Predecessor Logo
V1.10.2 Patch Notes
V1.10.2 Patch Notes

V1.10.2 Patch Notes

Everything you need to know about V1.10.2!

Patch Notes2 days ago
Share this article
Summary

Hello Champions!

At long last, here we are - the final update of 2025 is upon us.

Much like the festive gifts many of you will soon be wrapping, we think this one’s a great way to end a hell of a year!

Here’s what you can expect:

• A selection of balance changes and fixes
• A free Winterfest 2025 Pass
• A beautiful lineup of exciting new skins

Without further ado, let’s jump in!


Winterfest

The festive season is upon us, and Predecessor is joining the celebrations with Winterfest 2025!

Once again, we’re dressing up the main menu with festive flair, and you’ll notice the wonderful music, too!

As is tradition, Winterfest comes with its very own Battle Pass. This year, it’s free for everyone, and completing it will grant you access to an exclusive seasonal skin: Reindeer Grux (what a cutie!).

The full Winterfest Battle Pass rewards include:

  • Exclusive Banner
  • Exclusive Spray
  • Ion Loot Core
  • Quantum Core
  • Exclusive Overhead Emotes
  • 3,000 Amber
  • 100 Opals
  • Exclusive Reindeer Grux Skin

Winterfest Battle Pass runs until 13th of January - since this pass is free, it won’t be going into the Event Vault - when it’s gone, it’s gone! Catch everything while you still can!

To keep every match in the festive spirit, World Shift: Frostfall now has a 100% appearance rate - buckle up, it’s going to be cold.

You’ll also find a variety of seasonal skins available in the store, with some returning favourites and others brand-new!

Speaking of which…

Store News

New Skins

Kingpin Aurora [Epic]

Move out of the way, there's a new cool girl in town.

Glacier Boris [Rare]

Boris, but with fur better suited for colder climates. Also, kind of frozen.

Cosmic Shinbi [Rare]

Put your hands together for the start of the evening!

Prime Technician Gadget [Rare]

A different image of fight-savvy mechanic.

Reindeer Grux [Uncommon]

Grux, the thick-skinned champion, had a very fearsome rage,

And if you ever saw it, you wouldn’t live to reach old age.

(Battle Pass Exclusive)

Opal Store

Glacier Rampage [Epic]

Power of Rampage meets the power of ice.

Comes with unique special effects and sound effects.

Volcanic Glacier Rampage [Epic]

A terrifying mix of Rampage, ice, and lava.

Once you own one of the Glacier Rampage skins, the other one will act as a variant, and will cost 850 opals.


Moonlight Cosmic Shinbi [Rare]

Dazzle your fans - with the magic of moonlight!



Returning Skins

Northern Mystic Morigesh [Legendary]

Claim the powers of the North.

Comes with exclusive visual effects, sound effects and a recall animation!


Frozen Hearth Aurora [Rare]

Buckle up - there's a long, cold battle ahead of us.

Frost King Revenant [Legendary]

Frost King is back to reign over his frozen kingdom.

Comes with exclusive visual effects and sound effects.

Winter Regal Dekker [Rare]

She’s back to light up the battlefield!


Old Saint Riktor [Rare]

Bring the festive mood… OR ELSE.


Jingle Bombs Iggy & Scorch [Uncommon]

They’re fast approaching - whether you’re prepared or not! Both the Holidays and Iggy & Scorch.

New Bundles

Kingpin Bundle

  • Kingpin Aurora [Skin]
  • Kingpin Lt. Belica [Skin]
  • Azure Kingping Aurora [Skin Variant]
  • Sakura Kingpin Aurora [Skin Variant]
  • Azure Kingpin Lt. Belica [Skin Variant]
  • Sakura Kingpin Lt. Belica [Skin Variant]
  • Kingpin Lt. Belica [Profile Icon]
  • Kingpin Aurora [Profile Icon]
  • Bosses [Banner]
  • Absolute Cinema [Overhead Icon]
  • Aurora [Hero]
  • Lt. Belica [Hero]

Winterfest Collection Bundle

  • Frost King Revenant [Skin]
  • Jade Frost King Revenant [Skin Variant]
  • Velvet Frost King Revenant [Skin Variant]
  • Northern Mystic Morigesh [Skin]
  • Peppermint Nothern Mystic Morigesh [Skin Variant]
  • Winter Regal Dekker [Skin]
  • Jade Winter Regal Dekker [Skin Variant]
  • Old Saint Riktor [Skin]
  • Jade Old Saint Riktor [Skin Variant]
  • Frozen Hearth Aurora [Skin]
  • Highlander Frozen Hearth Aurora [Skin Variant]
  • Aurora [Hero]
  • Dekker [Hero]
  • Morigesh [Hero]
  • Revenant [Hero]
  • Riktor [Hero]

Glacier Boris Bundle

  • Glacier Boris [Skin]
  • Void Glacier Boris [Skin Variant]
  • Forest Glacier Boris [Skin Variant]
  • Glacier Boris [Banner]
  • Wow! [Overhead Emote]
  • Glacier Boris [Profile Icon]
  • Boris [Hero]

Upcoming Price Adjustments: Heroes

We regularly review our pricing, and in V1.11 we will be adjusting the prices for some Heroes. Until then, they will remain at their regular prices.

For most Heroes, both their Amber and Platinum prices will be reduced. However, there are two exceptions, listed below.

The prices of the following two Heroes will increase. This change is due to their increased complexity introduced in V1.4. We want to make them a little more difficult to acquire so new players aren’t as likely to unlock them first.

  • Countess: Price increased from 860 Amber (200 Plat) to 3870 Amber (600 Plat)
  • Feng Mao: Price increased from 2150 Amber (400 Plat) to 3870 Amber (600 Plat)

The prices of these Heroes will be decreased:

  • Gadget: Price decreased from 3870 Amber (600 Plat) to 2150 Amber (400 Plat)
  • Phase: Price decreased from 3870 Amber (600 Plat) to 2150 Amber (400 Plat)
  • Zarus: Price decreased from 6020 Amber (800 Plat) to 3870 Amber (600 Plat)
  • Iggy and Scorch: Price decreased from 8600 Amber (1000 Plat) to 2150 Amber (400 Plat)
  • Kwang: Price decreased from 8600 Amber (1000 Plat) to 3870 Amber (600 Plat)
  • Serath: Price decreased from 8600 Amber (1000 Plat) to 860 Amber (200 Plat)
  • Argus: Price decreased from 8600 Amber (1000 Plat) to 2150 Amber (400 Plat)
  • Grim: Price decreased from 8600 Amber (1000 Plat) to 3870 Amber (600 Plat)
  • Aurora: Price decreased from 8600 Amber (1000 Plat) to 6020 Amber (800 Plat)
  • Terra: Price decreased from 8600 Amber (1000 Plat) to 3870 Amber (600 Plat)
  • Zinx: Price decreased from 8600 Amber (1000 Plat) to 2150 Amber (400 Plat)
  • Yin: Price decreased from 8600 Amber (1000 Plat) to 6020 Amber (800 Plat)
  • Mourn: Price decreased from 8600 Amber (1000 Plat) to 3870 Amber (600 Plat)
  • Boris: Price decreased from 8600 Amber (1000 Plat) to 2150 Amber (400 Plat)
  • Renna: Price decreased from 8600 Amber (1000 Plat) to 3870 Amber (600 Plat)

All of these price adjustments will go live with V1.11 in January.

Back It Up 2025

As we come to the end of the year, it's time to celebrate your achievements! Head over to the Back It Up 2025 page, enter your Player ID and check out your stats for the year. You can even grab the incredible Gold Z-Protocol Eden skin for FREE! Available now until January 5th.

Balance Changes

Jungle

For this pass, various Monsters are receiving changes that are targeted at slowing down the rate at which gold can be acquired by Junglers. This is due to the fact that Junglers are typically the first Heroes on the map to gain access to their first item, and given the general agency and gank threat they possess within the early game, this can lead to aggressive power spikes and snowball scenarios that can feel overly difficult for lanes to keep up with. The reduction in gold should help bring a Jungler’s pace more in line with other roles, and provide for greater role parity in general, as Jungle currently outperforms other roles too drastically in determining the outcome of a match.

Hunt
Alongside the changes to gold values from various Monsters, Hunt is also receiving a small increase to its Burn effect’s Physical & Magical Armour Scalings, bringer slightly elevating the potential clear-speeds of Tankier Heroes within the role to allow for some additional variety.

- Forest Dweller Monster Burn Bonus Physical Armor Scaling increased from 13% to 16%.
- Forest Dweller Monster Burn Bonus Magical Armor Scaling increased from 13% to 16%.
Blue Buff
- Gold decreased from 145 to 125.
- Reward CS decreased from 7 to 6.
Red Buff
- Gold decreased from 145 to 125.
- Reward CS decreased from 7 to 6.
Black Camp [2]
- Large Gold decreased from 48 to 44.
- Medium Gold decreased from 34 to 30.
Grey Camp [3]
- Large Gold decreased from 52 to 46.
- Medium Gold decreased from 32 to 29.
White Camp [4]
- Large Gold decreased from 34 to 31.
- Medium Gold decreased from 21 to 18.
Brown Camp [5]
- Medium Gold decreased from 40 to 36.
- Small Gold decreased from 19 to 17.
Seedling
- Gold decreased from 120 (+10 per Level) to 100 (+8 per level).
- Reward CS decreased from 6-13 to 5-10.
- XP decreased from 200 (+15 per Level) to 180 (+15 per Level).

Minor Augments

Alchemist
- [Bugfix] No longer regenerates 20% more Mana than intended.

Heroes

Since the change to Argus’ Synaptic Obliterator that increased its overall number of shots, the ability has become more unreliable due to the need to hit more consecutive shots in the later stages of the game to achieve older levels of damage output. As this is the case, the ability can stand to gain a bump in damage, better rewarding Argus in scenarios where he only manages to hit 3 or 4 shots on a target, and should he be skillful enough to hit all 5 in the end-game, an even greater payoff.

Synaptic Obliterator [Ultimate]:
- Damage increased from 105/130/155 to 110/140/170.
- Magical Power Scaling increased from 18% to 20%.

Aurora’s Frozen Simulacrum currently falls off too heavily in the damage department and does not reward her highly enough when sticking to targets. We’re increasing its general damaging capabilities to provide her with an improved sense of late-game impact, while also opening up more room for her to thrive in various Offlane matchups.

Frozen Simulacrum [Passive]:
- Frost Storm Max Health damage increased from 1%-3.55% (+0.15% per Level) to 1%-4.4% (+0.2% per Level).
- Frost Storm Monster Damage Cap increased from 5-39 (+2 per Level) to 5-47.5 (+2.5 per Level).

Countess’s general ability to function within the Jungle is slightly on the weak side, so we’re supplementing her clear speed with some Attack Speed gains. Likewise, we’re providing her more opportunities to utilise her Shadow Slip in the early game, better allowing her to slip in and out of fights and take aggressive trades, no matter the role she is played in.

General:
- Attack Speed increased from 115 to 120.
- Attack Speed Growth increased from 1.3 to 1.6.
Shadow Slip [Primary]:
- Cooldown decreased from 18/16.5/15/13.5/12 to 16/15/14/13/12.

While generally impactful, Dekker currently struggles to have as much of an impact as some of the more reliable and consistent frontline/enchanter Supports. In order to bring her closer to their level, we’re granting her slightly more freedom in Mana economy to allow her to more freely take aggressive trades in lane and not be as heavily punished for a single missed combo, while also increasing her catch potential with increases to her Movement Speed and Containment Fence duration.

General:
- Movement Speed increased from 660 to 665.
- Mana increased from 400 to 425.
- Mana Growth increased from 38 to 42.
Containment Fence [Secondary]:
- Duration increased from 2.4/2.55/2.7/2.85/3 to 2.6/2.75/2.9/3.05/3.2.

Eden is receiving a range of adjustments aimed at both ironing out her general balance, while also including some general quality of life adjustments that are aimed at making her feel even more satisfying and enjoyable to play. For the more notable adjustments, Eden’s Melee Basic Attacks are receiving significant damage nerfs across the match, reducing her potency when played in the Jungle or Offlane in the early game, while also bringing greater damage parity between her Ranged and Melee forms in the late-game. Likewise, her Axiom Strike has received a larger rebalance to make its damage potential more on par with her Melee Basic Attacks (instead of a large DPS loss). It now also deals 4 instances of spin damage, rather than 2, which increases the feel and feedback of the ability, and has naturally been rebalanced around these numbers. Finally, we have adjusted her Limit Break: Echo Augment, with it now only refunding the cooldown of the current stance she is in. This was largely overly safe combat loops, especially in scenarios where Eden could leap in, utilise a Melee Ultimate to become untargetable, and simply leap out again in her Ranged form again, which provides for far too much safety and consistency to her all-in patterns. Now, she must better choose which ultimate to use based on the combat scenario, putting more emphasis on her decision making mid-fight to utilise the correct type of Ultimate based on her status, and providing stronger incentives for use of her Ranged Ultimate instead.

Kinetic Walz [Augment]:
- Movement Speed Duration increased from 1s to 1.25s.
Limit Break: Echo [Augment]:
- Cooldown refresh changed to only reset the cooldowns of the stance you are currently in after using your Ultimate.
General:
- Physical Power decreased from 50 to 45.
- Physical Power Growth decreased from 3.1 to 3.
Helios Core [Passive]:
- Attack Speed to Physical Power conversion increased from 50% to 60%.
Plasma Claws [Basic Attack - Melee]:
- Damage decreased from 40% Total Physical Power to 32% Total Physical Power
- Final Strike Damage decreased from 110% Total Physical Power to 95% Total Physical Power.
- Cleave Damage decreased from 10% to 5%.
- Heat per Attack decreased from 12 to 10.
- [QoL] Basic Attack Damage frames adjusted to be more in sync with the Animations for increased feedback.
Axiom Strike [Primary - Melee]:
- Spin damage instances increased from 2 to 4.
- Damage per Spin Strike changed from 30/40/50/60/70 to 15/20/25/30/35.
- Spin Strike Bonus Physical Power Scaling changed from 30% to 20%.
- Spin Strike Critical Strike Scaling changed from 75% to 100%.
- Final Strike Critical Strike Scaling increased from 150% to 250%.
- Final Strike Range increased from 800u to 950u.
- Final Strike Slow increased from 40% to 50%.
- Cooldown increased from 12/10.5/9/7.5/6 to 15/13.25/11.5/9.75/8.
- Heat per Strike decreased from 12 to 7.
- [QoL] Final strike now has a slightly longer windup to better convey the animation and damage cadence, providing increased feedback.
Zero Shift [Secondary]:
- Melee Stance Lifesteal decreased from 6%/12%/18%/24%/30% to 6%/11%/16%/21%/26%.
- Cooldown increased from 0.25s to 0.4s.
Sidewind [Alternate - Ranged]:
- Bonus Physical Power Scaling decreased from 90% to 75%.
- Critical Strike Scaling increased from 75% to 90%.
Talon Drive [Alternate - Melee]:
- Bonus Physical Power Scaling decreased from 120% to 105%.
- Dash Range increased from 1350u to 1430u.
- [QoL] Dash Cast Frame adjusted, better matching the animation to provide increased feedback.

With the introduction of various new items in v1.10, Feng Mao has benefitted greatly. While many of the items he is currently utilised have received balance adjustments which will impact his strength, we are also slightly reducing his general efficacy across a match, with his Hamstring especially receiving larger adjustments to slow down his early pace, reducing the ability for him to achieve a snowball as quickly and as consistently.

General:
- Physical Armor Growth decreased from 4.2 to 4.
Hamstring [Secondary]:
- Isolation damage decreased from 20/30/40/50/60 to 15/25/35/45/55.
- Cooldown increased from 7/6.5/6/5.5/5 to 8/7.25/6.5/5.75/5.
Reaping Dash [Alternate]:
- Bonus Physical Power Scaling decreased from 50% to 40%.

Given the drawn out damage output of Gadget’s Seek And Destroy, it currently struggles to provide as much as a payoff compared to various other Mage abilities. Due to this, we’re opting to provide greater damage potential, further rewarding Gadget for successfully keeping it on a target for as long as possible given its unreliability.

Seek And Destroy [Alternate]:
-Damage increased from 130/165/200/235/270 to 130/170/210/250/290.
- Magical Power Scaling increased from 75% to 85%.
Close Cut [Augment]:
-[Bugfix] Make Way no longer deals damage after death while using this Augment.

Given the close-range and risky nature of his Ultimate, Iggy can frequently struggle to receive adequate payoff from his Inferno compared to various other Mage Ultimates, especially in the later stages of a match. As a result, we’re granting it some additional firepower, better enabling Scorch to cook up a storm in fights and maintain impact.

Inferno [Ultimate]:
- Fire Breath Total Magical Power Scaling increased from 185% to 210%.
- Belch Magical Power Scaling increased from 55% to 60%.

Kallari continues to provide too much consistency for what is otherwise an elusive and difficult to counter play-style that can snowball aggressively. In order to ensure that she puts herself at more adequate risk when attempting all-ins, we’re reducing both her Guillotine uptime and Basic Attack Damage, meaning her ganks must be more carefully timed and more gracefully executed in order for her to find success, lest she get caught out and re-engaged on in the tail-end of the engagement.

General:
-Health Growth decreased from 116 to 114.
Plasteel Swords [Basic Attack]:
-Bonus Physical Power Scaling decreased from 80% to 75%.
Guillotine [Ultimate]:
-Cooldown increased from 120/95/70 to 130/105/80.

Khaimera’s general impact and consistency continues to remain on the high end, with his general durability and presence allowing him to freely roam the map and strike terror in the hearts of his foes. While we do not think he is too far off from the mark, some adjustments to his general durablility and Ultimate uptime are occurring, bringing a large window of respite between his gank attempts, while also allowing for more opportunities for his foes to burst him down before he becomes stacked up in the later stages of the match thanks to the durability/healing reductions.

General:
- Health Growth decreased from 121 to 118.
Invigorate [Secondary]:
- Max Health Healing decreased from 6/8/10/12/14% to 6/7.5/9/10.5/12%.
Cull [Ultimate]:
-Cooldown increased from 110/95/75 to 120/100/80.

Kwang has largely fallen behind the pack, struggling to maintain impact and agency across a match. While many of the current top contenders and stand-out new items are receiving balance adjustments that will naturally allow him to compete with more ease, Kwang is also receiving some general adjustments to his Light Of The Heavens and Slayer Augment, better allowing him to function in both the Jungle and the Offlane as a potent early-game powerhouse thanks to increased clear-speeds and trading potential.

Slayer Of The Heavens [Augment]:
- Passive Damage increased from +20% to +25%.
Light Of The Heavens [Alternate]:
- Damage increased from 75/105/135/165/195 to 75/110/145/180/215.
- True Damage increased from 80/110/140/170/200 to 80/115/150/185/220.
- Shield Bonus Health Scaling increased from 6% to 7%.

Morigesh’s Cursed Infestation Augment currently struggles to compete with her other options, so we’re granting it a meaningful bump in strength to bring it up to parity and better support those that wish to play a more burst-mage playstyle.

Cursed Infestation [Augment]:
- Hive Damage increased from +10% to +15%.

Mourn is receiving some smaller adjustments to his Contagion, with its general uptime and healing potency receiving some hits to ensure that his general presence in the later stages of a fight is not as oppressive when it comes to artificially extending fights with continuous Contagion spam.

Contagion [Primary]:
- Healing decreased from 4/7/10/13/16 to 4/6.5/9/11.5/14.
- Cooldown increased from 13/12/11/10/9 to 14/13/12/11/10.
Abduct [Alternate]:
- [Bugfix] Is no longer missing Aim-Assist for Controller Users.

Thanks to the larger bugfix to shields that was described in the previous balance, Muriel’s general consistency and shielding potency across a match did indeed receive a significant improvement. While this is great for her overall performance and consistency, alongside adjustments to her Essence Nullifier Augment to ensure that her bully-potential in lane is more reasonable, thanks to their consistency, we now need to trim back some of the general shielding output she is capable of to ensure her shields are less oppressive in the later stages of the match.

Essence Nullifier [Augment]:
- Mana Burn decreased from 4%/5.5%/7%/8.5%/10% to 3%/4.5%/6%/7.5%/9%.
Consecrated Ground [Secondary]:
- Cooldown increased from 16/15/14/13/12 to 16/15.25/14.5/13.75/13.
Reversal Of Fortune [Ultimate]:
- Shield decreased from 200/400/600 to 200/390/580.
- Shield Magical Power Scaling decreased from 130% to 120%.

Narbash has been struggling to find his feet as of late, often struggling to make an impact before reaching his more prominent late-game power spikes. As a result, we’re granting him some general efficacy across his kit, better allowing him to capitalize and find success in his general combat scenarios.

March [Primary]:
- Cooldown changed from 14/12.5/11/9.5/8 to 12/11.25/10.5/9.
Song Of My People [Secondary]:
- Magical Power Scaling increased from 5% to 6%.
Thunk [Alternate]:
- Cooldown decreased from 15/14/13/12/11 to 14/13/12/11/10.
Crash Bang Boom [Ultimate]:
- Cooldown decreased from 120/110/100 to 120/100/80.
Telekinetic Link [Alternate]:
- [Bugfix] Fixed an issue where Phase’s link would break if she becomes Feared or Mesmerized.

Serath, like many of the other Assassin Junglers, continues to show form, often dominating matches if she achieves an early snowball. While she will also be impacted by the general gold adjustments that Monsters are receiving, we’re reducing the frequency and impact of Heaven’s Fury, meaning she must be more selective with its use and will not be able to as easily escape a sticky situation should she use it too early without achieving a reset. Additionally, we’re trimming back some of the activation damage on Heresy, as it contributes to less readable and unnecessary burst damage scenarios that can be difficult to appreciate or predict mid-fight

Heaven’s Fury [Primary]:
- Monster Damage decreased from 40/55/70/85/100 to 40/50/60/70/80.
- Total Physical Power Scaling decreased from 45% to 40%.
- Cooldown increased from 13/12.25/11.5/10.75/10 to 14/13.25/12.5/11.75/11.
Heresy [Ultimate]:
- Activation Damage decreased from 80/140/200 to 60/90/120.

Steel is receiving some adjustments aimed at increasing his Offlane and Jungle efficacy, while ensuring that his Support efficacy is not overly improved. This is being done with improvements to his general Mana Economy to allow him to be more liberal with his ability usage, while also granting Steel a bump to his Shield Bash’s max health damage, further benefitting his ability to clear larger Jungle Monsters and take more meaningful trades against opposing Tanks and Bruisers in the later stages of a match. On the flip side, we’re dropping Steel’s general Health regen, ensuring that he remains adequately vulnerable to poke damage while laning in any role.

General:
- Health Regen decreased from 2.2 to 1.7.
- Mana increased from 330 to 350.
- Mana Growth increased from 45 to 50.
Shield Bash [Alternate]:
- Damage decreased from 45/70/95/120/145 to 35/60/85/110/135.
- Max Health Damage increased from 4%/4.5%/5%/5.5%/6% to 5%/5.5%/6%/6.5%/7%.
- Monster Damage Cap increased from 300 to 350.
Ruthless Assault [Primary]:
- [Bugfix] Empowered 3rd-hit no longer ignores Spellshield effects.

As has been the trend with various other Mages, Fey is also receiving some general damage adjustments to help raise her to the general power level of her peers.

Harvest Nettles [Secondary]:
- Magical Power Scaling increased from 50% to 55%.
Fly Trap [Ultimate]:
- Magical Power Scaling increased from 75% to 80%.
Knock, Knock! [Alternate]:
- [Bugfix] Now correctly benefits from Lifesteal.

Yin has been in possession of a bug that has been causing her Backlash to deal excessive damage in the case of some projectiles. This is due to the fact that it was using her own Basic Attack Scaling for certain projectiles such as Eden’s Basic Attacks, which could result in excessive amounts of damage being returned at the user. This has now been resolved.

Backlash [Alternate]:
- [Bugfix] Reflected Projectiles no longer deal excessive damage and correctly scale with the source's original values.

Zinx has seen a surge of popularity thanks to the strength of her On-Hit build. While the goal is not to entirely kill the build as we’re happy to support the playstyle, we’re making some general adjustments aimed at decreasing Zinx general efficacy with Attack Speed focused builds to more acceptable levels. Likewise, we are also reducing some of the general Healing Zinx is capable of to better control and reduce how sharp her spikes of Healing can feel for opponents in a fight.

General:
- Basic Attack Timer increased from 1.25 to 1.3.
- Physical Power Growth decreased from 3.8 to 3.4.
Infuse [Alternate]:
- Low Health Healing Multiplier decreased from 50% to 40%.
Neural Regenesis [Ultimate]:
- [Bugfix] No longer causes a lock-out when used on a Hero that owns Rebirth, while on higher ping thresholds.

Items

Tier 2

- Cost decreased from 1200 to 1100.
- Monster Slayer Monster Damage increased from 10% to 12%.
- Cost decreased from 800 to 600.
- Ability Haste decreased from 10 to 8.
The previous round of pre-emptive increases to Corrode’ Physical Armor Shredding capabilities were slightly off the mark, so we’re pulling back on them to a more appropriate middle-ground to ensure it does not invalidate Tanks as heavily.

- Corrode Physical Armor Shred decreased from 5% to 4.5%.

Crests

- [Bugfix] Now gains stacks from True Damage Abilities, such as Kwang’s Light Of The Heavens.
Abyssal Dart possessed a larger bug that allowed Heroes such as Yurei to teleport mid-ultimate, leading to degenerate zero-counterplay scenarios where it could not be easily dodged or stopped. This has been resolved and is no longer possible on certain Heroes.

- [Bugfix] Can no longer teleport while channeling certain Ultimate Abilities, such as Yurei’s Soulstorm or Kira’s Purge.
A small reduction in Earth Spirit’s Stun duration to reduce the ability for Chain-CC to occur and give opponents an easier time reacting when they are engaged on by a stray boulder.

- Boulder Charge Stun Duration decreased from 0.75s to 0.65s.
- [Bugfix] No longer resets the user’s size to default once the effect ends, such as Rampage’s Behemoth.
Razorback typically underperforms and struggles to maintain its niche within the Titan Crestline. To resolve this, we’re reinforcing its reactive identity by offering slightly more damage-reflecting capabilities and thereby elevating it to the level of its peers.

- Echidna Reflect Damage increased from 12% to 15%.
A small but meaningful bump in damage amplification for Void Gazer, granting it higher damage pay-off given its ability to be dodged.

- Eldritch Grasp Damage Amplification increased from 12% to 15%.
- [Bugfix] Eldritch Grasp no longer increases damage dealt by Allies.

Carry

With the previous round of adjustments to its effect, Ashbringer feels a little too expensive as an earlier-game purchase, given its more conditional nature. Now that it cannot be utilised as abusively by the likes of various Melee Fighters, there is room to lower its price to make it a more appealing option for Carries.

- Cost decreased from 3000 to 2900.
Cursed Ring has been adjusted to no longer provide nearly as much Attack Speed to its wielders. In exchange, the Basic Attack Damage Penalty has also been reduced. The combination of these changes brings the item’s power down to a much more manageable level for On-Hit reliant characters, while still leaving the opportunity open for various experimental Carry builds to exist.

- Curse Of Swiftness Attack Speed Multiplier decreased from 1.4x to 1.2x.
- Curse Of Swiftness Basic Attack Damage Reduction decreased from -35% to -25%.
Ruination has struggled to find its identity due to its generally niche use-case as a specialist item. While this is generally fine given its specialised use-cases, we’re granting it some additional ability Haste to compliment its Spirit Bleed effect while making it slightly more attractive for potential users such as Revenant and Eden that can appreciate a small bump in Ability Haste.

- Cost increased from 3000 to 3050.
- 10 Ability Haste Added.
- Recipe: Claymore + Temporal Ripper + 750g.
- Spirit Bleed Mana Burn increased from 25 to 30.
Scattershot was incorrectly marked as single target damage, leading to excessive unintended healing scenarios from its Scatter effect when enough Lifesteal was acquired. This has since been resolved with its Healing now being at more reasonable levels, and we have given the effect some additional damage to ensure it remains a compelling purchase despite this fix.

- [Bugfix] Scatter is now considered as AoE Damage and now benefits from Lifesteal at 33% effectiveness.
- Scatter Total Physical Power Scaling increased from 30% to 35%.
Solaris typically falls off too hard in the later stages of a match, while not providing enough Mana to resolve the Mana-needs of the more hungry Carries such as TwinBlast. We’re bumping both areas up, better solidifying Solaris as a competitive 1st buy candidate relative to the other options available.

- Mana increased from 300 to 350.
- Solarblade Bonus Physical Power Scaling increased from 30% to 35%.
With Mages gaining access to various new On-Hit tools in the v1.10 update, Spectra now pairs incredibly well with their general build path and requirements. As a result, we’re reducing the Haste on offer by the item, ensuring that the more CC-Heavy On-Hit attackers do not overly benefit from its inclusion within a build thanks to the ability uptime it offers.

- Ability Haste decreased from 15 to 10.
- Physical Penetration increased from 9 to 10.
- Corrode Physical Armor Shred decreased from 5% to 4.5%.

Assassin

- Demise Bonus Physical Power Scaling increased from 8% to 15%.
Manta Scythe has emerged as one of the strongest new entrants among the v1.10 items with its dueling capabilities making it especially oppressive to deal with in the early-game. It is receiving some significant pull-backs to its general statline and effects, significantly slashing its power to a level that should be more in line with the rest of the items available in the system. These changes should have the item remaining viable for Heroes it naturally synergises well with, but push it out of “must-buy” territory for a range of Heroes that should be considering other alternatives.

- Cost increased from 2800 to 2850.
- Physical Penetration decreased from 12 to 7.
- Lifesteal decreased from 8% to 7%.
- Insatiable Harvest Minion/Small Monster Damage decreased from 2x to 1.75x.
- Divide & Conquer Isolation Damage decreased from 15% to 10%.
- Divide & Conquer Isolation Radius increased from 800u to 1000u.

Fighter

- Corrode Physical Armor Shred decreased from 5% to 4.5%.
Given the potency of its damaging effect, Rapture is receiving a small hit to its Healing capabilities, as its wielders typically possess high levels of Healing within their kit which compounds too heavily with its purchase.

- Omnivamp decreased from 8% to 7%.
Solstice is receiving some general hits to its efficacy, making it less burst-heavy and less heal-heavy. Likewise its healing effect now only applies to Heroes, meaning it can longer grant abnormal levels of sustain to Heroes unless they participate in fights.

- Mornfall Max Stacks Damage Multiplier decreased from 2.25x to 2x.
- Mornfall Healing Modifier decreased from 150% to 135%.
- Mornfall Healing now only applies when damaging Heroes.
Volcanica is receiving a larger hit to its cooldown reduction capability, with the goal of it remaining an impactful item for any Hero looking for a quick injection to their ability uptime, but less able to nullify cooldown windows as quickly.

- Hellstorm Cooldown Reduction decreased from 1s to 0.5s.
- Hellstorm Ultimate Cooldown Refund decreased from 2s to 1.5s.
Carapace has also emerged as a powerful dueling item, with Bruisers and Assassins alike able to consider it. While this is generally intended, we’re trimming back on some of its general efficacy to ensure that it suits the Bruisers-style builds more, and does not offer as high levels of damage or durability as a single slot item in the early-game.

- Physical Power decreased from 45 to 40.
- Health decreased from 225 to 200.
- Shell Shock Shield decreased from 80 to 50.
- Shell Shock Shield Max Health Scaling increased from 10% to 12%.

Mage

Despite its unique effect, Gaussian Greaves can feel a little awkward to purchase compared to other Greaves options due to absence of a movement speed effect and how aggressively its damage effect falls off. After seeing it in action further, we’ve decided to grant it some additional Out of Combat speed to better match these expectations and lightly increase its general effectiveness to allow it to compete more appropriately for its slot within various builds.

- Cost increased from 2900 to 3000.
- Physical Armor increased from 25 to 30.
- System Shock Magical Power Scaling increased from 30% to 50%.
- Recipe: Chaotic Core + Polar Treads + Steel Mail + 300g.
- [New] Passive - Galvanize: Gain 7% Movement Speed while Out of Combat.
- [Bugfix] Fixed an issue where System Shock could become unusable if it was interrupted by Crowd Control effects.
A small shift in stats for Magnify, returning some of its durability to better suit its Melee users, but at the cost of some damage.

- Health increased from 250 to 300.
- Magical Power decreased from 60 to 55.
Consider this Santa’s gift to you Megacosm enjoyers. After all, who doesn’t love a discount?!

- Cost decreased from 3150 to 3100.
For this pass, we’re trialing having Oathkeeper grant Mana to its owners at the cost of some general stat efficacy. This will unlock it far more as a 1st-buy for various Mages, be they Fey and Morigesh, or Shinbi and Kwang, allowing some new build orders to surface - especially in the case of Ranged Mages.

- Magical Power decreased from 80 to 75.
- Health decreased from 200 to 175.
- 200 Mana Added.
- Recipe: Dusk Stave + Spell Slasher + Chaotic Core + 100g.
Previously, we wished to be careful with how much Mana Orb provided to its user to ensure that players could not freely play passively and scale thanks to the pairing of durability and Mana in lane. However, the general balance landscape has changed a lot since then, and with the changes to laning introduced in v1.9 that made it less rewarding to play passively, we feel comfortable increasing its Mana back to a level that feels more appropriate and desirable for its wielders.

- Mana increased from 250 to 300.
- Mana increased from 250 to 300.
Prophecy currently deals too much damage generically thanks to its Magical Strikes effect, making it overly-competitive for Heroes that do not even possess inherent synergy with it. We’re bumping down its scaling in general, both reducing its efficacy on unintended users, while also ensuring On-Hit Mage builds fall to a more appropriate level of strength.

- Magical Strikes Magical Power Scaling decreased from 20% to 15%.
A small bump in efficacy for Amir, making it more lucrative to purchase for any Mage Jungler that needs a boost in clearing capabilities.

- Cost decreased from 3000 to 2950.
- Magical Power increased from 70 to 75.
- Monster Slayer Monster Damage increased from 10% to 12%.

Support

Devotion's general healing capabilities and durability provides its wielders with too much potency across fights in the later stages of a match and is in need of some smaller reductions.

- Fidelity Low Health Bonus Healing & Shielding decreased from 15% to 12%.
- Mystica Damage Block decreased from 20% to 15%.

Tank

Once evolved, Cybernetic drive offers too much raw bulk to its owners which can be used by Tanks in the mid-lane especially to largely shut down their opponents ability to take trades in the lane. To ensure there is an adequate tradeoff in vulnerability to penetration and physical damage sources when seeking to scale up with the item, a small cut to Health is needed.

- Health decreased from 300 to 250.
- Frostblade Damage increased from 55 to 60.
Given its nature as a techy-counterbuy option and the large cooldown of its resurrection effect, Rebirth can feel overly lacklustre when sitting in your inventory between uses. As such, we’re granting it slightly more Haste, further opening up as a general catch all-defensive item that has a useful statline to round out builds for anyone that seeks some survivability and cooldown uptime in fights.

- Ability Haste increased from 10 to 15.
- [Bugfix] Fixed an issue where Ionizing Charge would not work correctly with persistent Shield effects, such as Steel’s Passive Shield.
Vainglory was initially priced highly to ensure adequate investment was needed given the raw durability it grants to the user. After seeing the item in action further and its general strength not proving too overwhelming, we feel comfortable reducing its price slightly to make it more inviting for Tanks to purchase.

- Cost decreased from 3200 to 3100.

Bug Fixes

  • Fixed an issue where a Player’s Declared Hero in Ranked would swap upon entering Hero Select Phase if it was not listed in the Role they have been assigned.
  • Fixed an issue where Gold Plants could be triggered by AoE Abilities.
  • Fixed an issue where Heroes could appear invisible in the Offlane.
  • Fixed an issue where users could become soft-locked if they received a chat-ban during an Affinity level-up sequence.
  • Fixed an issue where Hero AI could become stuck in a Recall loop and become AFK.
  • Fixed an issue where the Red Side Wall in Offlane had collision blocking far above, making Wukong depressed whenever he walks into it.
  • Fixed an issue where Mourn’s Beguile could be cast without breaking invisibility effects.
  • Fixed an issue where Heroes could get stuck in a crevice in Dawn’s Midlane near the River drop-down.
  • Fixed an issue where Siege Minions in ARAM could become stuck on Dawn’s T2 Staircase.
  • Fixed an issue where Dusk Red Buff’s Glacier Ramp had an incorrect walk collision.
  • Fixed an issue where a Pillar in Dusk Side Offlane Jungle was missing collision.
  • Fixed an issue with Midlane’s Ice Bridge that would allow Minions to be aggroed from above, breaking their pathing.
  • Fixed an issue with Aurora’s Frost Storm when interacting with Earth Spirit.
  • Fixed an issue where Serath’s Valkyrie Skin would not display Affinity Crowns in the correct location.
  • Fixed an issue where Crunch’s Grand Champion Skin would not display Affinity Crowns in the correct location.
  • Fixed an issue where Eden was rotated incorrectly in the Post-match screen.
  • Fixed an issue where Eden’s Hero Class was incorrect.
  • Fixed an issue where the Alert Box in the Main Menu could appear with incorrectly formatted text.
  • Fixed an issue where Akeron’s hitbox was incorrect while in Drone or Boulder form.
  • Fixed an issue where Ability Descriptions would cease functioning correctly when levelling up mid-Drone or Boulder form.
  • Fixed an issue where certain Hero Passives could work while in Rebirth’s Drone form.
  • Fixed an issue where Renna's Stupor could break Gaussian Greaves functionality if used mid-jump.
  • Fixed an issue where Oculon Gideon’s voice was incorrect in the Skins Collection tab.
  • Fixed an issue where the number of Skins Owned would not visually update in the Hero Collection tab after a purchasing a skin.
  • Fixed an issue where Yurei’s Recommended Loadout had the incorrect Crest for Mid/Carry.
  • Fixed an issue where text within the Crest Selection prompt could become incorrectly overlapped/formatted.
  • Fixed an issue where Players could be recommended unavailable content in the Store.
  • Fixed an issue where Players could attempt to buy Disabled Items without a warning prompt appearing.
  • Fixed an issue where Hero Roles were ordered incorrectly in the Collection tab.

Loadout Builder Bug Fixes

For this balance patch, we wanted to focus on addressing some of the most impactful bugs affecting the usability of the Loadout Builder. Notable fixes include addressing some bugs with the guide view such as: multiple item tooltips appearing when interacting with the shop with the guide view open and item prices not updating correctly as you purchase them. We've also resolved the issue where language filters were not being applied across all heroes when interacting with the build browser in the frontend.

There are more bug fixes and additional quality-of-life improvements coming in the next patch so watch this space!

  • Fixed an issue with Loadout Builder where selecting an item on the builds browser would break navigation functionality.
  • Fixed an issue with Loadout Builder where users could edit build descriptions in-game.
  • Fixed an issue with Loadout Builder where error messages would incorrectly be shown a layer behind a focused item.
  • Fixed an issue with Loadout Builder where Item Prices would not update correctly when purchasing components in the Guide View tab.
  • Fixed an issue with Loadout Builder where the recipe tree could fail to appear for the selected item in Guide View for controller users.
  • Fixed an issue with Loadout Builder where searching for an invalid build could result in text overlap.
  • Fixed an issue with Loadout Builder where swapping builds would not correctly update “Final Items” in the Recommended tab.
  • Fixed an issue with Loadout Builder where Right Click purchases would not work while in the Guide View tab.
  • Fixed an issue with Loadout Builder where Augment tooltips would not display when highlighted by Controller Users.
  • Fixed an issue with Loadout Builder where description box formatting could unintentionally shift after filling out 5 or more lines of text.
  • Fixed an issue with Loadout Builder where the number of remaining build slots for users would not display correctly.
  • Fixed an issue with Loadout Builder where category headers could flicker while scrolling on Controller.
  • Fixed an issue with Loadout Builder where Edit/Clear prompts would unintentionally shift nearby elements.
  • Fixed an issue with Loadout Builder where Items would not display in ascending price order.
  • Fixed an issue with Loadout Builder where dropdown elements could not be selected on Controller if all categories were previously collapsed.
  • Fixed an issue with Loadout Builder where hidden categories would not be visible again after editing a slot.
  • Fixed an issue with Loadout Builder where Language Filters would not save correctly and would have to be reapplied repeatedly.
  • Fixed an issue with Loadout Builder where Class Filters could be missing the item filter dropdown.
  • Fixed an issue with Loadout Builder where description text could flicker when filled with large amounts of text.
  • Fixed an issue with Loadout Builder where navigating the guide view with arrow keys could cause duplicate elements to appear.
  • Fixed an issue with Loadout Builder where Items that cannot be bought together, such as Cursed Items, could not be swapped out for one another.
  • Fixed an issue with Loadout Builder where a build creator's online status would appear in the Build Overview, resulting in Offline Players being greyed out.
  • Fixed an issue with Loadout Builder where Items within the Item Preview could flicker when navigating with Controller.
  • Fixed an issue with Loadout Builder where Language “check all” filtering worked in unexpected ways.
  • Fixed an issue with Loadout Builder where switching build in-game would not take the user to Guide View.
  • Fixed an issue with Loadout Builder where opening the Social Panel while navigating Items on Controller would force highlight a new location.

And that’s it - you just read the last patch notes of the year! Whether you’ve read them all or if this is your first time, we thank you so much for your attention this year - it means a lot to us!

We hope that you have a wonderful festive season and we'll see you again next year!

Rei & Zuzu

Game Design, and Community @ Omeda Studios

<3