypercharge [Alternate]:

- Total Physical power Scaling decreased from 11% to 10%.
- Bonus Attack Speed Scaling decreased from 12% to 11%.

Atomiser [Ultimate]:

- Explosion Radius decreased from 400u to 330u.

General:

- Physical Power Growth increased from 3 to 3.4.
- Attack Speed increased from 120% to 130%.
- Attack Speed Growth decreased from 1.7% to 1.2%.
- Health Regen increased from 0.9 to 1.2.
- Movement Speed decreased from 680 to 665.

Veiled Stalker [Augment]:

- [Bugfix] Fixed an issue where Minions could reveal Sparrow while she is Stealthed.

Hail of Arrows [Primary]:

- Damage decreased from 100/135/170/205/240 to 100/130/160/190/220.
- Slow decreased from 40% to 30%/32.5%/35%/37.5%/40%.
- Slow Duration decreased from 0.8s to 0.5s.

Piercing Arrow [Alternate]:

- Damage decreased from 100/145/190/235/280 to 100/140/180/220/260.
- Damage Multiplier per Relentless Stack decreased from +9% to +8%.

General adjustments aside, Steel has received a noteable adjustment to Bull Rush, with it now scaling its damage with Health purchases. Given he is essentially a “two ability” Hero for the purposes of laning and clearspeeds, this will better allow his farming capabilities to keep pace through the later stages of a match where it would usually begin to heavily fall off, while also helping to further expand the range of items he can benefit from. Oh, and he can also Bull Rush while mid-air. Have fun!

General:

- Physical Power Growth increased from 4 to 4.8.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 1.55% to 1.3%.
- Health Regen increased from 1.6 to 2.2.
- Physical Armor decreased from 34 to 32.
- Movement Speed decreased from 710 to 695.

Punch [Basic Attack]:

- Bonus Physical Power Scaling decreased from 90% to 80%.
- Cleave increased from 20% to 25%.

Bull Rush [Primary]:

- Damage decreased from 110/150/190/230/270 to 105/140/175/210/245.
- Magical Power Scaling decreased from 80% to 70%.- 8% Bonus Health Scaling added.
- Can now be cast while mid-air.

Shield Bash [Alternate]:

- Damage increased from 45/65/85/105/125 to 45/70/95/120/145.

Shield Slam [Ultimate]:

- Damage increased from 200/340/480 to 220/360/500.

General:

- Physical Power Growth increased from 4 to 4.8.
- Attack Speed increased from 115% to 125%.
- Attack Speed Growth decreased from 1.7% to 1.2%.
- Health Regen increased from 1.8 to 2.2.
- Model Size increased by 15%.
- Movement Speed decreased from 710 to 695.

Skullsplitter [Basic Attack]:

- Bonus Physical Power Scaling decreased from 85% to 80%.

Ruthless Assault [Primary]:

- Bonus Physical Power Scaling decreased from 90% to 85%.
- True Damage Bonus Physical Power Scaling decreased from 135% to 125%.

Highland Hurl [Secondary]:

- Damage decreased from 80/125/170/215/260 to 80/120/160/200/240.

Wild Rush [Alternate]:

- Damage decreased from 40/65/90/115/140 to 30/54/78/102/126.
- Bonus Physical Power Scaling decreased from 90% to 80%.
- Max Charge Damage increased from 80/130/180/230/280 to 75/135/195/255/315
- Max Charge Bonus Physical Power Scaling increased from 180% to 200%
- Shield Max Health Scaling changed from 13% to 10%/12%/14%/16%/18%.
- Cooldown increased from 16/14.5/13/11.5/10 to 16/15/14/13/12.

General:

- Physical Power Growth increased from 3.2 to 3.8.
- Attack Speed increased from 125% to 135%.
- Attack Speed Growth decreased from 1.2% to 1%.
- Movement Speed decreased from 690 to 675.

Floret [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.

Bramble Patch [Primary]:

- Cooldown increased from 12/11.25/10.5/9.75/9 to 14/13/12/11/10.

Harvest Nettles [Secondary]:

- Damage increased from 80/115/150/185/220 to 80/120/160/200/240.
- Projectile Speed decreased by 40%.

Untamed Growth [Alternate]:

- Total Damage decreased from 140/190/240/290/340 to 140/185/230/275/320.
- Range decreased from 1700u to 1400u.

Fly Trap [Ultimate]:

- [QoL] Added a thin Decal to show Fly Trap’s Tether Range when it has been cast.
- Delay before Pull increased from 0.9s to 1.15s.
- Vine Snap Range increased from 1100u to 1600u.

On top of his other adjustments, TwinBlast has received a rework to his Gunslinger Passive with it no longer simply granting him bonus Attack Speed for 2 Basic Attacks. Instead, after using an Ability, TwinBlast’s next Basic Attack is now enhanced into a triple-shot attack, dealing increased damage compared to his regular Basic Attack. This has been done to not only feel more fun and engaging to use, but also to further reinforce his unique identity and playpattern as a Gunslinging Carry that seeks to weave together a mixture of Basic Attacks and Abilities in order to maximize his potential in firefights.

General:

- Physical Power Growth increased from 3.2 to 3.6.
- Attack Speed increased from 125% to 135%.
- Attack Speed growth decreased from 2% to 1.5%.
- Health Regen increased from 0.9 to 1.2.
- Movement Speed decreased from 670 to 655.

LUNARI 4.0 [Primary]:

- Bonus Physical Power Scaling decreased from 95% to 85%.

Gunslinger [Passive]:

- [Reworked] Upon casting an Ability, TwinBlast gains 15% Total Attack Speed and his next Basic Attack within 4s becomes enhanced, firing 3 times instead of 2. This triple-shot deals 135% of his normal Basic Attack damage.

Vaporize [Primary]:

- Total Damage decreased from 110/150/190/230/270 to 110/145/180/215/250.

Vortex Grenade [Alternate]:

- Total Physical Power Scaling increased from 45% to 30%.
- Slow increased from 20% to 25%.
- Slow Duration decreased from 0.75s to 0.5s.
- Projectile Speed decreased by 9%.
- Projectile Gravity decreased from 0.9 to 0.8.
- Projectile Hitbox increased from 65u to 80u.
- Explosion Radius decreased from 325u to 250u.

Ventilate [Ultimate]:

- Damage Per Bullet decreased from 12/18/24 to 12/17/22.

General:

- Physical Power Growth increased from 2 to 2.4.
- Attack Speed increased from 125% to 135%.
- Attack Speed Growth decreased from 2.3% to 1.6%.
- Movement Speed decreased from 685 to 670.

The Neutralizer [Basic Attack]:

- Bonus Physical Power Scaling decreased from 80% to 75%.

Peekaboo [Primary]:

- Projectile Speed decreased by 9%.
- Projectile Gravity increased from 0.95 to 1.1.
- Projectile Explosion Radius decreased from 360 to 300.

Surprise Surprise! [Secondary]:

- Movement Speed decreased from 25% to 18%.

Knock, Knock! [Alternate]:

- Bonus Physical Power Scaling decreased from 115% to 110%.

Wukong has received a rather large adjustment to his toolkit, with Cyclebreaker no longer destroying incoming projectile attacks. Though this is a compelling part of his toolset that I’m sure many will miss, given the high amounts of mobility he possesses and the strengths that provides him, when mastered, the elusiveness combined with the shutting-down of the typical counterplay options such as burst damage or CC due to Cyclebreaker’s effect has resulted in us having to balance him too harshly for high-level play through excessive fragility and Mana-gating. This has made him far less accessible to the majority of players and pushed him too heavily towards crutching on Bruiser builds to make up for his fragility, rather than the Assassin builds he was intended to be most enjoyable with. As a result, we have opted to remove the projectile destruction effect, opening up Wukong’s power budget to be put into more conventional areas of strength that can be more broadly appreciated and utilized moving forward as we continue to iterate on him. For starters, we’ve been able to return some of this lost durability while also adding Physical Penetration Scalings to Cyclebreaker’s Damage Reduction, as well as to Pole Vault’s Attack Speed. This should rewarding his Assassin-centric playstyle further than before, and we will continue to monitor and push him in this new direction moving forward.

General:

- Physical Power Growth increased from 4 to 4.8.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 2% to 1.4%.
- Health Growth increased from 113 to 118.
- Health Regen increased from 1 to 1.2.
- Movement Speed decreased from 705 to 690.

Ruyi Jingu Bang [Basic Attack]:

- Bonus Physical Power Scaling decreased from 80% to 75%.

Pole Vault [Primary]:

- Attack Speed Buff now has 60% Physical Penetration Scaling.
- Attack Speed decreased 25%/30%/35%/40%/45%/50% to 20%/24%/28%/32%/36%/40%.
- Cooldown decreased from 15/14.6/14.2/13.8/13.4/13 to 14/13.6/13.2/12.8/12.4/12

High Impact [Secondary]:

- Slow Duration decreased from 1s to 0.5s.
- Cooldown decreased from 13/12.4/11.8/11.2/10.6/10 to 13/12.2/11.4/10.6/9.8/9.

Cyclebreaker [Secondary]:

- No longer destroys Projectiles while active.
- Bonus Physical Power Scaling decreased from 75% to 70%.
- Damage Reduction decreased from 25% to 20%.
- Damage Reduction now has 45% Physical Penetration Scaling.
- Animation/Projectile Cast Time sped up from 1.63s to 1.1s.
- Stun Duration decreased from 1s to 0.8s.
- Cooldown decreased from 20/19/18/17/16/15 to 19/18/17/16/15/14.

Force Push [Alternate]:

- Damage decreased from 60/90/120/150/180/210 to 60/85/110/135/160/185.

Wind Surge [Alternate]:

- Damage decreased from 60/95/130/165/200/235 to 60/90/120/150/180/210.
- Slow Duration decreased from 1s to 0.5s.

84000 Hairs [Ultimate]:

- [Bugfix] Wukong no longer gains an additional Hair stack upon damaging Monsters when using the Farmer Augment.

General:

- Physical Power Growth increased from 2 to 2.4.
- Attack Speed Growth decreased from 1.2% to 1%.
- Health Growth decreased from 118 to 116.
- Physical Armor Growth decreased from 3.6 to 3.2.
- Movement Speed decreased from 705 to 690.

Storm Of Salvation [Augment]:

- Windburn Extended Duration decreased from 1.5s to 1s.

Rising Storm [Passive]:

- Attack Speed per Stack increased from 3%/4%/5%/6% to 4%/5%/6%/7%.

Silksong [Basic Attack]:

- Bonus Physical Power Scaling decreased from 85% to 75%.

Lash Kick [Primary]:

- Damage decreased from 100/145/190/235/280 to 100/140/180/220/260.

Backlash [Alternate]:

- Damage decreased from 90/130/170/210/250 to 90/115/140/165/190.

Quelling Gale [Ultimate]:

- Slow decreased from 20% to 10%.

Yurei is another Hero who can feel frustrating partly in thanks to the general reach and strength of her Soulstorm. This is one area we wanted to improve upon. In order to offer her opponents more positional counterplay options, to safeguard against the need for further damage nerfs resulting in the ability feeling underwhelming, and to force Yurei to require more precise timing and positioning within fights, Soulstrorm is seeing a few changes. Firstly, its Slow effect has been removed, better allowing her enemies to escape the area. Additionally, her movement speed while channeling Soulstorm is now slower than before, meaning she must choose her casting location with more care and is easier to target in the air. Finally, similar to various other Channeled Abilities, Yurei is no longer allowed to use Mobility Crests while Channeling Soulstorm, further requiring her to position and engage with precision, and opening up her power-budget further in the future to be less competitive-skewed thanks to the increased counterplay available at all brackets of play. 

General:

- Physical Power Growth increased from 3 to 3.8.
- Attack Speed increased from 110% to 120%.
- Attack Speed Growth decreased from 2% to 1%.
- Health Regen increased from 1.4 to 1.6.
- Movement Speed decreased from 705 to 690.

Kokoroken [Basic Attack]:

- Bonus Physical Power Scaling decreased from 70% to 65%.

Anima Burst [Primary]:

- Damage decreased from 80/105/130/155/180 to 80/100/120/140/160.

Severance [Secondary]:

- Slow Duration decreased from 0.6s to 0.3s.

Whispering Echoes [Alternate]:

- Damage decreased from 30/42/54/66/78 to 30/40/50/60/70.

Soulstorm [Ultimate]:

- Self Slow while Channeling increased from 20% to 30%.
- 15% Slow removed.- Dash Crests can no longer be used while Soulstorm is Channeling.
- [Bugfix] Fixed an issue where Yurei could become soft-locked if she used an Emote while Channeling Soulstorm

Zarus is another Hero receiving some notable adjustments. To start with, we wanted to bring a greater sense of differentiation between Spear of Nyr’s Stab and Throw attacks, with the Stab now being even lower cooldown than before. Conversely, when Thrown, Spear of Nyr now deals 20% additional damage in exchange for the far higher cooldown it requires. This creates more defined tradeoffs for the ability, and affords Zarus with more tactical choices to choose between in engagements. Additionally, his Evade now grants him with some additional vertical height when it is used mid-air, allowing him to dash diagonally into the air to navigate up and around smaller ledges. Finally, Coliseum is receiving some tuning adjustments. It now lasts for a shorter duration and is smaller in radius, thereby reducing the incidental cases of collateral imprisonment of nearby enemies and reducing the window to survive his engagements to a more tolerable level. As a result, Zarus’ Coliseum will be a less dominant teamfighting tool and/or death sentence to those hit with it, and should feel more deliberate to space use and/or space around.

General:

- Physical Power Growth increased from 3 to 3.8.
- Attack Speed increased from 115% to 125%.
- Attack Speed Growth decreased from 1.5% to 1.2%.
- Health Regen increased from 1.5 to 1.8.
- Movement Speed decreased from 710 to 695.

Master of Spears [Augment]:

- Spear Throw Cooldown Modifier increased from 1.3x to 1.5x.

The Ascended [Augment]:

- Health per stack decreased from 8 to 6.

Nyrian Spear [Basic Attack]:

- Bonus Physical Power Scaling decreased from 75% to 70%.

Barricade [Primary]:

- [Bug Fix] VFX now better represents bash damage area.
- Bonus Physical Power Scaling increased from 80% to 90%.
- Cooldown increased from 19/17.5/16/14.5/13 to 19/18/17/16/15.

Evade [Secondary]:

- Using Evade while airborne now grants additional height to its dash, allowing Zarus to dash diagonally into the air.
- Attack Speed decreased from 16%/22%/28%/34%/40% to 15%/20%/25%/30%/35%.

Spear of Nyr [Alternate]:

- Damage decreased from 80/110/140/170/200 to 75/105/135/165/195.
- Bonus Physical Power Scaling decreased from 130% to 125%.
- Cooldown increased from 12/11/10/9/8s to 14/12.5/11/9.5/8s.
- Stab Cooldown Reduction increased from 50% to 60%.
- Throwing the Spear now deals 20% Bonus Damage.
- [Bugfix] Stab VFX now correctly matches hitbox.

Coliseum [Ultimate]:

- [Bugfix] Coliseum’s Wall visuals now better match its actual collision boundaries.
- Duration decreased from 5.5s to 4.5s.
- Cage Radius decreased by 20%.
- Cooldown decreased from 150/125/100 to 140/115/90.

On top of some general adjustments, Zinx is seeing a shift to her damage over time effect. It has been moved off of Infuse, and given to her Basic Attack by default, no longer requiring investment into Infuse to be able to enjoy as much autonomy in the damage department, and opening up some alternative playstyles such as Midlane Zinx further. This separation of damage from sustain within Infuse also allows us to put more value into the amount of healing gained when levelling Infuse, making her ability investment a clearer choice between disruption, poke, and healing across her 3 Basic Abilities. 

General:

- Attack Speed increased from 105% to 115%.
- Physical Power Growth increased from 3.2 to 3.8.
- Mana decreased from 330 to 300.
- Physical Armor decreased from 26 to 24.
- Physical Armor Growth decreased from 5 to 4.2.

Triage Protocol [Passive]:

- Enhanced Healing Modifier increased from 1.5x to 1.75x.

Refibrillator [Basic Attack]:

- Bonus Physical Power Scaling decreased from 60% to 55%.
- Now also applies DoT damage, dealing 9 (+1.8 per Hero Level)(+15% Magical Power) magical damage over 3s.

Ricochet [Primary]:

- Damage decreased from 75/105/135/165/195 to 75/100/125/150/175.
- Stun Duration decreased from 1s/1.05s/1.1s/1.15s/1.2s to 0.8s/0.85s/0.9s/0.95s/1s.

Bad Medicine [Secondary]:

- Damage decreased from 40/60/80/100/120 to 35/55/75/95/115.
- Mana Cost decreased from 50 to 40.

Infuse [Alternate]:

- Healing increased from 50/70/90/110/130 to 60/85/110/135/160.
- Magical Power Scaling decreased from 45% to 40%.
- Infuse’s DoT Damage has been moved to Refibrillator [Basic Attack], meaning Zinx now has it by default at Level 1.

Items

Consumables

Refillable Potion:

Refillable/Divine Potion often contribute towards stagnant lane dynamics where too much sustain is present and the window for priming an opponent towards all-in attempt before they recall is too short. We’re reducing it, further enabling the poking of opponents with abilities in order to prep them for a kill-shot, instead of defaulting to wave-shoving because aggression is too risky and unrewarded in lane; or because damage doesn't stick hard enough in the late-game where standoffs are more frequent.

- Total Healing decreased from 150/210/270/330 to 135/180/225/270.
- Total Healing decreased from 180/240/300/360 to 165/210/255/300.

Crests

As with various other Item Effects, we’re trimming out some of the Scaling present, reducing the general damage present in a match as the later-game rolls around and more compounding effects are brought online.

- Rending Strikes Total Physical Power Scaling decreased from 15% to 12%.

Liberator, Witchstalker, Brutallax and Epoch are all seeing increases to their Cooldown. While this may seem contradictory to the goal of reducing Crowd Control and increasing counterplay, these defensive Crests are frequently used reactively to fully shut down engagements, and they can feel difficult to burn and re-engage upon again within their cooldown window. This frequently results in proactive plays being high-risk : low-reward, thanks to the efficacy of negativing key high-cooldown resources such as an Aurora Blink + Ultimate engagement with their effects, often leading to games becoming stalled, and proactive aggression punished. While we’re considering ways to increase the availability of counter-play tools such as these effects in the long-term, for the short-term, a cooldown increase is required to ensure proactive plays are encouraged and rewarded more readily across a match. 

- Cooldown increased from 165 to 180.

Pacifier is frequently used as a supplementary damage source in the middle of engagements thanks to its rather accessible low-health threshold condition. This can result in arbitrary burst potential in a fight which stands opposed to its primary intention as a supplementary finishing tool. As a result, we’re dropping the threshold down to ensure it requires stricter windows of engagement if one wishes to access its burst potential for a reset.

- Adrenalize Bonus Damage Threshold decreased from 40% to 20%.
- Cooldown increased from 120 to 135.
- Cooldown increased from 150 to 165.
- Cooldown increased from 150 to 165.
- Thunder Cleaver Damage Total Physical Power Scaling decreased from 40% to 30%.
- Cooldown increased from 150 to 165.
- Overcharge Additional Damage to single targets decreased from 30% to 20%.
- Cyclone Attack Speed Per Stack decreased from 4 to 3.

Consort Crest

All Support Crests are receiving an increase to the Gold per Second they offer, offsetting some of the Gold Drip and Ambient Gold reductions, and ensuring that Supports are not overly impacted by the Gold Economy changes.

- Gold per Second increased from 0.3 to 0.4.
- Gold per Second increased from 0.45 to 0.5.
- Gold per Second increased from 1.5 to 2.
- Gold per Second increased from 1.5 to 2.
- Gold per Second increased from 1.5 to 2.
- Gold per Second increased from 0.3 to 0.4.
- Gold per Second increased from 0.45 to 0.5.
- Gold per Second increased from 1.5 to 2.
- Gold per Second increased from 1.5 to 2.
- Gold per Second increased from 1.5 to 2.

Carry

- Cost decreased from 3100 to 3000.
- Menace Movement Speed decreased from 12% to 10%.

Equinox is losing its Nightshade effect as the 5% True Damage Amp made it incredibly versatile as a DPS/Defence hybrid option, while also contributing to a sense of faster TTK  due to its Tank-busting capabilities in the later-game. Now that this effect is gone, we want to streamline Equinox’s identity, more clearly signposting it a later-game, anti-burst option for Carries thanks to a larger Shield Effect it now offers, while also providing it with a more respectable stat-line that appeals to a wider-user base.

- Physical Power increased from 20 to 35.
- Nightshade 5% Bonus Critical Strike Damage Removed.
- Adamance Shield increased from 200-400 to 300-600.
- Recipe changed: Robust Arbalest + Greatsword + 700g.
- Multishot Scaling decreased from 10-40% to 8-30%.
- Physical Power decreased from 30 to 25.
- Darksteel Total Mana Scaling decreased from 2.5% to 2%.

While several other Carry items are seeing various adjustments to reduce their contribution to late-game DPS thresholds, we still wish for the early-game Carry Items that traditionally fill out the first slot in builds to feel meaningful as powerspikes, and help Carries bridge through mid-game given their otherwise low agency. Solaris frequently falls short on this front compared to alternatives such as Storm Breaker and Lightning Hawk, with is being foregone by Heroes that naturally should synergize with it. As a result, we’re pushing it up to the level of these other 1st-buys to ensure build diversity is more present between Carries.

- Physical Power increased from 40 to 45.

Alongside a quick damage reduction for Radiant Strikes, we’re taking this opportunity to remove the Slow Effect from Spectra as it is largely unnecessary and muddies the identity of the Item. More changes for Spectra are being considered for the future to better round out Carry itemization so stay tuned. 

- Radiant Strikes On-Hit Damage decreased from 25 to 20.
- Prisma 30% Slow Removed.
- Electric Momentum Total Physical Power Scaling decreased from 35% to 25%.
- Blighted Strikes Physical Power Scaling decreased from 12% to 10%.
- Physical Power decreased from 55 to 50.
- Diligence Bonus Ability & On-Hit Damage decreased from 12% to 8%.

Assassin

- Physical Penetration increased from 6 to 8.
- Sacrificial Strike Critical Strike Damage decreased from 140% to 126%.

Infernum has been subject to a bug resulting in its burn effect dealing more damage than intended to armored targets. This has now been resolved and Tanks should find themselves far better equipped to withstand its damage output over the course of a fight as we continue to monitor its performance moving forward.

- Physical Power decreased from 45 to 40.
- Physical Penetration increased from 5 to 7.
- Cinder Base Damage decreased from 4% Max Health Damage to 3% Max Health Damage.
- [Bugfix] Furnace’s Bonus Damage Modifier now correctly deals 0.5% additional damage per point of Bonus Armor, not 1%.
Eclipse Healing decreased from 8% to 6%.
- Bestial Momentum Bonus Physical Power Scaling decreased from 20% to 15%.
- Chilling Spells Slow decreased from 25% to 10%.
- Splice Movement Speed per Stack decreased from 2.5% to 2%.
- Physical Power decreased from 45 to 40.

Now that Synonic Echo has found a broader user base thanks to its previous stat shifts, with the goal of unnecessary burst damage across various Item Effects, it can stand to lose one of Duplicity's extra attacks to bring it back to a more acceptable level of strength.

- Duplicity Number of Attacks decreased from 3 to 2.
- Duplicity Total Attack Speed increased from 35% to 40%.


Fighter

- Tremor Max Movement Speed decreased from 60 to 50.
- Tremor Base Physical Power Scaling decreased from 80% to 60%.
- Omnivamp decreased from 12% to 10%.

The previous round of adjustments to Overlord has allowed it to re-emerge as an incredibly potent pick-up, even for those Heroes that don’t synergise with it especially well. Not only does its damage need to be nudged down to make it more appropriate within the ecosystem, with it now providing a respectable mix of damage and durability in the early-game, its Devourer effect no longer needs to grant as much raw Health later into a match.

- Colossal Cleave Main Target Damage Max Healing Scaling decreased from 1.5% to 1%
- Devourer Additional Health Reward decreased from 150 to 100.
- Health decreased from 275 to 250.
- Health decreased from 400 to 350.

Mage

Combustion often falls short as an aggressive 1st-buy for Mages, not providing a clear enough spike in burst-potential for its users compared to other pick-ups. A jump in Magical Power is needed to bring it closer to the level of items such as Soulbinder and Entropy within its own niche, better serving as the “I want to kill people” purchase for Burst Mages.

- Magical Power increased from 75 to 85.
- Pyro Magical Power Scaling decreased from 20% to 18%.
- Physical Armor increased from 35 to 40.
- Stone Skin Magical Power decreased from 5 to 4
- Stone Skin Physical Armor decreased from 5 to 4.
- Arcana Magical Power Scaling decreased from 25% to 20%.
- Cost increased from 2900 to 3000.
- Celestial Spellblade Scaling decreased from 40% to 35%.
- Magical Power decreased from 80 to 75.
- Magical Strikes Damage increased from 18 to 20.
- Magical Strikes Magical Power Scaling decreased from 20% to 15%.

Similar to Combustion, Timewarp’s identity is a little muddy when assessed next to the likes of Astral and Noxia. To further differentiate it as a conduit for unlocking more rapid ability uses, we’re granting it a far larger amount of Ability Haste to better serve as a standalone purchase for Cooldown Reduction needs within a core build, at the cost of it providing less raw damage relative to other options.

- Magical Power decreased from 80 to 70.
- Ability Haste increased from 15 to 25.
- Recipe changed: Chonomatic Wand + Essence Ring + Scepter + 250g.

Tank

- Health Decreased from 325 to 275.
- Magical Armor increased from 50 to 60.
- Unstable Shackles Magical Damage Amplification decreased from 12% to 10%.
- Health Decreased from 275 to 250.
- Physical Armor increased from 65 to 70.
- Health decreased from 300 to 250.
- Magical Armor increased from 40 to 45.
- Health decreased from 300 to 250.
- Physical Armor increased from 50 to 55.

Support

- Magical Power decreased from 50 to 45.
- [Bugfix] Fixed an issue where Dynamo would no longer grant its Bonus Powers after its Owning Hero is killed once.
- Sheriff On-Hit Damage decreased from 12 to 10.

Bug Fixes

  • Fixed an issue where Explosive Flowers could launch Heroes further than intended in Nitro.
  • Fixed an issue where Console Users’ In-game Ranked VP gains could become desynced with their actual VP gains upon completing a Match.
  • Fixed an issue where Orb Prime and Mini Prime could fully reset their aggression when Heroes stand at the back of the Pit.
  • Fixed an issue where Super Resolution Options were not correctly stating their DLAA Option in the Settings Menu.
  • Fixed an issue where Camp Indicator Diamonds would disappear if a User opened the In-game Shop while near them.
  • Fixed an issue where low-spec PCs would be incorrectly defaulted to Medium Visual Settings.
  • Fixed an issue where Users could automatically join a Voice Channel when watching a Replay. 
  • Fixed an issue where Boris’s Ursine Burst could permanently kidnap an Enemy Hero in a grab state.
  • Fixed an issue where Controller Aim Assist could track Enemy Units that are within range but not within vision.
  • Fixed an issue where Mourn VO was not playing correctly.
  • Fixed a bug where ambience ducking was not clearing properly after recalling.
  • Fixed an issue where a small group of players couldn't access game mode selection after reaching level 5.
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Wow, that’s a lot, isn’t it? And it’s all arriving this Tuesday!
We can’t wait for you to dive in: meet Bayle, jump into ARAM, and check out the rebalanced game changes… it’s going to be a blast!

As always, we’re looking forward to hearing your feedback on it all!

Until next time,

Rei, Game Design

Omeda_Zuzu, Player Experience Manager