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V1.10: Echoes of Immortals Patch Notes
V1.10: Echoes of Immortals Patch Notes

V1.10: Echoes of Immortals Patch Notes

Everything you need to know about V1.10: Echoes of Immortals!

Patch Notes19 nov 2025
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Summary

Hotfix V1.10.1 (November 27th)

Full list of changes:

  • Fixed an issue where Amber rewards would be displayed as “Unknown.”
  • Fixed an incorrect rotation for Eden in the post-match screen.
  • Fixed an issue where Zinx’s Neural Regenesis interaction with Rebirth could cause the player to become stuck
  • Fixed an issue for Eden where cleave damage wasn’t reduced by the source’s on-hit modifiers.
  • Fixed broken duplicate-reward indicators when opening Loot Cores.
  • Fixed an issue where Yin’s Windburn duration indicator could disappear in certain cases.
  • Fixed an issue where newly published builds wouldn’t appear in the selected Loadout Builder filter after returning from a match.
  • Fixed a delay when transitioning from Hallowed Strikes to Kokoroken for Yurei.
  • Fixed an issue where Rebirth’s form could cause Hero models to appear incorrect with certain ability interactions.
  • Fixed an issue with Kwang’s Judgement of the Heavens interacting incorrectly with some ice bridges.
  • Fixed an issue where some Battle Passes were missing currency icons.
  • Fixed an issue where Mourn would be launched toward the target when using Abduct with Dreadful Roots.
  • Fixed several visual issues with the Loadout Builder when losing connection to the Predecessor servers.

Image

Hello, Champions!

The time has come - V1.10 is finally upon us, and what a time to be alive! This patch is absolutely packed full of content! In these patch notes we will tell you more about:

  • Eden, the Hero from the past, fighting today
  • Echoes of the Immortals Battle Pass
  • Ranked Mode split & adjustments
  • The next iteration of World Shift: Frostfall - here to change how you approach the match!
  • Nitro balancing changes, coming to shake things up in our most popular Lab mode
  • A collection of new Items is coming to switch things up!
  • One of our most requested features, the Loadout Builder, is finally here!

That’s a lot, so let’s waste no more time – let’s dive in!

New Hero: Eden, the Eternal Sentinel

Eden is an ancient warrior who died long ago protecting her people, an ancient tribe who once roamed the deserts of Axiune (or Axiom Prime, as we know it today). Despite the fact that she perished long ago, she is returning to the battlefield in a state-of-the-art combat bot body, ready to wreak havoc.

If you’re interested in learning more about Eden’s past, you can read her lore entries here and here.

You can also watch her overview video.

And we’re gonna break her down… right now.

Stats

  • Health: 700 (+123 per Level)
  • Health Regen: 1.1 (+0.15 per Level)
  • Mana: 0
  • Mana Regen: 0
  • Attack Speed: 100 (+0 per Level)
  • Physical Armor: 25 (+4.9 per Level)
  • Magical Armor: 23 (+0.95 per Level)
  • Physical Power: 50 (+3.1 per Level)
  • Movement Speed: 680
  • BAT: 1

Abilities

Helios Core [Passive]

Eden generates Heat from dealing damage to Heroes with her Basic Attacks and Abilities. Upon reaching 300 Heat, Eden Overheats, gaining access to its Limit Break Abilities (Ultimate). Heat will decay when not dealing damage to Heroes for 3.5s.

Eden Basic Attacks at a fixed rate, converting every 1% Bonus Attack Speed into 0.5 additional Physical Power instead.

Nova Repeater/Plasma Claws [Basic Attack]

Effect:

- Ranged Stance: Eden’s basic ranged attack, firing 8 rounds per second, each dealing (+10% Total Physical Power) and applying On-Hit effects at 10% effectiveness.

- Melee: Unleash a rapid four-hit light attack chain, culminating in a powerful heavy-hitting finisher. Light Attacks deal (+40% Total Physical Power) and apply On-Hit effects at 40% effectiveness. Heavy hit deals deal (+110% Total Physical Power) and apply On-Hit effects at 110% effectiveness.

Tachyon Lance/Axiom Strike [Primary]:

CD: 13/12/11/10/9s / 12/10.5/9/7.5/6s

Cost: -

Effects:

- Ranged Stance: Eden fires a piercing laser, dealing 70/100/130/160/190 (+80/85/90/95/100% Bonus Physical Power)(+100% Critical Strike Chance) physical damage.

- Melee Stance: Using her twin claws, Eden spins rapidly 2 times, each time dealing 30/40/50/60/70 (+30% Bonus Physical Power)(+75% Critical Strike Chance) physical damage, before unleashing a ground projectile forward up to 800u, dealing 60/80/100/120/140 (+60% Bonus Physical Power)(+150% Critical Strike Chance) physical damage and Slowing targets hit by 40% for 0.75s.

Zero Shift [Secondary]:

CD: 0.25s

Cost: -

Effect: Eden switches between ranged and melee stances, changing their abilities and basic attack.

Passive: 

- Ranged Stance: Eden gains 8/16/24/32/40 Physical Power in Ranged Stance.

- Melee Stance: Eden restores health equal to 6/12/18/24/30% of damage dealt to Heroes.

Sidewind/Talon Drive [Alternate]:

CD: 22/20/18/16/14s / 16/15/14/13/12s

Cost: -

Effect: 

- Ranged Stance: Thrust in current movement direction and cause your next basic attack within 1.5s to launch an empowered Railshot that explodes dealing 75/105/135/165/195 (+90% Bonus Physical Power)(+75% Critical Strike Chance) physical damage to targets hit.

- Melee Stance: Dash towards target enemy, uppercutting them, dealing 80/105/130/155/180 (+120% Bonus Physical Power) physical damage and Slowing them by 40% for 0.5s.

Limit Break: Apex Cannon/Limit Break: Heaven’s Comet [Ultimate]:

CD: 0s

Cost: 300 Heat

Effect: 

- Ranged Stance: Eden channels for a brief duration before flying upwards to fire four concentrated beams of energy that decimate targets over 1s, each dealing 50/95/140/185 (+60% Bonus Physical Power) physical damage and applying a 40% Slow for 1.5s. Eden will then rapidly descend back to the location she flew from. Eden can choose to go straight back down by cancelling this ability once in the air.

- Melee Stance: Eden channels for a brief duration, before teleporting to the target location and becoming untargetable, striking targets within over 2.4s. Each strike deals 30/42/54/66 (+27% Bonus Physical Power) physical damage, decreased by 10% per consecutive hit, up to 80%, and Slowing them by 15% for 0.5s. Eden can move the target location whilst striking. After the duration, Eden slams into the ground from above, dealing 100/195/290/385 (+150% Bonus Physical Power) physical damage.

Augments

Kinetic Waltz:- Related Ability: Primary (Melee)- Type: Cooldowns- Effect: Axiom Strike deals 80% damage, has 40% reduced cooldown and grants 50% movement speed for 1s when damaging Enemy Heroes.
Focal Lens:- Related Ability: Primary (Ranged)- Type: Shred- Effect: Hitting an enemy Hero with Tachyon Lance shreds their Physical Armor by 20% for 4s and reduces the cooldown by 1s.
Limit Break: Echo:- Related Ability: Ultimate- Type: Cooldowns- Effect: After casting Limit Break: Apex Cannon or Limit Break: Heaven’s Comet, the Cooldowns of your Basic Abilities are instantly refreshed.

World Shift: Frostfall

As revealed during our 7 Days of Reveals, winter is arriving in V1.10 and much is about to change.

This second iteration of World Shift introduces new ways to traverse the map, with ice, snow, and glaciers creating fresh routes to rotate, escape, and ambush. A snowstorm will also limit your vision just enough that you might miss something lurking in the shadows.

The World Shift triggers at a predetermined time in the match (different for Standard and Nitro), inviting you to step outside your lane and explore new options. There are pathways, vantage points, and opportunities to escape or ambush galore.

This World Shift will be added into the rotation and will run alongside World Shift: Cataclysm, giving every match a 50/50 chance of either variant and, hopefully, adding even more variety to your experience.

Below, we’re breaking down everything that’s different in World Shift: Frostfall - all the details.

Dress for the weather. You’ve been warned.

World Shift: Frostfall - Mechanics Breakdown

  • The Shaper no longer needs to be Killed for World Shift to trigger.
  • Instead, World Shift now triggers automatically at 14m in Standard (8m for Nitro), with the map randomly shifting to either the Frostfall or Cataclysm variant.
  • The Shaper spawns at 15m (8m30s for Nitro), either as a Frost or Cataclysm variant, based on the World Shift that occurred.

Frostfall Map Mechanics

  • During Frostfall, the map transforms into an icy snowscape, with various mounds of ice and snow, as well as glacier formations, appearing which provide new ways to traverse the map. 
  • Various new Geysers are also present on the Frostfall variant to help navigate around the map.
  • The Frost Shaper appears in the Shaper Pit.

Frost Shaper 

  • Abilities:[Unsupported inline type: unordered-list]
  • Reward: [Unsupported inline type: unordered-list]

Loadout Builder

One of the most awaited features is finally here in V1.10: the Loadout Builder! You’ve been asking for this for a long time and we're really excited for you to get your hands on it.

With the Loadout Builder you can now pre-plan builds for every situation, swap builds on the fly mid-match, or create loadouts with the ability to flex mid-match. And we fully support auto-buy so you can play in luxury!

Just picked up a new hero and not sure where to start? Open the Browser and find the community's top-voted builds for that Hero!

Made an amazing build you just can't keep to yourself? Hit the Publish button to share it with the rest of the world right from the Heroes tab! You can also create a share code and send it to all your friends and followers.

The Loadout Builder also supports custom titles, descriptions, and text fields for each section! Got an amazing tip for this Hero? Now you can share it with the world!

You can find the Loadout Builder in the new Build tab, which you can access by selecting a Hero, or in the Item Shop in-game.

This feature has been in the works for a long time, and we’re excited for you to finally have it. We can’t wait to see what you think!

Please note: The Loadout Builder is moderated. Please help us create the best community loadout system ever and keep it clean and respectful. Thank you!

Ranked News

V1.10 marks the second split of Season 2 in Ranked Mode! Here’s what that means:

Rewards Distribution: Anyone who played at least one Ranked match will receive a profile icon and banner depicting the highest rank achieved during the split (not necessarily the rank you’re finishing with).
Players who win 15 Ranked games will unlock a Serath Skin, with a color corresponding to their highest rank during the split. Bronze and Silver players will receive the same variant, while Gold and higher will have unique colour variants.

If you haven't won your 15 matches, there's still time - you have entire weekend to go!

Rank Reset: As of V1.10, all Ranked players will be reset 5 divisions back (or to the lowest rank). Internal MMR will also be subjected to a soft reset.

Additionally, V1.10 introduces tier skipping, the first step towards our more robust placement system coming in the future. Starting after the split, if your performance stands out, when promoting to the next division the system may allow you to skip a division or two and jump straight to a higher rank. You can skip up to 2 divisions at once up until Gold I, tier skipping is not possible past Gold I.

Next Ranked split will run until February 23rd 2026.

New Items

At long last, we’re able to fulfil another one of your requests: adding more items to the game! It’s been a long time coming, and it’s a hefty addition - a total of 38 new items are coming to the game in V1.10:

  • 8 Crest Evolutions[Unsupported inline type: unordered-list]
  • 24 new Tier 3 items[Unsupported inline type: unordered-list]
  • 4 Tier 2 items
  • 2 Tier 1 items

You can find the full breakdown of these items and their detailed specifics below in the Game Balance section.

Store News

Skins

Sunforged Sevarog [Legendary]

Make your enemies believe the old god himself has come to punish them.

Sunforged Sevarog has new Ability VFX and SFX and a new Recall and Jump pad animation.

Sunforged Sparrow [Epic]

An ancient warrior has returned to take back what’s hers… armed with one awesome bow.

Exclusive variant available in Battle Pass.

Sunforged Feng Mao [Epic]

With dark, primeval power behind him, Feng Mao has never been more fearsome.

Exclusive variant available in Battle Pass.

Sunforged Yin [Rare]

Death was only the beginning for Sunforged Yin.

Sunforged Countess [Common]

Countess didn’t even need to change her hairstyle. She fits right in!

Battle Pass Exclusive, Free Track

Z-Protocol Eden [Rare]

Eden comes prepared for the harshest battles.

Bundles:

Z-Protocol Eden Bundle

  • Z Protocol Eden [Skin]
  • Poisonous Z-Protocol Eden [Skin Variant]
  • Amphibious Z-Protocol Eden[Skin Variant]
  • Crimson Z-Protocol Eden [Skin Variant]
  • Calculated [Overhead Emote]
  • Z Protocol Eden [Icon & Banner]
  • Eden [Hero]

Echoes of Immortals Bundle

  • Echoes of Immortals Battle Pass
  • Cobalt Sunforged Sparrow [Skin Variant]
  • Cobalt Sunforged Feng Mao [Skin Variant]
  • Sparrow [Hero]
  • Feng Mao [Hero]

Sunforged Sevarog Bundle

  • Sunforged Sevarog [Skin]
  • Crimson Sunforged Sevarog [Skin Variant]
  • Gold Sunforged Sevarog [Skin Variant]
  • Jade Sunforged Sevarog [Skin Variant]
  • Silver Sunforged Sevarog [Skin Variant]
  • Satisfied [Overhead Emote]
  • Sunforged Sevarog [Icon & Banner]
  • Sevarog [Hero]

Sunforged Yin Bundle

  • Sunforged Yin [Skin]
  • Midnight Sunforged Yin [Skin Variant]
  • Martian Sunforged Yin [Skin Variant]
  • Scoff [Overhead Emote]
  • Yin [Hero]
  • Sunforged Yin [Profile Icon]
  • Sunforged Yin [Banner]

Opal Store

Grand Champion Crunch [Epic]

Tonight only - get ready to be rumbled… by the fighting king.

Extra Store News

By popular demand, Oculon Gideon now includes altered voice lines, which will play whenever the skin is equipped! This change applies to all existing owners as well as future purchases.

New Battle Pass – Echoes Of Immortals

With the new season, one thing you can always expect is a new Battle Pass!
If you like the theme of tombs, sands, and ancient warriors, then unlocking and completing the Battle Pass will grant you a slew of cosmetics themed around exactly that, including:

  • 4 Skins (1 Free)
  • 1 Recall Effect
  • 1 Jumppad Effect
  • 3 Sprays (1 Free)
  • 3 Overhead Emotes (1 Free)
  • 3 Profile Icons
  • 4 Banners (1 Free)
  • 11 Quantum Cores (3 Free)
  • 9 Ion Cores (6 Free)
  • 500 Opals (200 Free)
  • 15K Amber

The Free Pass expires on February 24th, but as you might remember, paid Battle Passes no longer have deadlines – so once you unlock it, you can take as much time levelling it up and earning content as you wish!

And enjoy the awesome new main menu music, perfectly suited to the theme!

Vault Pass – Ashes of the Damned

As a side note to this, the Ashes of the Damned Battle Pass can now be purchased again as a Vault Pass. Start it anew if you missed it, or pick up where you left off!

FSR 3.1.4 Support

Predecessor now supports AMD FidelityFX 3.1.4! This is another rendering technology we're integrating into the game for improving the game's visual fidelity.

Players with supported hardware can enjoy the following:

  • Frame Generation (entirely new frames created between rendered ones, to boost perceived frame rates and smoothness in game)
  • Enhanced anti-aliasing at native resolution.
  • Super Resolution 

These features have following hardware requirements:

  • Super Resolution requires GTX 10 series and later or RX 400 and above.
  • Native AA requires GTX 1070 and later or RX 590 and above.
  • Frame Generation requires RTX 20 series and later or RX 5000 
  • All of the above require the game running on DirectX 12 
  • For now Windows is the only supported OS.

Localization

With V1.10, we’re expanding the offer of available languages with Mandarin Chinese and Korean - both the game and the announcer voice are fully localized in these languages.

Nitro Changes

We heard your feedback that Nitro is too similar to Standard in its current iteration - and we agree. While Nitro matches do tend to be shorter overall, that’s not always the case, and we wanted to take a closer look at what could be done to shorten Nitro match lengths.

We believe Nitro should finish within a somewhat predictable timeframe. Currently, some Nitro matches can run longer than intended (sometimes much longer), and this update aims to tighten and improve that experience.

We have two main goals that we want to achieve with this Nitro update:

  • Reduce the average match time to approximately 15 minutes.
  • Reduce the number of matches that extend beyond 20 minutes.

And to ensure that the mode so many of you call your favourite stays as fun as ever, if not even better.

Nitro has undergone extensive tuning across nearly all of its systems. There are many small, precise adjustments, so below we’ve highlighted the ones that will matter most to players and give you a sense of how it plays now:

  • Minion waves now spawn every 25 seconds (previously 30 seconds).
  • To support the faster cadence, wave composition has been adjusted:[Unsupported inline type: unordered-list]
  • Minion stats, as well as player Gold and XP, have been fully rebalanced around the new pacing.[Unsupported inline type: unordered-list]
  • All objective timers, respawns, and related systems have been tuned to better fit a 15-minute average match length.[Unsupported inline type: unordered-list]
  • Nitro supports the new World Shift: Frostfall, activating at 8 minutes.

We know Nitro is a very enjoyable mode for many of you, so we’re happy to say this won’t be the last time you see adjustments for it! In fact, there’s one feature we had hoped to introduce in V1.10 to help keep Nitro matches under 20 minutes, but it needs more development time before it’s ready to go live. We’re aiming to bring it to you in a future patch!

Ping Wheel Updates:

Predecessor has evolved since the last Ping Wheel update, and it’s finally time to catch up! Here are the changes:

  • New pings: [Unsupported inline type: unordered-list]
  • Replacements:[Unsupported inline type: unordered-list]
  • Reorganization:[Unsupported inline type: unordered-list]

New Items Breakdown

38 New Items:

  • 8 Crest Evolutions (1 for each of the 8 existing Crestlines)
  • 2 Tier 1’s
  • 4 Tier 2’s
  • 24 Tier 3:[Unsupported inline type: unordered-list]

Crests

- Crestline: Marksman
- Cost: 0 
- 12 Physical Power
- 15% Attack Speed
- 7% Lifesteal
- Recipe: Sharpshooter Crest Evolution
- Active Effect: Eviction Grenade: Lob a grenade that pierces Enemy Units. The grenade explodes upon hitting Terrain, dealing 100 (+80% Bonus Physical Power) magical damage and Stuns for 0.1s. Enemies hit by the explosion are Launched Backwards from it and take 20% more damage from you for 1s (120s Cooldown).
- Crestline: Rogue
- Cost: 0 
- 12 Physical Power
- 5 Physical Penetration
- 8 Ability Haste
- Recipe: Assassin Crest Evolution.
- Active Effect: Preyseeker: Fire an piercing dart that deals 10 true damage to enemies in its path. If it hits an Enemy Hero, it stops and Marks them for 2.5s. Within this time, you may reactivate Preyseeker to Teleport to the Marked Target. Upon teleporting, deal 50 (+15% Bonus Physical Power) physical damage to the Target and Slow them by 70% for 0.3s (90s Cooldown). 
- Crestline: Warrior
- Cost: 0 - 12 Physical Power
- 100 Health
- 4% Omnivamp- Recipe: Champion Crest Evolution
- Active Effect: Polarity Blast: Fire a projectile of unstable energy that pierces non-heroes and has infinite range. It deals 50 (+20% Total Physical Power) magical damage to all enemies in its path and Grounds the first enemy hero hit for 2s, interrupting and preventing the use of mobility tools for the duration (90s Cooldown).
- Crestline: Magician
- Cost: 0 
- 30 Magical Power
- 200 Mana
- 8 Ability Haste
- Recipe: Wizard Crest Evolution- Active Effect: Eldritch Grasp: Fire a projectile of void miasma that pierces Non-Heroes. Deals 100 (+20% Magical Power) magical damage to all enemies in its path, and applies a 35% Decaying Slow. Enemies hit take 12% more damage from you for 3s. The projectile stops upon hitting a Hero (100s Cooldown).
- Crestline: Occult
- Cost: 0 
- 30 Magical Power
- 100 Health
- 8 Ability Haste
- Recipe: Warlock Crest Evolution
- Active Effect: Chillrend: Release a sphere of icy energy that expands 800u over 3s. Enemy Units that enter the zone receive 100 (+20% Magical Power) magical damage and receive a 50% Decaying Slow over 2.5s. Additionally, Enemies hit by Chillrend take 10% more magical damage for 3s (105s Cooldown).
- Crestline: Consort
- Cost: 0
 - 100 Health
- 40% Base Mana Regen
- 2 Gold Per Second
- Recipe: Keeper Crest Evolution- Active Effect: Minimize: Target yourself or another hero to shrink them for 3.5s. While shrunken, allied heroes gain 40% decaying movement speed for the duration. Enemy heroes are slowed by 40% and deal 25% less damage for the duration instead (120s Cooldown).
- Crestline: Guardian
- Cost: 0 
- 120 Health
- 50% Base Health Regen
- 2 Gold Per Second
- Recipe: Warden Crest Evolution- Active Effect: Starshroom: Place a bouncy starshroom at the target location that lasts for 120s. If a hero is at the location, they are immediately bounced 1200u up into the air. While the starshroom is present in the world, heroes that jump on it will also be bounced  into the air. Once the starshroom has been bounced on once, it will be destroyed after 10s. Each hero can only bounce on the starshroom once every 5s (75s Cooldown).
- Crestline: Titan
- Cost: 0
- 180 Health
- 8 Physical Armor
- 5 Magical Armor
- Recipe: Goliath Crest Evolution- Active Effect: Boulder Charge: Transform into a Boulder and become Unstoppable for 5s. While in this form, you automatically roll forward but can steer left or right using movement. Deal 50 (+4% Target’s Current Health) magical damage to enemies in your path. Upon colliding with an Enemy Hero, Stun them for 0.75 and end the transformation. The cooldown of this effect is also reduced by 45s if you successfully collide with an Enemy Hero (165s Cooldown).

Tier 1

- Cost: 425g
- Passive Effect: Mana Conductor: Gain 0.5-2.5 Mana Regeneration, based on your Missing Mana.
- Cost: 450g
- 8% Tenacity

Tier 2

- Cost: 800g
- 150 Health
- 5% Health & Shield Power- Recipe: Vitality Beads + 450g
- Cost: 900g
- 150 Health
- 200 Mana
- Recipe: Vitality Beads + Spirit Beads + 200g
- Cost: 1300g
- 20 Physical Armor
- 20 Magical Armor
- Recipe: Tunic + Wraps + 600g
- Cost: 1000g
- 125 Health
- 20 Magical Armor
- Recipe: Vitality Beads + Wraps + 300g

Carry

- Cost: 3100g
- 30 Physical Power
- 35 Magical Power
- 30% Attack Speed
- Recipe: Ironwood Warbow + Rune Bow + 500g
- Passive Effect: Curse of Swiftness: Increase your Total Attack Speed 1.4x. However, your Basic Attacks deal 35% less damage.
- Passive Effect 2: Broken Chains: Increase the Attacks per Second Cap from 3 to 4.
- Restriction: You cannot own more than 1 Cursed Item at a time.
- Cost: 3100g
- 30 Physical Power
- 30% Attack Speed
- 20% Critical Chance
- Recipe: Sabre + Robust Arbalest + Shortsword + 750g
- Passive Effect: Necro’s Edge: Gain 25 Ultimate Haste.
- Passive Effect 2: Matter Disruptor: Your Ultimate Ability deals 15% more damage.
- Cost: 3000g
- 55 Physical Power
- 20% Critical Chance
- Recipe: Claymore + Sabre + Shortsword + 750g
- Passive Effect: Spirit Bleed: Your next successfully Basic Attack or On-Hit attack against an Enemy Hero applies a Bleed effect that drains the target’s Mana by 25 (+6% Target’s Max Mana) over 4s. This Bleed deals true damage equal to 80% of the Mana drained. While the bleed is active on a Hero, dealing Ability Damage to them will fully refresh the Bleed’s duration (15s Cooldown).
- Cost: 3100g
- 45 Physical Power
- 20% Attack Speed
- 20% Critical Chance
- Recipe: Claymore + Ironwood Warbow + 500g
- Passive Effect: Scatter: Upon successful Basic Attack or On-Hit Attack, summon 2 projectiles from the Target. These projectiles home towards the 2 closest Enemy Units, each dealing (+30% Total Physical Power) physical damage. Scatter’s projectiles apply On-Hit Effects at 50% effectiveness, can Critically Strike, and benefit from Lifesteal.

Assassin

- Cost: 3000g
- 40 Physical Power
- 8 Physical Penetration
- 250 Mana
- 10 Ability Haste
- Recipe: Honed Kris + Pendant + Spirit Shiv + 850g
- Passive Effect: Alternate Reality: Your Alternate Ability deals 12% more damage.- Passive Effect 2: Adeptus: Damaging an Enemy Hero with your Alternate grants you a stack (once per ability). Upon reaching 20 stacks, return to Base to evolve this item into Alternator Evolved.
- Cost: 0g
- 40 Physical Power
- 10 Physical Penetration
- 350 Mana
- 10 Ability Haste
- Recipe: Alternator Evolution
- Passive Effect: Alternate Reality: Your Alternate Ability deals 12% more damage.
- Passive Effect 2: Nata Style: Casting your Alternate Ability reduces the current cooldown of your other Basic Abilities by 12%.
- Cost: 2800g
- 25 Physical Power
- 12 Physical Penetration
- 20% Attack Speed
- 8% Lifesteal
- Recipe: Honed Kris + Razorclaw + 950g
- Passive Effect: Insatiable Harvest: Your Basic Attacks deal 2x Damage to Minions and Small Monsters. Additionally, you permanently gain +0.5 Physical Power each time you kill a Siege Minion or Camp Leader.
- Passive Effect 2: Divide & Conquer: While within 2500u of an Enemy Unit, if they do not have an Allied Unit within 800u of themselves, you deal 15% more damage to them.

Fighter

- Cost: 3100g
- 40 Physical Power
- 30 Physical Armor
- 25 Magical Armor
- Recipe: Greatsword + Leather Tunic + 600g
- Passive Effect: Pendulum: Gain 25 stacks each second, up to a maximum of 100. Takedowns grant you 100 stacks immediately.
- Passive Effect 2: Mornfall: Your next basic attack consumes all Pendulum stacks, dealing 10 physical damage, increasing by (+0-60% Bonus Physical Power) based on (0-100) stacks consumed. If Mornfall is activated while at 100 stacks, the damage of this effect is increased by 2.25x. Heal for 150% of the damage dealt by this effect.
- Cost: 3000g
- 35 Physical Power
- 275 Health
- 10 Ability Haste
- Recipe: Temporal Ripper + Shortsword + Banded Emerald + 800g
- Passive Effect: Hellstorm: Upon casting a Basic Ability, reduce your other current Basic Ability Cooldowns by 1s. Upon casting your Ultimate, reduce your current Basic Ability Cooldowns by 2s.
- Restriction: Hellstorm’s effect is 40% effectiveness for Stance Switching Heroes.
- Cost: 3000g
- 45 Physical Power
- 225 Health
- 15 Ability Haste
- Recipe: Temporal Ripper + Stone Of Strength + 700g
- Passive Effect: Shell Shock: Basic Attacks and Ability hits against Enemy Heroes apply a stack of Scorn to the Target (once per ability). Upon applying 3 stacks to a Hero, activate Shell Smash.
- Passive Effect 2: Shell Smash: Deal 60-190 physical damage to the Hero, based on your Level, and gain an 80 (+10% Max Health) Shield for 3s (12s Cooldown).

Mage

- Cost: 3000g
- 85 Magical Power
- 12 Magical Penetration
- Recipe: Diffusal Cane + Potent Staff + 650g
- Passive Effect: Deadly Wish: Takedowns reduce your current Basic Ability Cooldowns by 60% and restore 30% of your Missing Mana.
- Cost: 3100g
- 70 Magical Power
- 175 Health
- 75% Base Health Regen
- 250 Mana
- Recipe: Dusk Stave + Life Stream + Chaotic Core + 300g
- Passive Effect: Mana Burn: Against Melee Heroes, Basic Attacks drain 2% of their Max Mana. Against Ranged Heroes, drain 3% of their Max Mana instead. Deal true damage to the target, equal to 75% of the Mana drained. If you are a ranged Hero, Mana Burn’s effect is 50% as effective.
- Passive Effect 2: Mindflare: Abilities deal 0-10% additional magical damage, based on the Target’s Missing Mana.
- Cost: 2900g
- 50 Magical Power
- 200 Health
- 25 Physical Armor
- 10 Ability Haste
- Recipe: Chaotic Core + Gilded Pendant + 700g
- Passive Effect: System Shock: Gain the ability to Double Jump while mid-air. After activating your Double Jump, emit a shockwave upon landing that deals 80 (+30% Magical Power) magical damage to all Enemy Units in a 350u area, Slowing them by 40% for 1.25s.
- Cost: 2900g
- 75 Magical Power
- 300 Mana
- 10 Ability Haste
- 12% Heal & Shield Power- Recipe: Dusk Stave + Pendant + Divine Wreath + 500g
- Passive Effect: Life Extraction: Upon damaging Heroes, gain charges equal to 15% of damage dealt. Upon reaching 100 charges, damage a Hero to trigger Healing Wisp.
- Passive Effect 2: Healing Wisp: Fire a healing wisp at the Lowest Health Allied Hero within a 1000u radius that homes to them and heals for 100 (+50% Magical Power).
- Cost: 3000g
- 80 Magical Power
- 300 Mana
- 15 Ability Haste
- Recipe: Dusk Stave + Chronomatic Wand + 750g
- Passive Effect: Hasty: Gain Attack Speed equal to 80% of your Ability Haste.
- Passive Effect 2: Interstellar: Upon successful Basic Attack or On-Hit Attack, increase your damage dealt to the target by 1.5% for 3s, up to a maximum of 15%.
- Cost: 3000g
- 50 Magical Power
- 300 Health
- 20 Ability Haste
- Recipe: Chronomatic Wand + Violet Brooch + 1000g
- Passive Effect: Breakthrough: Upon Immobilizing an Enemy Unit, deal 40 (+6% Target’s Current Health) additional magical damage.

Support

- Cost: 2500g
- 40 Magical Power
- 35 Magical Armor
- 100% Base Mana Regen
- 10% Heal & Shield Power
- Recipe: Divine Wreath + Mystic Cane + Nullifying Mask + 100g
- Passive Effect: Fidelity: Your Heals & Shields are 15% stronger when used on Allied Heroes that are below 40% Health.
- Passive Effect 2: Mystica: Upon taking magical damage, if the incoming damage is greater than 120, reduce it by 20%.
- Cost: 2550g
- 40 Magical Power
- 250 Health
- 250 Mana
- 15 Ability Haste
- Recipe: Chronomatic Wand + Imbued Amulet + 650g
- Passive Effect: Enra’s Protection: While an Allied Hero is within 1000u of you, if they are Immobilized, grant them a 50 (+30% Magical Power)(+8% Max Health) Shield for 3.5s (15s Cooldown per Target).
- Cost: 2400g
- 30 Physical Power
- 200 Health
- 15 Ability Haste
- Recipe: Stone Of Strength + Polar Treads + 300g
- Passive Effect: Lumos: Takedowns and Ward Kills permanently grant +2 Physical Power, up to a maximum of 30
- Passive Effect 2: The Wanderer: While out of combat, gain 7% Movement Speed.
- Cost: 2500g
- 200 Health
- 30 Physical Armor
- 20 Magical Armor
- 10 Ability Haste
- Recipe: Violet Brooch + Leather Tunic + 200g
- Passive Effect - Xenos Guard: Upon standing within 150u of an Allied Hero, grant them a 50 (+10% Max Health)(+5 per Level) Shield for 4s (10s Cooldown per Target).
- Restriction: Subsequent applications of Xenos Guard to the same Hero within 10s are 50% effective.

Tank

- Cost: 3150g
- 20% Attack Speed
- 50 Physical Armor
- 30 Magical Armor
- 150% Base Health Regen- Recipe: Leather Tunic + Composite Bow + Life Ring + 100g
- Passive Effect: Curse of Pain: Your Basic Attacks deal 30 (+5% Bonus Health) physical damage to yourself and the Enemy Target. This damage does not affect you while below 35% health.
- Passive Effect 2: Forbidden Art: For every 100 Health you are missing, gain 2.5% Attack Speed and 30% Base Health Regen.
- Restriction: You cannot own more than 1 Cursed Item at a time.
- Cost: 2900g
- 275 Health
- 200 Mana
- 40 Magical Armor
- 10 Ability Haste
- Recipe: Runic Veil + Spell Slasher + Imbued Amulet + 350g
- Passive Effect: Psywave: Upon casting an ability, emit a wave of energy that deals 60 (+2% Bonus Health) magical damage to all Enemy Units within its area. Psywave’s damage is increased by 35% against Monsters (1s Cooldown).
- Cost: 2600g
- 40 Physical Armor
- 30 Magical Armor
- 10 Ability Haste
- Recipe: Leather Tunic + Gilded Pendant + 300g
- Passive Effect: Mechanica: Upon dying, after 1.75s you come back to life as a Drone. If you survive for 7s while in Drone form, resurrect with 50% Health and Mana (240s Cooldown).
- Passive Effect 2: Droney: While in drone form you cannot use Abilities or Active Items, but you can Basic Attack for 40 (+20% Total Physical Power) physical damage (cannot Lifesteal or Critically Strike). You also have adjusted stats in this form: 500-1700 Health (based on Level), 20-37 Armors (based on Level), 125% Attack Speed, +50% Jump Height, +10% movement speed, 0 Health/Mana Regen.
- Cost: 2900g
- 200 Health
- 40 Physical Armor
- 35 Magical Armor
- 12% Heal & Shield Power
- Recipe: Divine Pouch + Tunic + Leather Tunic + 450g
- Passive Effect: Shield Transference: When a shield that is applied to you expires, 50% of its remaining value is restored as Health over 3s. Reduced to 25% of its remaining value for Shields that were applied by Allies.
- Passive Effect 2: Ionizing Charge: While Shielded, gain 12% Movement Speed and 10% increased Armors.
- Cost: 3200g
- 200 Health
- 45 Physical Armor
- 35 Magical Armor
- Recipe: Vigorous Amulet + Leather Tunic + 600g
- Passive Effect: Pride: Upon taking or dealing Hero Damage, gain a stack of Vanity for 4s. Each stack increases your Armors by 0.5%, stacking up to 10 times (0.5s Cooldown).
- Passive Effect 2: In Vain: While at Max Vanity stacks, your Armors are increased by an additional 10%.

Systems

World Shift

  • Frostfall World Shift variant added.
  • World Shift now occurs automatically at 14m, instead of when killing the Shaper for the first time.
  • There is a 50/50 chance of the World Shift being the Cataclysm or Frostfall variant.
  • Based on the variant, either the Cataclysm or Frostfall variant of Shaper will be present.
  • Frostfall Shaper has his own Combat Mechanics and Kill Reward that are unique from Cataclysm Shaper, described in the World Shift section of the Patch Notes further above.

Shields

We have fixed a large issue with shields that could result in stacked shields being removed unintentionally from a target. For example, if a Muriel used her Reversal of Fortune on an Ally, and then applied Consecrated Ground, if the Reversal Of Fortune Shield was damaged by 50%, when it times out, it would remove 100% of its original value from the Shield on the Target, meaning the Consecrated Ground Shield could be wiped out entirely. This is a large change to the way we handle shields under the hood, so if you notice any abnormalities in gameplay with Shielding effects, please be sure to let us know in the usual channels. Thank you!

  • [Bugfix] Fixed a large issue with Shields where the first shield applied to a target would remove its original full shield value once it timed out, even if it was damaged, meaning subsequent shields that were layered on top of the target would be partially removed.

Hero Balance

Argus currently falls a little short when comparing his strength and consistency to that of the more dominant Mages. As we currently wish to maintain the general strength of the Mage class, rather than bringing down some of the top performers, we’re opting to bring up some of the weaker mages to their level. For Argus, this is being done with a greater throughput and damage potential from his Passive should he pump his target for extended periods, as well as some small but meaningful adjustments to his Dread Nova, granting him more access to trade windows and making the projectile feel slightly more intuitive to throw.

General:- Movement Speed increased from 660 to 665.
Disintegrate [Passive]:- Magical Power Scaling increased from 2.75% to 3%.
Dread Nova [Primary]:- Projectile Pitch increased from 6 to 7.- Projectile Speed increased by 2%.- Cooldown decreased from 15 to 14.

Bayle has settled into a stable position, being a powerful combatant when utilized to his full potential. However, the damage output of Cursed Edge can fall off quite aggressively unless he secures a significant lead, even when opting for a damage heavier build. We’re bumping up the scaling of Cursed Edge once more to ensure he is adequately rewarded when investing in damage stats.

Cursed Edge [Primary]:- Bonus Physical Power Scaling increased from 70% to 75%.- Bleed Bonus Physical Power Scaling increased from 15% to 18%.

Feng Mao currently falls short of many other Assassins, struggling to find a home in both the Jungle and Offlane thanks to his lower dueling potential and stunted Mana Pool respectively. We’re bolstering both his Hamstring and his early-game Mana, better allowing him to clear packs of Monsters and Minions when they are not isolated, as well as affording him additional room to take mana-heavy trades in the offlane where he needs to spam his abilities far more frequently to keep up the pressure in the early stages of a match.

General: - Mana increased from 350 to 380.
Hamstring [Secondary]:- Damage increased from 40/58/76/94/112 to 40/60/80/100/120.- Bonus Physical Power Scaling increased from 28% to 30%.

Relative to the field of other Carries, Grim struggles to maintain his pressure and transition safely into the mid-game in even game-states, often resulting in him struggling to exert enough pressure to threaten and dissuade divers from recklessly entering his combat range. Due to this, we’re granting Grim some additional potency at his Level 9 spike with more power and peeling potential in his Displacement Blast (while ensuring his strong 1-5 is largely unaffected), as well as some better late-game survivability with more uptime on his Energy Shield to help him survive and navigate the more chaotic late-game teamfights.

Displacement Blast [Primary]:- Damage increased from 100/135/170/205/240 to 100/140/180/220/260.- Cooldown changed from 12 to 13/12.5/12/11.5/11.
Energy Shield [Alternate]:- Cooldown decreased from 24/22.5/21/19.5/18 to 24/22/20/18/16.

Kallari continues to find too much success in the average match, often securing a snowball with too much ease. In order to slow her down and make her plan her engagements with more care, we’re bumping down Crippling Daggers damage output and uptime. Additionally, Critical Override is seeing a reduction in Critical Damage strength as a pre-emptive safeguard against her picking up the new item Necrosis, which was resulting in overly-high damage output during our internal testing thanks to its synergy with the Augment. 

Critical Override [Augment]:- Critical Strike Damage decreased from 135% to 130%.
Crippling Dagger [Alternate]:- Damage decreased from 70/90/110/130/150 to 70/88/106/124/142.- Cooldown increased from 10.5/9.5/9/8.5/8 to 10.5/10/9.5/9/8.5.

Khaimera continues to haunt the nightmares of Junglers, possessing immense pressure in the early stages of a match thanks to his competitive clearspeed combined with his general bulk that makes him a strong wall for his team in the late-game. To ensure he has more tradeoffs and risks present within his loop, we’re reducing his early game clear-speed and uptime, alongside making him less durable in the early game if he gets caught without Spirit Regeneration stacks. Likewise, the value of his Spirit Regeneration stacks is also seeing a hit in the later stages of a match, making him less able to shrug off incoming damage in fights when brawling for extended periods should he overreach. 

General:- Health decreased from 720 to 700.
Spirit Regeneration [Passive]:- Health Regen per Stack decreased
from 0.45/0.65/0.85/1.05/1.25/1.6/1.95/2.3/2.65/3/3.45/3.9/4.35/4.8/5.25/4.8/5.25/5.8/6.35/6.9
to 0.45/0.65/0.85/1.05/1.25/1.55/1.85/2.15/2.45/2.75/3.15/3.55/3.95/4.35/4.75/5.25/5.75/6.25.
Unleash [Primary]:- Cooldown increased from 6/5.5/5/4.5/4 to 6.5/6/5.5/5/4.5.- Additional Cleave Damage decreased from 100% to 80%.
Cull [Ultimate]:- Cooldown increased from 110/90/70 to 115/95/75.

While we wish to maintain the general strength of the mage class, and bring other Mages up to the level of the stronger performers such as Lt. Belica and Gideon, we’re making some smaller adjustments to Belica to shave off some of her early-game pressure as she is a large benefactor of some of the new items that have been introduced into this pass. Alongside these general early-game adjustments, Neural Disruptor has received a change, allowing it to adequately interact with Manaless Heroes now that Eden has entered the space.

OA-S3000 SMG [Basic Attack]:- Now Executes Minions at 80% of the normal Execute Threshold.
General:- Health decreased from 710 to 700.
Void Bomb [Alternate]:- Damage decreased from 95/130/165/200/235 to 90/125/160/195/230.- Cooldown increased from 9.5/8.5./7.5/6.5/5.5 to 10/9/8/7/6.
Neural Disruptor [Ultimate]:- Damage decreased from 200/300/400 to 190/290/390.- Magical Power Scaling decreased from 70% to 65%.- Now deals 20/25/30% of the Target’s Missing Health when damaging Manaless Heroes.

Morigesh currently far underperforms the other Mages in the roster, lacking both the dueling  and waveclearing capabilities of the other Mages, typically causing her to lack any real sense of agency prior to the late-game. To combat this, we’re pushing additional damage into her Hive and Mark, better allowing her the option to choose a more poke/waveclear heavy style when maxing Hive, or be better able to take aggressive duels when maxing Mark - with Swarm naturally supplementing her damage output in the mid-game transition thanks the increased scaling. The combination of these changes should have Morigesh feeling like a more adequate threat in the later stages of the lane phase and onwards, while ensuring that she is still vulnerable in the early-stages of the lane should she find herself occupying the Offlane.

Hive [Primary]:- Damage increased from 100/130/160/190/220 to 100/140/180/220/260.
Swarm [Secondary]:- Magical Power Scaling increased from 70% to 80%.
Mark [Alternate]:- Damage increased from 70/80/90/100/110 to 70/85/100/115/130.

Some quick quality of life changes for Mourn, with his Extract and the first Melee Attack in his Basic Attack chain now dealing their damage at a more synced up frame of their animation.

Extract [Passive]:- [QoL] Damage Frame adjusted to better match the animation, making it feel more responsive.
Clobber [Basic Attack]:- [QoL] Basic Attack A Damage Frame adjusted to better match the animation, making it feel more responsive.

Since the previous round of changes to Alacrity’s Mana Cost, Muriel’s ability to bully the duo lane with repeated Alacrity casts and box attempts has improved drastically. While we are happy to see Muriel able to be more proactive with her ability usage, we’re tempering some of this strength with a reduction to Alacrity’s Shielding, better allowing her opponents the option to hold their ground and fight through it. As an aside, with the large bugfix to shields discussed further above, Muriel is no longer potentially losing Shielding value, so we will monitor her strength moving forward as she is the primary benefactor of the fix.

Alacrity [Alternate]:- Shield decreased from 70/95/120/145/170 to 60/85/110/135/160.

Serath’s general damage output and durability is currently allowing her to find success even when taking reckless engagements. Some adjustments to her baseline durability, as well as the uptime and damage output of Heaven’s Fury and Ascend respectively are needed to ensure that she cannot thrive as frequently in fights, and that there is a greater chance for opponents to react and shut down her engagements, should she execute a dive at a suboptimal moment.

General:- Physical Armor Growth decreased from 4.2 to 4.
Heaven’s Fury [Primary]:- Cooldown increased from 12/11.25/10.5/9.75/9 to 13/12.25/11.5/10.75/10.
Ascend [Secondary]:- Damage decreased from 95/125/155/185/215 to 95/120/145/170/195.

Hypercharge is receiving a quality of life change, with it now once again able to execute minions, but at a reduced rate to ensure that it remains fair.

Hypercharge [Alternate]:- Now Executes Minions at 60% of the normal Execute Threshold.

With Mutilator’s Devour effect now only triggering once per ability, Terra is losing a significant portion of her damage on her Ruthless Assault. While unbinding her from Mutilator being a must-buy is desirable for the sake of her build diversity and opening up new balancing opportunities, we need to give her back some of this lost damage to ensure she can still compete.

Ruthless Assault [Primary]: - Damage increased from 50/80/110/140/170 to 50/85/120/155/190.- Bonus Physical Power Scaling increased from 85% to 90%.- Third Strike Bonus Physical Power Scaling increased from 125% to 130%.

TwinBlast currently struggles to pack a punch in his mid-game transition, often lacking the damage output to safely threaten bulkier melee divers between the 10-20m mark. To help provide him with some additional agency, we’re granting him additional Basic Attack and Gunslinger potency that will start to materialize in the mid-game, helping him to remain a stable member of his team in those more even gamestates.

General:- Physical Power Growth increased from 3.6 to 4.
Gunslinger [Passive]:- Total Damage increased from 135% to 142.5%- Attack Speed increased from 15% to 20%.

While Wukong is generally finding more success since our last pass, the last round of changes have pushed him slightly over the edge in the mobility and durability departments, making him overly difficult to catch out and punish even when he “monkeys out” too hard and mispositions. To temper this, we’re pulling back on some of the durability he was previously granted, as well as reducing the uptime of his Somersault in the later stages of a match to ensure his mobility loops are less frequent once he has scaled up and gained access to large amounts of Ability Haste.

General:- Health Growth decreased from 118 to 116.
Somersault [Passive]:- Cooldown increased from 19-5.4 (-0.8 per Level) to 19-6.25 (-0.75 per Level)

Yin’s general transition into the mid-game is on the slow side, making her vulnerable to a range of frontliners. Some adjustments to her general damage output are occurring, allowing her to transition into the late-game more smoothly and find a greater impact in the mid-game where she struggles the most.

General:- Physical Power Growth increased from 2.4 to 3.- Basic Attack Time decreased from 1.35 to 1.3.
Lash Kick [Primary]:- Slow Duration increased from 0.2s to 0.25s.
Backlash [Alternate]:- Damage increased from 90/115/140/165/190 to 90/120/150/180/210.- Cooldown changed from 10/9.5/9/8.5/8 to 10.5/9.75/9/8.25/7.5.

The changes made to Zarus in v1.9 granted him a new set of tools that ascended his strength to new heights. With this new strength in mind, we’re pulling back on the uptime of Evade and the general potency of Spear Of Nyr, better bringing his overall power level and pressure back to a more reasonable middleground given the new mechanics afforded to him.

Evade [Secondary]:- Cooldown increased from 13/12/11/10/9 to 15/14/13/12/11.- [Bugfix] Evade no longer grants excessive momentum when used while falling downwards mid-air.
Spear Of Nyr [Alternate]:- Damage decreased from 75/105/135/165/195 to 70/100/130/160/190.- Bonus Physical Power Scaling decreased from 125% to 115%.- Spear Throw Bonus Damage decreased from +20% to +15%.- Cooldown decreased from 14/12.5/11/9.5/8 to 14/12.75/11.5/10.25/9.

Item Balance

Tier 2

- Recipe changed: Wraps + Tenacious Gem + 100g.
- Cost decreased from 1050 to 950.
- Physical Power decreased from 25 to 20.
- Corrode Physical Armor Shred increased from 4% to 5%.
- Corrode Max Physical Armor Shred increased from 24% to 30%.
- Cost decreased from 1250 to 1100.
- Health decreased from 300 to 250.
- Recipe changed: Vitality Beads + Tenacious Gem + 300g

Crests

- [Bugfix] Attack Speed decreased from 20% to 15%.

Carry

Now that melee Heroes have access to new forms of cooldown reduction thanks to the new items Volcanica and Alternator, Ashbringer is receiving a suite of changes, aimed at reducing its effectiveness of non-critical strike users such as Grux and Boris, while maintaining its general strength for Heroes such as Kira and TwinBlast that do not abuse its mechanics as heavily. This is being achieved by it now possessing a Critical Modifier like it had in days prior, and it also now no longer triggering multiple times from a single ability such as when Grux uses his Double Pain on a stacked Minion wave. While this is indeed a significant hit to its effectiveness for its melee users, the level of ability uptime it afforded them could lead to broken combat loops that completely warp cooldown management and combat flow and thus we have chosen to limit this strength.

- Chrono Strikes Hero Cooldown Refund decreased from 12% to 8%.
- Chrono Strikes Non-Hero Cooldown Refund decreased from 5% to 4%.
- Chrono Strikes now reduces Cooldowns by 1.5x the original value upon Critically Striking.
- Chrono Strikes can now only trigger once per Ability.
- Cost decreased from 3150 to 3100.
- Prisma Damage increased from 20 to 30.

As a common theme, various Armor shredding effects are receiving adjustments to safeguard against the level or Armor stacking that various Tanks can now access with the addition of some of the new items, affording other classes with the ability to more appropriately counter-build against them if needed.

- Corrode Physical Armor Shred increased from 4% to 5%.
- Corrode Max Physical Armor Shred increased from 24% to 30%.

Fighter

A quick stat shift for Augmentation, to better differentiate it and specialise it from Earthshaker  towards users that appreciate the Attack Speed and ability weaving,  more than the Physical Power. 

- Physical Power decreased from 35 to 30.
- Attack Speed increased from 20 to 25.

As mentioned with Viper, Basilisk is seeing an increase to its Shredding capabilities to act as a safeguard against the level of raw armor stacking that is now possible with some of the new items. We will monitor this change moving forward.

- Corrode Physical Armor Shred increased from 4% to 5%.
- Corrode Max Physical Armor Shred increased from 24% to 30%.

To pair with the Augmentation changes, Earthshaker is seeing a shift to its Physical Power and Attack Speed, differentiating it further from Augmentation to better serve Heroes such as Akeron, Terra and Bayle, who prefer the raw power and ability damage potential it offers over Augmentation.

- Physical Power increased from 35 to 40.
- Attack Speed decreased from 25% to 20%.

A large change has been made with Mutilator, with it now only applying its Devour effect once per ability. This no longer makes it abusive and overly powerful on the likes of Rampage, Terra, TwinBlast and Feng Mao, all of which could proc it several times with their multi-hit abilities and cut through tanks and bruisers alike. While Mutilator is still powerful, this change largely unbinds those heroes from it, allowing them to consider other options and opening up more build diversity, while also affording us the space to directly buff their abilities more directly in the future if needed and bring greater consistency to Mutilator’s Hero interactions in general.

- Devour now only applies once per ability.

Overlord continues to lack an adequate damage trade-off for the durability it affords its wielders. We’re once again shifting down its Physical Power to ensure that it comes with a meaningful drop in damage relative to the other options that are foregone.

- Physical Power decreased from 35 to 30.
- Health increased from 275 to 300.

Mage

With Magnify competing more directly with Caustica for various Heroes, we’re differentiating it slightly further with greater Mana Regeneration capabilities.

- Base Mana Regen increased from 75% to 100%.

Magnify is receiving a soft-rework, with its Arcana Passive Shred no longer needing to be charged, and instead, allowing magical damage dealers to consistently shred their opponents over time. This is being done to both reduce some of the upfront burst damage out of the item, while also better allowing magical bruisers and high-uptime Mages alike the ability to function when a frontliner stacks Magical Armor against them, especially with new Magical Armor items being added this pass. It should be noted that the new Shredding Spells effect can be triggered by various Hero Passive Effect damage, such as Aurora’s Frozen Simulacrum AoE damage, Shinbi’s Biting Melody On-Hit Damage, Kwang’s Passive On-Hit, Morigesh’s Pestilence DoT, and even Lt.Belica Pulsefire Rounds Augment On-Hit damage, making it a solid alternative to Caustica.

- Health decreased from 300 to 250.
- Arcana Passive Removed
- [New] Shredding Spells: Damaging an Enemy Hero with Ability Damage shreds their Magical Armor by 6% for 3.5s, stacking up to 5 times.

A small bump in anti-tank capabilities for Megacosm, making it more appropriately powerful for Mages that are looking to cut through high health Tanks and Bruisers.

- Starkiller Bonus Health damage increased from 5.5% to 6%.
- Health increased from 175 to 200.

Support

- Moonblade Damage increased from 45 to 50.
- Moonblade Cooldown Refund decreased from 15% to 12%.
- Cost decreased from 2550 to 2500.
- Ability Haste decreased from 12 to 10.

Truesilver Bracelet is receiving a small but meaningful shift to its statline, with it losing some power in exchange for the new addition of Heal & Shield Power. This makes it more tailored to Heroes with Healing & Shielding capabilities in their kit, creating a larger damage tradeoff when purchased by Mages, and opening it up to new potential users and item build pairings. 

- Cost decreased from 2550 to 2500.
- Magical Power decreased from 50 to 40.
- 8% Heal & Shield Power added.
- Recipe Changed: Mystic Cane + Divine Pouch + 750g.
- Cost decreased from 2450 to 2400.
- Relativity Miss Mana Regen increased from 0.75% to 1%.
- Recipe Changed: Violet Brooch + Imbued Amulet + 500g.

Tank

- Deconstruction Healing Bonus Health Scaling decreased from 4% to 3%.
- Lesser Deconstruction Healing Bonus Health Scaling decreased from 4% to 3%.
- Cybernetic Conversion Bonus Armor decreased from 15% to 12%.
- Blighted Thorns Bonus Physical Armor Scaling decreased from 36% to 30%
- Recipe Changed: Runic Veil + Violet Brooch + Nullifying Mask + 200g

Bug Fixes

  • Fixed an issue with Shields expiring and removing subsequently layered shields unintentionally.
  • Fixed an issue with Zarus’ Evade that could allow him to gain abnormal momentum.
  • Fixed an issue where compounding damage numbers would not differentiate between critical hits and non-critical hits.
  • Fixed an issue where Akeron could retain his larger Crushing Maw hitbox by allowing his Web Lash Wall Hang to timeout.
  • Fixed an issue where the dynamic background shadows on the Battle Pass UI would not display correctly across its track.
  • Fixed an issue where Hero AI could become stuck at various locations on the World Shift Cataclysm Map that required Jump support.
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If you’ve made it this far and read everything above, good job! If you’re tracking how many books you’ve read this year, feel free to add one more, because these patch notes were a novel.

We hope you enjoy the upcoming changes and additions and, as always, we can’t wait to hear what you think!

Until next time,

Rei, Game Design

Omeda_Zuzu, Player Experience Manager