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V1.16: Aegis of Dawn Patch Notes
V1.16: Aegis of Dawn Patch Notes

V1.16: Aegis of Dawn Patch Notes

Everything you need to know about Update 1.16: Aegis of Dawn!

Patch Notestra 4 giorni
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Summary

Hey Champions!

It feels like only yesterday we were talking about Ikra, and now we’re here with another update already! We’ve got an awesome new Offlaner, four new Eternals, some incredible new skins, and Brawl Mode is making a comeback! Let’s take a look.

New Hero: Scarlett

In a world where ancient magic intertwines with feudal tradition, a champion of light walks a dark, perilous path. Raised in the ways of combat by her grandmother, Scarlett grew to become a sworn servant of the people, a champion of justice whose kindness is matched only by her mastery of the blade.

For years, her path was clear: defend the helpless and serve as a beacon of hope for those in need. But when a dark, tragic fate struck her beloved, cursing him with a beastly burden, her life was irrevocably altered.

Refusing to let the darkness claim the one she loves, Scarlett now travels the land seeking a cure for his dark curse. Guided by her inquisitive nature and an unyielding knowledge of the wilds, she walks a perilous road between light and shadow. Armed with a blazing spirit, her precise rapier, and a chain lantern to light the way, Scarlett stands ready to illuminate the battlefield and destroy anyone who threatens the innocent.

Stats:

- Health: 680 (+136 per Level)
- Health Regen: 1.8 (+0.2 per Level)
- Energy: 200 (+0 per Level)
- Energy Regen: 10 (+0 per Level)
- Attack Speed: 150 (+1.8 per Level)
- Physical Armor: 35 (+5 per Level)
- Magical Armor: 33 (+1.7 per Level)
- Physical Power: 61 (+3.2 per Level)
- Movement Speed: 690
- BAT: 1.55

Abilities:

Last Light [Passive]:

Effect: Scarlett uses Energy instead of Mana. Additionally, she gains 1 Physical Power for every 40 Bonus Mana she owns.

- Max Energy: 200.
- Scarlett restores 10 Energy per Second.
- Takedowns restore 100 Energy.
- Scarlett’s Final Basic Attack in her Chain restores 5 Energy On-Hit, increased to 10 against Enemy Heroes.
- Empowered Cindara restores 35/45/55 Energy (Levels 1/7/13) on Hero or Camp Leader hit.
- First Intent restores 50 Energy for each Unique Hero or Camp Leader hit.
- Swan Song grants +5 Energy Regen while the Ablaze Buff is Active.

Cindara [Basic Attack]:

Type: Melee

Range: 375u

Effect: Melee Basic attack dealing 61 (+80% Bonus Physical Power) Physical Damage.

- Attack Chain: 3 strikes (resets on Ability cast)
- Chain Speed: 2x/2x/1.05x
- Chain Damage: 0.5x/0.5x/1.1x
- Chain On-Hit Modifier: 0.5x/0.5x/1.1x
- Third Strike: Restores 5 Energy On-Hit (increased to 10 against Heroes).
- Empowered: Scarlett equips her lantern for 1 attack, slamming it forward in a 700u line that damages all Enemies hit.

Ashen Vow [Primary]:

CD: 9/8.25/7.5/6.75/6

Cost: 50 Energy

Effect: Scarlett channels for a short duration, before swinging her lantern in a wide fiery cylinder around her in a 560u radius, dealing 50/75/105/125/150 (+60% Bonus Physical Power) Physical Damage.

Enemies in the outer 255u of the cylinder receive 25/50/75/100/125 (+100% Bonus Physical Power) additional Physical Damage, and are Slowed by 35%/37.5%/40%/42.5%/45% for 1.25s.

If Scarlett hits an Enemy Hero or Camp Leader with the outer edge, her next Basic Attack is Empowered for 4s to deal 10 (+12% Bonus Physical Power)(+2/3/4/5/6% Target’s Max Health) additional Physical Damage to all Enemies in a 700u line in front of her. Scarlett restores 35/45/55 Energy (Levels 1/7/13) if this hits an Enemy Hero or Camp Leader.

Empowered Cindara’s damage is reduced by 50% against Minions, and capped to 150/200/250/300/350 against Monsters.

Ablaze: While Swan Song is Active, Empowered Cindara’s Bonus Damage is increased by 1.5x.

First Intent [Secondary]:

CD: 16/15/14/13/12

Cost: 80 Energy

Effect: Scarlett dashes forward 1000u with a decisive fiery strike that deals 65/85/105/125/145 (+80% Bonus Physical Power) Physical Damage to all Enemies in her path and receives a 20/70/120/170/220 (+40%/45%/50%/55%/60% Total Physical Power) Shield for 3s.

Each time Scarlett hits an Enemy Hero or Camp Leader with First Intent, she refreshes her Shield’s duration and increases its size by 60%, and restores 50 Energy.

Minueta [Alternate]:

CD: 7/6.25/5.5/4.75/4

Cost: 105/95/85/75/65 Energy

Effect: Scarlett twirls in her current movement direction, with its speed increasing based on current momentum. Scarlett then stabs forward 3 times (610u range), with each dealing 21/31/41/51/61 (+24%/28.5%/33%/37.5%/42% Total Physical Power) Physical Damage to all Enemies in the area. The final stab deals up to 100% bonus damage based on the Target’s Missing Health.

Stabs benefit from Lifesteal and can Critically Strike at 60% effectiveness.

Ablaze: While Swan Song is active, the number of stabs is increased to 4, dealing +15% more damage overall.

Swan Song [Ultimate]:

Cooldown: 125/105/85

Cost: 0

Effect: Scarlett winds up over 0.6s before thrusting forward (825u) with her Lantern, Restraining (Uncleansable Stun) the first Enemy Hero hit for 1.4s, and Slowing nearby Enemies within a 600u radius by 65% for 1s.

Scarlett then backflips into the air, becoming Unstoppable for the duration of the Restrain, and ignites her blade before striking down at the target, dealing 180/280/380 (+100% Bonus Physical Power) Physical Damage.

Enemies within a 600u radius of the Restrained Target take 100% of the strike’s damage.

Afterwards, Scarlett’s Blade is Ablaze for the next 8/10/12s, granting her +150 Basic Attack Range, +5 Energy Regen, and +20/32/44 (+12% Bonus Physical Power) Physical Power for the duration. Additionally, Empowered Cindara and Minueta are empowered to deal more damage during this time.

Augments:

Scarlet Dawn:

Related Ability: First Intent [Secondary]

Type: Mobility

Effect: Ability, Empowered Cindara, and Third Strike hits on Enemy Heroes & Camp Leaders reduce First Intent’s Cooldown by 8%, reduced to 5% for Minueta hits.

Coup De Grace:

Related Ability: Swan Song [Ultimate]

Type: Dueling

Effect: Swan Song marks the Restrained target. If they die within 8/10/12s, Ablaze extends by 5s, and a fiery zone appears beneath the dead target for 5s that heals Yourself and Allies by 100/150/200 (+65% Bonus Physical Power) each second.

Volcanic Slam:

Related Ability: Ashen Vow [Primary]

Type: Zone Control

Effect: Enhanced Cindara leaves behind a rupture that erupts after 0.5s. The eruption deals 20 (+4 per Level) (+25% Bonus Physical Power) True Damage to all Enemies in the area and Slows them by 40% for 1.25s.

Store News

Celestial Gideon [Epic]

Celestial Sevarog [Epic]

Celestial Serath [Rare]

Origin Scarlett [Rare]

Origin Scarlett Bundle

- Origin Scarlett [Skin]
- Winter Origin Scarlett [Exclusive Skin Variant]
- Spring Origin Scarlett [Skin Variant]
- Summer Origin Scarlett [Skin Variant]
- Autumn Origin Scarlett [Skin Variant]
- Lantern? [Overhead Emote]
- Origin Scarlett [Banner]
- Origin Scarlett [Profile Icon]
- Scarlett Premium Affinity [Affinity Pass]
- Scarlett [Hero]

Scarlett Variant Bundle

- Ebony Scarlett [Exclusive Skin Variant]
- Purple Scarlett [Skin Variant]
- Red Scarlett [Skin Variant]
- Blue Scarlett [Skin Variant]
- Ebony Scarlett [Banner]
- Ebony Scarlett [Profile Icon]
- Scarlett [Hero]

Celestial Gideon Bundle

- Celestial Gideon [Skin]
- Solar Celestial Gideon [Exclusive Skin Variant]
- Nebula Celestial Gideon [Skin Variant]
- Singularity Celestial Gideon [Skin Variant]
- Comet Celestial Gideon [Skin Variant]
- Asteroid Celestial Gideon [Skin Variant]
- Despair [Overhead Emote]
- Celestial Gideon [Banner]
- Celestial Gideon [Profile Icon]
- Gideon [Hero]

Celestial Sevarog Bundle

- Celestial Sevarog [Skin]
- Corona Celestial Sevarog [Exclusive Skin Variant]
- Comet Celestial Sevarog [Skin Variant]
- Asteroid Celestial Sevarog [Skin Variant]
- Nebula Celestial Sevarog [Skin Variant]
- Solar Celestial Sevarog [Skin Variant]
- Stacking [Overhead Emote]
- Celestial Sevarog [Banner]
- Celestial Sevarog [Profile Icon]
- Sevarog [Hero]

Celestial Serath Bundle

- Celestial Serath [Skin]
- Celestial Serath [Skin Variant]
- Celestial Serath [Skin Variant]
- Celestial Serath [Skin Variant]
- Celestial Serath [Skin Variant]
- Celestial Serath [Skin Variant]
- Gimme kill pls? [Overhead Emote]
- Celestial Serath [Banner]
- Celestial Serath [Profile Icon]
- Serath [Hero]

Battle Pass Bundle

- Celestial Dawn Battle Pass [Premium Track]
- Galaxy Serath Skin (Epic) [Skin]
- Galaxy Serath [Banner]
- Galaxy Serath [Profile Icon]
- Serath [Hero]

Ultimate Battle Pass Bundle

- Celestial Dawn Battle Pass [Premium Track]
- Galaxy Serath Skin (Epic) [Skin]
- Solar Galaxy Howitzer [Skin Variant]
- Solar Galaxy Gideon [Skin Variant]
- Variant Celestial Rampage [Skin Variant]
- Variant Celestial Zinx [Skin Variant]
- Galaxy Serath [Banner]
- Galaxy Serath [Profile Icon]
- Serath [Hero]
- Howitzer [Hero]
- Gideon [Hero]
- Zinx [Hero]
- Rampage [Hero]

Cosmic Bundle Core

Six exclusive items, no duplicates and equal drop chance.

- Celestial Sevarog [Skin]
- Corona Celestial Sevarog [Exclusive Skin Variant]
- Singularity Celestial Sevarog [Exclusive Skin Variant]
- Comet Celestial Sevarog [Skin Variant]
- Asteroid Celestial Sevarog [Skin Variant]
- Nebula Celestial Sevarog [Skin Variant]
- Solar Celestial Sevarog [Skin Variant]
- Celestial Gideon [Skin]
- Quasar Celestial Gideon [Exclusive Skin Variant]
- Solar Celestial Gideon [Exclusive Skin Variant]
- Nebula Celestial Gideon [Skin Variant]
- Singularity Celestial Gideon [Skin Variant]
- Comet Celestial Gideon [Skin Variant]
- Asteroid Celestial Gideon [Skin Variant]
- Celestial Serath [Skin]
- Celestial Serath [Exclusive Skin Variant]
- Celestial Serath [Exclusive Skin Variant]
- Celestial Serath [Skin Variant]
- Celestial Serath [Skin Variant]
- Celestial Serath [Skin Variant]
- Celestial Serath [Skin Variant]

Battlepass

The Celestial Dawn battlepass is here! Filled to the brim with awesome rewards on both the free and paid tracks.

Triple Battlepass XP Weekend

To celebrate the new update, we're dropping a huge x3 Battlepass XP weekend and it's live right now! Progress through the Harbingers of Ruin Battlepass at triple the speed before the new update launches!

When:

Friday 7th August - Tuesday 11th August

Twitch Drops

A new set of Twitch Drops is coming with the new update as well!

- Turquoise Scarlett [Skin Variant]
- Turquoise Scarlett Icon [Profile Icon]
- Turquoise Scarlett Banner [Banner]
- 2x Ion Cores
- 1x Quantum Core

Brawl Mode

Brawl returns! Shiny, new, and very much improved thanks to your feedback! We’ve made some changes to the ruleset, buffs and the map itself.

For those of you that are new to Brawl, it is a fast-paced, 5v5 gamemode where each team has a ticket score that gets reduced each time a Hero dies, Minions die, or when Minions are pushed into the enemy team’s portal. Be the first team to get the Enemy’s Ticket Score to zero to win!

For its return, not only has the Brawl map received some changes to its layout and visuals, but various mechanics have also been switched up that aim to make the mode more fun and resolve some of the pain points raised from its previous iteration.

The full details can be found below in the Brawl Mechanics Breakdown section, but the major points to note are:

- Win Condition: When a Team reaches 50 Tickets, Minion Deaths no longer reduce the Score. Only Hero Kills and Minions entering a Portal can reduce Tickets below 50.
- Orb Prime: Orb Prime no longer spawns in the middle of the map at 10-minutes.
- Lane Fangteeth: No longer appear each time a team has 5 Hero Deaths.
- Giant and Jump Height Buff: The Brown and Pink Golems have been removed and replaced by Cyan Buffs, with New Buffs now being present in the middle of the Map!
- New Buffs: Instead of Orb Prime and Lane Fangtooth, there are now 2 Buffs that appear on either side of the map, spawning every 2-minutes. The Buffs are a range of new Giant Golems that provide powerful effects to the killer's team by collecting a Buff Orb, such as super speed, increased size, Double-Ultimate, and more!
- Primal Fangtooth: Will now also appear at one of these New Buff Spawn Locations, every 2nd spawn. The Team that kills the Primal Fangtooth will now have it spawn on their side of the map, with it charging down the Lane towards the Enemies Portal, scoring a large amount of Tickets if it makes it into the Enemies Portal!
- Multiple Heroes On The Same Team: Heroes are once again limited to 1-per team, meaning you can no longer play 5 of the same Hero on the same team. However, we will enable multi-hero selection for special dates and events, so keep an eye on our socials!

Known Issue: Replays do not currently work for Brawl Mode.

Brawl Mechanics Breakdown

Win condition

- The game ends when a team's tickets reach Zero.
- When a team has only 50 tickets remaining, minion kills no longer reduce tickets.
- Only Hero kills and Portal kills reduce tickets at sub 50 Tickets.

Removed Buffs

- Orb Prime has been removed from Brawl.
- Lane Fangteeth no longer spawn based on Player Kills.
- Purple and Orange Buffs have been removed and reworked into a new Random Buff Giant.

Ticket System

- Killing an Enemy Minion -1 Ticket from Enemy Team.
- Pushing an Allied Minion into the Portal -1 Ticket from Enemy Team.
- Killing an Enemy Lane Fangtooth -1 Ticket from Enemy Team.
- Pushing an Allied Lane Fangtooth into the Portal -25 Tickets from Enemy Team.
- Killing an Enemy Hero -8 Tickets from Enemy Team.

New Buffs

- Each team has access to two Cyan buffs on their side of the map.
- In the center of the map there are new contestable buffs.
- One side has a Random Giant Buff spawns every 2-minutes.
- The other side starts with a Random Giant Buff then a Primal Fangtooth spawns alternating every 2-minutes (every other spawn).

Primal Fangtooth Buff

- Killing it spawns a Lane Fangtooth for the team that secured the kill. It does not provide the Primal Buff in Brawl.
- Health: 3500 (+600 per Level).
- Physical Armor: 20 (+7 per Level).
- Magical Armor: 10 (+8 per Level).
- Damage: 25 (+1 per Level).

Lane Fangtooth Buff

- Health 5200 (+100 per Level).
- Physical Armor 60 (+1 per Level).
- Magical Armor 30 (+1 per Level).
- Damage 40 (+10 per Level) .
- Flame Breath deals 2.5x damage to Minions .

Random Giant Buffs

Random Giant Buffs can spawn a coloured Giant, killing the Giant will cause it to drop a unique Buff Orb of their color at the center of the camp for 30 seconds for the team that secured the kill. Picking up the Buff Orb will grant the player the following buff based on the color.

Giant Stats:

- Health 2000 (+500 per Level).
- Physical Armor 10 (+4 per Level).
- Magical Armor 4 (+1 per Level).
- Damage 40 (+8 per Level) .

Orange Buff:

- Duration: 45s
- Effects: Become Unstoppable and gain +6% Max Health Regen per second.

Blue Buff:

- Duration: 45s
- Effects: Gain +600 Movement Speed and +20% Slow Resistance.

Purple Buff:

- Duration: 45s
- Effects: Instantly Refresh your Ultimate Cooldown when gained. Additionally, after casting your Ultimate, its cooldown is immediately refunded 1 time.

Green Buff:

- Duration: 45s
- Effects: Get Massive, gain +1500 Temporary Max Health, +80 Movement Speed, and +50% Jump Height.

Red Buff:

- Duration: 45s
- Effects: Deal +100% Damage and take +50% more damage.

Player:

- Starting Level: 3
- Starting Gold: 1400
- +25 Ultimate haste
- +3 Mana Regen per second
- +3%/4%/5%/6%/7% Damage Reduction at Levels 1/6/11/15/18.
- Hero Movespeed has been reduced by 8% compared to Sanctuary
- Gold per Second: 8/8/8/9/10/11/12/13/13/13/13/13/13/16… (increases every 60s.)

New Eternals

Four new Eternals are joining the fray in this update! We always envisioned this system to be expandable, and seeing such a great community response to the first release, we wanted to bring some more in to keep build diversity and customisation fresh.

New Eternals Breakdown:

Major Blessing:

- Damaging an Enemy Hero below 30% Health fires 4 (+1 per 30% Bonus Attack Speed) projectiles that each deal 8 (+1 per level) True Damage and apply on-hit effects at 100% Effectiveness (8s CD per Hero).

Minor Blessings (1):

- Forage: Gain 4 additional Gold and 4 additional XP per Minion or Monster kill.
- Dryad's Boon: Basic Attacks decrease basic ability cooldowns by 0.2s on-hit
- Natural Resistance: Cleanse all crowd control and gain 400 Tenacity when below 25% Maximum Health. (Cleanse: 20s CD)

Minor Blessings (2):

- Wind-Rider: Gain 20% Total Attack Speed for 4s after using a Dash, Leap, Teleport or upon leaving Stealth.
- Barkskin: Deal 3 (+1 per Level) Physical Damage to Enemy Heroes that Basic Attack you. This Damage triggers On-Hit Effects at 50% effectiveness. (1s CD)
- Taproot: Basic Attacks restore 1 (+8% Bonus Physical Power) Health On-Hit.

Major Blessing:

- Attacks and abilities against Enemy Heroes apply a stack of Rust for 5s. Each stack shreds 2% (+0.2% per Level) Physical Armor and Magical Armor, stacking up to 4 times. You gain 75% of the Armors Shredded.

Minor Blessings (1):

- Frequency: Gain 2% Total Attack Speed and 2 Ability Haste per Rust Stack currently applied.
- Patina: Gain a 30 (+15 per level) Shield when not taking damage for 12s. Gain 4% Movement Speed whilst the shield holds.
- Dampening: Incoming damage from enemies farther than 1100 units away is reduced by 12%.

Minor Blessings (2):

- Peal: Gain 25 Ultimate Ability Haste. Upon casting your ultimate, attacks and abilities apply maximum stacks of Rust for 4s.
- Fracture: Deal 4% (+0.3% per level) more Damage against targets with maximum stacks of Rust.
- Resonant Repair: Whenever you are Immobilized, you restore 3% of your Maximum Health over 4s.

Major Blessing:

- Decrease your size by 10%. Upon casting an ability, nearby enemy Heroes within a 600u radius are debuffed, causing them to deal 4% decreased damage for 3.5s, stacking up to 3 times.

Minor Blessings (1):

- Bioluminescence: Enemies you damage take 3% bonus Damage and are Revealed for 4s.
- Harmonic Currents: Casting an ability restores 2.5% of your Missing Health and Missing Mana.
- Diffusion: Increases the radius of Pilow's Debuff Pulse by 50% and the duration by 1.5s.

Minor Blessings (2):

- Neurotoxin: Pilow additionally increases damage enemies take by 2% per stack.
- Convection: Gain 4 Physical Armor and 4 Magical Armor for every active stack of Pilow on nearby enemy Heroes.
- Lil Sucker: Basic Attacks steal 2% of the target's Movement Speed for 3s, stacking up to 3 times.

Major Blessing:

- Takedowns grant a stack of Fearless, up to a maximum of 6 stacks. Your Max Health is permanently reduced by 5% (+4% Melee/+6% Ranged per Fearless). Gain 5% (+5% per Fearless) increased Physical Power, Magical Power and Attack Speed. Fearless is reset upon death.

Minor Blessings (1):

- Demonic Bargain: Gain 350 additional Gold at levels 1/7/13.
- Risen: When at 3 or more Fearless stacks gain 12% Omnivamp.
- Hellfire Strikes: Basic Attacks deal 3 (+1.5 per level) True Damage On-Hit.

Minor Blessings (2):

- Broken Wings: Your Movement Speed cannot be altered by item or abilities.
- Rite: Abilities cost an additional 5 (+2.5 per Level) Health to cast but you permanently gain 15 (+1 per Level) Ability Haste.
- Psychosis: Deal 3.5% (+0.4% per Level) more Damage to the closest Enemy Hero but 10% less Damage to any other Enemy Hero.

Quality Of Life Improvements

New Critical Health SFX Cue:

- There is a new sound effect when you fall to Critical Health (-25%), that should be more distinct and less panic inducing.

New Practice Mode Cheat Capsules:

Practice Mode has had the following adjustments and additions:

- Haste Capsule now refreshes all Cooldowns when activated.
- There is a new Capsule to Evolve your Crest a stage per hit.
- There is a new Capsule to fully stack stacking Items and/or add some stacks to infinite stacking Items.

Camp Despawning:

- Once the Camp Leader of a Normal Jungle Camp is killed (2/3/4/5 Camp), the remaining Monsters will now despawn after 10s of not being in combat.

Fountain Diving:

- Enemy Fountains no longer 1-shot you upon entering their Zone.
- Upon standing in the Enemy Fountain’s Zone, you now receive ramping true damage instead.
- There is a new Camera Lens Effect & SFX to signify when you enter the Enemy Team’s Fountain.

Client Prediction Adjustments & Blink Rubberbanding:

- Certain abilities (such as Boris Ultimate, Ranged Basic Attacks, Melee Basic Attacks, Bayle Ultimate, and Crunch Empowered Right Crunch will no longer yoink you back or hit you if you manage to get a small distance away from the original location, such as by blinking out of their path.

Enhanced Airborne Hero Shadows:

- Ally and Enemy Heroes now cast a shadowy decal beneath their location on the ground when they are in the air.
- This will make it easier to tell where Flying Heroes such as Howitzer and Wukong precisely are when they are above you, as you will be able to see their shadow directly below them on the ground.

Respawned Inhibitor Clarity:

- Respawned Inhibitors now show a purple material around them to signify they are disabled and do not attack, adding more clarity.

Buff Dropping (Red/Blue/Mini):

Mini Prime:

- Mini Prime now drops its buff on the floor slightly in front of it when it dies, rather than being granted to the killer. The Buffs last for 30s on the floor.
- The first Ally Hero to walk over it gets it. Enemy Heroes cannot pick it up but it will appear greyscale for them at the location.

Red & Blue Buff:

- From 20:00 onwards, Red & Blue Buff now drop an ADDITIONAL Buff Pickup at their original spawn location, that lasts in the world for 30s.
- The first Ally Hero to walk over it gets it. Enemy Heroes cannot pick it up but it will appear greyscale for them at the location.
- Red & Blue Buff are now a slightly different Color when Buff Dropping is active (at 20:00).
- In other words, Junglers can now kill their Buffs late-game, and let an Ally pick up an additional copy of that buff.

Tower Platings Expanded:

- Tier 1 Outer Tower Platings no longer disappear at 13 minutes and are now present for the entire match.
- Tier 2 Inner Towers now also have Tower Platings for the entire match.

Ground Targeting Improvements:

- Ground targeting abilities now aim directly from the Camera reticle, rather than from the Hero’s model. This will reduce the amount of times an ability clips against a wall unintentionally.
- Ground targeting abilities now place at the centre of your reticle, rather than being slightly offset to the left.

Aim Assist Tuning:

- Aim Assist for Controllers has been adjusted to be slightly less sticky, while improving other areas of it that should make the gameplay experience smoother for Controller Users.

Item Effect Stat Tracking:

- A variety of Items now track various stats (such as how much damage they have dealt in a game, among other stats). To see them, hover over yours (or another Player’s) Items on the scoreboard.

Recalls - Damage Over Time (DoT):

- Damage Over Time (DoT) Damage Effects no longer interrupt Recalls.

Custom Games - Additional Modes:

The following modes have been added to Custom Games, and are available to play at any time:

- Brawl
- LABS: Daybreak

Daybreak v7

We're approaching the final stages of development, and this patch introduces a significant number of gameplay and map updates, alongside the first environmental dressing pass using existing assets.

Please note: This is not the final dressing pass - far from it. Everything included in this update is completely placeholder work intended to improve the map for the upcoming tournament while larger-scale visual improvements are still in progress.

What's Changing

- Duo Lane Adjustments
- Mid Lane Adjustments
- Jungle Adjustments
- Pit Adjustments

Environment Dressing

The primary goal of this initial dressing pass is to shift the map's focus away from its current visual simplicity and toward capturing the overall feel and atmosphere of Sanctuary. This pass is intended to establish the right mood and gameplay readability while we continue making core map changes.

A complete visual overhaul and final dressing pass will take place once the gameplay layout has been finalized.

Daybreak Full Mechanics Breakdown:

General Gameplay Changes

- Recall Time: Decreased from 8s to 7s.
- Death Timers increase more aggressively at 30 minutes, instead of 25 minutes.
- Teleporters unlock at the start of the game instead of 480s.
- Teleporter Early cooldown reduced to 120s from 180s.
- Teleporter Late cooldown now triggers at 20:00.
- Teleporter Late cooldown reduced to 90s from 120s.
- WorldShift Removed.
- Shaper Removed.
- Seedling Removed
- Movement speed is reduced by 15 compared to Sanctuary.
- 1 Additional Gold buff added to duolane.
- 1 Additional Cyan buff added to offlane.
- Homeguard speed boost added to Jump Pads upon player landing, granting then +400 movement speed, decaying over 9s.
- White Camp Respawn Time increased from 120s to 135s.
- Red & Blue Buff Respawn Time increased from 250s to 255s.

Shrines

Shrines are a new mini objective, with 2 being present on the map near each side-lane for teams to fight over. Killing them grants global gold, permanent Ability Haste, and bonus damage to Towers for your team!

Stats:

- Spawn time: 120s
- Respawn time: 240s
- Health/Max Health: 650 → 3,100
- Basic Armor: 0
- Ability Armor: 0
- Shrines grant +2 Ability Haste to the killer permanently.
- Kill Gold: 50 Global Gold
- Grant everyone on the Killing team +8% true damage to Towers (Max Stacks: 2).

Statue States

- White: Not taken
- Red: Taken by enemy
- Blue: Taken by team

Jungle Monster Changes

Black Large (2)
- Max Health decreased from 1650–2570 to 1550–2470.
- Damage increased from 20–110 to 22–122
- Out-of-combat Health Regeneration increased from 89.1–164.1 to 178.2–328.2.
- Gold reward increased from 44 → 60.
- CS reward decreased from 3 to 2.
- XP reward (1–15) changed from 150/150/153/153/169/169/199/199/229/229/259/259/289/289/319 to 150/150/172/172/175/175/210/210/230/230/255/255/280/280/285.
Black Medium (2)
- Out-of-combat Health Regeneration increased from 51.6–86.6 to 103.2–173.2.
- Gold reward increased from 30 to 43.
- XP reward (1–15) changed from 80/80/88/88/93/93/105/105/118/118/130/130/143/143/156 to 80/80/92/92/97/97/107/107/117/117/127/127/137/137/147.
Grey Large (3)
- Damage increased from 20–90 to 26–106 (base damage +6; per-tier growth 7 → 8).
- Out-of-combat Health Regeneration increased from 87–129.5 to 174–259.
- Gold reward increased from 46 to 65.
- CS reward decreased from 3 to 2.
- XP reward (1–15) changed from 75/75/78/78/88/88/113/113/138/138/163/163/188/188/213 to 75/85/87/87/95/95/115/115/135/135/155/155/175/175/195.
Grey Small (3)
- Out-of-combat Health Regeneration increased from 36–66 to 72–132.
- Gold reward increased from 29 to 38.
- XP reward (1–15) changed from 45/45/46/46/52/52/70/70/88/88/106/106/124/124/142 to 45/50/51/51/56/56/70/70/84/84/98/98/112/112/125.
White Large (4)
- Health decreased from 1400–2320 to 1250–2220.
- Damage decreased from 20–100 to 25–125.
- Out-of-combat Health Regeneration increased from 55.6–108.6 to 111.2–217.2.
- Gold reward increased from 31 to 43.
- XP reward (1–15) changed from 92/92/96/96/109/109/138/138/167/167/202/202/237/237/272 to 92/103/106/106/116/116/139/139/162/162/190/190/218/218/246.
White Medium (4)
- Max Health: Level 1–5 reduced by 20 (800/1000/1060/1120/1180 to 780/980/1040/1100/1160); Level 6–15 values unchanged.
- Out-of-combat Health Regeneration increased from 50.05–81.55 to 100.1–163.1.
- Gold reward increased from 18 to 26.
- XP reward (1–15) changed from 54/54/55/55/68/68/83/83/98/98/113/113/128/128/143 to 54/60/61/61/71/71/83/83/95/95/107/107/119/119/131.
White Small (4)
- Out-of-combat Health Regeneration increased from 33–52.8 to 66–105.6.
- Gold reward increased from 12 to 16.
- XP reward (1–15) changed from 30/30/31/31/36/36/46/46/56/56/66/66/76/76/86 to 30/34/35/35/39/39/47/47/53/53/61/61/69/69/77.
Brown Medium (5)
- Damage increased from 15–85 to 18–108.
- Out-of-combat Health Regeneration increased from 66–115.5 to 132–231.
- Gold reward increased from 36 to 51.
- CS reward increased from 1 to 2.
- XP reward (1–15) changed from 65/65/68/68/78/78/96/96/114/114/132/132/150/150/168 to 65/65/75/75/83/83/98/98/113/113/128/128/143/143/158.
Brown Small (5)
- Gold reward increased from 17 to 22.
- XP reward (1–15) changed from 25/25/26/26/30/30/38/38/46/46/54/54/62/62/70 to 25/25/29/29/32/32/38/38/44/44/50/50/56/56/62.
- Damage decreased from 125-335 (+15 per Level) to 110-208 (+7 per Level)
- XP Reward increased from 400 to 500.
Red Buff
- Max Health decreased 2,550–4,230 to 2,450–4,130.
- Damage increased from 20–160 to 36–176.
- Out-of-combat Health Regeneration increased from 112.5–193 to 225–386.
- Respawn Time increased from 240s to 255s.
- Gold Reward increased from 125 to 165.
- CS Reward increased from 5 to 6.
- XP Reward increased from 160-340 to 160-320.
Blue Buff
- Max Health decreased from 2,550–4,230 to 2,450–4,130.
- Damage increased from 20–160 to 36–176.
- Out-of-combat Health Regeneration 112.5–193 to 225–386.
- Respawn Time 240s to 255s.
- Gold Reward increased from 125 to 165.
- CS Reward increased from 5 to 6.
- XP Reward decreased from 160-350 to 160-320.
Cyan Buff
- 2 Cyan Buffs are now Present in Offlane, but their rewards are roughly halved.
- Initial Spawn Time decreased from 180s to 150s.
- Respawn Time decreased from 180s to 160s.
- Max Health decreased from 1150-2475 - 1050-2450.
- Gold Reward decreased from 60 to 30.
- XP Reward changed from 65 (+8 per Minute) to 70/70/75/75/80/80/85/85/90/100/110/115/120/120/120.
- Max Health Regen On Kill decreased from 20% to 10%.
- Max Mana Regen On Kill decreased from 20% to 10%.
Gold Buff
- 2 Gold Buffs are now Present in Duo Lane, but their rewards are roughly halved.
- Max Health decreased from 1100-2425 to 800-2200.
- Initial Spawn Time decreased from 180s to 150s.
- Respawn time decreased from 180s to 160s.
- XP reward changed from 80 to 40.
- Gold reward decreased from 80 (+4 per Minute) to 60.
River Buffs
- Grey Buff Movement Speed increased from +55 to +100.
- Green Buff Shield Max Health Scaling increased from 12% to 18%.
Enhanced River Buffs
- Initial spawn time increased from 17:00 to 21:00 minutes.
- Grey Buff Movement Speed increased from +55 to +100.
- Grey Buff out-of-combat Movement Speed increased from 8% to 15%.
- Orange Buff Omnivamp decreased from 8% to 5%.

Daybreak Invitation Tournament

On Saturday August 15th & Sunday August 16th, a 2-day Daybreak Invitational Tournament is happening. This will feature 8 Teams composed of the Top Players from NA PCC Summer!

This event will showcase the Daybreak Map in a more high-stakes environment, allowing us to gather deeper feedback on all things Daybreak as the best players from the North American Region put it through its paces!

For the Format, it is a Player Draft Event, meaning 8 Captains have been pre-selected from the Top NA PCC Summer Teams, who then draft the rest of their squad from the remaining PCC Player pool.

The Teams are competing for the grand prize of $1,000 and representation within the Daybreak Map when it fully releases, as well as additional Platinum Prizes of 50K & 25K for 2nd and 3rd place!

Finally, a Devs vs VennyVens (Reigning EU PCC Summer Champions) showmatch will be kicking off the event, so be sure to tune in to see if the VennyVens have what it takes to bring down the people’s champ, RGSACE!

Event Schedule:

- Saturday 15th August - [10am ET / 4pm CEST]: Dev Showmatch + Top 8 Swiss Bracket.
- Saturday 16th August - [10am ET / 4pm CEST]: Top 4 Double-Elimination Finals Bracket.

Gameplay Balance

Balance Overview:

- Four New Eternals added.
- Reductions to the strength of Basic Attacks for the majority of Ranged Heroes at Level 1, thereby reducing the strength of Ranged Offlaners.
- Recalls are no longer interrupted by DoT Damage.
- Red/Blue Buff now drop a 2nd Buff on the Floor for the killing team after 20:00.
- Mini Prime now drops its Buff on the floor for the killing team, instead of granting the Buff to the Killer.
- Rivers/Blue/Cyan now grant Energy Regen on Kill.
- [Bugfix] Various Stacking Shred Effects now work correctly instead of capping out after the 1st instance of Shred.
- Hero Size now has a Max and Min Cap.
- Tower Platings no longer removed at 13:00.
- Tower Platings have been added to Tier 2 (Inner) Towers.
- Refillable Potions Heal less at Level 1.
- Ground Targeting Improved to be more accurate
- Heroes now display a team-colored Shadow beneath their location when in the air, making them easier to track.
- Enemy Fountain no longer 1-shots you, and instead deals ramping true damage the longer you stand inside of it.
- White Camps now despawn after 10s of being out of combat if the Camp Leader is killed.
- Respawned Inhibitors now have a Purple Material around them, better signposting they cannot attack you.
- Various Basic Attacks and Abilities should now no longer hit you/rubberband you back if you correctly Blink/Dash away from them (E.g: Boris Ultimate).
- Aim Assist Strength reduced slightly for Controller Users, but smoothened in other areas.
- Items now display a variety of new information and stats when hovered over on the Scoreboard.
- General outlier balance.
- And more!

Systems:

Aim Assist Tuning:

- Aim Assist for Controllers has been adjusted to be slightly less sticky, while improving other areas of it that should make the gameplay experience smoother for Controller users.

Blink/Dash Rubberbanding:

Ever Blinked away from a Boris just to get grabbed by him despite your Blink cooldown being eaten? Or blinked away from a Crunch Uppercut just to get knocked up anyway? While this can still happen when accounting for higher Ping, these outcomes should happen FAR less, resulting in a smoother, and more skillful gameplay experience, as before Client-based prediction would overly-favour the Hero using the Ability to confirm a hit, rather than the Hero that successfully dodged it.

- Client-predicted Attacks such as Boris Ultimate or Basic Attacks will no longer hit you if you successfully Blink/Dash far enough out of their Range.
- In the case of certain dash abilities, (E.g: Boris Ultimate) when a successful dodge occurs, the attack will fail and now stop the attacking Hero at your previous location you blinked from.

Fountain Diving:

Getting 1-shot by the Enemy Base is a little unintuitive and poorly signposted, while also just simply being less fun than having the chance to execute a celebratory dive when a match is about to end. Now, you can dive into the Enemy’s Fountain if you wish, and instead of being 1-shot, you will take heavy true damage that ramps up over time instead (most Heroes will die within 4-7s seconds at most, so it's not super easy to do).

- Enemy Fountain no longer 1-shots you.
- Now deals 50 (+4% Max Health) True Damage every 0.5s to you while in the zone. This damage increased by an additional 10 (+1.25% Max Health) Damage every tick, for a maximum of 130 (+14% Max Health) Damage each tick.
- Now Displays a Camera Lens Effect and plays an SFX when you enter the Enemy Fountain.

Ground Targeting:

Ever been frustrated by accidentally firing a Ground Targeted Ability at a wall due to invisible collision?! Me too! With these changes, Ground Targeting will be more consistent and accurate to where you are actually aiming, resulting in additional precision and far less accidental mis-fires that were of no fault of the Player.

- Now Targets from the Camera, instead of the Hero Model, reducing the frequency of unintentional corner clipping when using Abilities such as Gideon’s Cosmic Rift.
- Now Targets from your Cursor correctly, instead of being slightly offset to the Left, making aiming more precise to the User’s actual intent.

Item Stat Tracking:

Ever wondered how much damage your Combustion has dealt across a match? Or how useful a variety of other Items have been?! Well now you can tell by focusing the item on the Scoreboard. However, for this pass, not every Item could be covered just yet, but we are hoping to expand this functionality further in the future where possible!

- Various Items now display a range of statistics in-game, such as the damage they have dealt over the course of a match.
- You can view yours, or other Players’ Item stats, by hovering an Item on the Scoreboard.
- Stat tracking for other Items that were waived this pass (such as Tainted Items “Healing Reduced" and “Damage Blocked” by Shields) are on our list to do in a future update, as they are larger technical undertakings.

In-Air Shadows:

Heroes can now be more easily tracked when in the air (looking at you Wukong), as they now cast a clear shadow directly beneath them when they are in the air.

- Ally and Enemy Heroes now cast a shadowy decal beneath their location on the ground when they are in the air.
- Blue Shadow: Ally.
- Orange Shadow: Enemy.
- Inner Circle: Gets smaller the higher the Hero is in the air.

Recalls - Damage Over Time (DoT):

With the addition of various DoT effects into the game, such as Vesh’s Burn, we have decided to allow Recalls to go through even when affected by a DoT effect, as it is largely an obnoxious limitation that adds more frustration to gameplay than is necessary.

- Damage Over Time (DoT) Damage Effects no longer interrupt Recalls.
- Recall can now be cast immediately after taking damage, instead of having a 0.15s Cooldown.

Size Increase/Decrease:

Max/Min Size is being capped, helping resolve a variety of issues, including Camera issues on larger Heroes, and the strength of Heroes such as Tiny Titan Rampage who can become obnoxiously unfair to even try and hit when they are excessively small.

- Hero Max Size increase is now capped to 2.5x
- Hero Minimum Size Scale is now capped to 0.55x.

Jungle:

General:

We are removing the ability to “dirty” a Jungle camp by leaving one alive, as this can lead to excessive snowball scenarios when abused in high level play, while being a generally unintuitive and unfun mechanic for the average player to engage with.

- Camps with multiple units (2/3/4/5 Camp) will now despawn after 10s of being out of combat if the Camp Leader is killed.

Blue Buff:

Blue and Red now drop an additional buff at 20-minutes when killed, meaning Junglers no longer have to forgo as much Gold and Experience when looking to hand off the Buff to an Ally Hero, and can still have one themselves! Oh, and it now grants Energy Regen, meaning it is valid for Energy Heroes to utilize!

- Now drops a second buff on the floor for 30s at the Buff’s original spawn location after 20:00 that can be picked up by a member of the killing team.
- The Red Buff Giant now changes color slightly after 20:00 to signify it will now drop an extra Buff.
- Blue Buff now also grants +5 Energy Regen.

Cyan Buff:

A quick addition to Cyan Buff to ensure it has additional value for Energy Heroes like Scarlett.

- Now also grants the Killer 25% Max Energy Regen instantly.

Mini Prime:

Mini Prime now drops its buff on the floor at a fixed location when killed, meaning Junglers can now use their Hunt to secure the Buff without having to worry about how to hand it off to their Teammates. Be careful though, if you don't pick it up within 30s, it will disappear, meaning the Enemy Team has a chance to deny you even if you kill the Mini Prime!

- No longer grants its Buff to the Killer.
- Instead, upon dying, it now drops the Mini Prime Buff on the floor for 30s that can be picked up by a member of the killing team.

Red Buff:

Like Blue Buff, Red Buff also drops an additional Buff at its spawn location when killed, post 20:00 game time!

- Now drops a second buff on the floor for 30s at the Buff’s original spawn location after 20:00 that can be picked up by a member of the killing team.
- The Red Buff Giant now changes color slightly after 20:00 to signify it will now drop an extra Buff.

River Buffs:

A quick addition to River Buffs to ensure it has additional value for Energy Heroes like Scarlett.

- Now also grants the Killer +15 Energy Regen for 5s.

Enhanced River Buff:

- Now also grants the Killer +25 Energy Regen for 5s.

Towers:

Outer Towers (Tier 1):

Tower Platings no longer fall off at 13:00, meaning teams on the back foot still have a chance at claiming the standing gold and catching up, even when behind.

- Tower Platings no longer deactivate at 13:00, and now remain for the entire match.
- Tier 1 Plating Gold Reward decreased from 70 to 60.

Inner Towers (Tier 2):

Tier 2 Towers are also gaining Plates for the entire match, better allowing Tier 2 Pushes to result in some additional progress and gold gain, rather than it feeling like its not worth to even bother hitting a T2 Tower if you can't kill it in any single push (while also helping to slow down the rate that a single Split Push can destroy them, thanks to the Bonus Armors that Plates provide when destroyed).

- 4 Tower Platings added on each Tier 2 Tower. They remain for the entire match.
- Tier 2 Local Gold On Kill decreased from 400 to 250.
- Tier 2 Plating Gold Reward = 50.

Inhibitors:

The confusion around whether an Inhibitor is “fake” or not is now a problem of the past! Once an Inhibitor respawns, it will now be a different color, making it easier to spot at a glance.

- Respawned Inhibitors now display a Purple Material, better highlighting to Players that they cannot attack.

Eternals Balance

Cauterize:

Cauterize is one of the least-used Blessings, and clogs up the Vermis Blessing set in such a way that it makes mix-ups in its 1st category way too restrictive for Ranged Users. As a result, we are removing it and replacing it with a new Blessing: Mechadrive.

- Removed and replaced by Mechadrive.

Mechadrive:

Mechadrive is replacing Cauterize, offering a range of Heroes, from Twinblast to Boris, a new option to consider when running Vermis instead of being bound to Serration as hard.

- [New] Basic Attacks reduce your Secondary Ability’s Current Cooldown by 10% On-Hit. Reduced to 5% against Non-Heroes.

Major Blessing:

Marrow is receiving a soft rework, with it no longer allowing its User to heal off of Minions Waves. Now, Marrow’s Healing is loaded far more into Hero Combat, meaning its users cannot win the lane by default by simply taking a trade and healing off the Minion Wave. In return, AoE effects now heal for 65% Effectiveness, instead of the 33% Effectiveness imposed on Omnivamp, making the Eternal more useful to a range of Heroes in general, despite being a relatively similar strength in early-game skirmishes.

- [Soft-Rework] Heal for 6%/7%/8%/9% of damage dealt to Heroes, increased up to 15%/20%/25%/30% based on your Missing Health. (65% Effectiveness for AoE Attacks. 15% Effectiveness against Monsters).

Roses:

Roses is receiving two changes: Firstly, it now has a cap on the amount of bonus gold it can offer, as previously it provided its Users with far too much Gold in snowball scenarios and led to absurd economic outcomes. Secondly, the previous Hero Kill Omnivamp Amplification Effect from Marrow is being granted to Roses, providing it some additional payoff now that the Gold has been limited.

- Bonus Takedown Gold is now capped at +100g (5 Takedowns).
- Hero Kills now also grant +50% Effectiveness of Marrow’s Major Blessing for 8s.

Ferocity:

Ferocity is receiving another hit to the amount of Attack Speed it offers, in order to slow down the rate at which it ramps up and becomes oppressive when utilized by Ranged or DoT Heroes alike.

- Attack Speed decreased from 1.25% to 1%.

The King:

The King provides a significant amount of excess gold income, especially in various Range vs Melee matchups when it can be stacked relatively safely, and contributes too heavily to snowball scenarios. As a result, it is seeing a reduction.

- Gold on Basic Attack decreased from 7 to 6.

Major Blessing:

We’re undoing the previous nerf to Nihil, as it continues to be one of the weaker performing Eternals.

- Stat Effectiveness per Takedown or Level increased from 18% to 20%.

Feeding Frenzy:

Feeding Frenzy provides a surprising amount of Attack Speed in a fight considering how little thought its Users must put into their position. We’re reducing its radius to ensure that Heroes must actually position with purpose and sit amongst a group of targets to get its full effect, rather than it incidentally tagging everyone in a fight with ease.

- Radius decreased from 1500u to 1200u.

Immaculate:

Immaculate continues to cause excessive stat-check scenarios, both in the early-game and in the late-game. Another reduction is required in the short-term to ensure laning dynamics and 1v1 interactions between Heroes are not warped as easily.

- Damage Reduction decreased from 15% to 12%.

Masterpiece:

Masterpiece results in rather significant snowballing for the User’s that can leverage it reliably, such as Feng Mao, and Eden. A reduction is occurring to make a single kill less-overbearing to deal with in a fight.

- Takedown Damage decreased from 5% to 4%.

Major Blessing:

Aion is another Gold generation Eternal that is providing too much value and warping the Economy curve of the average match too heavily - often resulting in lane performances being irrelevant when playing against it. Another reduction is occurring to make sure it is less universally useful, and more tailored to the Heroes that can reliably trigger it.

- Gold Gained From Ability Damage decreased from 7% to 6%.

Sacrifice:

Sacrifice is being reworked, as previously it was providing far too much free Mana Regen in the laning phase, allowing the likes of Shinbi and Argus to cheat the lane entirely with near-infinite Mana Pools simply from hitting the Wave. Now, Sacrifice User’s have to actually interact with their opponent and are rewarded by engaging in aggressive gameplay loops, preserving laning dynamics in a healthier manner.

- [Reworked] Damaging an Enemy Hero with an Ability grants 2.5% Missing Mana Regeneration over 5s. Hero Kills regenerate 20% Missing Mana over 5s.

Hero Balance

With the previous round of changes to Akeron and him now possessing additional utility and damage from his Health Scalings, we’re looking to normalize his build options further by reducing the general strength of his Magical builds, as they are currently far overperforming his Tank or Physical alternatives.

Hellfire [Primary]:

- Magical Power Scaling decreased from 18% to 16%.
- Hero Missile Homing Radius decreased from 450u to 380u.

Web Lash [Secondary]:

- Web Shot Magical Power Scaling decreased from 40% to 35%.
- Leap Magical Power Scaling decreased from 40% to 35%.

Consume [Ultimate]:

- Bite Magical Power Scaling decreased from 45% to 40%.

The previous round of changes to Argus were made to elevate the areas of his kit that were generally lacking, and to be in line with the other changes that happened to the majority of Mage’s across the class. With that now past us, we are reducing the general strength of his Particle Shredder, as well as heavily limiting the amount of free Mana he can restore throughout the lane by simply hitting Minions thanks to the changes to both his Augment and to Aion’s Sacrifice, better ensuring there is an appropriate Mana:Damage tradeoff when he’s looking to pump a target.

Mana Catalyst [Augment]:

- No longer restores Mana when hitting Non-Heroes.
- Mana Restored when hitting Heroes increased from 10% to 12%.

Particle Shredder [Alternate]:

- Damage decreased from 13/20/27/34/41 to 13/19/25/31/37.
- Magical Power Scaling decreased from 18% to 16%.
- Mana Cost changed from 12/14/16/18/20 to 13/14/15/16/17.
- Cooldown increased from 3 to 3.5.

Countess was one of the few Mages last patch that did not really receive a great benefit from the changes. For this pass, we’re pushing her late-game Ultimate Damage and Durability up slightly to bring her further up to speed, as the teamfighting stage of the game is where she starts to struggle to find windows for execution.

General:

- Health Growth increased from 130 to 132.

Feast [Ultimate]:

- Damage increased from 135/185/235 to 135/215/285.

A quick bump to Crunch’s lesser used Augments, with Lunge Crunch returning to old values to better enable his Jungle play patterns, and Falcon Crunch offering some additional bang for its buck to better match the strength of the others.

Lunge Crunch [Augment]:

- Additional Distance increased from 10% to 15%.

Falcon Crunch [Augment]:

- Empowered Right Crunch Damage increased from 15% to 20%.
- Empowered Right Crunch In-Air Cooldown decreased from +30% to +25%.

Dekker is the first Ranged Hero receiving a reduction to her base Physical Power, thereby reducing the strength of her early-game poking capabilities and creating a larger gap between the raw damage output of a Ranged Hero compared to a Melee Hero. The reason is largely the same for other Heroes with this style of change, so context will be skipped for other Heroes for the sake of time.

While it may not appear as much of a damage loss on the surface, the damage loss adds up over the course of a lane, and better enables Melee Heroes to posture into a Ranged Hero and close the distance. It should be noted that the changes are more heavy handed for Heroes that are more likely to appear in off-roles like Offlane, and in some cases the Physical Power loss is being returned through additional Growth to ensure that Carries especially still feel functional and with agency once the mid-game rolls around.

General:

- Physical Power decreased from 60 to 57.

See Dekker’s section for context.

General:

- Physical Power decreased from 60 to 57.
- Physical Power Growth increased from 3.6 to 3.8.

Alongside the Physical Power reductions described in Dekker’s Context section, Eden is receiving a shift to her Focal Lens Augment once again, as it can result in too much proportional Cooldown Reduction, and therefore too much Tachyon Lance spam in the late-game, especially when paired with items like Solaris. Instead of a flat reduction, it is now a percentage, normalizing the value to be far healthier in these cases.

Focal Lens [Augment]:

- Tachyon Lance Cooldown Refund changed from 1s to 10% Total.

General:

- Physical Power decreased from 53 to 49.
- Physical Power Growth increased from 3.8 to 4.

Helios Core [Passive]:

- Heat Generation Modifier decreased from 20%/35%/50%/65% to 12.5%/30%/47.5%/65%.

As a followup to the previous Feng Mao changes, we are now making some targeted changes to reduce the strength of Feng Mao at higher-ranks. The previous change helped normalize his clear and allow him to function a little more freely in the early-game, and now we’re looking to strip back some of this damage away from his Isolation Damage as it can result in too much abnormal burst and is best utilized by experience players. Likewise, his Ultimate Reset Timer is seeing a reduction, as in high-skill lobbies, a single reset results in too much pressure for too long of a period as it allows Feng Mao to skirt the outside of a fight with ample time to find the perfect window.

General:

- Health Growth decreased from 135 to 132.

Hamstring [Secondary]:

- Isolation Damage decreased from 25/36/47/58/69 to 25/35/45/55/65.
- Bonus Physical Power Scaling decreased from 30% to 25%.

Earth Shatter [Ultimate]:

- Reset Duration decreased from 20s to 14s.

Gadget is the first of a handful of cases where Shred Effects have not been functioning correctly, resulting in a significant loss in utility. This has been occurring since v1.14, and with it now resolves, we expect to see all affected Heroes and Items perform far better than before, and will be monitoring their performance moving forward.

Tesla Dome [Ultimate]:

- [Bugfix] Now Correctly Shreds Magical Armor.

Greystone was also affected by the Shred Bug, meaning he was only shredding Armor once, rather than 4 times. This has now been resolved.

Make Way [Primary]:

- [Bugfix] Now Correctly Shreds Magical Armor.

See Dekker’s section for context.

General:

- Physical Power decreased from 56 to 53.

See Dekker’s section for context.

General:

- Physical Power decreased from 57 to 55.

Ikra is receiving a soft-rework to his Cascade Augment, as it continues to provide too much raw value with Items such as Oathkeeper, and is railroading his builds too hard to the point it has created a Balance Bottleneck due to how bound he is to those Items to succeed. Now that it no longer allows Brine to apply On-Hit effects, Ikra’s general strength can be better observed and tuned moving forward.

Cascade [Augment]:

- No longer applies On-Hit Effects.
- [Reworked] Basic Attacks grant a stack. At 5 stacks, the next direct Brine hit deals 10 (+20% Magical Power) bonus damage. Ability hits grant Ikra 12% Attack Speed stacking up to 4 times (once per ability).

Undertow [Augment]:

- Cooldown Refund decreased from 2s to 1.5s.

General:

- Physical Power decreased from 57 to 55.

Narcosis [Primary]:

- Stun Duration decreased from 1.2s to 1.1s.

Brine [Alternate]:

- Magical Power Scaling decreased from 50% to 45%.

Some Base Physical Power reduction for Iggy to diminish his strength further in the Offlane, in-line with the changes to other Ranged Heroes. And a quick bugfix that was resulting in him dealing an extra tick of damage with his Passive under specific circumstances.

General:

- Physical Power decreased from 52 to 49.
- Physical Power Growth increased from 3.9 to 4.1.

Badlands Critter [Passive]:

- [Bugfix] Fixed an issue where Badlands Critter could deal double damage if Iggy Ignites a Target with a single stack on them.

Khaimera’s Unleash has suffered from a few bugs causing it to feel unresponsive and desynced. These have now been resolved.

Unleash [Primary]

- [Bugfix] Khaimera increased attack speed no longer liners after the effect ends.
- [Bugfix] Khaimera’s Basic Attacks should no longer feel desynced while Unleash is active or hitting a target after it has finished.

See Dekker’s section for context.

General:

- Physical Power decreased from 21 to 20.
- Physical Power Growth increased from 1.6 to 1.65.

See Dekker’s section for context.

General:

- Attack Speed decreased from 120 to 115.

Alongside the general reductions to early game Physical Power, Morigesh’s Spirit Shred Augment was another case that was impacted by the Shred Bug causing only 1 instance of reduction to occur. This has now been resolved.

Spirit Shred [Augment]:

- [Bugfix] Now Correctly Shreds Magical Armor.

General:

- Physical Power decreased from 52 to 50.
- Physical Power Growth increased from 3.8 to 4.

See Dekker’s section for context.

General:

- Physical Power decreased from 58 to 55.
- Physical Power Growth increased from 3.8 to 4.

See Dekker’s section for context.

- Physical Power decreased from 54 to 52.
- Physical Power Growth increased from 3.4 to 3.55.

Narbash’s Percussive Tear was another instance of the Shred Bug occurring, and has now been resolved.

Percussive Tear [Augment]:

- [Bugfix] Now Correctly Shreds Magical Armor.

Final Thread [Ultimate]:

- [Bugfix] Fixed an issue where N3on could re-cast Final Thread while Rooted.

Alongside the general Physical Power reductions for Ranged Heroes, Phase is also receiving a large change to her Psychic Flare, with it no longer reducing her Blink Cooldown as Heavily. This will allow her opponents a far better chance at catching her out and locking her down in fights, especially in higher level play where this mechanic is utilized far more aggressively.

General:

- Physical Power decreased from 56 to 54.

Psychic Flare [Primary]:

- Blink Cooldown On Hit increased from 1s to 2.5s.

Tiny Titan continues to stand out as Rampage’s premier Augment as it is seeing a reduction in the general shrink it provides. The reason for this is that Tiny Rampage affords him a form of pseudo-durability due to being so hard to hit, especially when paired with Krix and other Shrink effects, making him near impossible to deal with once he’s on top of a target. Combined with the Minimum Size Cap described above, Tiny Rampage should be a lot more manageable to strike down in a fight, and feel far more fair to fight against.

Tiny Titan [Augment]:

- Size Modifier changed from -43% to -33%.

See Dekker’s section for context.

General:

- Physical Power decreased from 55 to 53.

Some small but meaningful buffs for Riktor, aimed at increasing his general success in the Offlane and Jungle Roles now that he has been afforded some additional early game damage and clear speed.

Zap O’ 9-Chains [Primary]:

- Damage per Level increased from 4 to 5.

General:

- Physical Power increased from 62 to 64.

Electrocute [Secondary]:

- Pulse Damage Modifier increased from 50% to 75%.

Shinbi, much like Argus, benefits too heavily from engaging in passive gameplay loops that can be difficult for opponents to disrupt or interact with. In her case, she has historically been heavily tuned around a limited Mana Pool to ensure that she cannot sit back and farm passively with Line Tempo with too much ease, but with various new forms of Mana Sustain entering the game since the addition of Eternals, this is even less so the case. As a result, we are adjusting her Line Tempo to deal reduced damage to Minion waves after it hits a Minion, reducing the rate at which she can blast through Minion Waves at Level 5+. In return, Line Tempo itself is receiving a damage increase, making it stronger as a dueling tool that she can leverage in aggressive trades.

Line Tempo [Primary]:

- Upon hitting a target, the Wolf now deals 60% damage to Minions that are hit afterwards.
- Damage increased from 70/105/140/175/210 to 85/125/165/205/245.
- Magical Power Scaling increased from 55% to 60%.

See Dekker’s section for context.

General:

- Physical Power decreased from 57 to 54.
- Physical Power Growth increased from 2.4 to 2.55.

See Dekker’s section for context.

General:

- Physical Power decreased from 61 to 57.
- Physical Power Growth increased from 3.4 to 3.6.

Relentless [Passive]:

- Max Health Damage decreased from 0.3% to 0.25%.

Shield Slam [Ultimate]:

- [Bugfix] Fixed an issue where Steel could Blink during his Ultimate.

Terra’s Axe Retrieval has been underutilized for a while now, with it not really providing enough raw value to justify its use. To open up some additional playstyles, it now grants her Highland Hurl some additional damage, thereby allowing Terra to consider a more axe-orientated playstyle.

Axe Retrieval [Augment]:

- Now also grants Highland Hurl +15% Damage.

See Dekker’s section for context.

General:

- Physical Power decreased from 57 to 55.
- Physical Power Growth increased from 3.2 to 3.35.

While TwinBlast is receiving the general Physical Power changes that are occurring to all Heroes, the previous hit to Solaris impacted his general strength so we are granting him back some Ability up-time to ensure he can keep up with the rest of the Carry Roster

General:

- Physical Power decreased from 66 to 63.
- Physical Power Growth increased from 4.3 to 4.5.

Vaporize [Secondary]:

- On-Hit Modifier increased from 150% to 170%.
- Cooldown changed from 12.5/11/9.5/8/6.5 to 13/11.25/9.5/8.25/6.

Vortex Grenade [Alternate]:

- Cooldown decreased from 11/10/9/8/7 to 10.5/9.5/8.5/7.5/6.5.

See Dekker’s section for context.

General:

- Physical Power decreased from 60 to 57.
- Physical Power Growth increased from 3 to 3.2.

Offlane Zinx has been causing a stir as of late, with her general ability to both run down and escape opponents being too high. For this pass we are taking some more aggressive swings at her Offlane viability especially, with her now boasting a lot less poke damage and outright durability in the early-game, and a far longer window between Triage Protocol activations.

Terminal Treatment [Augment]:

- Additional DoT Damage Dealt decreased from +50% to +35%.

General:

- Health decreased from 685 to 670.
- Physical Power decreased from 50 to 46.
- Mana decreased from 340 to 320.
- Mana Regen increased from 1.75 to 2.
- BAT increased from 1.35 to 1.4.

Triage Protocol [Passive]:

- Cooldown increased from 17-4.25 (-1.75 per Level) to 24/17.5/11/4.5 at Levels 1/6/11/16.

Item Balance

General:

With the reduction to Basic Attack Damage for many Heroes in the early-game, we can now more comfortably reduce the amount of free sustain provided by Potions in the early game, without having to fear excessive snowballing scenarios occurring as much by doing so.

- Healing decreased from 135-245 to 120-230.
- Healing decreased from 165-275 to 150-260.

With the addition of Satariel and its Demonic Bargain Blessing, we’re bumping up Lucky Feather’s Cost and Sell value by 50g to prevent players from purchasing it from match start as we deem that it would be an unhealthy strategy to allow.

- Cost increased from 700 to 750.
- Sell value increased from 400 to 450.

Tier 2:

Ruthless Broadsword is another case of the Shred Bug occurring, essentially resulting in it, and both Viper and Basilisk respectively, Shredding no Armor. This has now been resolved.

- [Bugfix] Now correctly Shreds Physical Armor

Carry:

Ashbringer was suffering from a bug that prevented certain multi-hit Basic Attack Damage from triggering its effect more than once per attack/burst, making it lose over half its value on certain Heroes. This has now been resolved.

- [Bugfix] Now correctly Triggers its Cooldown Refund Effect multiple times for Attacks such as Skyler’s Hypercharge, and multi-hit Basic Attacks such as TwinBlast and Lt. Belica.

See Ruthless Broadsword for context.

- [Bugfix] Now correctly Shreds Physical Armor

Assassin:

Manta Scythe has seen a surge of play as of late, with it offering both a strong outlet of sustain, late-game scaling, and general burst potential. To ensure the Item does not cover too many bases, too strongly, we’re opting to drop its isolation damage once again, as this aspect of the Item’s effect can lead to excessive burst scenarios that go against the more sustained-fighting nature of the item.

- Divide & Conquer Isolation Damage decreased from +10% to +8%.

A quick hit to Omen’s Cooldown Refund, as currently it is contributing to excessive uptime for certain Ability Combos.

- Bestial Momentum Cooldown Refund decreased from 25% to 20%.

Fighter:

Augmentation has largely fallen out of favour in the recent months, with it struggling to keep up with other Items in its Class, especially since the adjustments to Physical Power across the Carry/Assassin/Fighter Classes in 1.14. Some additional Physical Power and a slight cost reduction is therefore being granted to bring its efficiency up to more relevant levels.

- Cost decreased from 3150 to 3100.
- Physical Power increased from 30 to 35.

See Ruthless Broadsword for context.

- [Bugfix] Now correctly Shreds Physical Armor.

Berserker’s Axe is another Fighter Item that doesn’t pull its weight in the damage department, and is struggling to serve its function as an aggressive roaming item for those that use it best. A small bump in its damage potential and sticking power are required to bring it back into contention.

- Physical Power increased from 40 to 45.
- Health decreased from 300 to 275.
- Blitz Slow decreased from 50% to 45%.
- Blitz Slow Duration increased from 0.75s to 1s.

Mutilator’s Basic Attack Effect is now having its damage extended to all Target Types, providing Junglers with an alternative choice alongside Manta Scythe and Sky Splitter for a sustain-focused 1st buy, as previously the lack of PvE damage made the Item feel like it had too high of an opportunity cost to consider.

- Mutilate now applies its Basic Attack Effect against Minions & Monsters.
- Mutilate Damage is capped at 20 against Minions & Monsters.

Rebirth continues to provide a little too much general value and uptime to its Users. Once again the effect is seeing a bump down in its general efficacy, alongside an increase to its cooldown to make it less universally present throughout a match.

- Cost increased from 2950 to 3000.
- Health decreased from 300 to 275.
- Mechanica Cooldown increased from 240 to 270.
- [Bugfix] Fixed an issue where it was possible to Blink during the Rebirth Resurrection state.

Mage:

Magnify is the final Shred Effect that was affected by the aforementioned Shred Bug, making it only apply 1-stack of Shred. This has now been resolved.

- [Bugfix] Now correctly Shreds Magical Armor

Tank:

Cursed Scroll continues to provide too much raw damage output when paired with Krix, and is seeing another reduction in its potency to bring it down to a healthier middle-ground.

- Curse Of Pain Damage decreased from 30 to 20.
- Forbidden Art Attack Speed decreased from 2.5% to 2%.

ARAM & Brawl Balance

ARAM:

Eternals:

Nihil:

- Major Blessing: Additional Stats per Stack decreased from +12% to +10%.
- [Bugfix] Major Blessing: Now grants 2 stacks at Match Start as the Player starts the Match at Level 3.

Lotus

- Major Blessing: Damage decreased from 1% to 0.75%.
- Major Blessing: Ability Haste decreased from 4 to 3.
- Major Blessing: Movement Speed decreased from 0.75% to 0.6%.
- Major Blessing: Max Health decreased from 1.5% to 1.2%.

Heroes:

Scarlett:

- +3% Damage Dealt.
- -6% Damage Taken.
- +10 Ultimate Haste.

Brawl:

General Balance:

- Brawl now generally has the same gamemode specific balance changes to Heroes, Items and Eternals as ARAM.

Heroes:

Gadget:

- Stacks on Takedown were 20 now 8

Renna:

- Passive Small Entity Drop Chance was 50% now 90%
- Passive Minute Threshold was 7 now 7.
- Passive Stacks Below Threshold were 8 now 10.
- Passive Stacks Above Threshold were 6 now 8.
- Passive Gains 1 Stack every 12s.

Sevarog:

- Tiers stacks were 40/80/120/160 now 35/70/105/140
- Passive Gains 1 Stack every 10s

Bug Fixes

- Fixed an issue where, during Ranked Draft, on Dawn Team the second User could lose their Hero Selection upon the first user locking in their pick.
- Fixed an issue where Users could receive a placeholder Crest Screen if they had a removed Crest in their Loadout, such as Earth Spirit (RIP).
- Fixed an issue where Narbash’s Ultimate Mesmerize could trigger multiple Immobilize events, instead of just once.
- Fixed an issue where Users would be unable to change their Eternal if they had an invalid Augment selected.
- Fixed an issue where Green Buff’s Explosive Shield would not state its name in the Death Recap.
- Fixed an issue where the Gifting Button could flicker if hovered during Battlepass previews.
- Fixed an issue where a User’s selected Eternals could be swapped out to Default when swapping Roles in Draft.
- Fixed an issue where Changing Mode would display the ARAM pop-up, despite it being outdated.
- Fixed an issue where Controller Users were unable to navigate the Post-Match Scoreboard.
- Fixed an issue in Ranked Draft where, after picking a Hero to Ban, if the Ban does not go through, the Hero would still be highlighted and blank.
- Fixed an issue where AFK Players would be required to Vote during a Surrender Vote.
- Fixed an issue where Users would be unable to Basic Attack or Use Abilities if they Disconnect from a Match while using the Free-look function.

That’s it for this update! We can’t wait for you to get your hands on it - let us know what you’re most excited for on our Discord and Reddit!

Until next time,

Rei & Steggs

Game Design and Community @ Omeda Studios