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V1.14.4 Patch Notes
V1.14.4 Patch Notes

V1.14.4 Patch Notes

Everything you need to know about Balance Patch v1.14.4!

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Summary

Hey Champions,

It’s balance time! Eternals totally shook up the meta since their arrival in 1.14, it’s been awesome to see how you’ve all been building and adapting with them.

This update is a larger balance pass to correct some issues we’ve seen with Eternals. We’re expecting a little more will be needed until we find that sweet spot though, so keep your feedback coming in!

Store News

Iron Guard Riktor [Epic]


Deadzone Drongo [Rare]


Iron Guard Crunch [Epic]


Bundles

The Victorious skins are back for a limited time, with some new additions, to support the PCC Summer Summit. All profits from the skin sales go towards supporting competitive Predecessor events!

Victorious Summer Bundle

- Victorious Fight Night Crunch [Skin Variant]
- Victorious Prime Technician Gadget [Skin Variant]
- Victorious Redeemer TwinBlast [Skin Variant]
- Victorious Lotus Knight Greystone [Skin Variant]
- Victorious Energized Dekker [Skin Variant]
- Hold This [Overhead Emote]
- Summer 2026 Victorious Icon [Profile Icon]
- Summer 2026 Victorious Icon [Banner]
- Crunch [Hero]
- Gadget [Hero]
- TwinBlast [Hero]
- Greystone [Hero]
- Dekker [Hero]

Iron Guard Riktor Bundle

- Iron Guard Riktor [Skin]
- Voltaic Iron Guard Riktor [Skin Variant]
- Earthen Iron Guard Riktor [Skin Variant]
- Plasma Iron Guard Riktor [Skin Variant]
- Royal Iron Guard Riktor [Skin Variant]
- Taco Time [Overhead Emote]
- Iron Guard Riktor [Banner]
- Iron Guard Riktor [Icon]
- Riktor [Hero]

Deadzone Drongo Bundle

- Deadzone Drongo [Skin]
- Crimson Deadzone Drongo [Skin Variant]
- Onyx Deadzone Drongo [Skin Variant]
- Azure Deadzone Drongo [Skin Variant]
- Madness! [Overhead Emote]
- Deadzone Drongo [Banner]
- Deadzone Drongo [Profile Icon]
- Drongo [Hero]

Bundle Cores

We are introducing a new type of loot core in this patch called Bundle Cores. These cores will be available for limited time and contain a small collection of content, with no duplicate drops and every drop shares the same drop rate.

Premium Bundle Core - Contains 2 exclusive variants for Iron Guard Riktor and Deadzone Drongo plus a selection of previously available bundle exclusive variants from last year.

Victorious Bundle Core - Contains all victorious skins and a new Recall and Jumppad exclusive to this Bundle Core. Profits from this Core go directly to supporting Predecessor Competitive Events.

ARAM Battlepass XP changes

Players shared feedback that with the introduction of quests too much XP was removed from ARAM as a lot of the quests are harder to complete when playing ARAM. We agreed so we are increasing the amount of Battlepass XP gained from playing ARAM by 60%.

Thank you to everyone that shared feedback on the topic.

PCC Summer Summit

The PCC Summer Summit is here and will be kicking off with a 3-weekend event, starting on the 13th and 14th of June at 10 AM EDT/ 2PM UTC on the Predecessor Twitch channel. We'll also be co-streaming with some of your favourite content creators too!

Teams in EU and NA will be competing for a total prize pool of $14,000 and representation in Predecessor via 2d Cosmetics.

More info on the event here.

We will be running Twitch drops during the event weekends, as well as Platinum giveaways, so tune in to pick up some new content!

New OHE available from Twitch drops.

Victorious Cosmetics

The prize pool and event costs for tournaments like this and other community events come from the profits made from the Victorious content. If you would like to support future events please consider picking up any of the Victorious skins, bundles and more!

New Victorious Skins coming in 1.14.4

We have introduced a Victorious Bundle Core to further support competitive events, which contains all Victorious Skins and a new Victorious Recall and Jumppad exclusive to the Bundle Core. Bundle Cores do not drop duplicate items.

Lastly it’s been requested for there to be more ways to donate towards Esports, so we are introducing a Luxury Donation Cosmetic. This Epic OHE is intended for those wishing to make a larger donation to PCC, so only consider purchasing this if you are willing to make that type of donation. 100% of the sales from this OHE will go into supporting Competitive events.

Balance Changes

Overview:

For this pass, we are primarily looking at smoothing out the gameplay experience and tidying up some of the balance/gameplay loop fallout that has occurred with the addition of the Eternals and the power they have provided. Specifically, this is being done by rounding out the rough edges for some of the more extreme balance outliers and Eternals that are causing extreme power spikes or offering too much/too little general value, with it hopefully resulting in a more well-rounded balance baseline. As we mentioned in the v1.14 update, our plan moving forward is to continue refining the balance ecosystem with the new Eternals in mind, which naturally will take a few more passes to get into a nice and stable spot, but for now this should be a positive step forward.

- Addition of some new Magical Power and Physical Power hybrid scalings to various Hero Abilities, opening up Eternal and Build diversity further.
- Tower Durability & Damage increased.
- Minion Durability increased.
- Hunt’s Slay Damage increased to 600/1200.
- Monster Durability increased slightly to compensate for the Hunt change.
- Various adjustments and reworks to Eternal Blessings to help address problem-cases, or make the lesser-picked options more viable in strength compared to the more popular options.
- Small increases to the base damage of various abilities (primarily Mages and Bruisers) to ensure their damage stays a little more relevant at the Level 3-9 thresholds as Durability spikes can result in the inability to adequately threaten kills at that range.
- General Hero Balance to bring the extreme outliers further into general parity.
- Buffs to some Fighter and Anti-tank Items.
- ARAM Tower Durability/Damage increases.
- And more!

Systems

Mixed Scaling Additions:

- A range of Heroes (primarily Melee Fighters) are receiving the addition of some mixed scalings, such as Akeron regaining some of his lost Physical Power Scalings, or Zarus’ Spear Of Nyr now also scaling with Magical Power.
- The intent of this change in the majority of cases is not to make the likes of Akeron build full Physical every match, or for Mage Zarus to be a viable option (trust me, it’s not), but rather to open up various hybrid Eternal options, such as Nihil, to a broader range of Heroes, or to further enable some alternative builds that are currently popular in the case of On-Hit Belica and Howitzer.
- Finally, this sets the groundwork for us to consider the addition of a few more Hybrid-power Items in the future now that more Heroes can utilize them.

Jungle:

Hunt:

We’re increasing the damage dealt by Hunt’s active effect to provide Junglers with a little more consistency when securing objectives, as currently there are a lot of chaotic moments where various Heroes with Percent Max Health mechanics can compete too closely for the last hit, leading to too much variation and potential for failure, even if the Jungler makes the correct play. As a result of this change, select Jungle Monsters are receiving a small increase to their Health to ensure that Junglers are not overly accelerated in their Clear Speeds thanks to the extra couple hundred damage they are capable of dealing.

- Slay damage increased from 500 to 600.
- Empowered Slay damage increased from 1000 to 1200.

Cyan Buff:

For Cyan and Gold Buff, we are increasing their Durability once they hit Level 2-11 by a small amount, better allowing players to contest their opponent and interact around them, as currently it is a tad too easy to blow them up with little room for the opponent to respond at the 5-15 minute mark.

- Health adjusted from 1150-2550 (+100 per Level) to 1150/1350/1475…2475 (+125 per Level)
- Health now no longer scales past Level 11 (previously scaled up to Level 15.)

Gold Buff:

- Health adjusted from 1100-2500 (+100 per Level) to 1100/1300/1425…2425 (+125 per Level)
- Health now no longer scales past Level 11 (previously scaled up to Level 15.)

Blue Buff:

- Health increased from 2450-4130 to 2550-4230.

Red Buff:

- Health increased from 2450-4130 to 2550-4230.

Black Camp (2):

- Large Monster Health increased from 1550-2470 to 1650-2570.

White Camp (4):

- Large Monster Health increased from 1300-2220 to 1400-2320.

Towers:


Tower Damage and Durability is seeing an increase as they were not appropriately scaled up to account for the increases to general Hero Base Durability and Damage that occurred in the v1.14 update. These changes should have Towers feeling more appropriately dangerous to dive, while better allowing them to hold up against a single push.

Outer Tower:

- Health increased from 5000 to 5800.
- Damage increased from 170-338 (+12 per Level) to 180-404 (+16 per Level).

Inner Tower:

- Health increased from 4000 to 5000.
- Damage increased from 185-423 (+17 per Level) to 200-522 (+23 per Level).

Inhibitor:

- Health increased from 3800 to 4500.
- Damage increased from 185-423 (+17 per Level) to 200-550 (+25 per Level).

Minions:


Much like Towers, Minions also were not appropriately scaled to match the damage increases offered from the Eternals in v1.14. We will be making more adjustments to the dynamics of Minions in the near future to help refine the wave-clear and last-hitting experience more, but for now this increase to Health should help provide a longer window of interactivity in the mid-game onwards. Likewise, the last-hit Execute Threshold is increasing by a small amount to ensure that the proportional increase to Minion Health does not make low-damage Heroes such as Tanks suffer as heavily now that their relative Health is higher, and therefore, more difficult to farm correctly under Towers.

Melee Minion:

- Health increased from 750-1436 (+49 per Level) to 760-1558 (+57 per Level).
- Execute Threshold increased from 20% to 21%.

Ranged Minion:

- Health increased from 435-897 (+33 per Level) to 450-982 (+38 per Level).
- Execute Threshold increased from 23% to 24%.

Siege Minion:

- Health increased from 1150-2950 (+100/200 per Level) to 1150-3260 (+115/240 per Level).
- Execute Threshold increased from 17% to 18%.

Super Minion:


- Health increased from 1600-4820 (+230 per Level) to 1600-5240 (+260 per Level).
- Damage increased from 220-346 (+9 per Level) to 220-374 (+11 per Level).
- Damage dealt to Inhibitors Damage decreased from 50% to 40%.
- Damage dealt to Core decreased from 22% to 20%.
- Execute Threshold increased from 17% to 18%.

Eternals Balance


Major Blessing:

- [Bugfix] Fixed an issue where Vermis’ Damage could trigger Spellshield effects.

Serration:
Serration is seeing a rework, with it no longer requiring a Critical Chance build to increase the damage of the Main Vermis effect, and instead being a more consistent value On-Hit that more Heroes can benefit from.

- [Reworked] Vermis deals an additional 4% Target’s Missing Health Damage on activation.

Cauterize:
Cauterize is seeing its effect expanded with a soft rework. As there are not many DoT damage sources present across Heroes, its effect of offering Health Regen while affected by a DoT was too niche. We have now expanded this to any source of Ability Damage (and Passive, such as Morigesh’s Pestilence) to better allow it to serve as an Anti-poke option against a wider range of opponents for Vermis users that need some extra in-lane survivability.

- [Soft-rework] Cauterize: Taking Ability or Passive Ability Damage grants you 2 (+0.5 per Level) Health Regen for 2s.

Breach:
A small increase in Duration for Breach’s Shred, better allowing its users to capitalize on the Shred once their Ultimate has finished casting.

- Shred Duration increased from 3s to 3.5s.

Sub Surface:
Sub Surface is currently offering a deceptively strong amount of Damage Reduction. As the majority of the Abilities in Predecessor are AoE, this is effectively a 10% durability increase to Ability Damage, and therefore needs a reduction to ensure it does not make squishier users overly durable, considering the amount of damage Vermis users are capable of.

- AoE Damage Reduction decreased from 10% to 8%.

The Maw:
Much like Vermis’ Serration, The Maw is also seeing a soft rework to move it away from requiring a Critical Strike build to see value. Instead, it is now simply a less potent damage amp against low-health targets, opening it up to more users. Finally, we have flipped it from Category 1 to 2 in order to encourage more direct opportunity cost and builds within the Marrow Tree, based on playstyle.

- [Soft Rework] Basic Attacks deal an additional 12% True Damage to targets below 30% Max Health.
- Moved to Category 2, swapped with Leech.

Blood Bank:
Blood Bank is currently offering too much Lifesteal, able to reach levels of 30%+ with relative ease in end-game scenarios. This is too much in combination with Marrow’s Major Effect, and in need of a reduction.

- Lifesteal per 100 charges decreased from 1% to 0.75%.

Leech:
Leech is another Minor Blessing that feels a bit too niche and weak relative to other Minor Blessings in the system. To help solidify it as a more potent early-game option, we have increased the amount of Regeneration it steals by 2x, making it great for Melee Heroes that like to engage in drawn out, close-range engagements. And for those sharp-eyed readers that are questioning how you can steal more than 100% of the Enemy’s Base Regeneration? The way it works is you gain 200% of whatever Base Health Regen value the Enemy has, meaning they are set to 0. The remaining 100% is dealt to them as a true damage aura that will damage them for that value every second.

- [Soft Rework] Base Health Regeneration Steal increased from 100% to 200%
- Effect Radius increased from 400u to 550u.
- Moved to Category 1, swapped with The Maw.

Golden Mane:
Golden Mane felt a little too specialized when it was only effective against single-target abilities, as there are not too many of them across the Hero Kits. To make it more versatile against a wider range of opponents, we are now extending its Damage Reduction to Basic Attacks, but reducing the potency of the effect to compensate for its more general application.

- Damage Reduction decreased from 12% to 8%.
- Now grants 8% Damage Reduction against all Non-AoE Attacks.

Rallying Roar:
Rallying Roar struggle to compete with the other options in its category, and is receiving some additional Ultimate Haste to not only lean further into a Thraex Ultimate Build archetype, but to also ensure it competes more effectively with Ferocity, and the now improved Golden Mane.

- Now also grants +10 Ultimate Haste.

Growing Threat:
Growing Threat is receiving a small but meaningful adjustment, with it losing some damage but now offering an avenue of sustain to Nihil users. This better shapes it towards the Bruisers that benefit from Nihil’s Major Blessing the most, reducing the general burst they are capable of, but offering a small but meaningful way to accrue some additional sustain that will help them stay in the fight as their Nihil effect ramps up in the later stages of a match.

- Bonus Damage decreased from 15% to 12%.
- Now also grants 5% Omnivamp at 18 Minutes.

From The Abyss:
From The Abyss is one of several sustain-based Minor Blessings that are seeing a reduction in this pass. As it stands, they are all granting too much sustain in the laning phase, allowing their users too much freedom to take poor trades and ignore wave-states. This shuts down too much laning interaction too quickly, and so we have opted to make it scale as a match progresses. This change makes it a meaningful source of durability in the late-game, but ensures laners still have to employ skill throughout the laning phase in order to survive and achieve leads.

- Max Health Regen changed from 0.4% to 0.2/0.4/0.7/1% at Levels 1/6/11/16.

Major Blessing:
Krix is currently offering too much durability throughout a match, especially in the early lane where raw Health is the most valuable form of defense. This has led to many seemingly unkillable Melee Heroes arising in the laning phase while also benefitting its users with high-damage output for health-scaling abilities/item effects, and is in need of a reduction.

- Max Health decreased from 10% (+1% per Level) to 5% (+1% per Level).

Voracity:
Similar to many of the other sustain-based Eternals, Voracity is simply granting too much in-lane sustain currently. This leads to many Krix users being overly difficult to pressure and punish in the lane, leading to stagnant lanes too quickly into a match. However, the reduction is being offset with a small Gold Gain effect, better differentiating it from Regenerative Tissue as an early-game acceleration option to help weaker Tanks progress to item breakpoints faster, whereas Regenerative Tissue will be more valuable in the late-game as a general purpose sustain option.

- Max Health Healing on Unit Kill decreased from 1.25% to 1%.
- Now also grants +2 Gold on Unit Kill.

Regenerative Tissue:
Regenerative Tissue currently makes poke damage too easy to shake off, and is seeing a change that reduces its strength in the early lane especially, while becoming more powerful in the later stages of a match as this is where Tanks start to fall off relative to damage dealers.

- Max Health Regeneration changed from 0.4% to 0.2%/0.4%/0.8%/1.2% at 1/6/11/16.

Cannibalism:
With the amount of Health being offered by Krix being reduced, we’re granting Cannibalism a small increase to ensure it remains relevant as a form of scaling durability for its users.

- Health on Takedown increased from 30 to 35.


Mending:
Mending is another sustain-based blessing that is resulting in lane-phase stagnation, providing its users with simply too much regeneration that negates poke damage too heavily. It now scales with Level, ensuring it is still powerful in the late stages of a match, but less forgiving in the early stages of a lane.

- Missing Health Regeneration changed from 6% to 4%/5%/6%/8% at Level 1/6/11/16.

Phylactery
Phylactery is seeing a small soft rework aimed at opening it up to more Users, shifting some of its strength away from its Shielding effect that only Gideon really benefits from, and now granting some additional cooldown progression as well. This is a great choice for any Hero looking to benefit from a momentum reset mid-fight, as it speeds up how quickly the Users cooldowns regenerate by a whole 3s faster after you use your Ultimate, granting faster access to a second rotation of Basic Abilities.

- [Soft Rework] Casting your Ultimate now also grants to 100% Cooldown Progression for 3s
- Shield Max Mana Scaling decreased from 20% to 15%.
- Shield Duration decreased from 4s to 3s.



Xyris currently underperforms too heavily compared to other Eternals, primarily due to how slow and backloaded its Damage effect is. To help smooth out its power curve, we’re granting it some upfront Damage, in return for less overall late-game scaling post-30m.

- Damage Amplification changed from 0% (+0.75% per 10 units killed) to 4% + (0.6% per 10 units killed).

Cull The Weak:
Cull The Weak now grants a small amount of Mana Regen to its users, helping open up Xyris as an alternative Eternal choice for Heroes such as Argus and Kwang that want to benefit from the Xyris’s Damage effect, but often feel constrained by their Mana Economy which they can now overcome. And with Xyris gaining some base damage, we’re also reducing the Damage from Cull The Weak to ensure it is not too mandatory for Junglers or contributing to excessively fast clears.

- Minion & Monster Damage decreased from 10% to 8%.
- Now also restores 1% of Missing Mana on Unit Kill.

Furor:
Furor, while powerful in its own right, drops off a touch too quickly considering it is only accessible once per fight - especially in reactive scenarios. We’re granting it some additional duration to better allow its users to keep up the onslaught of attacks when they commit or react to an engagement.

- Attack Speed Duration increased from 4s to 4.5s.

Dominance:
Dominance tends to lack impact in the early game due to the majority of its Healing being loaded into its Missing Health Component, which struggles to feel meaningful in the early game. To ensure it can compete with the other buffed Xyris options, we’re bumping up the base to allow it more opportunity to enable its users to turn the tides in early game engagements.

- Healing on Takedown increased from 50 to 100.

Iron Will:
As with the changes to Vermis’ Serration, and Marrow’s The Maw, Iron Will is also seeing a shift away from being purely Critical Strike driven to make it more versatile, with it now granting some generic consistency that will be applicable to various Carries throughout the lane, regardless of whether they opt for an On-Hit or Critical Strike build.

- [Soft Rework] Basic Attacks now also heal you for 3% of damage dealt, increased to 8% for Critical Strike Basics.

Bone Collector:
Bone Collector was not really offering any intrigue in its offering, with it simply being just another unreliable, back-loaded damage amp with its offering of additional power on takedown. Now that we have adjusted other Xyris Blessings, we are adjusting Bone Collector to offer its users a unique source of Critical Strike Chance in the mid-late game, allowing for new build possibilities offering a far more compelling mid to late game benefit that is worth the trade off of the slower start.

- [Reworked] Upon Killing 150 Units, gain 20% Critical Strike Chance and 5% Critical Damage.

Eviscerate:
A small but meaningful reduction in the damage threshold of Eviscerate in exchange for less raw burst, making its damage amp a little more accessible and consistent against targets that linger around these higher health thresholds.

- Damage Decreased from 20% to 15%.
- Health Threshold decreased from 85% to 80%.

- [Bugfix] Fixed an issue where Exarch’s Damage would not trigger on On-Hit Abilities.

Lotus is currently offering too much potency through its potential offering of durability and damage, with each being too potent in isolation, and the combination of high damage and durability making too many damage classes too well-rounded in stat profile. A reduction in both is needed to ensure the power of Lotus is more in line with other Eternals, while ensuring it is still accessible and meaningful to a wide range of users.

- Bonus Damage decreased from 1.75% to 1.5%.
- Bonus Max Health decreased from 2% to 1.5%.

Early Bloom:
Early Bloom results in a very powerful Experience spike when the user reaches level 10, as it effectively grants access to a Hero’s Rank 2 Ultimate a level early. This spike happens rather early into a match, and can feel very oppressive to play into. To help remedy this and push the Blessing more into mid-game strength territory, we are shifting the required Level Threshold back to 12, helping to avoid the Level 11 spike, while being a low enough level that the base stat increases and time saved from it are not equally as oppressive compared to offering at a higher level such as 14.

- Level Up Threshold increased from Level 10 to 12.

Immaculate:
Immaculate currently offers far too much durability to various Shield users such as Riktor that can maintain the threshold. Likewise, it is being taken to offer raw boxing potential in the midlane, with its users overly empowered to take level 1 trades that the opponent cannot match. As a result we are significantly lowering the Damage Reduction provided to ensure that the initial trade received is more potent and equal, but reducing the Threshold so that it is more generically available.

- Damage Reduction increased from 35% to 20%.
- Health Threshold decreased from 90% to 85%.

Fragrance:
Fragrance was too niche in its effect due to the limited number of True Damage sources across the Hero Abilities, primarily being an Adele-only choice. To help open it up and offer Magical Heroes another option, we are shifting its effect to also amplify Magical Damage at a smaller ratio, better suiting it to the likes of Kwang and Countess that like to get into the fight, while also offering a less risky option to Prima Donna for Mages in general.

- [Soft Rework] Now also amplifies a Hero’s Magical Damage by 5% against nearby Enemy Heroes, instead of just True Damage.
- Bonus True Damage decreased from 15% to 12%.

Bloatware:
Bloatware currently exists in a problematic space that is offering the incredible combination of damage and durability to a range of high-damage threats, resulting in heavy stat-check gameplay where Carries hit like a truck but cannot be killed in the late-game. To ensure that there is a greater tradeoff in damage potential to the durability offered, especially relative to other Eternals, we are reducing the Damage Amp portion of the effect.

- Damage Amplification decreased from 1% to 0.5%.
- Moved to Category 2, swapping with Construct.

Construct:
Construct is another Blessing offering too powerful of a mix of durability and damage to damage-based classes, resulting in a similar issue of high-damage threats being too durable for many Bruisers, Mages, and Tanks to burst through. It is receiving a rework to shift it to a mixed Health+Ability Haste option, ensuring that the Demiurge Tree remains accessible to Bruisers, Mages and Tanks alike, but reducing the raw durability and damage offered across the whole tree when it is taken in combination with Bloatware.

- [Reworked] Now grants +10 Health, +1.25 Ability Haste per Level.
- Icon changed from Physical Power to Ability Haste.
- Moved to Category 1, swapping with Bloatware.

Bottomless Vial:
Bottomless Vial’s reward is a little too low for how unreliable its condition is. We’re granting it a small boost to make it more attractive to midlaners that want a larger power boost from Category 1.

- Magical Power on River Buff Kill increased from 4 to 5.

Perfection:
Given the lack of durability present in Aion’s Blessings, it can be rather difficult for Perfection's HEalth threshold to be maintained, making it overly conditional. To bring some additional consistency, we’re extending the Threshold.

- Health Threshold decreased from 90% to 85%.

Runic Focus:
As Aion is more centered around acceleration in its User's build thanks to its gold gain effect, there are many cases where the effects fall off too heavily in the late-game relative to other Eternals thanks to the damage foregone. To bring some additional late-game damage insurance for Mages, a bump to Runic Focus’ Magical Power amp is being offered.

- Magical Power based on Current Mana increased from 0.15% to 0.2%.

Hero Balance

Overview:


- Various Heroes are receiving the addition of new Mixed Scalings to their Abilities, opening up Eternal and Item diversity slightly further.
- Various Mage and Bruiser Heroes are receiving small Base Damage increases (+5/+10 or so) to ensure their abilities deal an appropriate amount of damage relative to their mana costs during the laning phase as base durability from levelling up starts to ramp up.


Adele is currently overperforming in the Support role, offering too much versatility thanks to her mix of lower cooldowns, innate durability, and high incidental damage potential. We’re trimming down some of this strength, making her a little more manageable to lane against, especially in the early game where she thrives the most.


Tyrant Of Thorns [Augment]:
- Bonus Movement Speed decreased from 55% to 50%.
General:
- Health decreased from 690 to 685.
- Physical Armor decreased from 38 to 36.
Crown Of Thorns [Passive]:
- True Damage decreased from 8% to 7%.
Royal Flourish [Primary]:
- Cooldown increased from 12s to 13s.
- Bonus Movement Speed decreased from 40% to 25%.


Rejoice Physical Akeron enjoyers! We have returned some of his lost Physical Power Scalings after receiving a wide range of feedback from Akeron mains that enjoyed his old scaling structure. This re-enables him to take a more hybrid approach with his build, once again allowing him to benefit from Items such as Earthshaker, Draconum, or Basilisk, should he desire.


Hellfire [Primary]:
- Cooldown decreased from 16/15/14/13/12 to 16/14.75/13.5/12.25/11.
Web Lash [Secondary]:
- Leap Damage decreased from 70/95/120/145/170 to 60/85/110/135/160.
- Slam Damage now also Scales with 50% Bonus Physical Power.
Crushing Maw [Alternate]:
- Magical Power Scaling increased from 40% to 45%.
- Damage now also Scales with 75% Bonus Physical Power.
Consume [Ultimate]:
- Bite Damage now also Scales with 75% Bonus Physical Power.
- Execute Threshold now also Scales with 3.5% Bonus Physical Power.


Aurora is receiving some adjustments to the hitbox of her Hoarfrost, and the Hoarfrost present on her Glacial Thorns Augment to ensure its hitbox is tighter and more representative of the visuals.

Glacial Thorns [Augment]:
- Damage Magical Power Scaling decreased from 30% to 20%.
- Root Duration decreased from 0.6s to 0.5s.
- Hoarfrost Hitbox Width decreased by 30%.
- Hoarfrost Hitbox Height decreased by 20%.
Hoarfrost [Secondary]:
- Hitbox Height decreased by 20% to better match the VFX.
Boreal Sweep [Alternate]:
- Magical Power Scaling decreased from 65% to 60%.


Alongside the addition of some softer Magical Power Scalings that will further unlock the use of Nihil on Bayle, we are shifting around his strength, offering him more strength and anti-tank capabilities in his Skull Crusher, in return for less potent Level 1 strength from his Passive as he currently excels too heavily at running down his opponent in a Level 1 all-in trade.

Berserk [Passive]:
- Attack Speed decreased from 25% (+3% per level) to 15% (+4% per level)
- Movement Speed decreased from 6.5% (+0.5% per level) to 4% (+0.5% per level)
Cursed Edge [Primary]:
- Damage now also Scales with 50% Magical Power.
- Bleed Damage now also Scales with 15% Magical Power.
Dire Howl [Secondary]:
- Damage now also Scales with 65% Magical Power.
- Physical Power Buff now also Scales with 25% Magical Power.
- Omnivamp increased from 6/7/8/9/10 to 10/12/14/16/18%.
Skull Crusher [Alternate]:
- Damage increased from 85/125/165/205/245 to 90/130/170/210/250.
- Bonus Physical Scaling increased from 105% to 110%.
- Shred increased from 10/12.5/15/17.5/20% to 20/22.5/25/27.5/30%.


Boris is currently overperforming, simply possessing too much damage in fights given his general durability and sticking power. To help alleviate this, we are reducing the potency of his basic attacks, and his general early game durability, making him easier to duel against. Finally, Boris is also receiving some mixed scalings, opening up his builds/eternals further.

General:
- Health decreased from 665 to 650.
- Physical Power decreased from 61 to 58.
Tesseract Device [Passive]:
- Core Damage now also Scales with 12% Magical Power.
Maul [Basic Attack]:
- Bonus Physical Power Scaling decreased from 80% to 75%.
- Detection Protocol [Primary]:
- Movement Speed now also Scales with 15% Magical Power.
Primeval Roar [Secondary]:
- Damage decreased from 60/75/90/105/120 to 40/55/70/85/100.
- Damage now also Scales with 70% Magical Power.


Countess currently stifles the Offlane Hero Pool too heavily, especially in a competitive environment where she generally has a winning matchup against the majority of opponents. While we are currently happy that she is in a more viable space in the Midlane, we’re adjusting her to make her less of a sharp counter to various Melee Heroes in the Offlane, and thereby reduce her value as a catch-all blind pick.

General:
- Physical Armor decreased from 37 to 33.
- Mana Growth decreased from 65 to 60.
Blood Tithe [Passive]:
- Max Health Damage decreased from 5% to 4%.
Eventide [Secondary]:
- Damage changed from 100/145/190/235/280 to 105/145/185/225/265.
Feast [Ultimate]:
- Cooldown increased from 135/105/75 to 135/110/85.


Drongo is struggling to keep up with the current field of Carries, and is receiving some general power across his kit to ensure he can navigate the battlefield appropriately.

Rad Rounds [Secondary]:
- Cooldown decreased from 17/14.75/12.5/10.25/8 to 16/14/12/10/8.
Old Rusty [Alternate]:
- Damage increased from 45/65/85/105/125 to 45/70/95/120/145.
- Slow Duration increased from 1s to 1.25s.
Shrapnel Cannon [Ultimate]:
- Bonus Physical Power Scaling increased from 100% to 115%.


Eden is receiving a decrease to her Level 1 basic attack damage to slightly diminish how quickly she can drop her opponent if she is allowed to beam them uninterrupted.

General:
- Physical Power decreased from 55 to 53.


With the changes to various Eternals resulting in less durability for Tanks and Demiurge users alike in certain contexts, there is a risk that Feng Mao capitalises too heavily on these changes. As a result, we are reducing his power in lategame/snowball scenarios, as this is where he typically approaches 1-shot potential that risks becoming overly potent when factored in with the changes that are occurring around him.

Executioners Path [Passive]:
- Physical Penetration decreased from 3/8/14 to 3/7/12.
Reaping Dash [Alternate]:
- Current Health Damage decreased from 7% to 6%.


As mentioned, we are increasing the base damage of various abilities to ensure that fighting your opponent and taking trades is a valid strategy compared to simply slamming wave on repeat. In Gadget’s case, a small amount of damage is being granted to Sticky Mine, making it more valuable as a trading tool should she have wave control established.

Sticky Mine [Primary]:
- Damage increased from 75/105/135/165/195 to 80/110/140/170/200.
- Empowered Damage increased from 90/130/170/210/250 to 100/140/180/220/260.


A small but meaningful damage increase for Gideon’s Void breach, better ensuring it stays relevant as a damage source throughout the Level 3-8 region where it’s still at Rank 1.

Void Breach [Alternate]:
- Damage increased from 85/120/155/190/225 to 95/130/165/200/235.


Alongside some mixed scaling additions, we’re reducing the general potency of Greystone in the early game especially, making him slightly more vulnerable to all-in attempts and windows of downtime between Ultimate uses. Currently he can too easily ignore his opponent and play to push wave only, so these changes should help his opponents have a greater chance at subduing him before he runs away with a match and becomes an unkillable monster.

General:
- Physical Armor decreased from 35 to 33.
- Health Regen Growth decreased from 0.18 to 0.15.
Make Way [Primary]:
- Damage now also Scales with 80% Magical Power.
Sacred Oath [Secondary]:
- Mana Cost increased from 25 to 30.
Stone Forged Soul [Ultimate]:
- Damage now also Scales with 100% Magical Power.
- Percentage Max Health Healing now also Scales with 2.5% Magical Power.
- Cooldown increased from 165/150/135 to 175/160/145.


Grux’s general potency in taking both short trades thanks to Double Pain’s Heal, and more drawn out engagements in general leaves him too generically powerful against a range of too many opponents. Reductions in his general Basic Attack Damage and Healing are therefore needed to give his opponents slightly more wiggle room to take duels or burst through him in short engagements, and thereby opening up the range of Heroes that can take fights against him.

Bloodlust [Passive]:
- Bleed Damage now also Scales with 20% Magical Power.
- The Chieftains Warclubs [Basic Attack]:
- Bonus Physical Power Scaling decreased from 90% to 85%.
Double Pain [Alternate]:
- Missing Health Healing decreased from 4%/7%/10%/13%/16% to 4%/6.5%/9%/11.5%/14%.
Warlord’s Challenge [Ultimate]:
- Physical Power Steal now also Scales with 1.5% Magical Power.


Alongside a base damage increase to Land Mine in line with other Mage changes to keep its damage relevant in lane, Howitzer is receiving a more unique offering of mixed scalings to further support a more On-Hit centric playstyle that many Howitzer players enjoy. However, it is worth noting that the addition of these Scalings are not enough in isolation to make full Physical builds performant, but simply to make the acquisition of Items such as Plasma Blade more useful should he desire them.

Cannon [Basic Attack]:
- Bonus Physical Power Scaling increased from 55% to 70%.
R2000 Missile [Primary]:
- Damage now also Scales with 50% Bonus Physical Power.
Land Mine [Secondary]:
- Damage increased from 80/110/140/170/200 to 90/120/150/180/210.
Make It Rain [Ultimate]:
- Total Damage now also Scales with 120% Bonus Physical Power.
- Damage per Missile now Scales with 3.75% Bonus Physical Power.


Though not the rarest of sightings, Iggy is currently feeling a bit too oppressive in the Offlane especially thanks to his range advantage and the ease at which he can dance around his Turrets versus a Melee opponent. We are making some targeted changes to curb his Offlane strength through some general durability reductions and Mana Cost increases, giving Melee opponents especially a greater shot at catching him out should he misstep. Finally, we are reducing the overall burst present on Badlands Belch, and redistributing it into Inferno’s Fire Breath, better rewarding him for channeling a full ultimate, rather than instantly booping enemies back for heavy damage.

Badlands Belch [Augment]:
- Missing Health Damage decreased from 8%/10%/12% to 7%/8.5%/10%.
- [Bugfix] Damage is now correctly capped at 300/500/700 against Monsters.
General:
- Health decreased from 680 to 665.
- Physical Armor Growth decreased from 4.8 to 4.6.
Flame Turret [Primary]:
- Turret Melee Damage modifier increased from +50% to +70%.
- Turret Health Magical Power Scaling decreased from 10-36% to 10-32.5%.
- Mana Cost increased from 20 to 30.
Inferno [Ultimate]:
- Fire Breath Total Magical Power Scaling increased from 210% to 240%.
- Fire Breath Magical Power Scaling per Tick increased from 7% to 8%.


Combined with here general durability when utilizing Eternals such as Lotus and Demiurge, Kallari is very frequently able to cheat death by squeezing out a second Shadow Dance after a sloppy engagement has occurred. We want to ensure the window for punishment is slightly longer so Shadow Dance is receiving an increase to its cooldown. Likewise we are slightly slowing down her early game clearspeed and gank threat with a minor hit to her Crippling Daggers to ensure her snowballs are more appropriately earned.

General:
- Health Growth decreased from 137 to 134.
Crippling Dagger [Alternate]:
- Damage decreased from 65/95/125/155/185 to 60/90/120/150/180.
Shadow Dance [Secondary]:
- Cooldown increased from 18/17/16/15/14 to 19/18/17/16/15.


Alongside some general potency increases to Khaimera Rage generation and late-game strength to help him perform as he is currently struggling in many matches - especially in higher skill brackets, we are also offering Khaimera a more unique offering of Mixed Magical Scalings, unlocking some unique new build opportunities for him to benefit from.

Ancestral Fury [Passive]:
- Health Regeneration now also Scales with 0.3% Magical Power per Stack.
- Rage per Basic Attack increased from 3 to 4.
Unleash [Primary]:
- Number of Strikes now increases by 1 for every 30 Magical Power.
- Damage now has a 12% Magical Power Scaling.
Invigorate [Secondary]:
- Cooldown decreased from 28/27/26/25/24 to 27/25.5/24/22.5/21.
Ambush [Alternate]:
- Damage increased from 70/100/130/160/190 to 75/105/135/165/195.
Cull [Ultimate]:
- Damage now also Scales with 100% Magical Power.
- Cooldown decreased from 150/125/100 to 140/100/60.


Kira’s Mercy-focused playstyle is currently spiking too hard in the mid-game once she gains access to Solaris in combination with Ashbringer and her Bringer of Mercy Augments. To ensure that the power spike is not as heavy, and the repeatability of Mercy is slightly lessened, she is seeing reduction to its general strength.

Mercy [Alternate]:
- Damage decreased from 30/35/40/45/50 to 20/25/30/35/40.
- Cooldown changed from 9/7.75/6.5/5.25/4 to 8.5/7.5/6.5/5.5/4.5.


On top of a new Physical Power scaling on Light Of The Heavens to enable Nihil as an eternal choice, Kwang is receiving a range cooldown and trade-potential increases to help increase his overall potency, as he was quite negatively impacted by the global cooldown and durability increases that occurred in v1.14 and is struggling to keep up with many opponents in the Offlane.

Judgement Of The Heavens [Primary]:
- Damage increased from 80/105/130/155/180 to 90/115/140/165/190
- Radius increased from 265 to 290
- Cooldown decreased from 17/16.25/15.5/14.75/14s to 16/15.25/14.5/13.75/13s
Surge Of The Heavens [Secondary]:
- Damage increased from 60/85/110/135/160 to 70/95/120/145/170
- Cooldown decreased from 15/14.25/13.5/12.75/12s to 14/13.25/12.5/11.75/11s
Light Of The Heavens [Alternate]:
- Damage now also scales with 70% Bonus Physical Power.
- True Damage now also scales with 80% Bonus Physical Power.


Legion is seeing a range of power sources being trimmed across his kit, with the core focus being on the late-game strength of his Heavy Caliber Augment and Orbital Sanction as they both reach excessive damage output that can be difficult to navigate around once he gets his build online.

Heavy Caliber [Augment]:
- Damage Multiplier decreased from 320% to 310%.
- Press The Advantage [Augment]:
- Bonus Attack Speed decreased from 14%/18%/22%/26%/30% to 12%/16%/20%/24%/28%.
General:
- Physical Power Growth decreased from 2 to 1.6.
- Mana Growth decreased from 46 to 42.
- Mana Regen Growth decreased from 0.18 to 0.15.
Ballistic Calibration [Passive]:
- Frag Order Missing Health Damage decreased from 10% to 8%.
Rally Point [Secondary]:
- [Bugfix] Fixed an issue where Rally Point’s Healing would not trigger “On Heal” Item Effect such as Crystal Tear.
Orbital Sanction [Ultimate]:
- Damage decreased from 30/50/70 to 28/47/66.
- Bonus Physical Power Scaling decreased from 28% to 26%.


As with other Mages, Lt. Belica is receiving a small damage increase for Void Bomb to help ensure lethality is appropriately tuned in the laning phase. Additionally, she is receiving a new Physical Power Scaling to her Pulsefire Rounds Augment, better enabling On-Hit Belica to lean more Physical should she wish to dip into Hybrid Items such as Plasma Blade or Cursed Ring.

Pulsefire Rounds [Augment]:
- On-Hit Damage now also Scales with 12% Bonus Physical Power.
- OA-S3000 SMG [Basic Attack]:
- Bonus Physical Power Scaling increased from 23.3% to 25%.
Void Bomb [Alternate]:
- Damage increased from 90/130/170/210/250 to 100/140/180/220/260


Maco is receiving some Mana Economy tuning to better ensure his Mana pool feels appropriate in various stages of a match, as he currently runs too too dry as specific moments in the mid-game which can feel overly limiting to Maco when he is supporting his team through with his heals.

General:
- Mana increased from 340 to 360
- Mana Growth increased from 42 to 45
- Mana Regen increased from 1.8 to 2
- Mana Regen Growth decreased from 0.12 to 0.1
Maco Gift! [Primary]:
- Mana Cost changed from 60/70/80/90/100 to 70/75/80/85/90
Maco Fly! [Secondary]:
- Mana Cost increased from 60/70/80/90/100 to 80/85/90/95/100
Maco Sparkle! [Alternate]:
- Mana Cost changed from 75 to 60/65/70/75/80


A small damage bump to Morigesh’s Hive, in line with other Mage damage increases that are present this pass.

Hive [Primary]:
- Damage increased from 95/135/175/215/255 to 100/140/180/220/260.


Narbash continues to overperform thanks to the combination of excessive healing and high innate durability that makes him incredibly well rounded and versatile as a combatant. We are shifting these values to ensure that Narbash must be investing in more sources of Magical Power if he wishes to achieve high healing throughput, while likewise ensuring he is more susceptible to burst damage unless he invests in durability - thereby bringing a greater set of strengths and weaknesses to his chosen build paths.


General:
- Health decreased from 685 to 675.
- Health Growth decreased from 132 to 129.
- Magical Armor decreased from 33 to 31.
March [Primary]:
- Healing decreased from 15/22/29/43 to 15/20/25/30/35.
- Healing Magical Power Scaling increased from 16% to 20%.
- [Bugfix] Cooldown increased from 15/13.5/11/9.5/8 to 15/13.5/12/10.5/9.
Song Of My People [Secondary]:
- Health Regen decreased from 2/3/4/5/6 to 1.5/2.5/3.5/4.5/5.5.


Alongside some base damage shifts to match the strength of other Mage increases and a small decrease to Erase Vector’s Level 1 all-in threat, N3on is also receiving a decrease to L.I.N.X’s cooldown to ensure she has an adequate amount of uptime on uses, given how unreliable its damage output can be in fights.

L.I.N.X [Primary]:
- Damage increased from 45/65/85/105/125 to 48/68/88/108/128.
- True Damage increased from 45/65/85/105/125 to 48/68/88/108/128.
- Cooldown decreased from 11/10.25/9.5/8.75/8s to 10/9.25/8.5/7.75/7s.
Data Burst [Secondary]:
- Damage increased from 80/115/150/185/220 to 85/120/155/190/225.
Erase Vector [Alternate]:
- Damage decreased 70/95/120/145/170 to 65/90/115/140/165.


For anyone that remembers the days of Alpha Predecessor, they will recall the days of Magical Boulder Rampage. Well he’s back! And now better able to tech into some niche options like Gaussian Greaves, or further benefit from the likes of Nihil.


Boulder Throw [Primary]:
- Damage now also Scales with 80% Magical Power.
Behemoth [Ultimate]:
- Movement Speed now also Scales with 10% Magical Power.


A quick adjustment to Hellfire Rounds’ Monster Damage Cap is occurring as Revenant is overly reliable at landing the finishing blow on many objectives, especially if he maxes out the ability first.

Hellfire Rounds [Alternate]:
- Fourth Shot Monster Damage Cap decreased from 250/350/450/550/650/750 to 200/280/360/440/520/600.


Alongside some simple Physical Power Scalings in line with other Heroes, Riktor is receiving some heavier hits to his innate durability. In combination with the reductions to Krix’s strength, these changes should have Riktor feeling a little more manageable to fight through, should he position too recklessly.

Zap O’ 9-Chains [Augment]:
- Damage now also scales with 30% Bonus Physical Power.
General:
- Physical Armor decreased from 39 to 36.
- Physical Armor Growth decreased from 5.65 to 5.5.
- Health Regen decreased from 2.1 to 1.8.
Shock Therapy [Primary]:
- Damage now also Scales with 70% Bonus Physical Power.
Electrocute [Secondary]:
- Max Health Shield decreased from 8%/10%/12%/14%/16% to 8%/9.5%/11%/12.5%/14%.


Serath is currently too well equipped to burn through her foes at a breakneck pace. Given her general elusiveness and speed of engagement, her burst potential and the overall time it takes to burn through the average target needs to be lessened in order for opponents to have the room to interact and respond. This is primarily being done through a heavy reduction to her Hersey damage, as this is where a lot of her excessive damage throughput originates from.

Crushing Descent [Augment]:
- Stun duration decreased from 0.25 to 0.2s.
Fury Of The Heavens [Primary]:
- On-Hit Modifier decreased from 50% to 40%.
Heresy [Ultimate]:
- Burn Damage decreased from 18/36/54 to 15/30/45.
- Burn Bonus Physical Power Scaling decreased from 30% to 25%.
- Burn Magical Power Scaling decreased from 25% to 20%.

Sevarog is currently overperforming, both due to the strength of Krix (which is now reduced), but also through his misshapen power curve that currently allows him to find easy success in the early and mid-game and generally deal too much damage given how tanky he becomes, despite the fact he should function more as a scaling menace that has to work to reach his rightful raidboss status. To remedy this, we are shifting his power curve more towards the late-game, putting more emphasis on his need to tactically acquire Souls and reach his Tier 3/4 breakpoints, and reducing how forgiving his general early game strength is to give his opponents a better chance at keeping him down should he make mistakes.

General:
- Health Growth decreased from 113 to 108.
Reaper of Souls [Passive]:
- Health per Stack decreased from 3 to 1.
- Health per Tier increased from 40/80/120/160 to 50/100/200/400.
Siphon [Primary]:
- Max Health Steal decreased from 2.5/2.75/3/3.25/3.5% to 1.8/2/2.2/2.4/2.6%.
- Cost increased from 20 to 25.
Phantom Rush [Alternate]:
- Cost increased from 80 to 100.


Like others, Shinbi is receiving some extra Physical Power Scalings on her Basic Attack Outputs to enhance her build options, alongside some larger increases to her damage output as she is currently struggling to find adequate reward when taking aggressive duels.

Crescendo [Augment]:
- Damage now also Scales with 25% Bonus Physical Power.
Biting Melody [Passive]:
- On-Hit Damage now also Scales 10% Bonus Physical Power.
Kiba [Basic Attack]:
- Bonus Physical Power Scaling increased from 75% to 80%.
Line Tempo [Primary]:
- Magical Power Scaling increased from 50% to 55%.
Circle Rhythm [Secondary]:
- Damage increased from 30/40/50/60/70 to 30/42/54/66/78.
Rushing Beat [Alternate]:
- Damage increased from 50/80/110/140/170 to 50/85/120/155/190.


Sparrow’s damage output is currently on the high end, especially benefitting from the relative damage increase that Relentless' Max Health Damage received with the durability increases to other Heroes. This can often result in her cutting through opponents far too quickly, so we are reducing some of her damage output to be at a more acceptable level. In return, we are shifting some of that lost power back into Sparrow’s Ultimate, as Inner Fire can often feel a little underwhelming in combat scenarios compared to her general damage output.

General:
- Health decreased from 690 to 680.
- Physical Power decreased from 63 to 61.
Relentless [Passive]:
- Max Health Damage decreased from 0.4% per stack to 0.3% per stack.
Heightened Senses [Secondary]:
- Total Physical Power Scaling decreased from 20% to 15%.
Piercing Shot [Alternate]:
- Damage decreased from 85/125/165/205/245 to 80/115/150/185/220.
- Bonus Physical Power Scaling increased from 140/145/150/155/160% to 140/148/156/164/172%.
Inner Fire [Ultimate]:
- Total Physical Power Scaling increased from 70% to 75%.

Ruthless Assault [Primary]:
- Physical Armor Scaling decreased from 40% to 37.5%.
- Magical Armor Scaling decreased from 40% to 37.5%.
- Empowered Max Health Damage decreased from 5%/6.5%/8%/9.5%/11% to 5%/6%/7%/8%/9%.
Wild Rush [Alternate]:
- Minimum Damage Physical Armor Scaling decreased from 40% to 37.5%.
- Minimum Damage Magical Armor Scaling decreased from 40% to 37.5%.
- Max Charge Damage Physical Armor Scalings decreased from 120% to 112.5%.
- Max Charge Damage Magical Armor Scalings decreased from 120% to 112.5%.


Alongside a small damage bump for Bramble Patch in line with other Mages, The Fey is receiving a hit to her Verdant Embrace Augment as the team-wide healing it offers is currently too potent in a structured, competitive environment, offering The Fey and her team too much forgiveness.

Verdant Embrace [Augment]:
- Healing Magical Power Scaling per tick decreased from 5.3% to 4%.
- Healing Explosion Magical Power Scaling decreased from 32% to 24%.
Bramble Patch [Primary]:
- Damage increased from 80/120/160/200/240 to 90/130/170/210/250.


TwinBlast is another Carry that is struggling to compete with the premier threats. We’re granting his some additional scaling in both his Vaporize and Vortex Grenade to ensure those abilities continue to feel relevant as the mid-game and beyond rolls around.

Vaporize [Primary]:
- Bonus Physical Power Scaling increased from 85% to 90%.
Vortex Grenade [Alternate]:
- Total Physical Power Scaling increased from 35% to 40%.


Wraith continues to deal too much damage in the new Eternals environment, and is seeing a reduction to the potency of Knock Knock to ensure that his burst potential from landing a snipe or two is not as excessive.

Peekaboo! [Primary]:
- Mark Max Health Damage decreased from 6.5%/7%/7.5%/8%/8.5% to 6%/6.5%/7%/7.5%/8%.
Knock Knock! [Alternate]:
- Bonus Physical Power Scaling decreased from 120% to 110%.
- Magical Power Scaling decreased from 75% to 70%.


Yin currently ramps up in a match too quickly, making her an overly powerful dueling threat post 1-Item despite her more scaling-heavy power profile. Likewise, once she reaches critical mass, her damage output and subsequent lifestealing capabilities become too oppressive when combined with her general utility, making it difficult for many Heroes to consider taking an engagement with her. As a result, we’re making some adjustments to slow down her early game pace and potency, while also reducing her general lethality in the late-game, ensuring that she is still a threat, but not as difficult to interact with on even footing.

General:
- Health decreased from 690 to 670.
Rising Storm [Passive]:
- Max Stacks increased from 5 to 6.
- Attack Speed per Stack decreased from 5/5.5/6/6.5% to 3/4/5/6%.
Silksong [Basic Attack]:
- Bonus Physical Power Scaling decreased from 80% to 75%
Lash Kick [Primary]:
- Damage now also Scales with 80% Magical Power.
Windburn [Secondary]:
- Max Health Damage decreased from 3/3.75/4.5/5.25/6% to 2/2.75/3.5/4.25/5%.
Backlash [Alternate]:
- Damage now also Scales with 60% Magical Power.


Given her general mobility and slipperiness, Yurei’s abilities to dispatch an opponent in a quick window is currently too oppressive. To help slow down her damage cadence and make her easier to interact with, we’re trimming off some of her excess damage, while also increasing the self-slow on her Ultimate to give opponents a better chance of spacing away from her.

General:
- Health decreased from 680 to 670.
Anima Burst [Primary]:
- Damage decreased from 80/100/120/140/160 to 70/90/110/130/150.
- Bonus Physical Power Scaling decreased from 80% to 70%.
Severance [Secondary]:
- Bonus Physical Power Scaling decreased from 110% to 105%.
Maelstrom [Ultimate]:
- Cooldown increased from 135/120/105 to 140/125/110.
- Self Slow increased from 35% to 40%.


Zarus is another Hero receiving some additional Magical Scalings to open up his build diversity further. Likewise, he is receiving a larger set of buffs aimed at increasing his presence in the Offlane, as his ability to function in the role has largely fallen out of favour compared to his strength in the Jungle. Historically, we have had a hard time increasing his output in the Offlane due to the additional clearspeed it offers him in the Jungle. To escape this restriction, we have now extended his reduced Spear Of Nyr damage to Monsters, and now are better able to give him some additional damage to compete in the Offlane without accelerating his Jungle clearspeed too heavily.

General:
- Physical Power Growth increased from 3.8 to 4.2.
- Mana Growth increased from 44 to 48.
Barricade [Primary]:
- Mana Cost decreased from 75 to 70.
- Cooldown decreased from 21/20/19/18/17 to 18/17.5/17/16.5/16.
Evade [Secondary]:
- Attack Speed increased from 10%/12.5%/15%/17.5%/20% to 12%/16%/20%/24%/28%.
- Attack Speed now also Scales with 20% Magical Power.
Spear Of Nyr [Alternate]:
- Now deals 25% reduced damage to Monsters.
- Damage increased from 70/100/130/160/190 to 70/105/140/175/210.
- Bonus Physical Power Scaling increased from 115% to 125%.
- Damage now also Scales with 80% Magical Power.
Coliseum [Ultimate]:
- Damage increased from 200/300/400 to 200/325/450.
- Bonus Physical Power Scaling increased from 95% to 100%.
- Cooldown increased from 145/130/115 to 150/135/120.


Zinx’s current healing output when utilising her Heal Matrix Augments is currently on the high end, making it overly difficult to focus a target through and is need of a reduction. Conversely, we have adjusted the cast timing and size of her Ricochet to make the ability more reliable and intuitive to throw, as it has proven difficult to utilize since the removal of its homing mechanic back in v1.12.

Heal Matrix [Augment]:
- Infuse Healing Modifier decreased from 90% to 85%.
Ricochet [Primary]:
- Projectile Size/Hitbox increased by 10%.
- Cast Frame decreased from 6 to 4.65.

Item Balance

General:

- [Bugfix] Description updated to state the actual amount of Healing. Decreased from 150-330 to 135-270.
- [Bugfix] Description updated to state the actual amount of Healing. Decreased from 180-360 to 165-300.

Crests:


With the increases to baseline Health and Armors for all Heroes in v1.14, the innate value of Razorback’s active effects has increased and contributes to heavier lethality when a Tank pops it that is incredibly difficult for many damage dealers to consider fighting through. To combat this, the Armors it offers and its general uptime are seeing a reduction.

- Echidna Bonus Armors decreased from 25% to 20%.
- Cooldown increased from 90 to 100.

Tier 2:

With the previous change to the Armor Shred Formula, we can now once again shift up the Shred value of Ruthless Broadsword and it’s upgrades to ensure that it is an adequate response to Physical Armor-heavy compositions.

- Corrode Physical Armor Shred increased from 4% to 4.5%.

Carry:

Sky Splitter is seeing a reduction in its On-Hit damage output to offset the relative strength it gained with the general durability increases present in v1.14. In return, it is receiving a bump to its lifesteal to ensure that it is still functional as a form of sustained fighting when dealing with tankier targets, given it has lost a meaningful amount of damage.

- Lifesteal increased from 7% to 8%.
- Rend Melee Current Health Damage decreased from 6% to 5.5%.
- Rend Ranged Current Health Damage decreased from 4% to 3.5%.

Stormbreaker’s On-Hit synergy with other effects is a powerful effect that is further compounded by the raw stats present on the item. Given the strength of many Basic Attack reliant Heroes such as Boris, Serath, Yin and Sparrow, a reduction in the Attack Speed is needed to ensure their general damage output is at a more reasonable level.

- Attack Speed decreased from 35 to 30.
- Corrode Physical Armor Shred increased from 4% to 4.5%.
- [Bugfix] Fixed an issue where Viper was not Shredding Armor correctly.

Assassin:

A quick bump for the Penetration offered by Deathstalker, making it a more attractive pickup earlier in Penetration-heavy builds.

- Physical Penetration increased from 9 to 10.

To help combat the efficacy of Tanks, we’re increasing the base damage of Infernum’s Cinder effect to ensure it feels like a meaningful counter-buy when picked up earlier in a match as a response to a tankier enemy composition.

- Cinder Max Health Damage increased from 3% to 4%.

Nightfall is receiving some additional Omnivamp to bolster its ability to serve as an alternative to Mutilator for Assassins in need of sustain when fighting bulkier targets in the Offlane, as currently it typically can only be picked up in the latter half of builds.

- Omnivamp increased from 7% to 8%.

Fighter:

Augmentation has heavily fallen out of favour, often being overlooked for other alternatives even by its core users such as Crunch. A bump to its True Strike damage and Ability Haste is being offered to cement it as an appropriately desirable first-buy for the Heroes that utilize it best.

- Ability Haste increased from 16 to 20.
- True Strike Base Physical Power Scaling increased from 80% to 90%.
- Corrode Physical Armor Shred increased from 4% to 4.5%.

With the increase to damage stats for various Carry and Assassin Items in v1.14, Mutilator has been left behind considering it straddles the line of desirability for Bruisers and Assassins alike. To ensure it has adequate useability, it is receiving an increase to its damage in line with other options, as well as some additional Omnivamp to better serve as a response that allows more aggressive repeat trades against tanky opponents.

- Physical Power increased from 40 to 45.
- Omnivamp increased from 10% to 12%.

Solstice currently offers too much upfront burst potential from a single attack in end-game scenarios. A reduction to this late-game potential is needed to ensure Heroes such as Feng Mao do not have the capability to 1-shot an opponent late-game as freely.

- Mornfall Physical Power Scaling decreased from 0-60% to 0-55%.

Carapace is another Fighter item that was left behind in the stat transition of v1.14, feeling like it offers too little durability to be useful to Bruisers, and too little damage to be competitive with other options for Duelists and Assassins. A small bump in both departments is being offered to allow it to better function as an aggressive early-game choice when more specialized options are not required.

- Physical Power increased from 40 to 45
- Health increased from 200 to 225.

Mage:

With the addition of various Eternals that offers Mages innate Health scaling, and the general slow-down and high-sustain of many matchups that result in low-punishment scenarios, Orb Of Growth is currently offering too much Mana, which allows too much economic forgiveness for standard Mages to sit on without meaningful tradeoffs. A reduction in Mana is occurring to ensure that the bulk and scaling Orb offers comes with a more limited Mana Pool that the enemy can attempt to run dry compared to heavier Mana-based Items.

- Mana decreased from 300 to 250.

Alongside the Mana reduction, Orb Of Enlightenment is seeing a reduction to the Magical Power it offers, as currently the damage tradeoff for the durability it provides when paired with various Eternal effects is not distinct enough, contributing to an over-representation of Magical Bruiser builds in the mid-lane.

- Mana decreased from 300 to 250.
- Enlightened Magical Power per Level decreased from 4 to 3.

Tank:

Cursed Scroll’s effectiveness has heavily benefitted from the increase to Base Health and Health-based Eternal effects, resulting in some rather excessive damage output and regeneration. A drop in both is needed to correct this.

- Curse Of Pain Health Scaling decreased from 5% to 4%.
- Forbidden Art Base Health Regen decreased from 30% to 25%.
- [Bugfix] Fixed an issue where Curse Of Pain would trigger on Cleave Damage, which could result in the User taking excessive damage.

ARAM Balance

Towers:

Similar to the main mode, Towers in ARAM have not been adequately adjusted in line with the new damage and durability that many Heroes possess. To resolve this, we’re increasing both aspects for the Inner Tower and Inhibitors, ensuring that the progression of Towers falling in ARAM is more consistent and that games end in less sudden ways.

Inner Tower:
- Inner Tower Health increased from 9000 to 10800.
- Inner Tower Damage increased from 180-390 (+15 per Level) to 180-530 (+25 per Level).
Inhibitor:
- Inhibitor Health increased from 6500 to 8000.
- Inhibitor Damage increased from 180-390 (+15 per Level) to 180-530 (+25 per Level).

Nitro Balance

Eternals:


With Nitro returning, we have made some quick Nitro-specific Balance adjustments for the Eternals to ensure that they are appropriately tuned to the faster environment.

Nihil:
- Growing Threat: Time to activate decreased from 18 Minutes to 11 minutes.
Krix:
- Voracity: Maximum Health Healing increased from 1% to 1.75%.
Vesh:
- Vesh: Damage per Minute increased from 0.5% to 0.75%.
- Milennia: Ultimate Damage per Minute increased from 1% to 1.5%.

Aion:
- Philosopher: Gold Gained per Interval increased from 5 to 12.
- Bottomless Vial: Permanent Magical Power per River Buff Kill increased from 4 to 7.

Bug Fixes


- Fixed an issue where Users could get stuck in an Infinite Loading Screen upon loading into a match.
- Fixed an issue with Replays where Hero Healthbars could become hidden if the User skipped time.
- Fixed an issue where Controller Users could have their Movement Inverted if they set their deadzone above 40% while playing on the Alternative Layout.
- Fixed an issue where Serath could become temporarily stuck inside an Enemy Hero if she uses Heaven’s Fury on a Hero that enters Stasis.
- Fixed an issue where Legion’s Basic Attack Description did not state it scaled Physical Power in the Main Menu.
- Fixed an issue where Legion’s Press The Advantage Augment Description would not show its Attack Speed increase in the Main Menu.
- Fixed an issue where Legion’s Lord Commander Skin could show a duplicated Grenade on his waist.
- Fixed an issue where Riktor would not play his Spawn VO correctly with various skins.
- Fixed an issue where Alternator’s Stack count would visually go above its cap on the User’s HUD.
- Fixed an issue where Controller Users would be unable to focus the Eternal for a Build Loadout in the Guide View Tab.
- Fixed an issue where Yin was classed incorrectly as Frontline in the Collection Menu.
- Fixed an issue where Phase’s Support Recommended Items did not include a Divine Potion.
- Fixed an issue where Idrisil's Shield effect could trigger at a lower health value than intended.
- Fixed an issue where Wraith's Sonar Drone would not reveal Enemy Wards upon reaching Level 6.
- Fixed an issue where opening the Scoreboard during a Replay would display the incorrect upper Team UI elements.

That's everything for this Balance Patch! Thanks for reading, and we'll see you on June 9th when the update goes live.

Rei & Steggs
Game Design & Community @ Omeda Studios