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V1.11 Patch Notes
V1.11 Patch Notes

V1.11 Patch Notes

Everything you need to know about V1.11!

Patch Notes3 дня назад
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Summary

Hello, Champions, and Happy New Year!

We haven’t seen you since last year, but luckily we haven’t had to wait long. The year has barely begun, and things are already falling into place for V1.11, arriving next Tuesday, January 13th!

And there are some rather exciting things waiting for you in this one!

Without further ado, let’s dive into:

  • New Hero: Maco, a menace and a healer!
  • New Year, better Nitro!
  • AFK VP loss mitigation
  • Party Boost XP
  • Community Voted Fixes
  • Forever Hero Pack
  • New skins
  • And more!

New Hero: Maco, the adorable menace

Predecessor Heroes can be many things: a special figure to their people, vigilantes who uphold justice, or warriors who have chosen the wrong path… Maco is none of them.

It’s fair to say Maco is the hero of his own story. Like many of his kind - the Critterkin, inhabitants of Velrune’s forests and subterranean burrows - he loves to sleep, snack, and collect shiny things.

As part of his duties, Maco was assigned to guard a shift so the rest of his family could sleep in peace. But his irresistible urge to try on the royal crown - the shiniest of objects - sent everything tumbling: the precious stones were lost, and the fear of a royal telling-off has now launched Maco on a grand quest to find replacement jewels. You can learn more about his story here.

And that’s where we meet him: our new Support Hero, ready to heal you on the battlefield - and perhaps your soul, a little bit too.

Stats

  • Health: 675 (+113 per Level)
  • Health Regen: 1.5 (+0.2 per Level)
  • Mana: 400 (+38 per level)
  • Mana Regen: 2 (+0.12 per level)
  • Attack Speed: 120 (+1.4 per Level)
  • Physical Armor: 22 (+4.3 per Level)
  • Magical Armor: 27 (+0.95 per Level)
  • Physical Power: 57 (+3.9 per Level)
  • Movement Speed: 665
  • BAT: 1.2

Abilities

Mach Speed! [Passive]

As Maco moves, he gains stacks of Movement Speed up to 15% (+0.75% per level).

When Maco reaches 25 stacks, he gains Mach Speed, which grants him Slow Immunity.

After taking Damage from Enemy Heroes or standing still, he retains all buffs for 3s before they are removed.

Ta-Da! [Basic Attack]

Ranged basic attack dealing 57 (+55% Physical Power) physical damage.

Additionally, Maco gains a stack each time he successfully Basic Attacks an Enemy, up to a max of 4. At max stacks, Maco’s next ability’s Cooldown is reduced by 1s and all stacks are removed.

Maco Gift! [Primary]

CD: 7s

Cost: 50/75/100/125/150 Health

Active: Maco lobs a gemstone that hurts or heals depending on the Target hit.

If Maco hits an Ally, they are Healed for 50/70/80/110/130 (+35% Magical Power) Health in addition to 1/1.5/2/2.5/3% of their Max Health. Allies also gain 10/12/14/16/18% (+3% Magical Power) Movement Speed for 3s.

If Maco hits an Enemy, they take 75/110/145/180/215 (+50% Magical Power) magical damage.

Maco cannot hit himself with this ability.

Passive: Hitting either Allied or Enemy Heroes with any ability Heals you for 20/30/40/50/60 (+2% Magical Power) (+0.3% Max Health) Health.

Using this ability costs Health instead of Mana.

Maco Fly! [Secondary]

CD: 16/15.25/14.5/13.75/13s

Cost: 80/85/90/95/100

Maco leaps high into the air before slamming back down to the ground with his gemstone, dealing 80/110/140/170/200 (+85% Magical Power) magical damage to Enemies and Slowing them by 25% (+3% Magical Power) for 1.5s.

If Maco hits an Enemy Hero, he gains a 80/135/190/245/300 (+40% Magical Power) (+7.5% Max Health) Health Shield for 4.5s.

After landing, Maco dashes slightly in the direction he is currently moving.

Maco Sparkle! [Alternate]

CD: 13/12.5/12/11.5/11s

Cost: 70/75/80/85/90

Maco throws a slow-moving gemstone that explodes at its max range, or when detonated early by reactivating the ability.

When the gemstone explodes, it deals 70/95/120/145/170 (+45% Magical Power) magical damage and Stuns Enemies for 0.5s.

Stun Duration increases up to 1.1/1.15/1.2/1.25/1.3s based on distance.

Maco Strike! [Ultimate]

CD: 115/95/75s

Cost: 150

Maco charges up his gemstone for up to 1s, increasing the range it travels.

When Maco releases the charged gemstone, it barrels forward along the ground, dealing 80/130/180 (+40% Magical Power) magical damage and Pushing and Stunning all Enemies it hits along with it.

At the gemstone’s max range, it explodes, dealing 120/195/270 (+70% Magical Power) magical damage and Stunning all Enemies hit for 1s.

Augments

Longshot:
- Related Ability: Alternate
- Type: Ability Damage
- Effect: Maco Sparkle’s damage scales linearly based on how far it travels from 100% to 200% damage.
Shatterbloom
- Related Ability: Ultimate
- Type: Healing
- Effect: Maco Strike creates a Healing field at the explosion location that Heals 15/25/35 (+4% Magical Power) every 0.25s for 5s.
Ferocious Flight
- Related Ability: Secondary
- Type: Shielding
- Effect: For each Enemy hit by Maco Fly, Maco gains 40/60/80/100/120 (+12.5% Magical Power) (+1.5% Max Health) additional Shielding and the ability’s Cooldown is reduced by 1s. This effect also occurs on non-Heroes but is reduced by 80%.

Have your say - Results

When we decided to dedicate V1.11 to small fixes with a big impact, we knew we didn’t just want to rely on our internal view of the game’s most-needed improvements - we wanted to involve you, our community, as well!

During a 10-day period in early November, you were able to submit issues in a dedicated Discord channel, where others could upvote or downvote each entry.

We’ve compiled, analysed, and reviewed all the feedback, and assessed what we could squeeze into 1.11, considering the resources available - especially with the holiday season approaching. Additionally, we wanted to ensure that the proposed changes aligned with our goal of prioritizing adjustments with a big impact.

This entire process has given us valuable insights into which Quality of Life changes are important to you. We’ve prepared a list of what we’ll be addressing in V1.11, as well as the things that we are aiming to ship in future releases later in 2026 and beyond.

Feedback We’ll Be Acting On in V1.11

Adjustment of Tower Hitboxes

We heard the feedback that the hitboxes of towers don’t align properly with their actual shape. We’ll be adjusting this in V1.11 to improve aiming precision and fairness while engaging with the towers.

Show Who Killed Fangtooth/Orb Prime

A popular request that’s quick enough to implement - notifications for Fangtooth and Orb Prime will now include the name of the player who dealt the fatal blow. We’ll also let you know if the objective was stolen… just in case that information comes in handy for any revenge plans.

Ranked Changes

Ranked is another part of the game that’s highly dynamic and frequently evolving, and it received its fair share of requests. We want to let you know that several of your requested changes to Ranked are being implemented in V1.11! You can find the exact breakdown of changes in the Ranked section.

Play Any Hero in Practice

Starting in V1.11, you will be able to play any Hero in Practice mode, without needing to purchase them first!

This change will hopefully allow you to find Hero fitting your playstyle more easily, test them more thoroughly and allow you to make better informed decisions before spending Amber or Platinum on them.

Social Screen Improvements

We’re adding more at-a-glance information about your Predecessor friends! When you select a friend in the Friends List, you’ll see their level, rank, and VP displayed at the top of the options menu (where you can mute/unmute, remove friend, etc.).

The Ultimate Hero Pack: Every Hero, Now and Forever

One of the most commonly requested features, especially for new players is the option to buy all of our Heroes in one go.

We’re delighted to announce that we’re launching our Ultimate Hero Pack on the 21st of January, which instantly grants you access to our entire roster of currently available Heroes, plus every single new Hero we release in the future, at no additional cost.

The bundle will launch with a 33% discount for $19.99 for the first 2 weeks until the 4th of February then returning to $29.99. The discount is only available on Steam, Epic and PSN stores due to platform restrictions.

What’s included:

  • Instant Access: Every currently playable Hero is unlocked immediately.
  • Lifetime Value: All future Heroes are automatically added to your collection at release.
  • Amber Refunds: Get an Amber refund for every Hero you already unlocked.

This is a one-time purchase, all Heroes are permanently unlocked on your account. When a new Hero enters the fray, they will be waiting for you in your collection, no grinding required.

Note: Amber refunds are granted for previously unlocked Heroes using their current Amber value.

Priorities For Us To Address In Future Updates

We received many excellent suggestions for new Quality of Life features, but some of them fall outside the scope of what we could realistically achieve in time for V1.11.

The following is a list of features we’re hoping to bring to the game at a later date - they are not included in V1.11.

Stability Improvements

We have some major performance and stability fixes coming to the game (including quite a few for the PlayStation version - watch this space). They still need a bit more work before they’re ready to ship, but you can expect them soon - over the next few weeks.

Daily and Weekly Challenges

You’ve asked for challenges to give you goals to work towards, and we get it! In fact, we’ve done a lot of groundwork for this feature already, but it still requires some additional time before we can consider it ready. However, now that we know just how much you’re looking forward to this feature, we’re hopeful it won’t be long before we’re able to introduce it to Predecessor.

Different Crosshairs for Different Heroes

Another highly requested feature, particularly for Heroes like Revenant, Murdock, and Bayle. While it’s a great idea, it unfortunately didn’t fit within the scope of this update. Fear not, this request will very much stay on our minds for the future!

Post-Match & Replay Build Visibility

Many of you upvoted the suggestions that pertained to the end of the match screen and replays - and one of the most popular ones asked for the ability to view player builds at the end of a match, while watching replays. We fully agree that this would improve the end of a match experience and would help learning experience. We are currently discussing the whole end of match experience because we think we can make several improvements there, and this will likely be part of that future work.

Hero Customization Page

A popular suggestion to create a hero customization tab in the main menu, where players could adjust keybinds, cosmetics, and builds. This is an excellent idea, and something we’d love to work on in the future.

Limiting Paragon Rank to 100 Players

We heard your feedback on increasing the prestige of the highest rank by strictly limiting it to a small number of players. We like that idea, we believe it makes plenty of sense, however, other Ranked system changes need to happen first before we can introduce this one, so this isn’t something we’ll be addressing in V1.11.

Switching Heroes in Practice Mode

You’ve asked for the ability to switch Heroes without leaving practice mode. We sympathize with this, it would be a great QoL feature! This requires some work though before we can introduce it, more work that we could fit in before V1.11.

Fog in the Jungle (from Shadows Eve Map)

This small visual effect, serving little more function than being a spooky flourish on the Shadow’s Eve map, has clearly charmed many of you, as it was one of the more popular suggestions. While we won’t be reintroducing it in V1.11, we wanted you to know that we’ve heard your request and will keep it in mind for the future especially in the design for our new map.

Ranked Matchmaking Improvements - Coming Soon

We’re still working on a major improvement to the matchmaking system, one that blends VP and our internal MMR much more effectively when creating matches. It isn’t quite ready yet, but we’re hoping to ship it before the current split ends, so watch this space.

Ranked News

Ranked Mode is Expanding!

SA

You really showed up, SA players! Ever since we launched Ranked in SA, we’ve been seeing awesome results, so based on the data, we’re happy to announce that SA Ranked will now be available every day!

Starting January 13, on weekdays (Monday–Friday), Ranked will be open from 17:00 BRT (20:00 UTC) until 00:00 BRT (03:00 UTC). Weekend windows will remain unchanged.

OCE & ASIA Ranked Test

The time has come - we want to test Ranked viability on OCE and ASIA servers!

Please keep in mind that, for now, this is only a test that we plan to run for a few weeks. We may extend it if we see good results and healthy queues, but we may also end it early if Ranked negatively impacts matchmaking in those regions.

OCE - Starting Saturday, January 10, Ranked will be open on OCE from 20:00 AEDT (09:00 UTC) until 00:00 AEDT (13:00 UTC).

ASIA - Starting Saturday, January 10, Ranked will be open on ASIA from 22:00 JST (13:00 UTC) until 02:00 JST (16:00 UTC).

Ranked AFK VP Mitigation

This feature is a popular request from Ranked players. It isn’t entirely new to the game - back in V1.5, we introduced the first iteration of VP Loss Mitigation, reducing the amount of VP lost in Ranked when one or more teammates were confirmed AFK by the game.

However, the game didn’t communicate this clearly enough to players, and as we monitored the feature, we found that, overall, the reduction often wasn’t significant enough to make a meaningful difference.

To address that, in V1.11 we’re introducing a notification on the Ranked VP screen whenever VP loss has been mitigated due to an AFK detection. We’ll also be increasing the amount of VP we mitigate, to between 60% and 80%, depending on match length.


Nitro Updates

Nitro remains one of our most popular game modes, and as we’ve said many times, we’re committed to making it the fastest mode available in Predecessor.

The original goal for the mode was to deliver all the signature MOBA depth you love but in a much quicker game time. We’ve been iterating over time, with the most recent tweaks in 1.10 included, but we still felt like not having a game being guaranteed to finish before 20 mins meant that we weren’t delivering on our original goal.

Introducing Last Stand

Last Stand begins at 16 minutes. When it starts, all remaining towers and inhibitors ignite and begin to burn, losing health every second. Once a structure reaches 1 HP, it will stop taking damage from the fire, at that point, it must be finished off by a Hero or minions to be destroyed.




The Core will also take damage from the fire, but only down to 50% health.

Additionally, we’ve rebalanced the late-game consumable potions. They’ll now be available from level 15+ and will cost X onwards, providing a massive stat boost for 3 minutes.

Both changes are aimed at ensuring games finish before 20 minutes. Hopefully, that goal will finally be realized - we’re excited to find out!We’ve been playtesting these changes for a while and we’re excited about opening them up to all players.

As always, we’ll continue to keep an eye on their impact, as we look to deliver on a consistent sub 20 minute game time, without the mode losing the depth that makes MOBAs special. Please let us know what you think of the changes as you play Nitro over the next few weeks.


Party XP Boost

In V1.11, playing with friends is really going to pay off! To encourage partying up, players who enter matchmaking as a premade party will receive an additional XP boost, helping you progress even faster. It’s the perfect opportunity to help new friends level up - or to speed up your own grind to the top!

The boost starts as soon as you queue with one other person: you’ll receive 10% extra XP with a party of 2, plus an additional 10% for each extra party member, up to a whopping 40% when the party is full.

This boost is available across all game modes, and there’s no minimum level and no level cap: it’s open to everyone, always!

There’s never been a better time to introduce your friends to Predecessor -or to use LFG channels.

Store News

Skins

Infernix Greystone (Epic)

A menacing and rather sharp rendition of your favourite paladin, straight from high-tech hell. This skin features updated voiceover.

Infernix Kallari (Epic)

Kallari didn’t need to be even more ravaging. Well, she is now, and all of us need to deal with consequences. This skin features updated voiceover.

Infernix Countess (Rare)

Very silent, very wise, deadly in the darkness… is it an owl? No, it’s Countess.

Apocalyptic Maco (Rare)

If it’s the end times, you can bet Maco will keep on rolling - as a one-Critterkin bike gang.


Bundles:

Apocalyptic Maco Bundle

  • Apocalyptic Maco [Skin]
  • Onyx Apocalyptic Maco [Skin Variant]
  • Packrat [Overhead Emote]
  • Apocalyptic Maco [Banner]
  • Apocalyptic Maco [Profile Icon]
  • Maco [Hero]
  • Maco Premium Affinity

Infernix Kallari Bundle

  • Infernix Kallari [Skin]
  • Nebula Infernix Kallari [Skin Variant]
  • Vortex Infernix Kallari [Skin Variant]
  • Solar Infernix Kallari [Skin Variant]
  • Stardust Infernix Kallari [Skin Variant]
  • Spotted! [Overhead Emote]
  • Infernix Kallari [Banner]
  • Infernix Kallari [Profile Icon]
  • Kallari [Hero]

Infernix Greystone Bundle

  • Infernix Greystone [Skin]
  • Nebula Infernix Greystone [Skin Variant]
  • Vortex Infernix Greystone [Skin Variant]
  • Solar Infernix Greystone [Skin Variant]
  • Stardust Infernix Greystone [Skin Variant]
  • Stone Stare [Spray]
  • Infernix Greystone [Banner]
  • Infernix Greystone [Profile Icon]
  • Greystone [Hero]

Infernix Mega Bundle

  • Infernix Greystone [Skin]
  • Nebula Infernix Greystone [Skin Variant]
  • Vortex Infernix Greystone [Skin Variant]
  • Solar Infernix Greystone [Skin Variant]
  • Stardust Infernix Greystone [Skin Variant]
  • Infernix Kallari [Skin]
  • Nebula Infernix Kallari [Skin Variant]
  • Vortex Infernix Kallari [Skin Variant]
  • Solar Infernix Kallari [Skin Variant]
  • Stardust Infernix Kallari [Skin Variant]
  • Infernix Countess [Skin]
  • Stardust Infernix Countess [Skin Variant]
  • Vortex Infernix Countess [Skin Variant]
  • Nebula Infernix Countess [Skin Variant]
  • Solar Infernix Countess [Skin Variant]
  • Spotted [Overhead Emote]
  • Stone Stare [Spray]
  • Infernix Greystone [Banner]
  • Infernix Kallari [Banner]
  • Infernix Greystone [Profile Icon]
  • Infernix Kallari [Profile Icon]
  • Greystone [Hero]
  • Kallari [Hero]
  • Countess [Hero]


Gameplay Balance Changes

Systems

Jungle

Fangtooth

Fangtooth is currently lacking a little bit of threat when taken early. To help reinforce more team-coordination, we’re granting him some additional damage, making him more lethal to fight in the earlier stages of the match especially, and thereby increasing the risk associated with attempting a solo sneak by a jungler as they will now be slightly less healthy and at more risk of counter-engagement should an opponent find them mid-take.

- Current Health Damage increased from 5% to 6%.
- Basic Attack Damage increased from 36 (+8 per Level) to 40 (+8 per Level).

Heroes

Alongside some general increases to the proficiency or his more magical-based build, for this pass we’re reinforcing areas of Akeron’s abilities to lean further into his insatiable appetite, offering him greater reward when chomping down on his foes. With these changes Akeron will have greater control over building his Awakened state with his Basic Attacks, as well as now gaining a far larger payoff when finishing off and consuming opponents with both his Crushing Maw and Consume.

Flay [Basic Attack]:
- Hunger gain against Minions & Monsters On-Hit increased from 1 to 2.
- Hunger gain against Heroes On-Hit increased from 2 to 3.
Hellfire [Primary]:
- Magical Power Scaling increased from 18% to 20%.
Crushing Maw [Alternate]:
- Magical Power Scaling increased from 40% to 45%.
- Physical Armor Shred Bonus Physical Power Scaling increased from 10% to 12%.
- Basic Ability Cooldown Refund on Kill increased from 0.5s to 0.75.
- Non-Hero Kill Multiplier increased from 0.5x to 0.6x.
- Hero Kill Heal Multiplier increased from 2x to 3x.
Consume [Ultimate]:
-Bite Damage increased from 50/60/70 to 50/70/90.
- Bite Damage Magical Power Scaling increased from 40% to 45%.
- Bite Damage Bonus Physical Power Scaling increased from 60% to 65%.
- Execute Bite Healing modifier increased from 1.5x to 3x.
- [Bugfix] Executing an Enemy Hero now correctly Heals Akeron based on the
Execute damage dealt, instead of it not being factored into the overall Heal
- [Bugfix] Fixed an issue where Akeron’s Consume Camera Mode could become stuck in a looping state if the ability is interrupted.

Bayle has crept into a position of being a powerful staple in the offlane, often able to take aggressive trades with reckless abandon in the earlier stages of a match. While minor, we’re increasing the Mana Cost of his Dire Howl to make all-ins at Level 1 using the ability a little less “free”, while also dropping down the cooldown reduction offered by his Ultimate Augment, meaning he will have greater down-time between all-in attempts in the earlier stages of a match that opponents can use to take duels against him.

Betrayer’s Requiem [Augment]:
-Kingslayer Cooldown Reduction decreased from 20% to 15%.
- Swift Strikes [Augment]:
- [Bugfix] Fixed an issue where Swift Strikes could stop working for the entire match if Bayle died while Stunned.
Dire Howl [Secondary]:
-Mana Cost increased from 60 to 80.

Boris’ general ability to blitz through his opponents during engagements due to his general ability uptime allows him to be a little too reckless with his combos. We’re taking some smaller steps to reduce his general healing potency and cooldown uptime, meaning he will have to choose when to leverage abilities with more care thanks to the increased downtime, while allowing opponents a slightly larger window to strike back after his initial engagements before he goes for another round of mauling.

Tesseract Device [Passive]:
- Healing per Canister decreased from 0.8 (+0.3 per Level) to 0.5 (+0.3 per Level)
Primeval Roar [Secondary]:
- Cooldown increased from 15/14/13/12/11 to 16/15/14/13/12.
Chrono Swipe [Alternate]:
- Cooldown increased from 10.5/9.5/8.5/7.5/6.5 to 11/10/9/8/7.

Crunch (and Kallari) is receiving a bugfix that could allow his Right Crunch to gain excessive height when used while falling, which is most noticeable when using the Falcon Crunch Augment.

Right Crunch [Secondary]:
- [Bugfix] Fixed an issue where Crunch could gain excessive height when using her Double Jump while falling.

While Eden’s general power level has settled into a fairly reasonable state, she is currently dealing a little too much burst damage and accessing her Ultimate a little too frequently. To provide for a greater window of response to her opponents, and to provide more tension for Eden as she progresses towards maximum Heat, we’re reducing some of her general scalings across her base kit to provide for less upfront burst, while also reducing the rate at which she can build Heat as the match progresses. In return, the Ranged Ultimate is gaining a damage bump, bringing it into greater contextual parity with her Melee variant while ensuring the pay-off of reaching maximum Heat is still present.

Kinetic Waltz [Augment]:
- Axion Strike Damage increased from 80% to 90%.
- Movement Speed Duration increased from 1.25s to 1.5s.
General:
-Physical Armor Growth decreased from 4.9 to 4.6.
Helios Core [Passive]:
-Bonus Heat Generation decreased from 20%/40%/60%/80% to 20%/35%/50%/65%.
Sidewind [Alternate - Ranged]:
- Bonus Physical Power Scaling decreased from 75% to 70%.
- Critical Strike Scaling decreased from 90% to 85%.
Talon Drive [Alternate - Melee]:
- Bonus Physical Power Scaling decreased from 105% to 90%
Limit Break [Ultimate]:
- Ranged Damage increased from 50/95/140/185 to 50/100/150/200.
- Ranged Bonus Physical Power Scaling increased from 60% to 65%.

Gideon’s current versatility and strength allows him for too much effectiveness regardless of matchup. To ensure he doesn’t outshine the other Mages as heavily, a small drop in durability and damage output is required to bring him down to parity.

General:
- Health decreased from 710 to 700.
Cosmic Rift [Primary]:
- Damage decreased from 110/160/210/260/310 to 110/155/200/245/290

Grim has silently crept into contention as one of the more powerful Carries, possessing incredible damage output while also able to serve as a strong laning bully in various matchups, be that Duo Lane or Mid. Some small reductions to his strength are occurring that will leave him slightly weaker in the early stages of a lane, better allowing opponents to match his pressure in lane, while his late-game DPS is also seeing a reduction thanks to a reduction in the benefit he will receive from purchasing Attack Speed.

System Restore [Augment]:
- Missing Health Healing decreased from 12% to 10%.
General:
- Health decreased from 715 to 710.
- Physical Power decreased from 58 to 56.
- Basic Attack Timer increased from 1.25 to 1.3.

A quick bugfix for Grux that could result in broken functionality of his grab if he was under the effect of a size enlargement effect, such as Giant’s Ring or Saphir’s Mantle.

Smash ‘n Grab [Primary]:
- [Bugfix] Fixed an issue where Grux’s Smash n’ Grab would stop hitting targets while he is under the effect of Size changing effect.

Kallari continues to find consistent success with her abilities to take engagements from afar while remaining elusive. This is largely thanks to the combination of the air control changes made in previous pass that offers her more mobility and elusiveness, especially when paired with the upfront threat of a diving strike from Shadow Dance. As a result, reductions to her Double Jump uptime and the raw damage potential of Shadow Dance are occurring, offering opponents a greater shot at reacting and punishing Kallari’s engage attempts.

Death Mark [Passive]:
- Double Jump Cooldown increased from 20-3 (-1 per Level) to 20-5.55 (-0.85 per Level)
- [Bugfix] Fixed an issue where Kallari could gain excessive height when using her Double Jump while falling.
Shadow Dance [Secondary]:
- Bonus Physical Power Scaling decreased from 80% to 65%.

Khaimera’s general strength and sticking power has made him a significant threat among the ecosystem that has thrived for quite some time. We’re taking some heavier swings to his general strength across the kit to better bring him down to the baseline of other Heroes, with his Spirit Regeneration especially taking a large hit, as his general ability to sustain through fights can leave opponents with little room to respond and counter-burst through his aggressive antics.

Feral Ambush [Augment]:
- Ambush Bonus Range decreased from 15% to 10%
Jungle Invasion [Augment]:
- Bonus Physical Power in Jungle decreased from 4-21 (+1 per Level) to 3-17 (+0.8 per Level)
- Bonus Physical Power in Enemy Jungle decreased from 8-42 (+2 per Level) to 6-34 (+1.6 per Level)
General:
- Health Growth decreased from 118 to 116.
- Physical Armor decreased from 31 to 28.
Spirit Regeneration [Passive]:
- Healing per stack decreased from 0.45/0.65/0.85/1.05/1.25/1.55/1.85/2.15/2.45/2.75/3.15/3.55/3.95/4.35/4.75/5.25/5.75/6.25 to 0.45/0.6/0.75/0.9/1.05/1.2/1.45/1.7/1.95/2.2/2.45/2.7/3.05/3.4/3.75/4.1/4.45/4.8.
Unleash [Primary]:
- Cleave Damage decreased from 80% to 75%.
- On-Hit Modifier decreased from 70% to 65%.
- Cooldown increased from 6.5/6/5.5/5/4.5 to 7/6.5/6/5.5/5.
Ambush [Alternate]:
- Bonus Physical Power Scaling decreased from 80% to 75%.
- Cooldown increased from 11/10.5/10/9.5/9 to 13/12/11/10/9.
Cull [Ultimate]:
- Final Strike Damage decreased from 150/275/400 to 140/255/370.
- Final Strike Bonus Physical Power Scaling decreased from 120% to 110%
- Slow Duration decreased from 1.75s to 1.25s.

Kwang’s general strength is faltering relative to a large number of Heroes, especially in the Jungle role, and he’s in need of a small bump across his kit to bring him up to speed. These changes will allow for more variety across his Augment choices, while generally providing him with more consistent strength in his earlier clear speeds and dueling capabilities thanks to the greater damage output of Light Of The Heavens when thrown, and the higher cooldown uptime now offered by his Passive.

Heavenly Tactician [Augment]:
-Ultimate Cooldown Reduction increased from 15s to 20s.
Aura Of The Heavens [Augment]:
- Self Omnivamp increased from 3% to 5%.
Strike Of The Heavens [Passive]:
- Cooldown Refund increased from 0.5 to 0.6s.
Light Of The Heavens [Alternate]:
- True Damage increased from 80/115/150/185/220 to 90/125/160/195/230.
Fury Of The Heavens [Ultimate]:
- Slow increased from 40%/50%/60% to 45%/55%/65%.

Lt. Belica also stands firm as one of the staple Mages, with her general strength making her more desirable relative to other Mages. To help encourage more variety within the role, she requires some smaller damage adjustments to bring her general output to more reasonable levels, with her Neural Disruptor especially receiving a reduction to its missing Mana damage, as this portion of her damage output can feel overly punishing to deal with when trying to duel her at lower Mana thresholds.

Pulsefire Rounds [Augment]:
- Magical Power Scaling decreased from 10% to 8%.
Devastating Bombs [Augment]:
- Isolation Damage decreased from 20% to 15%.
Neural Disruptor [Ultimate]:
- Enemy Missing Mana Damage decreased from 30%/35%/40% to 25%/30%/35%.

Murdock has been suffering from a bug that has resulted in his Passive dealing less damage than intended and has led to him struggling to keep pace among the Carries. While fixing this issue should bring him back up to speed, we’re also taking this opportunity to offer his Static Trap with some additional lifetime when levelled, providing Murdock with a more defined choice when deciding to invest levels into Hot Pursuit or Static Trap in the mid-game.

Shots Fired [Passive]:
- [Bugfix] Now correctly scales with 30%/40%/50%/60% Total Physical Power at Level 1/6/11/16, instead of being stuck at 30% Scaling.
Static Trap [Primary]:
- Trap Lifetime increased from 40s to 40/45/50/55/60s.

Rampage previously received a ranged of adjustments to push him out of his general dominance of the Support role at higher levels of play, but this came at the expense of his strength in other roles. Now that the landscape has shifted, we feel that Rampage can be granted some of this lost strength back, further opening up his ability to have agency across all roles, be that Jungle, Offlane, or Support, thanks to greater sticking power offered by Rumble, and the general enhancements offered to him through increased clear-speeds, dueling potential, and Mana pool.

General:
- Physical Power increased from 58 to 60.
- Attack Speed Growth increased from 1 to 1.4.
- Mana increased from 300 to 330.
Rumble [Secondary]:
- Slow increased from 25% to 30%.

Serath continues to overperform at various skill-brackets, with her general threat and mobility allowing her to play with too much freedom. To help with this, we’re taking steps to increase her moments of fragility, with Heaven’s Fury especially receiving a larger cooldown increase, meaning she is less likely to get a 2nd use in a fight unless she commits to more damage-heavy builds and secures a takedown.

General:
- Physical Armor Growth decreased from 4 to 3.8.
Heaven’s Fury [Primary]:
- Cooldown increased from 14/13.25/12.5/11.75/11 to 15/14.5/14/13.5/13.

Sevarog is receiving a suite of changes to sharpen his scaling profile. For starters, we’re granting him greater late-game scaling, better rewarding him for surviving throughout the match and achieving his breakpoints. In return, he is receiving some early-game durability adjustments to make him more vulnerable in the earlier stages of a match, better allowing opponents a window of opportunity to capitalise on in order to keep him down. Aside from this, we’re offering some further changes to increase his Jungle capabilities by offering him some general stat shifts that provide for greater clear speeds alongside the Jungle serving as a safer role for him to scale from if left undisturbed.

General:
- Health decreased from 700 to 680.
- Health Regen decreased from 1.7 to 1.5.
- Physical Armor decreased from 32 to 30.
- Physical Armor Growth increased from 4.2 to 4.4.
- Magical Armor decreased from 30 to 28.
- Magical Armor Growth increased from 1.4 to 1.5
- Attack Speed increased from 120 to 125
- Attack Speed Growth increased from 1.2 to 1.55.
Reaper Of Souls [Passive]:
- Health Bonus per Tier increased from 40/60/80/100 to 50/75/100/125.
The Harbinger [Basic Attack]:
- Cleave increased from 20% to 25%.
Siphon [Primary]:
- Bonus Health Scaling increased from 2% to 2.5%.
Subjugate [Secondary]:
- Damage increased from 100/135/170/205/240 to 115/150/185/220/255.
Phantom Rush [Alternate]:
- Damage increased from 30/55/80/105/130 to 50/75/100/125/150.
- Mana Cost decreased from 70/75/80/85/90 to 60/65/70/75/80.

Shinbi is currently performing slightly too well. Alongside some small hits to her general Health pool, we’re reducing the frequency at which Shinbi can dash in and out of danger.The combination of these changes will help ensure that Shinbi has more of a chance of being caught out should she position too recklessly.

General:
- Health Growth decreased from 119 to 117.
Rushing Beat [Alternate]:
- Cooldown increased from 11/10.25/9.5/8.75/8 to 12/11.25/10.5/9.75/9.

Despite her generally strong laning strength, Terra can struggle to have impact in the later stages of a match unless she is ahead. We’re granting some additional strength to her Highland Hurl and Wild Rush (alongside levelling up their respective Augments) in order to bolster her presence as a match progresses.

Iron Resolve [Augment]:
- Damage Reduction increased from 30%/35%/40%/45%/65% to 35%/40%/45%/50%/70%.
Axe Retrieval [Augment]:
- Highland Hurl Cooldown Refund increased from 40% to 45%.
Ruthless Assault [Primary]:
- [Bugfix] Fixed an issue where Terra’s Empowered Ruthless Assault could fail to activate when achieving Max Hersir Stacks and activating Ruthless Assault immediately.
Highland Hurl [Secondary]:
- Slow Duration increased from 1 to 1/1.05/1.1/1.15/1.2.
- Root Duration increased from 1 to 1/1.05/1.1/1.15/1.2.
Wild Rush [Alternate]:
- Base Damage increased from 30/54/78/102/126 to 30/55/80/105/130.
- Max Charge Damage increased from 75/135/195/315 to 80/148.5/216/283.5/351.

The Fey has fallen out of popularity since the previous functionality changes that were made to her, with her Harvest Nettles and Fly Trap feeling a little too inconsistent and thereby harming the general enjoyment of playing as her. As a result, we’re opting to unwind some of these changes further, pushing her back to a happier middle-ground that makes her feel more seamless and engaging to play.

General:
- Mana Growth increased from 28 to 35.
Harvest Nettles [Secondary]:
- Projectile Speed increased from 7500 to 8500.
- Cooldown decreased from 5/4.5/4/3.5/3 to 4.5/4/3.5/3/2.5.
Untamed Growth [Alternate]:
- Magical Power Scaling increased from 100% to 120%.
Fly Trap [Ultimate]:
- Activation Delay decreased from 1.15s to 1.1s.

TwinBlast’s arsenal of deadly tools currently struggle to feel as impactful as they should as standalone outlets. To reinforce his identity as the gunslinging mobile Carry and help him compete with the rest of the roster, we’re offering him some additional general strength across his kit that better enables him to kite and stick around in extended fights.

Rocket Dash [Secondary]:
- Cooldown Reduction On-Hit increased from 0.5 to 0.6.
Vortex Grenades [Alternate]:
- Slow increased from 25% to 30%.
- Slow Duration increased from 0.5s to 0.6s.
Ventile [Ultimate]:
- Damage per Bullet increased from 13/18/23 to 15/20/25.

Wraith is receiving a set of changes that are aimed at granting him agency across the match, with particular emphasis on bolstering his Mage playstyle for the Mid-lane with improvements to his general Magical scaling and wave clearing capabilities, as well improvements to his Carry capabilities by allowing his Basic Attacks to pack a heavier punch between rotations of snipes. Additionally, we’re shifting around the Mana cost/refund on Knock, Knock to encourage more aggression, better allowing it to be used as a standalone poke tool in the early game in exchange for less Mana refund when farming passively from afar.

General:
- Physical Power Growth increased from 2.4 to 3.
The Neutralizer [Basic Attack]:
- Bonus Physical Power Scaling increased from 75% to 80%.
- Basic Attack Timer increased from 1.4 to 1.45.
Peekaboo! [Primary]:
- Damage increased from 40/55/70/85/100 to 60/80/100/120/140.
- Bonus Physical Power Scaling increased from 30% to 40%.
- Magical Power Scaling increased from 45% to 55%.
Knock, Knock! [Alternate]:
- Magical Power Scaling increased from 60% to 65%.
- Mana Cost decreased from 50/55/60/65/70 to 40/45/50/55/60.
- Mana Refund decreased from 50% to 40%.

A quick bugfix for Yurei’s Ultimate that could break its functionality if she happened to use it while precisely on top of the lip-edge of a wall.

Soulstorm [Ultimate]:
- [Bugfix] Fixed an issue where Soulstorm could fail to deal damage or end its VFX when landing on a wall’s edge.

Items

Crests

Ever since we reduced the permanent physical power Ortus granted it lost some of its appeal as a high risk/reward snowballing option. We’re returning that lost power, allowing it to serve as an exciting option within the Rogue crestline.

- Limit Breaker Physical Power on Takedown increased from 2 to 3.

Pygmy Dust struggles to feel noticeable impactful when looking to dissuade a diving opponent, with its Damage Reduction effect falling a little short. A small increase is being granted to better allow it to serve as a valid alternative to Silentium for Supports in need of some additional peel for their team.

- Minimize Enemy Damage Reduction increased from 25% to 30%.

Tier 2

Cerulean Stone

Cerulean Stone feels rather underwhelming as a component and is being granted some additional upfront Armor to better allow it to serve as a more meaningful bridging component when progressing towards its respective completed items.

- Physical Armor increased from 20 to 25.

Carry

Equinox is one of the few defensive options available to the Carry role, but often struggles to provide enough defensive payoff to justify the opportunity cost of forgoing more damage-orientated effects. A bump to its shielding capabilities is needed to ensure it feels satisfying and impactful enough for Carries seeking an option to help them survive against incoming divers.

- Adamance Shield increased from 300-600 to 400-750.

Given its specialised nature, Necrosis has space to offer some more general strength and is being granted some additional physical power to not feel as limiting to sit on between Ultimate uses.

- Cost increased from 2850 to 2900
- Physical Power increased from 30 to 35.

Plasma Blade is currently too skewed towards Magical Power, making it too specialised to hold up as a 1st buy relative to the other available options. A quick exchange in power values is needed to remedy this.

- Physical Power increased from 25 to 30.
- Magical Power decreased from 50 to 45.

A small cost reduction and stat bump for Resolution, better letting it compete for its slot.

- Cost decreased from 3200 to 3100.
- Mana increased from 300 to 350.

Ruination is currently struggling to feel impactful enough to be worth picking up. While the item is specialised in nature, and thereby likely to see less general usage, a bump to its Mana-draining capabilities is being offered to make it feel more appropriately powerful in the match-ups that call for it.

- Spirit Bleed Mana Drain increased from 30 (+6% Target’s Max Mana) to 30 (+8% Target’s Max Mana).

Stormbreaker is receiving a reduction in cost in exchange for some physical power in order to enable it as a faster power spike that can be purchased at any stage in a build when looking to tie together On-Hit builds.

- Cost decreased from 3100 to 2900
- Physical Power decreased from 45 to 40

Assassin

Unless your name is Kallari, Alternator can feel overly difficult to stack in a timely manner, limiting its mid-game potential. A reduction in its stacks required for evolution is needed to better allow its users to get it online.

- Adeptus Stacks to Evolve decreased from 20 to 15.
- Cost decreased from 3100 to 3000.

While the previous round of changes to Manta Scythe has pushed the item to a far more acceptable power level, another reduction to its Monster damage is needed to ensure there is an adequate trade-off between its clear speed and scaling capabilities, relative to other options.

- Insatiable Harvest Minion & Monster Damage decreased from 1.75x to 1.5x.
- Physical Penetration increased from 6 to 7.

For Trident, we’re shifting some of its value from Ability Haste to Physical Penetration, better suiting Assassins to burst down a healing heavy target.

- Physical Penetration increased from 5 to 9.
- Ability Haste decreased from 15 to 10.

Fighter

Earthshaker currently takes too long to ramp up, often meaning a second rotation is needed before the full payoff is accessible. To aid with this, we’re reducing the maximum stacks required but keeping the same damage amp’ to better allow Earthshaker users to access its full benefit sooner within engagements.

- Battleborn Ability Damage per Stack increased from 1% to 1.5%
- Battleborn Max Stacks decreased from 15 to 10.

Gaia Greaves was granting too much Jump Height relative to previous patches due to a bug which has now been resolved. Aside from this, we’re shifting Tremors stacking effect to now has a small delay before the stacks can be acquired again after landing an attack, making it less of a DPS option and more of a deliberate weave in/out mobility and burst effect.

- Tremor now has a 1s delay after attacking before it generates stacks again
- [Bugfix] Unburden no longer jumps 10% higher than intended.

Overlord continues to be too powerful of an upfront spike given its scaling capabilities. We’re shifting some of its health profile to be more in its stacking condition, better allowing it to act as a scaling condition, rather than a generically powerful pickup that excels at all stages of the match.

- Health decreased from 300 to 275.
- Devourer Additional Health Reward increased from 100 to 125.

Carapace’s effect currently has too much uptime, especially in the laning phase where short trades can be taken in succession. An increase to its cooldown is needed to ensure that there is a greater window between these powerful trades.

- Shell Smash Cooldown increased from 12 to 15s.

Mage

A small bump to Amulet’s multi-killing capabilities is being granted, better allowing its effect to result in a stronger reset playstyle that rewards burst-heavy builds for achieving that single takedown.

- Deadly Wish Cooldown Refund on Takedown increased from 60% to 65%.
- Deadly Wish Missing Mana Restore on Takedown increased from 30% to 35%.

Azure Core currently lags behind other Mage Items, especially as an upfront purchase in the early. Given it lacks a damage-orientated effect, it has room to offer some additional upfront stats to ensure that Heroes feel functional when choosing it over other alternatives such as Combustion.

- Magical Power increased from 65 to 70.
- Mana increased from 350 to 400.

When Claw Of Hermes was added, we played it relatively safe with its Mana-draining capabilities due to the potential frustration that the effect can cause when on the receiving end. After seeing it in action for a while now, we feel comfortable increasing its capabilities, better allowing the item to feel meaningful within its niche.

- Cost decreased from 3100 to 3000.
- Mana Burn Melee Target Mana Drain increased from 2% to 2.5%.
- Mana Burn Ranged Target Mana Drain increased from 3% to 3.5%.
- Mindflare Missing Mana Damage increased from 0-10% to 0-12%.

A small shift in price and power for Lifecore, better allowing Mages to stay on curve with their damage output when it is included within builds in exchange for a small price bump.

- Cost increased from 2900 to 3000.
- Magical Power increased from 75 to 80.
- Mana increased from 200 to 250.

Similar to Azure Core, Soulbinder is struggling to compete as a first buy relative to other Mage options, with its primary users often opting to forego it for alternatives such as Combustion. To help it compete and match the level of other first-buys for the Heroes it is specialised towards, we’re granting Arcane Salvo some additional damage, better suiting the Artillery Mage playstyle.

- Arcane Salvo True Damage increased from 5% to 7%.

Support

- Cost decreased from 2550 to 2500.

We’re increasing the activation of Xenos Guard slightly as a small quality of life adjustment, making it feel more seamless and forgiving to activate when factoring in a User’s ping if they are above the 20+ range due to the differences in Client’s perceived location and their actual location on the Server.

- Xenos Guard Activation Radius increased from 150u to 170u.

Tank

With the addition of new Magical Armor items back in v1.10, Crystalline has fallen out of favour as the big anti-mage defensive option. A small bump to its health will have Tanks and Bruisers feeling more immovable when opting to pick it up over more specialised alternatives.

- Health increased from 275 to 300.

Tanks are not too heavily represented in the current ecosystem largely due to their slower starts. To help push them into greater relevance, we’re granting Fire Blossom some additional raw clearing power, better allowing Tank Offlaners and Junglers to spike and find an impact once they get it online.

- Heatwave Damage increased from 15 to 18.

Similar to Fireblossom, a small damage bump has been granted to Elafrost’s effect to provide for a more meaningful dueling and clearing spike for Tanks once the item is acquired, better allowing Tanks to keep pace with opposing Bruisers and Assassins in the early-game.

- Frostblade Damage increased from 60 to 65.

Inquisition struggles to offer enough clearing capabilities within the Jungle role in those few games it is needed as a 1st-buy. A small bump to its Monster Modifier is being granted to better allow Tanks to keep pace, should it be required.

- Psywave Bonus Monster Damage increased from 35% to 45%.

Despite the strength of its resurrection effect, we designed Rebirth in such a way that heavy counterplay is present due to the ability to re-frag the Hero while they are in Drone form. This naturally makes it more difficult and inconsistent to achieve the resurrection effect for its Users. With this in mind, we’re reducing its cooldown as we feel the inconsistency does not justify such an extreme amount of downtime between uses.

- Mechanica Cooldown decreased from 240s to 210s.

Bug Fixes

  • Fixed an issue where Yin could cause the match to stutter for all players upon respawning when using her Bunny Skin.
  • Fixed an issue where the Item Shop could not be purchased from on Sanctuary while in the Base and standing near the edges/Jump Pads.
  • Fixed an issue where the Core’s Healthbar could incorrectly appear at match start
  • Fixed an issue where the Core’s Healthbar was not correctly reflecting its remaining Health.
  • Fixed an issue where Tower Hitboxes were larger than the Tower’s model.
  • Fixed an issue where Blinking and then using a Mobility Effect immediately after could result in movement Jitter for the User.
  • Fixed an issue where Users would not have a lock in button during Ranked Draft if they declared intent for a Hero.
  • Fixed an issue where the Auto-buy feature would skip certain items such as Devotion and Oathkeeper when progressing through a build.
  • Fixed an issue where the incorrect icons could be shown in the Affinity window after a match is completed.
  • Fixed an issue where certain Heroes could get slightly out of bounds in the Dusk Offlane.
  • Fixed an issue where Heroes could appear invisible when transitioning into the Jungle near the Dusk Offlane T1 Fogwall.
  • Fixed an issue where Feng Mao could Teleport outside of the map using his Reaping Dash near the Mid Lane.
  • Fixed an issue where Ambient SFX could fail to play while browsing the Main Menu.
  • Fixed an issue where the Frost Shaper’s Buff would have the incorrect Buff description.
  • Fixed an issue where Vault Battlepasses would not display a breadcrumb notifier once a new unlock is achieved.
  • Fixed an issue where Loadout Builder would display the wrong Input Prompt for the “Build Options” input.
  • Fixed an issue where Aurora could enter a flying state when interacting with Geysers under certain conditions.
  • Fixed an issue where Users collecting a Daily Login Reward would not receive a notification upon claiming their reward.
  • Fixed an issue where no confirmation prompt would be shown to Users that change their Settings and swap to another screen.
  • Fixed an issue where the currently queued Gamemode would appear incorrectly for Party members if the Party Leader swaps it.

And that’s a wrap on the first patch of 2026! We’re excited to kick things off with a health patch! We hope you’ll find it genuinely healing, and a strong foundation for the releases to come. After all, the year is only just beginning!

Thank you for reading,

Rei & Omeda_Zuzu

Game Design and Community @Omeda Studios

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