


V1.6 Patch Notes

Hotfixes:
June 17th:
We’ve made changes to Predecessor Nitro to prevent matches from stalling and running longer than intended. The goal is to help games conclude earlier - before they reach a standstill - without disrupting the intended pacing.
Here’s how:
Faster Map Progression: Teams will now progress across the map more quickly, bringing it more in line with gold and XP income.
Stronger Win Conditions: When games begin to stall, one team will be better equipped with tools to close out the match decisively.
Changelog:
Death timers
We want to keep Nitro fast-paced, but also ensure teams have a window to capitalize on key advantages. To strike that balance, we’re slightly increasing mid-game death timers:
◆Previous: Level 13/14/15 → 30s / 32s / 34s
◆Now: Level 13/14/15 → 31s / 34s / 35s
This should give just enough breathing room for momentum without slowing the game down too much.
Tower plating
We're adjusting Tower Plating to make it easier to punish early roams or lane dominance by rewarding aggressive plays. The goal is to bring down Outer Towers a bit earlier in the match.
Changes:
◆Plating resistance duration after plate destroyed:
◆Reduced from 10s → 9sArmor & MR bonus after taking a plate (based on number of attackers):
◆1 Hero: 400 → 100
◆2 Heroes; 400 → 200
◆3 Heroes: 400 → 300
◆Plating shuts off:
◆Now at 8 minutes (was 9)
Inner Towers
Inner Towers should offer a solid line of defense, but they’ve been lasting a bit too long into matches. We’re adjusting their durability to make them easier to take down. With earlier pressure on Outer Towers and plating changes, Inner Towers should now come under threat at a more appropriate stage of the game.
◆Inner Tower health was reduced from 3500 to 3200.
Inhibitors
We don’t want a destroyed inhibitor to feel like an instant loss, but it should still create meaningful pressure. The goal is to encourage the team that secured the inhibitor to press their advantage, without making it feel impossible for the other side to recover.
◆Increased Inhibitor respawn time from 180 to 240
Objectives
We're adjusting objective timing to improve game flow and strategic opportunities. Objectives will now become available earlier to reduce downtime, especially in the late game. Orb Prime's initial spawn is being delayed by one minute to allow more time for teams to contest a second Mini Orb Prime. Additionally, the power of the Orb Prime buff is being increased to help the team that secures it push for victory more effectively.
◆Objectives respawn time down 30s
◆Fangtooth & Primal Fangtooth was 240 now 210
◆Mini Prime & Orb Prime was 240 now 210
◆Orb Prime spawn time was 13 minutes now 14 minutes
◆Orb Prime Buff that grants bonus Physical Power and Magical Power has been increased based off game time
◆Bonus Physical Power was 17,19,21,23,25,27,29,31,33,35 now 28,31,34,37,40,43,46,49,52,55
◆Bonus Magical Power was 24,28,32,36,40,44,48,52,56,60 now 45,50,55,60,65,70,75,80,85,90
Items
We want Hunt to be more available so Junglers feel more empowered to make plays on big objectives.
◆Hunt cooldown timer reduced from 80s to 60s
Bug Fixes
Resolved the CE-107101-0 error on PS5.
Players will no longer receive erroneous bans after disconnecting during loading screens.
Skylar’s Ultimate now correctly deals damage inside Revenant’s Ultimate.
Fixed spray previews not displaying properly in the Extras Store.
Corrected Hero name display issues on the Augments screen.
Rampage’s Boulder Throw now correctly calculates damage with Rock & Awe equipped.
Fixed incorrect gem colors for Zarus Unmaker skin.
Wukong’s clones no longer block minion pathing.
Resolved a bug where surrender wouldn’t trigger if some players were disconnected.
Addressed several crash issues for improved stability.
Hello, Champions!
Welcome to the V1.6 Patch Notes: the first step into a bold new era of Predecessor!
With the Paragon legacy complete, we’re now forging our own path, and what a start it is! V1.6 is packed with content, features, and fresh gameplay experiences:
New Original Hero: Yurei, the last Koru Shinzo, arrives with a brand-new story beat!
New Battle Pass: Dive into the Demonic theme and earn hauntingly good rewards!
New Experimental Game Modes: Predecessor Labs launches with our first experimental game mode, Nitro, delivering fast-paced mayhem!
New Hero Augment System: Customize your playstyle like never before!
Map Changes: The battlefield shifts to reflect the darkness rising!
…and so much more!
We won’t keep you in the shadows any longer (that’s where the demons lurk), so let's dive right in!
NEW: Yurei – the Last Koru Shinzo
The first Hero to usher in this new era of Predecessor is a formidable demon slayer, mastering both blades and soul-binding magic, an ancient art known to only a few. Her intense physical training has honed her incredible mobility, allowing her to strike with precision and power before enemies even realize what hit them.
She’s swift, deadly, and unlike anything we’ve seen before.
Hero Overview
Stats:
Health: 710 (+112 per Level)
Health Regen: 1.4 (+0.2 per Level)
Mana: 400 (+48 per Level)
Mana Regen: 1 (+0.1 per Level)
Physical Power: 60 (+3 per Level)
Attack Speed: 110 (+2 per Level)
Physical Armor: 30 (+4 per Level)
Magical Armor: 30 (+1.8 per Level)
Movement Speed: 705
Basic Attack Range: 300u
BAT: 1.15
Abilities
Hallowed Strikes [Passive]:
Effect: Casting an Ability grants 30/40/50/60% Attack Speed and causes Yurei’s next 2 Basic Attacks to become Ranged. These attacks deal (+15% Total Physical Power) bonus physical damage and bounce 2 times, dealing 15/20/25/30% damage to targets hit.
Kokoroken [Basic Attack]:
Effect: Yurei's’ Basic Melee Attack, dealing 60 (+75% Bonus Physical Power) physical damage.
Anima Burst [Primary]:
CD: 10
Cost: 55/60/65/70/75
Effect: Yurei causes a geyser to erupt underneath herself, dealing 90/115/140/165/190 (+90% Bonus Physical Power) physical damage and Marking targets hit for 4s.
Damaging a Marked Target will additionally restore 25/35/45/55/65 (+70% Bonus Physical Power) health, increased by 0-100%, based on Missing Health.
If Yurei uses Anima Burst while mid-air, she will additionally flip and launch herself upwards in her current movement direction.
Severance [Secondary]:
CD: 18/16.5/15/13.5/12
Cost: 40
Effect: Dash forwards, dealing 60/85/110/135/160 (+110% Bonus Physical Power) physical damage to all Enemies hit and Slowing them by 20% for 0.6s.
Damaging a Marked Target will consume the Mark to reset the cooldown and “tear” their Spirit from them, attaching it to them for 4s. The spirit has 10% of their Maximum Health and 100% of the Physical Armor and Magical Armor. Any damage dealt to the Spirit will be dealt as true damage to the Target it was torn from.
Tearing a Spirit from a Target that already possesses one will refresh the Spirit’s Health and Duration.
Whispering Echoes [Alternate]:
CD: 9/8/7/6/5
Cost: 25
Effect: Hurl three exploding Kunai, each dealing 30/42/54/66/78 (+40% Bonus Physical Power) damage and Marks Enemy Targets hit for 4s.
Soulstorm [Ultimate]:
CD: 120/100/80
Cost: 100
Effect: Channel for 0.5s, dealing 75/125/175 (+60% Bonus Physical Power) physical damage to nearby Enemies and Slowing them by 30% over the duration.
At the end of the duration, Yurei leaps upwards, pulling all targets towards her previous location and tears the spirits from targets hit for 4s. She will then strike downwards dealing 150/250/350 (+120% Bonus Physical Power) physical damage.
NEW: Ashes of the Damned Battle Pass
The brand new Ashes of the Damned Battle Pass arrives with the launch of V1.6 and runs until August 26th!
This Battle Pass is brimming with cursed, demonic, and otherworldly rewards. As with previous passes, you’ll find both Free and Premium tracks, each packed with enticing content.
Expect plenty of the usual with a twisted flair: Amber, Opals, profile icons, banners, sprays, and more. This time, we’re going even bigger:
The full Battle Pass experience offers 4 unique skins for 4 different Heroes
A fiery new recall effect to return to base in style!
Our team have worked tirelessly to build upon our last Battle Passes with exciting new content to ensure you receive the best possible experience, with exclusive and incredible rewards like multiple shiny new skins, Opal drops and a recall effect to name just a few.
With all the new goodies packed into the new Battle Pass we’ve made the decision to increase the price of the Battle Pass to 1300 Platinum. We believe this is a fair reflection of the value it offers and the amount of content you’ll be unlocking throughout the season.
And as a thanks for your ongoing support, we placed Gideon's new Infernal Skin on the free track so that everyone can unlock it!
Let the demonic grind begin!

Store News
New Skins
Jade Dragon Yurei [Uncommon]
Strike from the shadows like all the might of an unseen dragon!

Blood Rose Countess [Epic]
Make their death swift, and make it bloody.

Broodlord Khaimera [Epic]
Protect the nest at all costs, and slaughter all who would threaten you with Broodlord Khaimera!

Unmaker Zarus [Epic]
Sunder your foes with demonic undeath, with Unmaker Zarus.

Loot Core & Opal Store Additions
Zero G Shibi [Rare]
For occasions where a helmet is required but pants are still optional.

White Shadow Ops Wukong [Skin Variant]
Does it help with stealth? Probably not. Does the white suit look badass? Definitely.

Bundles
Jade Dragon Yurei
◆Yurei [Hero]
◆Jade Dragon Yurei [Skin]
◆Jade Dragon Yurei [Profile Icon]
◆Jade Dragon Yurei [Banner]
◆Omae Wa Mou [Overhead Emote]
◆Yurei Premium Affinity Pass
Bloodrose Countess Bundle
◆Countess [Hero]
◆Bloodrose Countess [Skin]
◆Red Bloodrose Countess [Skin Variant]
◆Purple Bloodrose Countess [Skin Variant]
◆Bloodrose Countess [Profile Icon]
◆Bloodrose Countess [Banner]
◆Come Get Some [Spray]
NEW: Predecessor Labs & NITRO
Experimental New Game Modes
In case you missed this week's big announcement. Predecessor Labs hits the game in 1.6 and is our new hub for experimental game modes.
These modes will rotate periodically, keeping things fresh and allowing us to road-test new ideas with you before committing to the significant work required for more permanent modes or changes to the main game.
Learn more about Predecessor labs here.
Labs Game Mode #1: Predecessor NITRO
Experience the full thrill of Predecessor—now supercharged, streamlined, and packed into intense 20-minute (on average) matches!
Looking to squeeze in a quick game before heading out? Are the kids asleep but might wake up soon? NITRO is designed for moments when you don’t have time for a full game of Predecessor, but still want all the strategy, mechanics, and fun.
NITRO is the Predecessor you know and love, but faster. Spawn times, XP gains, and death timers have all been fine-tuned for rapid action. If you come from a more action-heavy gaming background, this mode might be your new favourite.
It's also a great opportunity to test out new Heroes, kits and builds in low stakes, rapid turnaround matches. Fit more sessions into less time, deepen your skillset and show everyone what you can really do!
BRAWL
Predecessor Labs is taking over from BRAWL, meaning we're benching the mode for a short time while we cycle in more experimental game modes.
As we mentioned here, Brawl is currently being played only by a small minority of players and even then we've found that it's because these players want a faster, lower-commitment experience compared to Standard - not because it’s compelling on its own. It's also not a great pathway into Standard or Ranked for new players, with many new BRAWL players opting to just stick with it, rather than dipping their toes in with our more mainline game format.
We're sad to see it go, but we're excited to use the learnings it gave us to develop more exciting and experimental concepts that we think you'll love just as much if not more. And we also might bring BRAWL back one day too, changed and improved based on new learnings and player feedback.
Thank you for your ongoing support and feedback as we iterate and grow this part of the Predecessor experience. We cannot wait for you to join us on this new journey of development!
Map Adjustments
Not all map changes in V1.6 are demonic - some are just practical.In update 0.18, we introduced map changes to allow players to traverse more walls, but we found that many of these changes weren’t immediately clear and were underused. With this update, we’ve done another pass: lowering additional walls and making traversal points more visually obvious to encourage players to take advantage of them.

Ranked Party Size Changes
As some of you may have heard, we've been working behind the scenes to expand Ranked matchmaking, and, with V1.6, it’s officially here!
You can now queue for Ranked Mode with a party size of 1, 2, 3 or 5 (all the way up to Diamond rank). Above Diamond, the previous limit of 1 or 2 players in a party still applies.
But why no 4-stacks?
As we explained during the V1.6 stream, we felt it would be unfair to match a solo player with a nearly full, likely highly coordinated team. With 3 or 5, the playing field stays more balanced while still letting you bring your crew.
Time to climb the ranks - this time together!
Refer A Friend
We’re giving seasoned Predecessor players the opportunity to earn valuable rewards, including Loot Cores and even Quantum Cores, simply by inviting friends to join the game!
Here’s how it works:
If your account is level 10 or higher, you’ll receive 4 referral codes to share with friends who are new or have only played briefly.
Both you and your referred friend will receive rewards, with additional rewards unlocked the longer they play.
Players under level 10 are eligible to claim one referral code.
Each player can only use one code, and can share their code up to 4 times, so choose wisely!
You’ll be able to redeem or generate your code directly in the Player Portal. Full instructions will be provided in a Player Support article on release day.
Controller Button Icon Upgrade
We’ve updated the controller button icons in-game to make it clearer and easier to identify which buttons are bound to each skill.
This should improve accessibility, readability and help streamline gameplay for controller users.

NEW: Augments
Your Hero, Your Game, Your Way: Unleash the Power of Hero Augments!
Take your strategy to the next level with Hero Augments - a brand-new system of enhancements that can transform your gameplay each match. These powerful modifiers introduce meaningful, customizable effects that let you tailor your Hero to fit your unique playstyle.
Designed to be easy to pick up but deep enough to master, Augments open the door to fresh strategies, creative builds, and endless possibilities. Whether you're a seasoned veteran or a newcomer, you'll find tools here to make your Hero truly your own.
Using Augments
Augments are selectable in draft once you've picked the Hero you want to play with.
Once an Augment is selected and confirmed, the effect will be active immediately, from the start of the match until its very end.
Augments Functionality
If your Account is below Level 10 you will not be able to select Augments. Instead you will be automatically assigned recommended Augments as you level up and learn the game.
Once an Account reaches Level 10 it fully Unlocks the Augment System, allowing all of the Augments to be chosen as desired during the Hero Draft.
Additionally, Augment Selection is remembered on a per Role, per Hero basis. This means that upon selecting your Augments and completing a match, if you select the same Hero in the same Role in a new match, the Augments you previously selected for that Hero + Role will be remembered and equipped again automatically, unless you decide to change them again.
Likewise, if you choose a new Role for the same Hero, or the same Role and new Hero, it will default you to the Recommended Augments for that Hero in that Role again until you change them for the first time, after which it will be remembered between matches, as described above.
Types of Augments
Hero Augments - each Hero has its own unique set of Augments, intended to further elevate the most popular playstyle for selected Hero.
Minor Augments - you can choose 1 from each group. These are the same for all the Heroes.
You can find a detailed breakdown of all available augments below.
We’ll be closely monitoring your feedback after the release to make sure the experience stays fun and balanced, so make sure to share your feedback with us!
Minor Augments:
Pool 1:
Voracity:
◆Effect: Heal for 4% of damage dealt to Heroes.
Ultimatum:
◆Effect: Your Ultimate Ability deals 6% more damage.
Divination:
◆Effect: Your Heals and Shields are 5% stronger.
Regenerator:
◆Effect: When damaged by Heroes, restore 3 (+ 2% Missing Health) Health over 5s.
Technocrat:
◆Effect: Basic Attacks reduce your Ability Cooldowns by 0.15s On-Hit.
Pool 2:
Farmer:
◆Effect: Deal 7% more damage to Minions & Monsters.
Alchemist:
◆Effect: Dealing Ability Damage to Heroes restores (+2% Max Mana) over 4s.
Roamer:
◆Effect: While Out of Combat, gain 5% Movement Speed.
Steadfast:
◆Effect: While Immobilized, gain 12% Tenacity and 5% Damage Reduction for 2s.
Executioner:
◆Effect: Deal 6% more damage to Heroes that are below 40% Max Health.
Hero Augments:

Arcane Engine:
◆Related Ability: None
◆Effect: Dealing Ability Damage to Heroes grants you 2% Movement Speed for 1.5s, stacking infinitely ◆0.15s CD.
Mana Catalyst:
◆Related Ability: None
◆Effect: Restore Mana equal to 10% of damage dealt to Heroes, reduced to 2% for Non-Heroes. Mana restored from Argus’ Basic Attacks is double the original amount.
Synaptic Shock:
◆Related Ability: Ultimate
◆Effect: Synaptic Obliterator has 50% more range and Slows for 50% longer.

Ice Age:
◆Related Ability: Primary
◆Effect: Glacial Charge travels 25% further.
Frozen Fury:
◆Related Ability: Passive
◆Effect: Frost Storm grants Aurora 10/18/26/34% Attack Speed while it is active. Increases at Level 1/6/11/16.
Deep Freeze:
◆Related Ability: Ultimate
◆Effect: Cryoseism’s initial area of effect is 20% larger.

Bolster Bearicade:
◆Related Ability: Passive
◆Effect: While Boris’ Tesseract Core is active, he gains 15% increased Armors.
Savage Shred:
◆Related Ability: Primary
◆Effect: Detection Protocol’s Mark Shreds 35% of the Target’s Physical Armor for 4.5s when consumed.
Apex Hunter:
◆Related Ability: Alternate
◆Effect: Chrono Swipe deals 60% more damage to Heroes that are below 25% Max Health.

Shadow Strike:
◆Related Ability: Primary
◆Effect: Basic Attacks against Heroes reduce Shadow Slip’s Cooldown by 8%.
Sanguine Slash:
◆Related Ability: Alternate
◆Effect: Blade Siphon deals 15% more damage to Isolated Targets.
Blood Well:
◆Related Ability: Passive
◆Effect: Takedowns summon a pool of blood with 18 charges at the Enemies location for 120s. While standing in the pool, Countess consumes a charge to restore 2% Max Health and 2.5% Max Mana every 0.25s.

Combo Crunch:
◆Related Ability: Passive
◆Effect: Dealing damage with Cross Crunch grants 5% Attack Speed for 3s, stacking up to 6 times.
Lunge Crunch:
◆Related Ability: Alternate
◆Effect: Forward Crunch travels 20% further.
Falcon Crunch:
Related Ability: Secondary
◆Effect: Empowered Right Crunch launches Crunch 4x higher when used mid-air. However, its Cooldown is 50% longer when used this way.

Momentum Boost:
◆Related Ability: Passive
◆Effect: Rocket Boots also grants Yourself and nearby Allies 30% Decaying Movement Speed over 3s.
Photon Efficiency:
◆Related Ability: Primary
◆Effect: Photon Disruptor’s Cooldown is decreased by 15% when it damages a Hero.
Ionic Surge:
◆Related Ability: Ultimate
◆Effect: Ion Strike’s Stun radius is increased by 30%. Upon Stunning an Enemy Unit, it Shreds their Armors by 20% for 3s.

Smog Therapy:
◆Related Ability: Primary
◆Effect: While standing in Gag Grenade, Drongo and his Allies Heroes restore 40-590 Health over its lifetime. Increases with Hero level.
Bring The Boom:
◆Related Ability: Secondary
◆Effect: Rad Rounds deals 30% of its damage to nearby Enemies upon exploding.
Shred Spree:
◆Related Ability: Ultimate
◆Effect: Shrapnel Cannon’s Cooldown is reduced by 85%, but it deals 60% less damage.

Ichorous Glaive:
◆Related Ability: None
◆Effect: Killing Enemy Units restores 2% of Missing Healing, increased to 35% for Earth Shatter Executions.
Imperial Duelist:
◆Related Ability: Basic Attack
◆Effect: Feng Mao’s Basic Attacks debuff Targets for 3s. Against debuffed Targets, Feng Mao deals 5% more damage and takes 5% less damage.
Seismic Smash:
◆Related Ability: Ultimate
◆Effect: Earth Shatter also Knocks Up Enemies and Stuns them for a short duration.

Blast Zone:
◆Related Ability: Primary
◆Effect: Stick Mine’s explosion radius is increased by 25%.
Auto-Lock Amp:
◆Related Ability: Alternate
◆Effect: Seek and Destroy’s homing speed is increased by 25%.
Ion Barrier:
◆Related Ability: Secondary
◆Effect: Security Gate grants Yourself and Allies Heroes a 50 (+35% Magical Power) Shield for 3s when they first pass through it.

Event Horizon:
◆Related Ability: Primary
◆Effect: Cosmic Rift deals an additional (+5% Target’s Max Health) damage to Enemies in the center.
Abyssal Mantle:
◆Related Ability: Ultimate
◆Effect: Upon activating Black Hole, gain a 50 (+100% Magical Power) Shield for 4s.
Infinite Impact:
◆Related Ability: Alternate
◆Effect: Void Breach now has infinite range.

Close Cut:
◆Related Ability: Primary
◆Effect: Make Way deals 15% increased damage to the nearest Enemy Unit.
Imperial Soul:
◆Related Ability: Ultimate
◆Effect: Stone Forged Soul deals 12% more damage and its radius is 20% larger.
Tainted Oath:
◆Related Ability: Secondary
◆Effect: Sacred Oath applies 50% Blight to Enemies for 4.5s.

System Restore:
◆Related Ability: Alternate
◆Effect: Blocking an Ability with Energy Shield restores 30 (+18% Missing Health) Health and grants 25% Decaying Movement Speed over 2s.
Reboot.exe:
◆Related Ability: Passive
◆Effect: Triggering Pulsefire reduced your Current Basic Ability Cooldowns by 15%.
Instant Reload:
◆Related Ability: Ultimate
◆Effect: Killing an Enemy Hero with GTFO allows it to be re-cast at no cost for 8s.

Warlord’s Might:
◆Related Ability: Ultimate
◆Effect: Warlord’s Challenge’s duration is increased by 0.3s On-Hit, reduced to 0.15s for Non-Heroes.
Lust For Blood:
◆Related Ability: Passive
◆Effect: Heal for 4% (+0.5% per Level) of damage dealt to Enemies afflicted with Maximum Bloodlust stacks.
Chieftain’s Blink:
◆Related Ability: Blink
◆Effect: Grux’s Blink Cooldown is 30% shorter.

Blast Off!:
◆Related Ability: Secondary
◆Effect: Land Mine blasts Targets 30% further.
Combat Thrusters:
◆Related Ability: Ultimate
◆Effect: Gain 40%/80%/200% Movement Speed during Make It Rain.
Sniper Shells:
◆Related Ability: Basic Attack
◆Effect: Howitzer’s Basic Attack grants him 3.5% Total Attack Speed for 4.5s, stacking up to 6 times.

Turret Maniac:
◆Related Ability: Primary
◆Effect: Increase your Maximum Number of Flame Turrets from 3 to 4.
Badlands Belch:
◆Related Ability: Ultimate
◆Effect: Belch deals an additional (+8% Target’s Missing Health) damage and Knocks Back Enemies 30% further.
Hold This!:
◆Related Ability: Alternate
◆Effect: Molotov permanently gains +3 Explosion Damage against Heroes each time its Explosion hits one.

Execution Mandate:
◆Related Ability: None
◆Effect: Takedowns reduce Current Basic Ability Cooldowns by 50%.
Deadly Finesse:
◆Related Ability: Alternate
◆Effect: Damaging Heroes with Crippling Dagger reduces its Cooldown by 1.5s and refunds 20 Mana.
Critical Override:
◆Related Ability: None
◆Effect: Kallari’s Abilities can Critically Strike, but her Critical Damage is decreased by 35%.

Feral Ambush:
◆Related Ability: Alternate
◆Effect: Ambush’s range is increased by 15%.
Jungle Invasion:
◆Related Ability: None
◆Effect: Khaimera gains 5 (+1 per Level) bonus Physical Power while in the Jungle. Increases to 10 (+2 per Level) while in the Enemy Team’s Jungle.
Minion Regeneration:
◆Related Ability: Passive
◆Effect: Spirit Regeneration also grants Health Regeneration against Minions.

Bringer Of Mercy:
◆Related Ability: Alternate
◆Effect: Mercy costs 10 less Mana and reduces Kira’s Current Ability Cooldowns by 1s upon dealing damage.
Dusk’s Embrace:
◆Related Ability: Primary
◆Effect: Dusk deals an additional (+8% Target’s Missing Health) Damage to Enemies afflicted with maximum Vengeance stacks.
Siphoning Purge:
◆Related Ability: Ultimate
- Effect: Purge Heals for 15% of its damage dealt to Heroes.

Slayer of the Heavens:
◆Related Ability: Passive
◆Effect: Strike of the Heavens deals 20% more damage and reduces Cooldowns by 30% more.
Aura of the Heavens:
◆Related Ability: None
◆Effect: Kwang emits an Aura, granting himself 3% Omnivamp. Nearby Allied Heroes gain 5% Omnivamp.
Heavenly Tactician:
◆Related Ability: Ultimate
◆Effect: Fury of the Heavens’ Cooldown is reduced by 20s. Additionally, Kwang no longer retrieves his Heavenly Blade upon Recalling.

Devastating Bombs:
◆Related Ability: Alternate
◆Effect: Void Boms deal 15% more damage to Isolated Targets.
Combat Veteran:
◆Related Ability: Passive
◆Effect: Passively gain +0.1-2 (based on Hero Level) Experience each second.
Pulsefire Rounds:
◆Related Ability: Basic Attack
◆Effect: Lt. Belica’s Basic Attacks also deal (+10% Magical Power) magical damage On-Hit.

Spirit Shred:
◆Related Ability: Basic Attack
◆Effect: Morigesh’s Basic Attacks Shred 4% Magical Armor for 4s, stacking up to 5 times.
Ritual Of Death:
◆Related Ability: Ultimate
◆Effect: Takedowns decrease Curse’s Cooldown by 20s.
Cursed Infestation:
◆Related Ability: Primary
◆Effect: Hive deals 10% more damage and has 10% increased range.

Nightmare Extractor:
◆Related Ability: Passive
◆Effect: Casting an Ability reduces the Cooldown of Extract by 20%.
Contagioned Eclipse:
◆Related Ability: Ultimate
◆Effect: Eclipse applies Contagion to all Heroes on activation.
Dreadful Roots:
◆Related Ability: Alternate
◆Effect: If Abduct hits Terrain, Mourn pulls himself towards it.

Sting Operation:
◆Related Ability: Primary
◆Effect: Murdock gains 2 additional Max Static Trap Charges.
Justice’s Reach:
◆Related Ability: Passive
◆Effect: Shots Fired now Pierces through Enemy Units and has +300 range.
Martial Law:
◆Related Ability: Ultimate
◆Effect: Long Arm Of The Law deals 12% more damage and grants +50g on Hero Kill.

Circuit Reset:
◆Related Ability: Alternate
◆Effect: Alacrity reduces the Current Ability Cooldowns of the Target it Shields by 1.5s.
Aerial Assistant:
◆Related Ability: Ultimate
◆Effect: Reversal Of Fortune Cleanses the Ally it is used on and grants them 1.75s of CC-Immunity.
Essence Nullifier:
◆Related Ability: Primary
◆Effect: Serenity’s damage also drains 10 (+2/4/6/8/10% Target’s Current Mana) Mana, dealing it as true damage.

Berserker Beat:
◆Related Ability: Primary
◆Effect: March also grants Narbash and his Allies 12/15/18/21/24% Attack Speed.
Rhythmic Recharge:
◆Related Ability: None
◆Effect: Narbash restores Mana when taking damage, equal to 10% of the damage received.
Percussive Tear:
◆Related Ability: Ultimate
◆Effect: Each hit of Crash Bang Boom! Shreds 2.5% of the Target’s Armors for 3s, for a maximum of 25%.

Psychic Support:
◆Related Ability: Passive
◆Effect: Essence Catalyst also restores your Linked Ally’s Mana by (+10% Target’s Missing Mana) over the duration.
Final Flash:
◆Related Ability: Secondary
- Effect: Energy Lance is 30% shorter but deals 15/25/35/45/65% more damage.
Kindred Surge:
◆Related Ability: Ultimate
◆Effect: Hyperflux grants 10% more Movement Speed and (+1.5% Max Health) Health Regen for its duration.

The Rumbling:
◆Related Ability: Secondary
◆Effect: Rumble no longer has a Cooldown, but it costs 10 more Mana, Slows Rampage by 60% while active, and deals reduced damage of 30/50/70/90/110 (+40/42.5/45/47.5/50% Total Physical Power) instead.
Rock & Awe:
◆Related Ability: Primary
◆Effect: Boulder Throw can now be ripped out while mid-air. It also deals 0-80% more damage, based on Distance thrown (0-6000 units cap).
Tiny Titan:
◆Related Ability: Ultimate
◆Effect: Behemoth now shrinks Rampage instead, with it now also removing his Combat Penalty when using Basic Attacks and granting him 70% Total Attack for the duration. However, he receives 35% more damage while Behemoth is active. (Size Enlargement Effects such as Giant’s Ring also make Rampage even smaller.)

Quickdraw:
◆Related Ability: Basic Attack
◆Effect: Revenant reloads 30% faster.
Spectral Bounty:
◆Related Ability: Ultimate
◆Effect: Revenant temporarily steals 6% of his Target’s Physical and Magical Power while in the Nether Realm. If Revenant kills the Target while they are in the Nether Realm, he gains 50% of the stolen stats permanently.
Hellfire Blast:
◆Related Ability: Alternate
◆Effect: Hellfire Rounds’ 4th shot deals 8% more damage and ignores 40% of the Target’s Bonus Physical Armor.

Brutal Chains:
◆Related Ability: Alternate
◆Effect: Riplash has 10% more range. Successful hits also reduce its Cooldown by 30%.
Current Overload:
◆Related Ability: Secondary
◆Effect: Electrocute grants 8% more Movement Speed and deals 30% more damage to Monsters.
Wanton Warden:
◆Related Ability: None
◆Effect: Riktor Regenerates Health equal to 5%/6%/7%/8% of damage received, over 5s. Increases at Hero Level 1/6/11/16.

Vital Resonance:
◆Related Ability: Passive
◆Effect: Upon picking up a Fallen Grace Visage, Serath restores (+150% Total Physical Power) Health.
Wrath Unleashed:
◆Related Ability: Ultimate
◆Effect: Serath gains 20% Critical Strike Chance while Heresy is active.
Wanton Warden:
◆Related Ability: Secondary
◆Effect: Ascend now Stuns Enemies for 0.4s when it deals damage.

Unholy Pursuit:
◆Related Ability: Alternate
◆Effect: Phantom Rush grants 2 Souls when it damages an Enemy Hero. Additionally, its Cooldown also resets when Colossal Blow damages an Enemy Hero.
Grim Harvest:
◆Related Ability: Primary
◆Effect: Siphon now Executes Enemies that fall below 5% Max Health.
Gravebreaker:
◆Related Ability: Ultimate
◆Effect: Colossal Blow’s Knock Back is 25% stronger. Each time Sevarog reaches a new Soul Tier, the Knock Back strength is increased by another 25%.

Showstopper:
◆Related Ability: Alternate
◆Effect: Rushing beat now applies 2 stacks of Track to Heroes upon damaging them.
Bites Per Minute:
◆Related Ability: Passive
◆Effect: Ability hits reduce Biting Melody’s Cooldown by 1s more.
Natural Talent:
◆Related Ability: None
◆Effect: Shinbi permanently gains 0.5 Ability Haste upon killing a Camp Leader.

Plasma Barrage:
◆Related Ability: Primary
◆Effect: Plasma Grenade reduces its own Cooldown by 3.5s when it attaches to an Enemy Hero.
Suppressive Fire:
◆Related Ability: Secondary
◆Effect: While Air Assault is active, Skylar’s Basic Attack range is increased by 12%.
Atomised Artillery:
◆Related Ability: Ultimate
◆Effect: Atomiser now fires 3 blasts in succession, each dealing 42% of the original damage.

Endless Hunt:
◆Related Ability: None
◆Effect: Takedowns reset Sparrow’s Basic Ability Cooldowns.
Veiled Stalker:
◆Related Ability: Secondary
◆Effect: Upon activating Heightened Senses, Sparrow enters Stealth, becoming invisible to Enemies, and gains 35% Movement Speed for 1.5s.
Inner Fury:
◆Related Ability: Ultimate
◆Effect: Inner Fire now releases a fan of 5 arrows instead of 3. Additionally, it has 8% increased range and fires 2 additional volleys.

Bulldozer:
◆Related Ability: Primary
◆Effect: While using Bull Rush, become Unstoppable and gain 50% Damage Reduction.
Colossal Crash:
◆Related Ability: Ultimate
◆Effect: Shield Slam has 35% longer range, 10% larger radius, and it now Knocks Back Enemies away from Steel on impact.
Adaptive Force:
◆Related Ability: Secondary
◆Effect: Force Shield now has 2 charges, but is 70% less wide.

Iron Resolve:
◆Related Ability: Alternate
◆Effect: Wild Rush now grants 15/25/35/45/65% Damage Reduction while it is Channeling.
Axe Retrieval:
◆Related Ability: Secondary
◆Effect: Highland Hurl can be picked up from the ground, reducing its Cooldown by 40%.
Hersir’s Will:
◆Related Ability: Ultimate
◆Effect: While Unstoppable Force is active, Terra gains a stack of Hersir every 0.7s.

Natural Infusion:
◆Related Ability: Secondary
◆Effect: Damaging Heroes with Harvest Nettles grants 8 Ability Haste for 5s, stacking infinitely.
Wild Growth:
◆Related Ability: Primary
◆Effect: Bramble Patch has 40% more range.
Verdant Embrace:
◆Related Ability: Alternate
◆Effect: Untamed Growth also Heals The Fey and her Allies for 30 (+36% Magical Power) over its duration. The healing occurs again on Explosion.

Grenadier:
◆Related Ability: Alternate
◆Effect: Vortex Grenade has 1 additional Max Charge. Rocket Dash also restores 1 charge on use.
Amplified Burst:
◆Related Ability: Primary
◆Effect: Vaporize has 15% more range.
Hotshot:
◆Related Ability: Ultimate
◆Effect: Ventilate now Pushes Back nearby Enemies, its force increasing the closer they are to you (Based on 0-1000 units distance).

Mystic Marksman:
◆Related Ability: Alternate
◆Effect: Knock, Knock! now deals Magical Damage instead.
Illusionist:
◆Related Ability: Secondary
◆Effect: Surprise, Surprise! now grants its effects to nearby Allied Heroes in a 950 units area around Wraith, but its Cooldown is 40% higher.
Sniper’s Bounty:
◆Related Ability: Alternate
◆Effect: Killing Blows from Knock, Knock! grant +5g, increased to +30g for Heroes.

From Up High:
◆Related Ability: Secondary
◆Effect: High Impact’s 0-60% Height Damage is no longer capped at 1500 units, now able to deal 60-100% damage when Slamming from distances of 1500-10,000 units.
Masterful Mimicry:
◆Related Ability: Ultimate
◆Effect: Wukong’s Max Clone limit is increased by 1 and he now generates a stack of Hair every 4s.
Prosperous Path:
◆Related Ability: Ultimate
◆Effect: While in Body Stance: Kills grant +4g. While in Spirit Stance: Kills restore +2% Missing Health.

Energy Transfer:
◆Related Ability: Alternate
◆Effect: Deflecting a projectile grants 20% Decaying Movement Speed over 2s and a 44 (+18 per Hero Level) Shield for 3s.
Serpent’s Blessing:
◆Related Ability: Primary
◆Effect: Lash Kick’s Cooldown is reduced by 50% when Yin vaults off of Terrain.
Storm Of Salvation:
◆Related Ability: Secondary
◆Effect: Windburn lasts for 2s longer and grants Yin (+1% Missing Health) Healing On-Hit while it is active. The Healing is 20% as effective against Non-Heroes.

Hallowed Reverberation:
◆Related Ability: Passive
◆Effect: Hallowed Strikes gain +150 additional range and bounces 2 more times.
Soul Weaver:
◆Related Ability: Ultimate
◆Effect: Soul Storm grants 20% (+5% per Unique Hero Hit) Damage Reduction while active, and its Cooldown is 10% lower.
Ephemeral Surge:
◆Related Ability: Secondary
◆Effect: Destroying Torn Spirits grants 25% Decaying Movement Speed over 3s.

The Ascended:
◆Related Ability: None
◆Effect: Zarus permanently gains +10 Max Health and +1 Physical Power every minute.
Master Of Spears:
◆Related Ability: Alternate
◆Effect: Spear Of Nyr’s Cooldown is only 40% longer when thrown, instead of 100% longer.
Flow State:
◆Related Ability: Secondary
◆Effect: Evade’s Cooldown is 15% lower and its Cooldown resets on Takedown.

Heal Matrix:
◆Related Ability: Alternate
◆Effect: Infuse now has 2 charges, but it heals 10% less.
Terminal Treatment:
◆Related Ability: Alternate
◆Effect: Infuse’s On-Hit Damage increases by 0-60%, based on the Target’s Missing Health.
Disc Of Demise:
◆Related Ability: Primary
◆Effect: Ricochet bounces 25% further and each hit reduces its Current Cooldown by 5%, increased to 10% for Heroes.
Gameplay Balance Changes
Overview
Hero Augment System added, including 3 unique Augments for each Hero, and 10 minor Augments that are shared across all Heroes.
Passive Gold Gain slightly decreased.
Minion and Monster Gold slightly increased to compensate for reduced Gold Gain.
Support Item Costs decreased to compensate for reduced Gold Gain.
Death Timers between 20-23 Minutes are slightly shorter.
Normal Jungle camps now first Spawn at 01:05.
Mini Prime and Orb Prime empowered Minions are less durable.
A lighter general Balance Pass, as a large portion of time was dedicated to refining the Augment system internally.
Gold Drip
Gold Drip is seeing a slight decrease, with this lost gold being shifted back into farm, better rewarding players that farm well and generate CS advantages in the early game, and thereby further punishing players that choose to roam or gank too frequently.
◆Gold Drip decreased from 3.3 to 3.
Death Timers
Death Timers are seeing a small decrease in the mid-late game to make a single death from a team member less punishing and potentially less “game-ending” should it occur between the 20-25m interval. This is being done through the shifting of the current Time Multiplier that is applied to Death Timers after the 20m mark forward a few minutes, therefore ensuring that high level roles such as Mid and Offlane don’t see their Death Timer’s shoot up as aggressively during this portion of the match, and thereby allowing for more back and forth to occur between 2 teams.
◆Mid-game Increased Death Timer interval increased from 20m to 23m.
Minions
Melee Minions:
◆Gold increased from 19/22/25/28/31 to 21/24/27/30/33
Ranged Minions:
◆Gold increased from 12/15/18/21/24 to 14/17/20/23/26
Siege Minions:
◆Gold increased from 55 (+5 per level) to 60 (+5 per level)
Jungle
General:
Jungle Camp initial spawn times are being pushed by back 5s to demand more of a time-cost to teams that wish to leash for their Junglers, as currently there is minimal downside for Laners when helping their Jungler on their first camp as they can easily get back to their lane with plenty of time to spare. This also helps to slow down Junglers’ initial clearspeeds and reduces the frequency at which they can gank a lane a level or 2 up in the first 3 minutes.
◆Jungle Camp initial Spawn time increased from 1:00 to 1:05.
Mini Prime:
Mini Prime’s Minion Empowerment Buff currently makes Minions incredibly durable in the earlier stages of a match, often resulting in siege scenarios where a defending team has minimal chances at killing an empowered wave before the Enemy Team can destroy their Tower. We’re pulling back on this durability by a sizable amount, better allowing defending teams to stage a defence when an Enemy with Mini’s Buff rolls up to their lane.
◆Melee Minion Damage Reduction decreased from 65% to 50%.
◆Ranged Minion Damage Reduction decreased from 55% to 40%.
◆Siege Minion Damage Reduction decreased from 55% to 45%.
Orb Prime:
Like Mini Prime, Orb Prime’s Minion Empowerment Buff is also seeing a slight reduction in strength, with Orb Prime Minions now being less durable. This will allow the defending team a higher chance at clearing an Empowered Wave before their Structures fall, should the attacking team not capitalise on a siege quickly enough.
◆Melee Minion Damage Reduction decreased from 65% to 60%.
◆Ranged Minion Damage Reduction decreased from 55% to 50%.
◆Siege Minion Damage Reduction decreased from 55% to 50%.
Blue Buff:
Alongside the Gold changes that the majority of other Jungle Camps, Blue Buff is also receiving an increase to the bonus damage it offers, better normalizing it as a viable starting position for certain ability-based Junglers compared to overly-relying on Red Buff starts.
◆Gold increased from 130 to 145.
◆Creep Score increased from 6 to 7.
◆Blue Buff Bonus Ability Damage vs Non-Heroes increased from 25% to 30%.
Red Buff:
◆Gold increased from 130 to 145.
◆Creep Score increased from 6 to 7.
Black Camp [2]
◆Large gold increased from 50 to 54.
◆Medium Gold increased from 32 to 38.
Grey Camp [3]:
◆Large gold increased from 56 to 58.
◆Small gold increased from 31 to 34.
White gold [4]:
◆Large gold increased from 34 to 38
◆Medium gold increased from 21 to 23.
◆Small gold increased from 12 to 14.
Brown Camp [5]:
◆Small gold increased from 18 to 20.
Enhanced River Buffs:
◆Gold increased from 80 to 100.
◆Creep Score increased from 4 to 5.
Heroes Balance Changes

With the addition of Crunch’s Augments, we’ve taken some time to update Empowered Right Crunch’s Hitbox, with it now remaining active for a short duration while Crunch is executing his Uppercut and connecting his fist to an Enemy, and therefore making it more intuitive to use.
Right Crunch [Secondary]:
◆[QoL] Empowered Right Crunch’s Hitbox is now persistent when it is used mid-air and now matches Crunch’s uppercut animation more closely, instead of only targeting Enemies immediately on cast.

Greystone’s ability to dish out high damage while being an unkillable menace leaves him feeling overly oppressive for many Heroes to deal with in the later stages of a match. As a result we’re reducing several of his Scalings to ensure that he has a healthier mix of Damage to Durability that moire Heroes can compete with.
General:
◆Health Growth decreased from 125 to 122.
Lightbringer [Basic Attack]:
◆Bonus Physical Power Scaling decreased from 90% to 85%.
Stoicism [Passive]:
◆Max Health Health Regeneration decreased from 0.2% to 0.15%.
Sacred Oath [Secondary]:
◆Bonus Physical Power Scaling decreased from 35% to 30%.

Even when committing to a Magical build, Grim’s GTFO lacks some punch given the intercept counter play on offer. A little more Magical Scaling on the Ability should have Grim feeling better more autonomous and deadly when committing to a Mage build.
GTFO [Ultimate]:
◆Magical Power Scaling increased from 95% to 105%

Kwang is another Hero who’s general Damage to Durability profile is a little higher than desired. While we’re treading cautiously due to the volatility that the Augment system is introducing into the Balance Ecosystem and the myriad of ways it will shake things up, Kwang can also stand to lose a touch of baseline durability, given how much burst damage output he can output when committing to damage-heavy builds.
General:
◆Health Growth decreased from 127 to 122.
◆Physical Armor Growth decreased from 4.3 to 4.1.
Strike of the Heavens [Passive]:
◆Attack Speed decreased from 60 to 50.

With the previous round of improvements, Mourn has found himself at the forefront of the Support role and picked up by far more players. However, now that he has found himself in a more enjoyable and stronger state, he can stand to lose some general durability and sustain strength as he frequently can feel overly difficult to punish even when he steps out of position thanks to his inherent durability and the healing offered by Extract.
General:
◆Health Growth decreased from 131 to 125.
Extract [Passive]:
◆Cooldown increased from 8 to 9.
◆Healing Max Health Scaling decreased from 4%/6%/8%/10% to 3%/5%/7%/9%.

Serath is another Hero seeing a small reduction in baseline durability given her general strength and damage output, better offering her opponents a chance at bursting her down should she find herself out of position or diving too deep without support.
General:
◆Health Growth decreased from 125 to 123.
◆Physical Armor Growth decreased from 4.5 to 4.2.

A quick change for Phase, with her Basic Attack Range being increased to match that of the other Ranged Heroes among the Hero roster. This will better allow her to contribute to trades and poke opponents in the laning phase with her Basic Attacks, which previously she struggled with due to the lower range she possessed and how difficult it could be to reciprocate damage.
Pulse Bolt [Basic Attack]:
◆Attack Range increased from 1300 to 1500.

Boulder Toss [Primary]:
◆[QoL] Camera is no longer locked while Rampage picks up his Boulder.

The previous round of balance changes have helped Skylar feel more threatening in the average match. However, her ability to mercilessly burn through a target with Hypercharge is too potent relative to the damage output of other Carries and is in need of a reduction.
Hypercharge [Alternate]:
◆Magical Power Scaling decreased from 5% to 4%.
- Bonus Physical Power Scaling decreased from 11% to 10%.

With the addition of Sparrow’s Augments, her Ultimate can now stand to lose some baseline strength due to all the new synergies and tools Sparrow possesses to further enable her to secure a well-positioned attack.
Inner Fire [Ultimate]:
◆Center Arrow Total Physical Power Scaling decreased from 90% to 80%.
◆Side Arrow Total Physical Power Scaling decreased from 70% to 65%.

Terra’s Highland Hurl is receiving a small rework to bring greater consistency between the baseline ability and her new Axe Retrieval Augment. In short, Highland Hurl now Pierces Enemy Heroes instead of stopping upon hitting them, and the Ability no longer has a limited range, with Terra able to throw her Axe at longer distances in an arced path once Gravity kicks in.
Highland Hurl [Secondary]:
◆Now pierces Heroes too.
◆No longer has a fixed range. Instead, Highland Hurl now acts as a lobbed projectile, with gravity applying to the Axe after a short time.

Wraith is receiving some changes aimed at reducing the potency of Support Wraith at higher levels of play, while also safe-guarding against the newfound strength of Mage Wraith, should he opt into his new Mystic Marksman Augment. While these changes may be surprising to some, they are necessary as a pre-emptive action to safeguard against Mage Wraith being too overpowered once v1.6 Balance goes Live.
Who’s There [Passive]:
◆Solstone Drone Magical Power decreased from 40 to 30.
◆Solstone Drone Ability Haste decreased from 15 to 12.
Peekaboo! [Primary]:
◆Max Health Damage Magical Power Scaling decreased from 2.5% to 2%.
Knock, Knock! [Alternate]:
◆Magical Power Scaling decreased from 70% to 60%

The Monkey King is also receiving a small round of changes. Much like other Fighters and Bruisers in this Balance Pass, he is also receiving a small hit to his Durability given the Damage and Mobility he possesses. Likewise, we’re reducing his early-game potency further for those times he opts into a Lane thanks to the general strength of his Levels 1-3 and the number of Abilities he possesses. The combination of these changes should better allow his opponents the chance at matching his aggression early, and more opportunities to shut him down should he “monkey-out” too hard.
General:
◆Health decreased from 715 to 705.
◆Health Growth decreased from 121 to 117.
◆Physical Armor Growth decreased from 4 to 3.8.
◆Physical Power decreased from 60 to 58.
Somersault [Passive]:
◆Cooldown changed from 16.5-5.45 (-0.65 per Level) to 19-5.4 (-0.8 per Level).
Cycle Breaker [Secondary]:
◆Damage decreased from 60/90/120/150/180/210 to 60/85/110/135/160/185.
84,000 Hairs [Ultimate]:
◆Clone Damage Total Physical Power Scaling decreased from 20% to 16%.

As a follow up the the previous round of Zinx changes, we’re once again increasing the damage of Bad Medicine to provide Zinx with more aggressive autonomy in the lane, thereby providing her with more pay-off when she puts herself at risk with aggressive play.
Ricochet [Primary]:
◆[Bugfix] Disc Projectile no longer turns invisible for the User upon bouncing.
Bad Medicine [Secondary]:
◆Damage increased from 35/50/65/80/95 to 40/55/70/85/100
◆Magical Power Scaling increased from 25% to 30%.
◆Erupt damage increased from 50/80/110/140/170 to 55/85/115/145/175.
◆Erupt Magical Power Scaling increased from 40% to 45%.
Items Balance Changes
Assassin:

Small Bump in Power for Dread, better tailoring it to Assassin that need a bump in Magical Durability without letting their damage suffer too hard compared to other options.
◆Physical Power increased from 40 to 45.

Currently, Infernum is a bit too well rounded of an Item, offering it’s users a healthy dose of everything they need, which makes it a difficult option to forego for many Assassins. As a result, we’re shifting around Infernum’s stats, with it losing some Ability Haste in exchange for some Physical Power to better allow other Haste or Damage options in the Class room for consideration in builds.
◆Physical Power increased from 40 to 45.
◆Ability Haste decreased from 15 to 10.
Fighter:

Augmentation is generally performing too strongly in the damage department, proving too optimal for a range of users. To resolve this, a decrease in the damage its effect provides is required, especially in the case of tankier Heroes that can rely on it as strong single-slot source of damage and allowing them to commit to less damage-heavy follow-up options with minimal drawback.
◆True Strike Total Physical Power Scaling decreased from 35% to 30%.
Support:
All Support items are seeing a small reduction in Gold Cost to compensate for the fact that Passive Gold Drip has been reduced. This will roughly result in a minimal overall gold change for Supports that buy items within their Class, while also contributing to a healthier economy gap between those Supports that opt into more expensive and powerful, non-support alternatives.

◆Cost decreased from 2450 to 2400.

◆Cost decreased from 2500 to 2450.

◆Cost decreased from 2450 to 2400.

◆Cost decreased from 2450 to 2400.

◆Cost decreased from 2600 to 2550.

◆Cost decreased from 2550 to 2500.

◆Cost decreased from 2600 to 2500.

◆Cost decreased from 2500 to 2450.

◆Cost decreased from 2600 to 2550.

◆Cost decreased from 2550 to 2500.

◆Cost decreased from 2550 to 2500.

◆Cost decreased from 2550 to 2500.

◆Cost decreased from 2600 to 2550.

◆Cost decreased from 2600 to 2550.

◆Cost decreased from 2500 to 2450.

◆Cost decreased from 2450 to 2400.

◆Cost decreased from 2500 to 2450.
Bug Fixes
Fixed an issue where the User’s previously selected Skin for a Hero would be incorrectly highlighted in the Hero Draft when cycling between Skins.
Fixed an issue where Sparrow’s Hail of Arrows could draw Minion Aggro.
Fixed an issue where Greystone’s Make Way could deal an extra tick of damage.
Fixed an issue where Feng Mao could escape the map in certain locations.
Fixed an issue where Controller Users could not access the Show Match ID prompt in the Match History.
Fixed an issue where PS5 Users could cease to have Movement Ability functionality upon Reconnecting to a Match.
Fixed an issue where PS5 Users could be shown as Disconnected on the HUD despite Reconnecting a Match.
Fixed an issue where Users could reconnect and be placed into the Sky, or lose other Gameplay Functionality.
Fixed an issue where the Deadzone Setting would not correctly apply the chosen value for PS5 Users.
Fixed an issue where Deadzone Setting would not be as reactive at smaller values on the Left Stick for PS5 Users.
Fixed an issue where the Battlepass Details Page would return to the Play Page when a User exits it.
Fixed an issue where Daily Login Rewards could not be navigated correctly on Controller.
Fixed an issue where the BattlePass Fast Track Details would not display the prompt for Scrolling on Controller.
Fixed an issue where Friend’s Replays would not populate correctly on the Match History Browser.
Fixed an issue where Users could lose partial functionality of Replays and be unable to exit the Replay.
Fixed an issue where the Dusk Jungler would be shown at the incorrect CS and Level on the Scoreboard when skipping ahead in Replays.
Fixed an issue where the Observer in Replays would have their Current Perspective shifted to another Hero when a Hero dies.
Fixed an issue where Minions would not show on the Minimap during Replays.
Fixed an issue where the View Replay option would be unresponsive when selecting it in Match History.
Fixed an issue where Live Replays could fail to buffer and progress past their initial limit once reached.
Fixed an issue where opening the Scoreboard during a Replay could generate the virtual cursor and lock out the Camera for Controller Users.
The end is nigh…
In fact, the end is here.
Thank you very much for reading these patch notes in their entirety.
That’s only the first part of the Ashes of the Damned season - there’s plenty still to come! Keep an eye out on our socials to learn more.
As always, let us know what you think on Reddit or Discord!
Until next time,
Rei, Game Design
Omeda_Zuzu, Player Experience Manager