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Patch Notes: 1.14 Harbingers of Ruin
Patch Notes: 1.14 Harbingers of Ruin

Patch Notes: 1.14 Harbingers of Ruin

Everything you need to know about update 1.14: Harbingers of Ruin!

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Summary

Hey Champions!

V1.14: Harbingers of Ruin is almost upon us, an update which is sure to redefine the meta with Eternals, our biggest Hero customisation system ever, as well as an incredible new Hero and more! Let’s dive in.

New Hero: Legion

From the world of Aresium comes the highly decorated shock trooper, Legion. A fanatical hand of an empire dedicated to bringing the galaxy under a single, united rule. Produced for absolute loyalty and peak efficiency, he has survived countless battles as a disciplined instrument of the Aresium Empire, a force that seeks to "liberate" the stars from the chaos of tyrannical freedom.

For generations, his batch-engineered brothers have served as a righteous hand of order, mastering the arts of battlefield logistics and ballistic weaponry to crush any who would oppose their mandate. As a total believer in the cause, Legion revels in the destruction of his enemies, finding his greatest joy in fighting and dying for the glorious empire that gave him life.

Legion’s newest mission has seen him deployed as a heavy-weapons anchor to far-flung battlefields, tasked with enforcing imperial doctrine by any means necessary. He descends upon the front line not as a mere soldier, but as a siege engine of order, stopping at nothing to ensure total purification and the expansion of the Empire’s reach.

Stats

- Health: 660 (+132 per Level)
- Health Regen: 1.4 (+0.15 per Level)
- Mana: 350 (+46 per level)
- Mana Regen: 1.5 (+0.18 per level)
- Attack Speed: 100 (+0 per Level)
- Physical Armor: 30 (+5.1 per Level)
- Magical Armor: 29 (+1.15 per Level)
- Physical Power: 20 (+2 per Level)
- Movement Speed: 665
- BAT: 0.2

Abilities

Ballistic Calibration [Passive]:

Effect: Trooper converts 1% Bonus Attack Speed into 0.75 Ability Haste. He also gains bonuses based on the Stat Thresholds he reaches:

- 100 Physical Power: Saturation Charge Slow Duration increased by 0.75s.
- 30 Physical Penetration: Orbital Sanction Radius increased by 33%.
- 50 Ability Haste: Frag Order deals additional damage equal to 10% of the Target’s Missing Health.
- 100 Magical Power: Rally Point Health Regeneration is increased by 50%.

K-75 Storm Rifle [Basic Attack]:

Type: Ranged

Range: 1500u

Effect: Legion’s K-75 Storm Rifle fires at a fixed rate of 1 Round every 0.2s, with a 15 Round Mag.

Legion’s Rifle Regenerates Ammo at a rate of 1 per 0.2s after not attacking for 1.25s, and he will automatically Reload if his Mag’ is fully exhausted.

Each shot deals 20 (+17% Bonus Physical Power) Physical Damage, increased by 1.25% per 1 Physical Penetration Legion possesses.

Saturation Charge [Primary]:

CD: 20/19/18/17/16s

Cost: 70/75/80/85/90 Mana

Effect: Legion fires a heavy payload that deploys 10 Cluster Mines upon hitting the world or upon reactivation. Each Cluster Mine deals 35/45/55/65/75 (+50% Bonus Physical Power)(+40% Magical Power) Physical Damage and Slows targets hit by 40% for 1s.

Cluster Mine damage is decreased to 25% against the same Target for subsequent Mine hits beyond the first.

Rally Point [Secondary]:

CD: 30/28.5/27/25.5/24s

Cost: 35 Mana

Effect: Legion becomes Unstoppable for 0.5s and slams his Standard into the ground at his feet, dealing 20/25/30/35/40 (+20% Bonus Physical Power) Physical Damage and Knocking Back nearby enemies.

The Standard creates a large zone that lasts for 8s. While in the zone, Legion gains Infinite Ammo. Legion and Allied Heroes also gain 8% Movement Speed and 5/8/11/14/17 (+110% Physical Penetration)(+10% Magical Power) Health Regeneration while in the zone.

The Standard also provides Vision and reveals Enemy Wards in its local area.

Frag Order [Alternate]:

CD: 16/15/14/13/12s

Cost: 50

Effect: Legion prepares a grenade with a 2.2s fuse, able to hold it to cook the grenade, reducing the time before its detonation.

Upon releasing, Legion lobs the grenade to a target location, dealing 70/110/150/190/230 (+60/65/70/75/80% Bonus Physical Power)(+40% Magical Power) Physical Damage upon detonation.

The grenade will automatically explode after 0.2s if it detects an Enemy Unit within a 300u radius.

If Legion is caught in the explosion, he will be displaced upwards. If Legion holds the grenade for the full 2.2s, it explodes in his hand. If Legion is Stunned or Killed while cooking the grenade, it will drop to the floor.

Orbital Sanction [Ultimate]:

CD: 140/125/110s

Cost: 100

Effect: Legion lobs a target designator that deploys upon landing. After a 0.75s delay, a beam of energy emanating from the atmosphere will blast the location and follow the nearest target (prioritising Heroes) for 6/7.5/9s. If no targets are within 2000 units of the Beam, it will remain stationary.

Enemy Units caught in the beam take 30/50/70 (+28% Bonus Physical Power)(+10% Magical Power) Physical Damage every 0.25s.

Augments

Heavy Caliber:

Relevant Ability: K-75 Storm Rifle [Basic Attack]

Type: Basic Attacks

Effect: Legion’s rate of fire is decreased to 0.75s and his Mag’ Size is reduced from 15 to 6. However, his shots deal 440% damage and have +100 Range.

Scorched Earth:

Relevant Ability: General

Type: Zone Control

Effect: Frag Order and Saturation Charge’s Mine create 300u radius Napalm zones upon exploding, and Orbital Sanction creates one at its location every 0.5s. Napalm zones last for 3s and deal 5 (+6% Bonus Physical Power) Physical Damage every 0.5s to Enemies in the area.

Press The Advantage:

Relevant Ability: Rally Point [Secondary]

Type: Attack Speed

Effect: Upon achieving a Takedown, a Standard is spawned at the dead target's location. Rally Point no longer grants Health Regeneration, but increases Legion’s Fire Rate by 10/12.5/15/17.5/20% and grants Allies 10/12.5/15/17.5/20% Attack Speed.

Store News

Iron Guard Akeron [Epic]

Iron Guard Skylar [Rare]

Iron Guard Lt. Belica [Rare]

Lord Commander Legion [Rare]

Obsidian Sunforged Serath Variant [Epic - Opal Store]

Opal Store

- All opal store content is now available for limited time only and will start rotating each patch

- Opal Epic skin variant price has increased from 850 to 1200.

Iron Guard Mega Bundle

- Iron Guard Akeron [Skin]
- Iron Guard Lt. Belica [Skin]
- Iron Guard Skylar [Skin]
- Arctic Iron Guard Akeron [Skin Variant]
- Arctic Iron Guard Lt. Belica [Skin Variant]
- Arctic Iron Guard Skylar [Skin Variant]
- Purple Iron Guard Jump Pad [ VFX]
- Purple Iron Guard Recall [ VFX]
- Arctic Iron Guard Akeron [Banner]
- Arctic Iron Guard Lt. Belica [Banner]
- Arctic Iron Guard Skylar [Banner]
- Arctic Iron Guard Akeron [Profile Icon]
- Arctic Iron Guard Lt. Belica [Profile Icon]
- Arctic Iron Guard Skylar [Profile Icon]
- Akeron [Hero]
- Lt. Belica [Hero]
- Skylar [Hero]

Lord Commander Legion Bundle

- Legion [Hero]
- Lord Commander Legion [Skin]
- Cobalt Lord Commander Legion [Skin Variant]
- Quartz Lord Commander Legion [Skin Variant]
- Alabaster Lord Commander Legion [Skin Variant]
- Screen Time [Overhead Emote]
- Lord Commander Legion [Banner]
- Lord Commander Legion [Profile Icon]
- Legion Premium Affinity [Affinity Pass]

Battlepass Bundle

- Harbingers of Ruin [Battlepass]
- Legion [Hero]
- Obsidian Lord Commander Legion [Skin Variant]

Ion Cores

We’re also adding a bunch of Eternals Icons and Banners into Ion Cores as temporarily exclusive drops! These cosmetics will be available in the store at a later date and will be available for purchase with Amber.

Battlepass

The Harbingers of Ruin battlepass is here! Filled to the brim with awesome rewards on both the free and paid tracks.

Triple Battlepass XP Weekend

To celebrate this massive, new update, we're dropping a huge x3 Battlepass XP weekend and it's live right now! Progress through the Neon Renegades Battlepass at triple the speed before the new update launches!

When:

Friday 15th May - Tuesday 19th May

Eternals

Eternals are powerful deities in the Predecessor universe, capable of granting meta-defining “blessings” to worthy Heroes who choose to follow them.

This is a massive new gameplay system that redefines Hero customisation in the game, enabling you to pick from a huge range of Blessings for any Hero you want. Blessings range from high-risk berserker types, who thrive under near-death situations with extreme lifesteal, to unbreakable tanks who scale Max HP infinitely, and everything in between!

How Eternals Works

Eternals are a new gameplay customization feature, replacing the Minor Augments. Eternals allow Players to select one of twelve Deities during the Draft Phase of a Match, based on their gameplay preferences.

Each Deity offers the Player that selects them a powerful unique Major Blessing which is a Passive Effect that persists throughout a match.

Additionally, after choosing an Eternal, Players can choose 2 additional Minor Blessings from 2 sets of 3 Minor Blessings that are unique to that specific Eternal.

Eternal Blessings, like Augments, are active from Match start and, once selected for the first time, will be remembered across matches on a per Hero, per role basis, unless you change them. This means if you pick Eternals for Argus in Midlane, and want to play him again in your next match in the same role, the system will remember. If you take him into Support instead, it will go back to the recommended until you change your Eternals for Argus in Support.

In simpler terms, you now start the match with:

- 1 Hero Augment.
- 1 Eternal Major Blessing.
- 2 Eternal Minor Blessings.

Unlocking Eternals

All 12 Eternals will be unlocked when a player reaches level 10. Players that have not yet reached Level 10 will automatically be given pre-determined Eternals, and respective Minor Blessings, based on their Hero/Role chosen.

Types of Eternals

Eternals are thematically grouped based on gameplay archetypes and lore. However, these groupings are not prescriptive for gameplay, so we encourage Players to experiment with the Eternals.

In other words, this means that you do not necessarily need to take a “Carry Eternal” while playing as a Carry in order to find success, and could try a “Fighter” or “Supportive” Eternal instead if they synergize well with your Hero or Build!

Eternals Breakdown

Harbingers

Description: Cataclysmic entities of finality, existing solely to unravel the tapestry of creation with cold, relentless efficiency

Harbingers are best suited to Heroes looking to increase their combat capabilities through sustained attacks and drawn out combat engagements.

Major Blessing:

- Every 3rd consecutive Basic Attack against the same Enemy Hero within 2.5s, deals 3% (+0.25% per Level) of their Max Health as bonus Physical Damage.

Minor Blessings (1):

- Serration: Vermis’ Major Blessing is 65% more effective on Basic Attacks that Critically Strike.
- Crush: When you Immobilize an Enemy Hero, deal 5% of their Maximum Health as bonus Physical Damage.
- Cauterize: When damaged by a DoT, gain 2 (+0.5 per level) Health Regeneration for 1s.

Minor Blessings (2):

- Melting Point: Deal 10% bonus Damage to targets with more than 125 Physical Armor.
- Breach: Damaging an Enemy Hero with your Ultimate Ability decreases their Physical Armor by 30% for 3s.
- Sub-Surface: Take 10% less damage from AoE Abilities.

Major Blessing:

- Gain 0.5% (+0.05% per level) Omnivamp per 5% Missing Health. This bonus doubles for 8s upon killing an Enemy Hero.

Minor Blessings (1):

- The Maw: Critical Strikes deal an additional 20% Bonus True Damage to targets below 25% maximum health.
- Blood Bank: Gain 100% of damage dealt to Heroes as charges for 3s. Gain 1% Lifesteal per 100 charges.
- Taste of Iron: Damaging an Enemy Hero with a DoT increases your damage dealt by 6% for 3s.

Minor Blessings (2):

- Roses: Achieving a Takedown grants 20 Bonus Gold per previous Takedown.
- Jealousy: Deal 10% bonus damage against Enemy Heroes with more current health than you.
- Leech: Enemy Heroes within 400 units have their base Health Regeneration decreased by 100%, granting it to yourself.

Primarchs

Description: Domineering entities known for their raw strength and unquenchable thirst for conquest, standing alone as the supreme arbiters of war.

Primarchs are best suited to Heroes looking to dive into the fray of battle, offering a healthy mix of durability and damage.

Major Blessing:

- Mark the last Enemy Hero damaged by your Basic Attack for 3s, increasing your damage against them by 3% (+0.5% per level) and decreasing damage taken by them by 1.5% (+0.4% per level).

Minor Blessings (1):

- Alpha's Court: Deal 6% Bonus Damage when there is no Allied hero within 800 units.
- Savage Strikes: Deal 1.5 (+0.4 per Level) physical damage On-Hit, increasing by 100% for 3s when you attack an Enemy Hero, stacking up to 3 times. Heal equal to the damage dealt.
- The King: Basic Attacks against Enemy Heroes grant you 7 gold.

Minor Blessings (2):

- Ferocity: Gain 2% Total Attack Speed for every 1s spent in Hero Combat, stacking infinitely. Stacks are lost upon exiting Hero Combat.
- Rallying Roar: Upon casting your ultimate, yourself and Allied Units within 1500 units gain 20% movement speed for 4s.
- Golden Mane: Take 12% less damage from non-AoE abilities.

Major Blessing:

- Damage a Hero to gain Doom for 3s. Doom grants 1 Physical Power, 2 Magical Power, 1 Physical Armor & 1 Magical Armor for every 3s it persists. Upon levelling up, or achieving a Takedown, the stats offered by Doom are permanently increased by 20%.

Minor Blessings (1):

- Growing Threat: At 18 minutes, gain +15% Bonus Damage permanently.
- From the Abyss: Restore 0.6% of your Maximum Health per second while in Hero Combat or standing out of Enemy Vision.
- Mana Siphon: Every time you hit an Enemy Hero with an Ability, steal 10 (+1% Target's Maximum Mana) Mana from them.

Minor Blessings (2):

- Adaptive Plating: Taking Physical Damage grants 1% Physical Armor (Stacks 8 times). Taking Magical Damage grants 1% Magical Armor (Stacks 8 times). Stacks reset out of Hero Combat.
- Inescapable: Enemy Heroes within 800u that dash, leap or blink are Slowed by 20% for 1.5s.
- Terror: Minions and Monsters deal 30% less damage to you. Towers deal 15% less instead.

Dreadnoughts

Description: Enduring entities known for their boundless resilience and absolute power, standing against the stars as immovable forces of nature.

Dreadnoughts are best suited to Heroes looking to increase their durability, disruption capabilities, better allowing them to thrive in the thick of combat.

Major Blessing:

- Krix: Gain 10% (+1% per Level) increased Maximum Health and gain bonus size equal to 0.5% of your Maximum Health.

Minor Blessings (1):

- Voracity: Upon Killing an Enemy Unit, restore for 1.25% of your Maximum Health.
- Regenerative Tissue: If you haven't taken damage from a Hero for 8s, regenerate 0.6% Maximum Health per second.
- Festering Wounds: Enemy Heroes damaged by your DoT ability effects receive 45% less Healing for 2s.

Minor Blessings (2):

- Cannibalism: Takedowns permanently increases your Maximum Health by 30.
- Feeding Frenzy: Gain +12% Attack Speed for every Enemy Hero within 1500 units.
- Predator: Camp Leader kills grant 8% Bonus Damage for 20s. Duration is 2x longer for Epic Monsters kills.

Major Blessing:

- Idrisil: While off cooldown and above 30% Max Health, gain 15% increased Physical and Magical Armor. Falling below 30% Health consumes this bonus, granting a 4s Shield equal to 150% of your total Armors. (CD: 75-32.5s)

Minor Blessings (1):

- Cold Hearted: Enemy Heroes that basic attack you have their movement speed decreased by 2% for 2s, stacking up to 5 times.
- Mending: After taking damage from an Enemy Hero, restore 8% of your missing health over 3s.
- Frost Snap: Deal 10% Bonus Damage to Immobilized Targets.

Minor Blessings (2):

- Icy Touch: Your Basic Attacks decrease Enemy Hero Attack Speed by 3% for 3s, stacking up to 4 times.
- Glacier: Permanently Gain 1 Increased Magical Armor per every 300 total gold earned.
- Diamond Tip: Gain 4% increased Physical Penetration and Magical Penetration per finished item.

Sovereigns

Description: Imperious entities of astral lineage, celebrated for their terrifying grandeur and their command over the primordial forces of chaos and order.

Sovereigns are Best suited to Heroes looking to increase their proficiency in combat via increased ability damage and burst potential.

Major Blessing:

- Vesh: Damaging an Enemy Hero with an ability, deals 6% (+0.5% per Minute) of the damage as a DoT over 3s.

Minor Blessings (1):

- Lich: Gain 8% (+0.5% per Level) Magical Lifesteal.
- Tithe of Death: Takedowns grant 2 Ability Haste.
- The Tenth Seal: Upon reaching Level 10, gain 5% Ultimate Damage and 25 Ultimate Ability Haste.

Minor Blessings (2):

- Mind Rot: Vesh’s Major Blessing additionally deals 2% of the target's Current Health as bonus damage.
- Phylactery: After casting your Ultimate Ability, gain a Shield equal to 15% of your Maximum Mana for 4s.
- Millennia: Every 60s, increase your Ultimate Ability Damage by 1%.

Major Blessing:

- Xyris: Permanently gain 0.75% Bonus Damage per 10 Units killed.

Minor Blessings (1):

- Furor: Entering Hero Combat grants 20% Total Attack Speed for 4s.
- Dominance: Takedowns heal you for 50 (+15% Missing Health).
- Iron Will: Heal for 12% of the damage dealt by your Critical Strikes.

Minor Blessings (2):

- Cull the Weak: Deal +10% Bonus Damage to Minions and Monsters.
- Bone Collector: Takedowns permanently grant you +1.5 Physical Power and +3 Magical Power (Caps at 20 stacks).
- Eviscerate: Deal +20% Bonus Damage to targets who are above 85% Health.

Divines

Description: Radiant entities known for their unyielding preservation and transcendent aura, standing as the bastions of absolute light against the encroachment of the void

Divines are best suited to Heroes that thrive on miraculous empowerment & general utility, be that for sustaining and enhancing themselves, or their allies.

Major Blessing:

- Exarch: Healing or Shielding a target (including yourself) grants them 10% Total Attack Speed and empowers their Basic Attacks to deal 10% bonus Magical Damage On-Hit for 4s.

Minor Blessings (1):

- Illumination: Gain Health Regeneration equal to your Bonus Mana Regeneration.
- Preservation: Any Healing or Shielding you receive is increased by 15%.
- Revelation: Casting an Ability decreases current Basic Ability Cooldowns by 0.3s.

Minor Blessings (2):

- Fervour: Your Basic Attacks against Enemy Heroes restore 2 (+0.5 per level)(+6% Magical Power) Health to Yourself and Allied Heroes within 1000 units.
- Omnipresent: Gain 8% Movement Speed when out of combat.
- Delayed Fate: 25% of the Ability Damage you take is stored and dealt to yourself as a DoT effect over 3s instead.

Major Blessing:

- Lotus: Every 2 minutes and every Takedown you achieve randomly grants +1.75% Damage, +4 Ability Haste, +0.75% Move Speed, or +2% Max Health.

Minor Blessings (1):

- Early Bloom: Gain an additional Level upon reaching Level 10.
- Flawless: Damaging an Enemy Hero with an Ability heals yourself and Allied Heroes within 1000 units for 8 (+10% Magical Power) health (once per cast).
- Masterpiece: Kills grant +5% Damage and +6% Move Speed for 12s, stacking up to 5 times.

Minor Blessings (2):

- Immaculate: Gain 35% Damage Reduction above 90% current health.
- Prima Donna: You deal 14% increased damage to all Enemy Heroes, but you also take 7% increased damage.
- Fragrance: Your True Damage is increased by 15% against Enemy Heroes within 800 units.

Anomalies

Description: Enigmatic entities known for their unconventional manipulation of reality, often evoking confusion and paranoia in those who dare oppose them.

Anomalies are best suited to any Hero looking to defy conventional logic, enhancing them with a broad range of unconventional, specialized effects.

Major Blessing:

- Demiurge: Increase Stats gained from Items (Not including Passive Effects/Crests) by 15%, and damage dealt by Items Effects by 12%.

Minor Blessings (1):

- Tri-Core: Deal 6% Bonus Damage On-Hit, with its damage type randomly choosing from Physical, Magical and True Damage each attack.
- Bloatware: Gain +1% Increased Damage and +1% Damage Reduction for each Item owned.
- Bio-Mechanical Fusion: Gain +1 Physical Power for every 5 Magical Power you possess.

Minor Blessings (2):

- Cursed Corrupted: Convert every 1% Critical Strike Chance into 1 Ability Haste. (This causes you to lose the Critical Chance Stat you buy.)
- Memory Leak: On Ability Cast, Gain 6% of the Mana Cost as Permanent Maximum Mana. Upon gaining 600 Maximum Mana, permanently gain +5% Movement Speed.
- Construct: Gain 1.25% increased Base Health, Mana and Physical Power. Increase the Growth of these Stats by the same amount as you Level Up.

Major Blessing:

- Aion: Casting a spell grants 1 Mana Regeneration for 8s, stacking up to 5 times. Additionally your spells grant gold equal to 8% of damage dealt to Enemy Heroes.

Minor Blessings (1):

- Philosopher: Every 10s, generate 5 gold. This time reduces by a percentage, based on your Ability Haste.
- Sacrifice: Gain +2 Mana Regen for 5s when killing an Enemy Unit. The Mana Regen gained is 30x more effective when killing an Enemy Hero.
- Bottomless Vial: Killing a River Buff restores a Potion charge and permanently grants you +4 Magical Power.

Minor Blessings (2):

- Arcane Resonance: Your Basic Ability Cooldowns and Philosopher progress 1% faster for every 1 Mana Regeneration you possess (Max: +75% progression).
- Perfection: Whilst above 90% Health, gain 30 Ability Haste.
- Runic Focus: Gain 0.15% increased Magical Power per 1% current Mana

Daybreak V5

We’ve got another substantial update coming to Daybreak, our new WIP map! We’ve been hard at work going through your feedback from the last version to bring a bunch of highly requested additions and changes to improve the flow and overall gameplay experience.

V5 should improve the following core pain points:

- Jungle flow should feel better in terms of Navigation and Pathing
- Junglers attempting to gank lanes from a Camp should find the flow a lot more natural.
- The constant pressure and chaos of the River Bugs in the Jungle respawning repeatedly should be reduced and the Jungle Bugs should make Jungle pathing feel more intentional and tactical.
- Moments where a Player hits dead-ends due to unintuitive terrain and feeling trapped as a result should be reduced significantly.
- Shrines grant side-lanes an additional mini-objective to fight over for increased interaction, reducing the frequency of freeze-heavy/overly passive gameplay.
- The map feeling overly large should feel reduced through the combination of layout and aesthetic changes applied.
- Game Speed should feel slightly faster and more engaging, with the additional gold and XP available on the map (and the adjustments to the objectives helping to provide new areas to contest) helping games to wrap up more naturally between the 25-35m mark.
- Various Bugfixes regarding the Terrain and Collisions.

Overall, by taking our learnings from the feedback offered on v3/v4, and actioning the largest pain points expressed by Players in previous tests, with Daybreak v5 we have hopefully created something that Players enjoy a lot more, both in terms of moment-to-moment gameplay and how it feels to explore and navigate. So be sure to let us know what you think on Discord and Reddit!

Daybreak V5 - Mechanics Breakdown

Terrain & Layout Changes

- General adjustments to the elevation/height around the map to feel less steep.
- Full Rework of both Jungles, including their Terrain and Camp locations.
- Lane entrances Reworked for all 3 lanes, further improving the approaches and Line Of Sight (LOS) issues in previous versions.
- Increased the size of the Bases for both Teams, primarily around the Core area.
- Fangtooth and Orb Prime Pits general Layout and Size Adjustments.
- Midlane reworked with various adjustments to its curvature and landscape.
- Duolane slight rework, primarily targeting improvements around the previously unhealthy Bush locations and the overly punishing gameplay they promoted.
- Offlane slight rework, primarily to make the lane feel a little more interactive and dynamic on the edges of the lane, and less of an Island that made others feel unable to interact with it.
- Distance between Towers and general spacing adjusted.

Objectives

Shrines

- Added New Objective: Shrines
- Locations:
- Inner side of Duolane.
- Inner Side of Offlane.
- Initial Spawn Time: 120s.
- Respawn Time: Every 120s.
- Shrine Rewards:
- Grants 25 Gold.
- Grants 50 Global Gold.
- Permanently grants the Killer +2 Ability Haste.
- Grants a Team-wide Buff on Kill:
- Shrine Buff:
- Global Team Buff granting +8% Damage against Towers.
- The Buff is twice as effective if both Shrines are controlled by the same team.
- Buff Duration: 120s.
- Shrine States:
- Grey: Ready to Kill
- Blue: Your Team has killed the Shrine and is gaining the Buff.
- Red: The Enemy Team has killed the Shrine and is gaining the Buff.
- Shrine Stats:
- Health: 900.
- Health Regen: 0.

Jungle River Bugs

- Jungle River Buffs Replaced with Jungle Bugs:
- They are always the same type of River Bug and called “Jungle Bugs” to differentiate them:
- Red Jungle = Orange Bug.
- Blue Jungle = Pink Bug.
- Note: For testing simplicity, they currently have the same stats and grant the same Buffs as their River counterparts, but do not Evolve.
- Initial Spawn Time: 210s.
- Respawn Time: 120s (No longer on a fixed 2m spawn cycle like River Bugs).

Gold & Cyan Buff Balance

- Gold Buff now grants more Gold, but less XP.
- Cyan Buff now grants more XP, but less Gold.

Gameplay Balance Changes

Foreword

Individual Hero/Item Balance is on the lighter end for this pass due to the nature of the Eternal Systems and how much it will shift the Balance landscape. Due to this, this Balance Pass primarily has general/global changes that have occurred in the context of balancing gameplay alongside the Eternals system, rather than too many targeted buffs/nerfs. On top of this, there are some general Quality of Life improvements, such as the changes to the Tenacity and Shred formula, that make Balance easier to achieve in the long-run.

For the sake of brevity, minimal developer context will be given beyond this as it has all primarily been done with the goal of harmonizing the previous Balance State with the new Eternal System.

However, to set the expectation, the addition of any large system such as Eternals will naturally result in balance volatility - the system is simply far too expansive and deep to spot all the issues through limited internal testing sessions alone. As a result, we expect some extreme balance outliers to emerge once players get their hands on the update and begin cooking up new & unique strategies. But rest assured, with the help of your feedback, we will do our best to swiftly resolve any balance issues present in the following updates!

Balance Overview

- Minor Augments: Removed and replaced by Eternals.
- All Heroes have received a large increase to base durability, to both help offset the increased power from Eternals, and to ensure that TTK is in a healthier spot with their inclusion.
- All Heroes have received increases to their Cooldowns where relevant, to ensure that Ability Haste present from the Eternals is not overly powerful, while also helping to make gameplay feel slightly more methodical.
- Percent Physical Penetration: Calculation adjusted to be multiplicative, making it less potent when stacked.
- Tenacity Stat: Formula reworked to calculate using the same formula as Armors/Ability Haste, meaning it is less potent when stacked, but is no longer capped at 60%.
- Boss Monster Health increased: Fang/Orb etc.
- Various Carry, Mage & Assassin Items all receive slight approximately 5-10% increases to the Power Stats they offer, ensuring they appropriately match the durability increases, while differentiating them from Fighter Items further.
- Heal & Shield Power Items all received slight increases to the stat now that Divination (Minor Augment) has been removed.
- Smaller amounts of General Balance and Bugfixes.
- ARAM Balance Pass to address outliers and incorporate unique balance values for specific Eternals that require them.

Systems

Minor Augments

- Removed and replaced by Eternals.

Inhibitors

- [Bugfix] Fixed an issue where Inhibitors could rarely become Immune to damage upon respawning.

Knockback/Knockup Effects

This bugfix improves many strange interactions, such as Kallari Double Jumping without motion after she Cleanses a Knockup effect.

- [Bugfix] Cleansing a Knock Effect will now return Air control to the player.

Tenacity

Tenacity has had its formula changes to match that of Armors/Haste. This means that each point of Tenacity is no longer a raw Percent of Crowd Control Reduction (CCR), and instead increases on a proportional curve. The primary reasoning for this change is that we were previously restricted from adding more Tenacity to the game due to the nature of Asymptotic Scaling and how powerful CCR once it approaches 60%+ values, and yet having to ensure the amount each Item offers feels significant enough as a standalone pickup. With the change to the formula, we can now offer larger amounts of it across Abilities and Items in the future, remove the 60% cap, while also being able to more accurately ensure it does not approach the overpowered 60% Threshold as easily when stacking a couple of Tenacity Items together.

- Tenacity Stat Formula changed to act like Armors & Ability Haste.
- Purchasing Tenacity is now displayed in the same manner as Armors and Ability Haste as a Value, not a Percentage.
- All Tenacity Effects have been adjusted to new, relative values (E.g: 20% Tenacity is now 25 Tenacity.)
- Tenacity is no longer capped at 60% CC-Reduction.

Percent Armor Penetration/Shred

Percent Armor Penetration and Percent Armor Shred is also seeing a Stat Formula change, with the result being that it is now multiplicative when stacked, instead of additive. Similar to Tenacity, this means that stacking sources of these effects will no longer grant extreme amounts of penetration where each point has more relative value than the last, and thereby allows it to be offered in more places in the future without Balance concerns of a Target having their Armor 100% shredded or ignored.

- Percent Armor Penetration/Shred Formula has been changed to be Cumulative, instead of Additive.
- [Worked Example] Old: Greystone’s Make Way 30% Shred + Citadel's 20% Shred used to be: 30% + 20% = 50% Shred.
- Now: 100% Armors x 70% x 80% = 56% Remaining Armors = 44% Shred.

Omnivamp

We have reworked the Omnivamp Stat under the hood. Formerly, it would simply grant you the equivalent amount of Lifesteal and Magical Lifesteal stats. Now, it is a standalone stat. Functionality remains the same for the Omnivamp Stat as far as Players are concerned (E.g: 10% Omnvamp is still 10% Healing when dealing damage). However, this change allows us to let Lifesteal Abilities, such as Wraith’s Knock, to now also benefit from Magical Lifesteal simultaneously. This was not possible before as it previously doubled up the healing values due to the way Omnivamp worked in code, meaning that we had to pick one or the other to avoid balance issues.

- Omnivamp has been made into a Unique Stat, meaning it no longer grants both Lifesteal and Magical Lifesteal stats independently for the sake of Engine Code, but instead is a standalone value as stated in-game.
- As a result, Abilities that state they “benefit from Lifesteal” now also work with Magical Lifesteal (E.g: Wraith’s Knock, Knock!)

Jungle

Jungle Boss Monsters are seeing an increase to their Health to ensure their durability keeps up with the various damage sources offered by Eternals, while also ensuring there is a larger window of interaction for teams to contest Objectives in general. Likewise, the Bonus Armors available on Mini Prime’s Buff are seeing a reduction, making it less oppressive to fight again, especially in the Offlane where it can singlehandedly flip matchups.

Fangtooth

- Health increased from 5,200 (+750 per Level) to 6,000 (+900 per Level).

Primal Fangtooth

- Health increased from 10,800 (+700 per Level) to 12,000 (+900 per Level).

Mini Prime

- Health increased from 5,400 (+650 per Level) to 6,300 (+850 per Level).
- Mini Prime Buff Bonus Armors decreased from 10% to 5%.

Orb Prime

- Health increased from 13,000 (+450 per Level) to 14,500 (+650 per Level).

Seedling

- Health increased from 2,200 (+330 per Level) to 2,300 (+380 per Level).
- Magical Armor decreased from 30 (+2 per Level) to 25 (+ 2 per Level).

Shaper

- Health increased from 3,000 (+1250 per Level) to 3600 (+1500 per Level).

Hero Balance

Heroes Overview

As mentioned, the majority of the Hero changes are global baseline changes affecting all Heroes at a relatively equal rate due to addition of the Eternals System.

Therefore, you will see a lot of similar Stat changes to Hero Stats/Cooldowns as they are largely a general rebalance with the Eternals in mind, rather than targeted Buffs/Nerfs:

- All Heroes have received a large increase to Base Durability, to both help offset the increased power from Eternals, and to ensure that TTK is in a healthier spot with their inclusion.
- All Heroes have received general adjustments to their Cooldowns (where relevant) to account for Ability Haste present on Eternals.
- Various Heroes that relied on Alchemist for Mana Sustain have received Mana/Mana Regen increases to offset the loss now that it is removed.
- Some targeted balance adjustments to existing outliers.

General:

- Health increased from 670 to 690.
- Health Growth increased from 108 to 130.
- Health Regen increased from 1.8 to 2.1.
- Physical Armor increased from 36 to 38.
- Physical Armor Growth increased from 4.6 to 5.4.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Physical Power decreased from 45 to 43.
- Mana Regen increased from 1.3 to 1.4.

Iron Rose [Secondary]:

- Damage decreased from 7/9/11/13/15 to 6/8/10/12/14.
- Cooldown increased from 16/15.25/14.5/13.75/13s to 18/17.25/16.5/15.75/15s.

Imperial Lash [Alternate]:

- Cooldown changed from 12.5/11.5/10.5/9.5/8.5s to 13.5/12/10.5/9/7.5s.

Queen’s Garden [Ultimate]:

- Cooldown increased from 115/95/75s to 120/95/75s.

General:

- Health increased from 665 to 680.
- Health Growth increased from 109 to 131.
- Health Regen increased from 1.6 to 1.9.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 4.4 to 5.3.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.6 to 1.9.

Hellfire [Primary]:

- Cooldown increased from 14/13.25/12.5/11.75/11s to 16/15/14/13/12s.

Web Lash [Secondary]:

- Cooldown increased from 24/21.5/19/16.5/14s to 25/22.5/20/17.5/15s.

Crushing Maw [Alternate]:

- Healing decreased from 10/15/20/25/30 to 8/12/16/20/24.
- Healing Max Health Scaling decreased from 2/2.75/3.5/4.25/5% to 1.75/2.5/3.25/4/4.75%
- Cooldown increased from 10/8.75/7.5/6.25/5s to 11/10/9/8/7s.

Consume [Ultimate]:

- Cooldown increased from 130/110/90s to 135/115/95s.

General:

- Health increased from 640 to 660.
- Health Growth increased from 106 to 127.
- Health Regen increased from 1.4 to 1.7.
- Physical Armor increased from 22 to 24.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana Regen increased from 1.5 to 1.7.

Dread Nova [Primary]:

- Cooldown increased from 14/13/12/11/10s to 16/15/14/13/12s.

Ether Crystal [Secondary]:

- Cooldown increased from 14/13.5/13/12.5/12s to 16/15.5/15/14.5/14s.

Synaptic Obliterator [Ultimate]:

- Cooldown increased from 130/115/100s to 135/120/105s.

General:

- Health increased from 665 to 680.
- Health Growth increased from 109 to 136.
- Health Regen increased from 2 to 2.3.
- Physical Armor increased from 33 to 36.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana Regen increased from 1.2 to 1.35.

Glacial Charge [Primary]:

- Cooldown increased from 25/23/21/19/17s to 26/24/22/20/18s.

Hoarfrost [Secondary]:

- Cooldown increased from 12/11.5/11/10.5/10s to 14/13.5/13/12.5/12s.

Boreal Sweep [Alternate]:

- Cooldown increased from 11.5/10.25/9/7.75/6.5s to 12.5/11.25/10/8.75/7.5s.

Cryoseism [Ultimate]:

- Cooldown increased from 135/120/105s to 140/125/110s.

General:

- Health increased from 660 to 680.
- Health Growth increased from 108 to 130.
- Health Regen increased from 1.4 to 1.7.
- Physical Armor increased from 31 to 33.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana Regen increased from 1 to 1.3.

Berserk [Passive]:

- Tenacity changed from 30% to 40.

Cursed Edge [Primary]:

- Cooldown increased from 16.5/15/13.5/12/10.5s to 18/16.5/15/13.5/12s.

Dire Howl [Secondary]:

- Healing changed from 15/17.5/20/22.5/25% to 10/14/18/22/26%.
- Cooldown increased from 14s to 15s.

Skull Crusher [Alternate]:

- Cooldown increased from 16/14.5/13/11.5/10s to 17/15.5/14/12.5/11s.

Kingslayer [Ultimate]:

- Cooldown increased from 130/120/110s to 135/125/115s.

Boris:

General:

- Health increased from 645 to 665.
- Health Growth increased from 111 to 133.
- Health Regen increased from 1.5 to 1.8.
- Physical Armor increased from 32 to 34.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Tesseract Core [Passive]:

- Healing Physical Power Scaling decreased from 2.5% to 2%.

Primeval Roar [Secondary]:

- Cooldown increased from 16/15/14/13/12s to 18/16.5/15/13.5/12s.

Chrono Swipe [Alternate]:

- Cooldown increased from 9/8.25/7.5/6.75/6s to 10/9/8/7/6s.

Ursine Burst [Ultimate]:

- Cooldown increased from 110/90/70s to 120/100/80s.

General:

- Health increased from 665 to 685.
- Health Growth increased from 111 to 130.
- Health Regen increased from 1.65 to 1.95.
- Physical Armor increased from 34 to 37.
- Physical Armor Growth increased from 3.7 to 4.4.
- Magical Armor increased from 34 to 37.
- Magical Armor Growth increased from 1.25 to 1.5.
- Mana Regen increased from 1.4 to 1.5.

Shadow Slip [Primary]:

- Cooldown increased from 16/15/14/13/12s to 18/17/16/15/14s.

Eventide [Secondary]:

- Cooldown increased from 10/9/8/7/6s to 11/10/9/8/7s.

Blade Siphon [Alternate]:

- Healing decreased from 5/7/9/11/13 to 4/6/8/10/12.
- Cooldown increased from 10/9/8/7/6s to 11/10/9/8/7s.

Feast [Ultimate]:

- Cooldown increased from 135/100/70s to 135/105/75s.

General:

- Health increased from 680 to 700.
- Health Growth increased from 115 to 136.
- Health Regen increased from 2.2 to 2.5.
- Physical Armor increased from 35 to 38.
- Physical Armor Growth increased from 4.8 to 5.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Left Crunch [Primary]:

- Cooldown increased from 9.5/8.5/7.5/6.5/5.5s to 10/9/8/7/6s.

Right Crunch [Secondary]:

- Cooldown increased from 12/11/10/9/8s to 13/12/11/10/9s.

Forward Crunch [Alternate]:

- Cooldown increased from 17/16.5/16/15.5/15s to 19/18/17/16/15s.

Re-Crunch [Ultimate]:

- Healing decreased from 25/65/105 to 20/60/100.

General:

- Health increased from 665 to 685.
- Health Growth increased from 114 to 137.
- Health Regen increased from 1.25 to 1.55.
- Physical Armor increased from 24 to 26.
- Physical Armor Growth increased from 4.5 to 5.4.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana Regen increased from 1.55 to 1.65

Photon Disruptor [Primary]:

- Cooldown increased from 12/11/10/9/8s to 13/12/11/10/9s.

Containment Fence [Secondary]:

- Cooldown increased from 23/21.5/20/18.5/17s to 25/23.5/22/20.5/19s.

Stasis Bomb [Alternate]:

- Cooldown increased from 14/13.5/13/12.5/12s to 15/14.5/14/13.5/13s.

Ion Strike [Ultimate]:

- Cooldown increased from 110/90/70s to 115/95/75s.

General:

- Health increased from 675 to 695.
- Health Growth increased from 112 to 134.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 25 to 27.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Gag Grenade [Primary]:

- Cooldown increased from 20/18/16/14/12s to 22/20/18/16/14s.

Rad Rounds [Secondary]:

- Cooldown increased from 16/14/12/10/8s to 17/14.75/12.5/10.25/8s.

Old Rusty [Alternate]:

- Cooldown increased from 11/10/9/8/7s to 12/11/10/9/8s.

Shrapnel Cannon [Ultimate]:

- Cooldown increased from 120/110/100s to 125/115/105s.

General:

- Health increased from 645 to 665.
- Health Growth increased from 110 to 128.
- Health Regen increased from 1.1 to 1.4.
- Physical Armor increased from 24 to 26.
- Physical Armor Growth increased from 4.6 to 5.5.
- Magical Armor increased from 23 to 25.
- Magical Armor Growth increased from 0.95 to 1.15.

Tachyon Lance [Primary][Ranged]:

- Cooldown increased from 13/11.25/9.5/7.75/6 to 14/11.75/9.5/7.25/5s.

Axiom Strike [Primary][Melee]:

- Cooldown increased from 15/13/11/9/7s to 16/14/12/10/8s.

Sidewind [Alternate][Ranged]:

- Cooldown increased from 22/21/20/19/18s to 24/23/22/21/20s.

Talon Drive [Alternate][Melee]:

- Cooldown increased from 16/15/14/13/12s to 18/17/16/15/14s.

General:

- Health increased from 705 to 725.
- Health Growth increased from 115 to 138.
- Health Regen increased from 2.2 to 2.5.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana increased from 300 to 320

Safeguard [Primary]:

- Mana Cost decreased from 80 to 60.
- Cooldown increased from 20/18.5/17/15.5/14s to 22/20/18/16/14s.

Hamstring [Secondary]:

- Cooldown increased from 8/7.25/6.5/5.75/5s to 9/8.25/7.5/6.75/6s.

Reaping Dash [Alternate]:

- Cooldown increased from 20/18/16/14/12s to 22/20/18/16/14s.

Earth Shatter [Ultimate]:

- Cooldown increased from 100/90/80s to 105/95/85s.

General:

- Health increased from 620 to 640.
- Health Growth increased from 103 to 124.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 23 to 25.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Sticky Mine [Primary]:

- Cooldown increased from 10/9.25/8.5/7.75/7s to 11/10.25/9.5/8.75/8s.

Security Gate [Secondary]:

- Cooldown increased from 20/18/16/15/14s to 22/20/18/16/14s.

Seek & Destroy [Alternate]:

- Cooldown increased from 13/12/11/10/9s to 14/13/12/11/10s.

Tesla Dome [Ultimate]:

- Cooldown increased from 120/105/90s to 125/110/95s.

General:

- Health increased from 650 to 670
- Health Growth increased from 112 to 134
- Health Regen increased from 1.4 to 1.7
- Physical Armor increased from 22 to 24
- Physical Armor Growth increased from 4.1 to 5
- Magical Armor increased from 27 to 29
- Magical Armor Growth increased from 0.95 to 1.15

Cosmic Rift [Primary]:

- Cooldown increased from 11/10.25/9.5/8.75/8s to 12/11.25/10.5/9.75/9s.

Torn Space [Secondary]:

- Cooldown increased from 22/19.5/17/14.5/12s to 24/21.5/19/16.5/14s.

Void Breach [Alternate]:

- Cooldown increased from 10/9.5/9/8.5/8s to 11/10.5/10/9.5/9s.

Black Hole [Ultimate]:

- Cooldown increased from 130/115/100s to 135/120/105s.

General:

- Health increased from 680 to 700.
- Health Growth increased from 110 to 132.
- Health Regen increased from 1.5 to 1.8.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 4.5 to 5.4.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Stoicism [Passive]:

- Healing Max Health Scaling decreased from 0.12% to 0.1%.

Make Way [Primary]:

- Cooldown increased from 10/9.25/8.5/7.75/7 to 11/10.25/9.5/8.75/8s.

Sacred Oath [Secondary]:

- Cooldown increased from 10/9.5/9/8.5/8s to 11/10.5/10/9.5/9s.

Assault the Gates [Alternate]:

- Cooldown increased from 16/14.75/13.5/12.25/11s to 18/16.5/15/13.5/12s.

Stoneforged Soul [Ultimate]:

- Cooldown increased from 160/145/130s to 165/150/135s.

Grim.exe:

General:

- Health increased from 670 to 690.
- Health Growth increased from 114 to 137.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 26 to 28.
- Physical Armor Growth increased from 4.7 to 5.65.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Displacement Blast [Primary]:

- Cooldown increased from 12/11/10/9/8 to 13/12/11/10/9s.

Energy Shield [Alternate]:

- Cooldown increased from 24/22/20/18/16s to 26/24/22/20/18s.

G.T.F.O [Ultimate]:

- Cooldown increased from 100/85/70s to 105/90/75s.

General:

- Health increased from 660 to 680.
- Health Growth increased from 113 to 136.
- Health Regen increased from 1.8 to 2.1.
- Physical Armor increased from 30 to 33.
- Physical Armor Growth increased from 5 to 5.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Smash & Grab [Primary]:

- Cooldown increased from 24/22.5/21/19.5/18 to 25/23.5/22/20.5/19s.

Stampede [Secondary]:

- Cooldown increased from 20/19/18/17/16s to 22/21/20/19/18s.

Double Pain [Alternate]:

- Max Health Healing decreased from 3% to 2%.
- Missing Health Healing changed from 5/7/9/11/13% to 4/7/10/13/16%.
- Cooldown increased from 9/8/7/6/5s to 10/9/8/7/6s.

Warlord’s Challenge [Ultimate]:

- Cooldown increased from 125/105/85s to 130/110/90s.

General:

- Health increased from 670 to 690.
- Health Growth increased from 118 to 141.
- Health Regen increased from 1.35 to 1.65.
- Physical Armor increased from 22 to 24.
- Physical Armor Growth increased from 4.7 to 5.65.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana Growth increased from 25 to 28.
- Mana Regen increased from 1.1 to 1.3.

R2000 Missile [Primary]:

- Cooldown increased from 10/9/8/7/6 to 11/10/9/8/7s.

Land Mine [Secondary]:

- Cooldown increased from 18/16.5/15/13.5/12s to 20/18/16/14/12s.

H11 Cluster Grenades [Alternate]:

- Mana Cost decreased from 70/80/90/100/110 to 60/70/80/90/100.
- Cooldown increased from 16/15.5/15/14.5/14s to 17/16.5/16/15.5/15s.

Make it Rain [Ultimate]:

- Cooldown increased from 130/115/100s to 135/120/105s.

General:

- Health increased from 660 to 680.
- Health Growth increased from 109 to 131.
- Health Regen increased from 1.5 to 1.8.
- Physical Armor increased from 21 to 23.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Flame Turret [Primary]:

- Cooldown increased from 20/19/18/17/16s to 22/20.5/19/17.5/16s.

Oil Spill [Secondary]:

- Cooldown increased from 12s to 14s.

Molotov [Alternate]:

- Cooldown increased from 11/10/9/8/7s to 12/11/10/9/8s.

Inferno [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 640 to 660.
- Health Growth increased from 114 to 137.
- Health Regen increased from 1.6 to 1.9.
- Physical Armor increased from 36 to 39.
- Physical Armor Growth increased from 3.4 to 4.1.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7 .

Shadow Dance [Secondary]:

- Cooldown increased from 17/16/15/14/13s to 18/17/16/15/14s.

Crippling Dagger [Alternate]:

- Cooldown increased from 9/8.5/8/7.5/7s to 10/9.5/9/8.5/8s.

Guillotine [Ultimate]:

- Cooldown increased from 130/105/80s to 135/110/85s.

General:

- Health increased from 630 to 650.
- Health Growth increased from 111 to 130.
- Health Regen increased from 1.4 to 1.7.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 2.5 to 3.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Spirit Regeneration [Passive]:

- Health Regeneration decreased from 0.12-1.5 to 0.1-1.54.

Unleash [Primary]:

- Cooldown increased from 7/6.5/6/5.5/5s to 9/8.5/8/7.5/7s.

Invigorate [Secondary]:

- Healing Max Health Scaling changed from 6/7.5/9/10.5/12% to 5/7/9/11/13%.
- Cooldown increased from 25/24/23/22/21s to 28/27/26/25/24s.

Ambush [Alternate]:

- Cooldown increased from 14/13.25/12.5/11.75/11s to 15/14/13/12/11s.

Cull [Ultimate]:

- Cooldown increased from 135/115/95s to 150/125/100s.

Bringer Of Mercy [Augment]:

- Mercy Cooldown Refund On Hit decreased from 1s to 0.75s.

General:

- Health increased from 660 to 680.
- Health Growth increased from 108 to 130.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 26 to 28.
- Physical Armor Growth increased from 4.4 to 5.3.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Dusk [Primary]:

- Cooldown increased from 12/11/10/9/8s to 13/12/11/10/9s.

Shadow Glide [Secondary]:

- Cooldown increased from 20/19/18/17/16s to 22/21/20/19/18s.

Mercy [Alternate]:

- Cooldown increased from 8/7/6/5/4s to 9/7.75/6.5/5.25/4s.
- Now benefits from both Lifesteal and Magical Lifesteal.

Purge [Ultimate]:

- Cooldown increased from 120/110/100s to 125/115/105s.
- Now benefits from both Lifesteal and Magical Lifesteal.

General:

- Health increased from 670 to 690.
- Health Growth increased from 116 to 139.
- Health Regen increased from 2 to 2.3.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 4.35 to 5.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana Regen increased from 1.45 to 1.65.

Judgement of the Heavens [Primary]:

- Cooldown increased from 16/15.25/14.5/13.75/13s to 17/16.25/15.5/14.75/14s.

Surge of the Heavens [Secondary]:

- Cooldown increased from 14/13.25/12.5/11.75/11s to 15/14.25/13.5/12.75/12s.

Light of the Heavens [Alternate]:

- Cooldown increased from 11/10/9/8/7s to 12/11/10/9/8s.

Fury of the Heavens [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 680 to 700.
- Health Growth increased from 117 to 140.
- Health Regen increased from 1.5 to 1.8.
- Physical Armor increased from 25 to 27.
- Physical Armor Growth increased from 4.6 to 5.5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Seismic Assault [Primary]:

- Cooldown increased from 15/14/13/12/11s to 18/16.5/15/13.5/12s.

Void Drone [Secondary]:

- Cooldown increased from 30/28/26/24/22s to 34/31/28/25/22s.

Void Bomb [Alternate]:

- Cooldown increased from 10/9/8/7/6s to 11/10/9/8/7s.

Neural Disruptor [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 630 to 650.
- Health Growth increased from 106 to 131.
- Health Regen increased from 1.5 to 1.8.
- Physical Armor increased from 26 to 28.
- Physical Armor Growth increased from 4.3 to 5.15.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana Regen increased from 1.6 to 1.8.

Maco Gift! [Primary]:

- Healing decreased from 50/70/90/110/130 to 40/60/80/100/120.
- Cooldown increased from 9/8.25/7.5/6.75/6s to 10/9/8/7/6s.

Maco Fly! [Secondary]:

- Cooldown increased from 15/14.25/13.5/12.75/12s to 16/15/14/13/12s.

Maco Sparkle! [Alternate]:

- Cooldown increased from 15s to 17s.

Maco Strike! [Ultimate]:

- Cooldown increased from 125/110/90s to 130/110/90s.
- Maco Strike’s Ball now travels through Player-made Terrain.
- [Bugfix] Fixed an issue where Maco Strike would not always push the target.

General:

- Health increased from 620 to 640.
- Health Growth increased from 112 to 134.
- Health Regen increased from 1 to 1.3.
- Physical Armor increased from 20 to 22.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Hive [Primary]:

- Cooldown increased from 12/11/10/9/8s to 14/13/12/11/10s.

Swarm [Secondary]:

- Healing decreased from 35% to 30%
- Cooldown increased from 22/20.25/18.5/16.75/15s to 24/22/20/18/16s.

Mark [Alternate]:

- Healing decreased from 10/20/30/40/50 to 8/18/28/38/48.
- Cooldown increased from 7.5/6.75/6/5.25/4.5s to 8/7.25/6.5/5.75/5s.

Curse [Ultimate]:

- Cooldown increased from 130/100/70s to 135/105/75s.

General:

- Health increased from 675 to 695.
- Health Growth increased from 110 to 132.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 30 to 33.
- Physical Armor Growth increased from 3.8 to 4.5.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana Regen increased from 1.5 to 1.65.
- Mana Regen Growth increased from 0.12 to 0.15.

Extract [Passive]:

- Healing Max Health Scaling decreased from 7% to 6%.

Contagion [Primary]:

- Healing changed from 4/6.5/9/11.5/14 to 3/6/9/12/15.
- Cooldown increased from 14/13.25/12.5/11.75/11s to 15/14.25/13.5/12.75/12s.

Beguile [Secondary]:

- Cooldown increased from 16/15.25/14.5/13.75/13s to 18/17.25/16.5/15.75/15s.

Abduct [Alternate]:

- Cooldown increased from 16/15/14/13/12s to 18/17/16/15/14s.

Eclipse [Ultimate]:

- Cooldown increased from 150/130/110s to 155/135/115s.

General:

- Health increased from 650 to 670.
- Health Growth increased from 110 to 132.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 24 to 26.
- Physical Armor Growth increased from 4.5 to 5.4.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Static Trap [Primary]:

- Cooldown increased from 22/18.5/15/11.5/8s to 24/20/16/12/8s.

Hot Pursuit [Secondary]:

- Cooldown increased from 20/18/16/14/12s to 22/20/18/16/14s.

Buckshot [Alternate]:

- Cooldown increased from 14/12.5/11/9.5/8s to 15/13.5/12/10.5/9s.

Long Arm of the Law [Ultimate]:

- Cooldown increased from 140/115/90s to 145/120/95s.

General:

- Health increased from 630 to 650.
- Health Growth increased from 103 to 124.
- Health Regen increased from 1.5 to 1.8.
- Physical Armor increased from 28 to 30.
- Physical Armor Growth increased from 4.6 to 5.5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana increased from 350 to 360.

Consecrated Ground [Primary]:

- Cooldown increased from 24/22.5/21/19.5/18s to 26/24.5/23/21.5/20s.

Alacrity [Secondary]:

- Shield Magical Power Scaling increased from 55% to 60%.
- Cooldown increased from 10/9.5/9/8.5/8s to 11/10.5/10/9.5/9s.

Serenity [Alternate]:

- Mana Cost decreased from 60/65/70/75/80 to 50/55/60/65/70.
- Cooldown increased from 12/11.25/10.5/9.75/9s to 13/12.25/11.5/10.75/10s.

Reversal of Fortune [Ultimate]:

- Cooldown increased from 160/145/130s to 165/150/135s.

General:

- Health increased from 665 to 685.
- Health Growth increased from 114 to 132.
- Health Regen increased from 1.35 to 1.65.
- Physical Armor increased from 28 to 30.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana increased from 340 to 350.
- Mana Regen increased from 1.8 to 1.9.

March! [Primary]:

- Healing increased from 14/21/28/42 to 16/24/32/40/48.
- Healing Magical Power Scaling increased from 15% to 18%.
- Cooldown increased from 14/13.5/11/9.5/8s to 15/13.5/11/9.5/8s.

Song Of My People [Secondary]:

- Healing increased from 1.75/2.5/3.25/4/4.75 to 2/3/4/5/6.

Thunk [Alternate]:

- Cooldown increased from 13/12/11/10/9s to 14/13/12/11/10s.

Crash Bang Boom! [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 630 to 650.
- Health Growth increased from 113 to 135.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 22 to 24.
- Physical Armor Growth increased from 4 to 4.8 .
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana Regen increased from 1.2 to 1.35.

L.I.N.X [Primary]:

- Cooldown increased from 10/9.25/8.5/7.75/7s to 11/10.25/9.5/8.75/8s.

Data Burst [Secondary]:

- Cooldown increased from 14/13.5/13/12.5/12s to 15/14.5/14/13.5/13s.

Erase Vector [Alternate]:

- Cooldown increased from 16/14.5/13/11.5/10s to 18/16.5/15/13.5/12s.

Final Thread [Ultimate]:

- Cooldown increased from 120/105/90s to 125/110/95s.

General:

- Health increased from 650 to 670.
- Health Growth increased from 110 to 134.
- Health Regen increased from 1 to 1.3.
- Physical Armor increased from 26 to 28.
- Physical Armor Growth increased from 4.6 to 5.5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Psychic Flare [Primary]:

- Cooldown increased from 13/12.25/11.5/10.75/10s to 14/13/12/11/10s.

Energy Lance [Secondary]:

- Cooldown increased from 18/16/14/12/10s to 20/18/16/14/12s.

Telekinetic Link [Alternate]:

- Cooldown increased from 23/21/1917/15s to 24/22/20/18/16s.

Hyperflux [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

The Rumbling [Augment]:

- Soft Rework: Rumble no longer has no Cooldown. Instead, Rumble’s Cooldown is now refunded when it damages an Enemy Unit.

Tiny Titan [Augment]:

- Additional Damage Taken during Behemoth increased from 40% to 45%.

General:

- Health increased from 675 to 695.
- Health Growth increased from 106 to 127.
- Health Regen increased from 1 to 1.3 .
- Physical Armor increased from 30 to 33.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

King Of The Jungle [Passive]:

- Tenacity changed from 20% to 25.

Boulder Throw [Primary]:

- Cooldown increased from 18/16.5/15/13.5/12s to 20/18.5/17/15.5/14s.

Rumble [Secondary]:

- Cooldown increased from 8/7/6/5/4s to 9/8/7/6/5s.

Pounce [Alternate]:

- Cooldown increased from 18/17/16/15/14s to 20/19/18/17/16s.

Behemoth [Ultimate]:

- Max Health Regeneration decreased from 2/3/4% to 1.5/2.75/4%.
- Cooldown increased from 125/115/105s to 130/120/110s.

General:

- Health increased from 670 to 690.
- Health Growth increased from 111 to 133.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 23 to 25.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Mortal Coil [Primary]:

- Cooldown increased from 16/15.5/15/14.5/14s to 18/17.5/17/16.5/16s.

Stupor [Secondary]:

- Cooldown increased from 16/15.25/14.5/13.75/13s to 18/17.25/16.5/15.75/15s.

Soulfire [Alternate]:

- Cooldown increased from 10/8.5/7/5.5/4s to 11/9.5/8/6.5/5s.

Abyssal Rift [Ultimate]:

- Cooldown increased from 140/115/90s to 145/120/95s.

General:

- Health increased from 675 to 695.
- Health Growth increased from 115 to 138.
- Health Regen increased from 1 to 1.3.
- Physical Armor increased from 25 to 27.
- Physical Armor Growth increased from 4.4 to 5.3.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Obliterate [Primary]:

- Cooldown increased from 8s to 9s.

Scar [Secondary]:

- Cooldown increased from 14/13.25/12.5/11.75/11s to 15/14.25/13.5/12.75/12s.

Reckoning [Ultimate]:

- Cooldown increased from 140/120/100s to 145/125/105s.

General:

- Health increased from 675 to 695.
- Health Growth increased from 120 to 140.
- Health Regen increased from 1.8 to 2.1.
- Physical Armor increased from 36 to 39.
- Physical Armor Growth increased from 4.7 to 5.65.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Shock Therapy [Primary]:

- Cooldown increased from 9/8.5/8/7.5/7s to 10/9.5/9/8.5/8s.

Electrocute [Secondary]:

- Shield Max Health Scaling decreased from 9%/11%/13%/15%/17% to 8%/10%/12%/14%/16%.
- Cooldown increased from 14/12.75/11.5/10.25/9s to 15/13.75/12.5/11.25/10s.

Riplash [Alternate]:

- Cooldown increased from 18/16.5/15/13.5/12s to 20/18.75/17.5/16.25/15s.

Skewer [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 660 to 680.
- Health Growth increased from 112 to 136.
- Health Regen increased from 2 to 2.3.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Heaven's Fury [Primary]:

- Cooldown increased from 16/15.5/15/14.5/13s to 18/17.25/16.5/15.75/15s.

Ascend [Secondary]:

- Cooldown increased from 15/14.5/14/13.5/13s to 16/15.5/15/14.5/14s.

Chastise [Alternate]:

- Cooldown increased from 10/9.25/8.5/7.75/7s to 11/10.25/9.5/8.75/8s.

Heresy [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 640 to 660.
- Health Growth increased from 94 to 113.
- Health Regen increased from 1.5 to 1.8 .
- Physical Armor increased from 32 to 34.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 28 to 31.
- Magical Armor Growth increased from 1.5 to 1.8.

Reaper of Souls [Passive]:

- Omnivamp decreased from 7% to 6%.

Siphon [Primary]:

- Bonus Health Scaling decreased from 5% to 4%.
- Additional Monster Damage decreased from 25/30/35/40/45 to 20/25/30/35/40.
- Cooldown changed from 6.5/5.75/5/4.25/3.5s to 7/6/5/4/3s.

Subjugate [Secondary]:

- Cooldown increased from 15/14/13/12/11s to 16/15/14/13/12s.

Phantom Rush [Alternate]:

- Cooldown increased from 18/17.5/17/16.5/16s to 20/19.5/19/18.5/18s.

Colossal Blow [Ultimate]:

- Cooldown increased from 120/90/60s to 125/95/65s.

General:

- Health increased from 675 to 695.
- Health Growth increased from 112 to 134.
- Health Regen increased from 1.8 to 2.1.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 4.4 to 5.3.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana Regen increased from 1.3 to 1.5.

Line Tempo [Primary]:

- Cooldown increased from 6/5.25/4.5/3.75/3s to 7/6/5/4/3s.

Circle Rhythm [Secondary]:

- Cooldown increased from 15/13.5/12/10.5/9s to 16/14.5/13/11.5/10s.

Rushing Beat [Alternate]:

- Cooldown increased from 13/11.5/10/8.5/7s to 14/12.5/11/9.5/8s.

All-Kill [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 670 to 690.
- Health Growth increased from 114 to 137.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 26 to 28.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Plasma Grenade [Primary]:

- Cooldown increased from 13/11.75/10.5/9.25/8s to 14/12.75/11.5/10.25/9s.

Air Assault [Secondary]:

- Cooldown increased from 22/20/18/16/14s to 24/22/20/18/16s.

Atomiser [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 670 to 690.
- Health Growth increased from 115 to 138.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 25 to 27.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana Regen increased from 1.5 to 1.6.

Hail of Arrows [Primary]:

- Cooldown increased from 16/14.5/13/11.5/10s to 18/16/14/12/10s.

Heightened Senses [Secondary]:

- Cooldown increased from 21/20/19/18/17s to 22/21/20/19/18s.

Piercing Shot [Alternate]:

- Cooldown increased from 15/14/13/12/11s to 16/15/14/13/12s.

Inner Fire [Ultimate]:

- Cooldown increased from 130/115/100s to 135/120/105s.

Heavy Metal [Augment]:

- Total Armor Scaling decreased from 12% to 10%.

General:

- Health increased from 675 to 695.
- Health Growth increased from 110 to 132.
- Health Regen increased from 1.7 to 2.
- Physical Armor increased from 35 to 38.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 28 to 31.
- Magical Armor Growth increased from 1.25 to 1.5.

Cybernetic Shell [Passive]:

- Physical Armor to Magical Armor Conversion decreased from 15% to 10%.
- Magical Armor to Physical Armor Conversion decreased from 15% to 10%.

Bull Rush [Primary]:

- Bonus Health Scaling decreased from 6% to 5%.
- Cooldown increased from 14/13/12/11/10s to 15/14/13/12/11s.

Force Shield [Secondary]:

- Cooldown increased from 27/24/21/18/15s to 28/25/22/19/16s.

Shield Bash [Alternate]:

- Additional Monster Damage decreased from 40/45/50/55/60 to 30/35/40/45/50.
- Cooldown increased from 9/8.5/8/7.5/7s to 10/9.5/9/8.5/8s.

Shield Slam [Ultimate]:

- Cooldown increased from 130/110/90s to 135/115/95s.

General:

- Health increased from 690 to 710.
- Health Growth increased from 108 to 130.
- Health Regen increased from 1.8 to 2.1.
- Physical Armor increased from 32 to 35.
- Physical Armor Growth increased from 4.4 to 5.2.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Ruthless Assault [Primary]:

- Cooldown increased from 12/10.75/9.5/8.25/7s to 13/11.75/10.5/9.25/8s.

Highland Hurl [Secondary]:

- Cooldown increased from 12.5/11.5/10.5/9.5/8.5s to 13.5/12.5/11.5/10.5/9.5s.

Wild Rush [Alternate]:

- Cooldown increased from 16/15/14/13/12s to 18/17/16/15/14s.

Unstoppable Force [Ultimate]:

- Passive Bonus Physical Armor and Magical Armor decreased from 8/12/16 to 6/9/12.
- Active Bonus Physical Armor and Magical Armor decreased from 20/35/50 to 16/30/44.
- Tenacity changed from 30%/40%/50% to 40/70/100.
- Cooldown increased from 130/115/100s to 135/120/105s.

General:

- Health increased from 675 to 695.
- Health Growth increased from 114 to 137.
- Health Regen increased from 1.3 to 1.6.
- Physical Armor increased from 20 to 22.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana increased from 420 to 435.
- Mana Regen increased from 1.25 to 1.35.

Bramble Patch [Primary]:

- Cooldown increased from 11/10.5/10/9.5/9s to 12/11.5/11/10.5/10s.

Harvest Nettles [Secondary]:

- Cooldown increased from 4.5/4/3.5/3/2.5s to 5/4.5/4/3.5/3s.

Untamed Growth [Alternate]:

- Cooldown increased from 13/11.5/10/8.5/7s to 14/12.5/11/9.5/8s.

Fly Trap [Ultimate]:

- Cooldown increased from 120/105/90s to 125/110/95s

General:

- Health increased from 680 to 700.
- Health Growth increased from 115 to 138.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 28 to 30.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana Regen increased from 1.4 to 1.6.

Vaporize [Primary]:

- Cooldown increased from 11.5/10/8.5/7/5.5s to 12.5/11/9.5/8/6.5s.

Rocket Dash [Secondary]:

- Cooldown increased from 20s to 22s.

Vortex Grenade [Alternate]:

- Cooldown increased from 10/9/8/7/6s to 11/10/9/8/7s.

Ventilate [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 620 to 655.
- Health Growth increased from 110 to 132.
- Health Regen increased from 1.3 to 1.6.
- Physical Armor increased from 26 to 28.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1 to 1.2.
- Mana Regen increased from 1.4 to 1.6.

Peekaboo! [Primary]:

- Cooldown increased from 12/11.25/10.5/9.75/9s to 13/12.25/11.5/10.75/10s.

Surprise, Surprise! [Secondary]:

- Cooldown increased from 24/22/20/18/16s to 26/24/22/20/18s.

Knock, Knock! [Alternate]:

- Cooldown changed from 10/9.25/8.5/7.75/7s to 11/9.75/8.5/7.25/6s.
- Cooldown Refund on Mark/Kill increased from 70% to 75%.
- Now benefits from both Lifesteal and Magical Lifesteal.

Back It Up! [Ultimate]:

- Cooldown increased from 130/110/90s to 135/115/95s.

General:

- Health increased from 660 to 680.
- Health Growth increased from 112 to 134.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 28 to 30.
- Physical Armor Growth increased from 3.8 to 4.5.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Cloudwalker [Primary][Spirit]:

- Cooldown increased from 22/21/20/19/18/17s to 24/23/22/21/20/19s.

Cyclebreaker [Secondary][Spirit]:

- Cooldown increased from 19/18/17/16/15/14s to 21/20/19/18/17/16s.

High Impact [Secondary][Body]:

- Cooldown increased from 13/12/11/10/9/8s to 14/13/12/11/10/9s.

Windsurge [Alternate][Spirit]:

- Minion Damage Modifier decreased from 50% to 40%.
- Cooldown changed from 16/15.4/14.8/14.2/13.6/13s to 18/17.2/16.4/15.6/14.8/14s.

Force Push [Alternate][Body]:

- Cooldown changed from 17/16.2/15.4/14.6/13.8/13s to 18/17.2/16.4/15.6/14.8/14s.

General:

- Health increased from 670 to 690.
- Health Growth increased from 113 to 134.
- Health Regen increased from 1.5 to 1.8.
- Physical Armor increased from 28 to 30.
- Physical Armor Growth increased from 3.2 to 4.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.

Lash Kick [Primary]:

- Cooldown increased from 21/18/15/12/9s to 23/20/17/14/11s.

Backlash [Alternate]:

- Cooldown increased from 10.5/9.75/9/8.25/7.5s to 11.5/10.75/10/9.25/8.5s.

Quelling Gale [Ultimate]:

- Cooldown increased from 120/100/80s to 125/105/85s.

General:

- Health increased from 660 to 680.
- Health Growth increased from 109 to 131.
- Health Regen increased from 1.4 to 1.7.
- Physical Armor increased from 28 to 30.
- Physical Armor Growth increased from 4 to 4.8.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.

Hallowed Strikes [Passive]:

- Total Physical Power Scaling decreased from 10% to 8%.

Anima Burst [Primary]:

- Healing decreased from 25/40/55/70/85 to 20/35/50/65/80.
- Cooldown increased from 12s to 13s.

Severance [Secondary]:

- Damage decreased from 60/90/120/150/180 to 60/85/110/135/160.
- Bonus Physical Power Scaling increased from 105% to 110%.
- Cooldown increased from 18/17/16/15/14s to 20/19/18/17/16s.

Whispering Echoes [Alternate]:

- Cooldown increased from 10/9.5/9/8.5/8s to 11/10.5/10/9.5/9s.

Soulstorm [Ultimate]:

- Cooldown increased from 130/115/100s to 135/120/105s.

General:

- Health increased from 675 to 695.
- Health Growth increased from 111 to 135.
- Health Regen increased from 1.8 to 2.1.
- Physical Armor increased from 34 to 37.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 30 to 33.
- Magical Armor Growth increased from 1.4 to 1.7.
- Mana Regen increased from 1.5 to 1.6.
- Mana Regen Growth increased from 0.1 to 0.15.

Barricade [Primary]:

- Cooldown increased from 19/18/17/16/15s to 21/20/19/18/17s.

Evade [Secondary]:

- Cooldown increased from 15/14/13/12/11s to 16/15/14/13/12s.

Spear of Nyr [Alternate]:

- Cooldown increased from 12/11.25/10.5/9.75/9s to 13/12.25/11.5/10.75/10s.

Coliseum [Ultimate]:

- Cooldown increased from140/125/110s to 145/130/115s.

General:

- Health increased from 665 to 685.
- Health Growth increased from 112 to 134.
- Health Regen increased from 1.2 to 1.5.
- Physical Armor increased from 24 to 26.
- Physical Armor Growth increased from 4.2 to 5.
- Magical Armor increased from 27 to 29.
- Magical Armor Growth increased from 0.95 to 1.15.
- Mana increased from 320 to 340.
- Mana Regen increased from 1.65 to 1.75.

Ricochet [Primary]:

- Cooldown increased from 16/15.5/15/14.5/14s to 17/16.5/16/15.5/15s.

Bad Medicine [Secondary]:

- Cooldown increased from 9/8/7/6/5s to 10/9/8/7/6s.

Infuse [Alternate]:

- Healing changed from 65/95/125/155/185 to 60/95/130/165/200.
- Healing Magical Power Scaling increased from 45% to 50%.
- Cooldown increased from 10/9/8/7/6s to 11/10/9/8/7s.

Neural Regenesis [Ultimate]:

- Healing increased from 450/825/1200 to 500/900/1300.
- Healing Magical Power Scaling increased from 220% to 235%.
- Mana Restore Magical Power Scaling increased from 100% to 110%.
- Cooldown increased from 155/135/115s to 160/140/120s.

Item Balance

Items Overview

- Various Item classes, including Carry, Assassin, and Mage, are all receiving small damage stat increases (Roughly +5-10), alongside Heal & Shield Power increases for various Items now that Divination has been removed and relative Health is higher.
- This is being done for 2 main reasons: For starters, it helps ensure that these Classes continues to possess enough damage relative to the large Base Health increase all Heroes received; Secondly, it will help further differentiate the Damage Class Items further away from the Fighter/Bruiser Classes, as currently there is too much equality and overlap in Power between them that leads to Bruisers being historically too efficient in damage output, given their durability.

Tier 1

- Tenacity changed from 8% to 10.

Tier 2

- Heal & Shield Power increased from 5% to 6%.
- Heal & Shield Power increased from 5% to 6%.
- Tenacity changed from 15% to 15.
- Tenacity changed from 15% to 15.

Carry

- Physical Power increased from 40 to 45.
- Physical Power increased from 30 to 35.
- Attack Speed increased from 30 to 35.
- Physical Power increased from 35 to 45.
- Attack Speed increased from 25 to 30.
- Physical Power increased from 35 to 40.
- Tenacity changed from 15% to 20.
- Physical Power increased from 55 to 65.
- Physical Power increased from 45 to 55.
- Physical Power increased from 35 to 40.
- Attack Speed increased from 30 to 35.
- Cost decreased from 2750 to 2650.
- Attack Speed increased from 45 to 50
- Attack Speed increased from 45 to 55.
- Physical Power increased from 30 to 35.
- Attack Speed increased from 25 to 30.
- Physical Power increased from 35 to 40.
- Physical Penetration increased from 7 to 9.
- Physical Power increased from 60 to 70.
- Physical Power increased from 45 to 50.
- Attack Speed increased from 20 to 25.
- Physical Power increased from 35 to 40.
- Attack Speed increased from 25 to 30.
- Physical Power increased from 45 to 55.
- Attack Speed increased from 40 to 50.
- Physical Power increased from 40 to 45.
- Attack Speed increased from 30 to 35.
- Physical Power increased from 30 to 35.
- Attack Speed increased from 25 to 30.
- Physical Power increased from 50 to 60.
- Physical Power increased from 45 to 50.
- Physical Penetration increased from 10 to 12.
- Physical Penetration increased from 6 to 8.
- Attack Speed increased from 25 to 30.

Assassin

- Physical Power increased from 45 to 50.
- Physical Penetration increased from 8 to 10.
- Physical Power increased from 45 to 50.
- Physical Penetration increased from 10 to 12.
- Physical Power increased from 40 to 45.
- Physical Penetration increased from 7 to 9.
- Physical Power increased from 40 to 45.
- Physical Penetration increased from 8 to 10.
- Physical Power increased from 50 to 55.
- Physical Penetration increased from 10 to 12.
- Physical Power increased from 35 to 40.
- Attack Speed increased from 20 to 25.
- Physical Power increased from 40 to 45.
- Physical Penetration increased from 8 to 10.
- Physical Power increased from 40 to 45.
- Physical Penetration increased from 7 to 9.
- Physical Power increased from 45 to 50.
- Physical Penetration increased from 10 to 12.
- Physical Power increased from 25 to 30.
- Physical Penetration increased from 7 to 10.
- Physical Power increased from 50 to 55.
- Physical Penetration increased from 8 to 10.
- Physical Power increased from 40 to 45.
- Physical Power increased from 45 to 50.
- Physical Penetration increased from 8 to 10.
- Physical Power increased from 45 to 50.
- Physical Penetration increased from 8 to 10.
- Physical Power increased from 50 to 55.
- Physical Penetration increased from 8 to 10.
- Physical Power increased from 40 to 50.
- Physical Penetration increased from 7 to 8.
- Physical Power increased from 40 to 45.
- Physical Penetration increased from 10 to 12.
- Physical Power increased from 50 to 55.
- Physical Power increased from 40 to 45.
- Physical Penetration increased from 9 to 11.
- Physical Power increased from 40 to 45.
- Physical Penetration increased from 6 to 8.

Fighter

- Tenacity changed from 20% to 25.
- Tenacity changed from 20% to 25.
- Tenacity changed from 20% to 25.

Mage

- Magical Power increased from 85 to 95.
- Magical Penetration increased from 10 to 11.
- Magical Power increased from 75 to 80.
- Magical Power increased from 70 to 75.
- Magical Power increased from 80 to 90.
- Magical Power increased from 80 to 85.
- Magical Penetration increased from 8 to 9.
- Magical Power increased from 75 to 80.
- Magical Power increased from 65 to 70.
- Magical Power increased from 50 to 55.
- Magical Power increased from 70 to 75.
- Magical Power increased from 75 to 80.
- Magical Power increased from 80 to 85.
- Mana increased from 300 to 350.
- Magical Power increased from 55 to 60.
- Magical Power increased from 60 to 65.
- Magical Power increased from 85 to 90.
- Magical Power increased from 75 to 80.
- Magical Power increased from 110 to 120.
- Magical Power increased from 65 to 70.
- Magical Power increased from 65 to 70.
- Magical Power increased from 75 to 80.
- Haste adjusted to only give Bonus Attack Speed from Item sourced Ability Haste. Hero Effect Ability Haste sources no longer count.
- Magical Power increased from 75 to 85.
- Magical Penetration increased from 7 to 8.
- Magical Power increased from 70 to 75.
- Magical Power increased from 80 to 85.
- Magical Power increased from 50 to 55.
- Magical Power increased from 70 to 75.
- Magical Power increased from 75 to 80.
- Magical Power increased from 70 to 75.
- Magical Power increased from 70 to 75.
- Magical Power increased from 90 to 100.
- Magical Penetration increased from 10 to 11.
- Magical Power increased from 40 to 45.
- Tenacity changed from 20% to 20.

Support

- Heal & Shield Power increased from 10% to 12%.
- Heal & Shield Power increased from 8% to 10%.
- Divine Protection Tenacity changed from 15% to 20.
- Heal & Shield Power increased from 8% to 10%.
- Heal & Shield Power increased from 12% to 15%.
- Tenacity changed from 20% to 25.
- Heal & Shield Power increased from 8% to 10%.
- Tenacity changed from 20% to 20.
- Heal & Shield Power increased from 10% to 12%.

Tank

- Tenacity changed from 30% to 50.
- Frostblade Bonus Health Scaling decreased from 2.5% to 2%.
- Frostblade Slow Duration increased from 1s to 1.25s.
- Base Mana Regen increased from 100% to 125%.
- Heatwave Bonus Health Scaling decreased from 0.8% to 0.7%.
- Razuul’s Might Max Health Scaling decreased from 3% to 2.5%.
- Unstable Shackles Tenacity reduction changed from 10% to 50%
- Psywave Bonus Health Scaling decreased from 2% to 1.5%.
- Tenacity changed from 15% to 20.
- Tenacity changed from 20% to 25.

ARAM Balance

ARAM Eternals

Nihil
- Nihil Major Blessing:
- Stat Increase per Level/Takedown decreased from 20% to 12%.
- Growing Threat:
- Time to activate decreased from 18 Minutes to 9 minutes.

Krix
- Voracity:
- Maximum Health Healing increased from 1.25% to 2.5%.
- Cannibalism:
- Maximum Health per Takedown decreased from 30 to 20.
- Feeding Frenzy:
- Attack Speed per nearby Enemy hero decreased from 12% to 8%.

Vesh
- Vesh Major Blessing:
- Damage per Minute increased from 0.5% to 0.75%.
- Tithe of Death:
- Ability Haste per Takedown decreased from 2 to 1.
- Millennia:
- Ultimate Damage per Minute increased from 1% to 1.5%.

Xyris
- Xyris Major Blessing:
- Additionally gain 1 Stack per 6s.
- Bone Collector:
- Physical Power per Stack decreased from 1.5 to 1.
- Magical Power per Stack decreased from 3 to 2.
- Max Stacks increased from 20 to 30.

Lotus
- Flawless:
- Base Healing decreased from 8 to 5.
- Healing Magical Power Scaling decreased from 10% to 6%.
- Masterpiece:
- Damage Dealt on Kill decreased from 5% to 4%.
- Movement Speed on Kill decreased from 6% to 4%.

Demiurge
- Memory Leak:
- Additionally gain 5 stacks every 10s.

Aion
- Philosopher:
- Gold Gained per Interval increased from 5 to 12.
- Sacrifice:
- Mana Regen on Hero Kill decreased from 60 to 30.
- Bottomless Vial:
- Permanent Magical Power per River Buff Kill increased from 4 to 15.

ARAM Heroes

Adele
- Damage Dealt decreased from 100% to 95%.

Akeron
- Damage Dealt increased from 100% to 105%.

Bayle
- Damage Dealt increased from 100% to 105%.

Boris
- Damage Dealt increased from 100% to 105%.

Crunch
- Damage Dealt increased from 100% to 108%.

Feng Mao
- Damage Taken decreased from 95% to 92%.
- Ultimate Haste increased from 0 to 10.

Gadget
- Damage Dealt decreased from 100% to 92%.

Gideon
- Damage Dealt decreased from 95% to 92%.

Greystone
- Damage Dealt increased from 90% to 98%.
- Ultimate Haste increased from 0 to 10.

Kallari
- Damage Taken decreased from 100% to 95%.

Kwang
- Ultimate Haste increased from 0 to 10.

Mourn
- Damage Dealt decreased from 110% to 105%.
- Damage Taken decreased from 110% to 105%.
- Healing Effectiveness decreased 90% to 85%.

Muriel
- Ultimate Haste increased from 0 to 10.

Narbash
- Damage Dealt increased from 100% to 105%.
- Healing Effectiveness decreased 90% to 85%.
- [Bug Fix] Now correctly has reduced Healing & Shielding Effectiveness for Allies, not just himself.

Neon
- Damage Dealt increased from 100% to 102%.
- Damage Taken decreased from 100% to 98%.

Rampage
- Damage Taken increased from 90% to 92%.

Renna
- Damage Dealt decreased from 95% to 92%.

Riktor
- Damage Taken increased from 90% to 92%.

Serath
- Damage Taken decreased from 95% to 92%.

Sevarog
- Damage Taken increased from 90% to 92%.

Shinbi
- Damage Dealt increased from 100% to 102%.

Sparrow
- Damage Dealt decreased from 95% to 92%.

Steel
- Damage Taken increased from 90% to 95%.

Terra
- Damage Dealt increased from 100% to 105%.

The Fey
- Damage Dealt decreased from 95% to 92%.
- Damage Taken increased from 100% to 105%.
- Healing Effectiveness decreased from 100% to 85%.

TwinBlast
- Damage Dealt increased from 95% to 98%.

Wukong
- Damage Dealt increased from 105% to 110%.

Yurei
- Damage Taken decreased from 100% to 95%.

Zarus
- Damage Dealt increased from 100% to 105%.
- Damage Taken decreased from 95% to 92%.

Zinx
- Damage Dealt decreased from 110% to 108%.
- Healing Effectiveness decreased from 90% to 80%.

ARAM Items

Astral Catalyst
- Ravenous Ultimate Refund decreased from 20% to 15%.

Raiment of Renewal
- Regenerator Missing Health decreased from 3% to 2%.

Bug Fixes:

- Fixed an issue where the Store Content Widgets would sometimes fail to automatically rotate.
- Fixed an issue where Battle Passes could sometimes display a Price even if the User already owned them.
- Fixed an issue where Narbash’s Bash O’ Lantern Skin would not display the Color States for Song Of My People.
- Fixed an issue where the Scoreboard could sometimes show duplicate Heroes after a Re-roll has occurred.
- Fixed an issue where Kwang would rarely be unable to cast Light Of The Heavens if it was used immediately after other Abilities.
- Fixed an issue where Disconnected Users in a Match would not be displayed while watching a Replay.
- Fixed an issue where XP Progress would not be shown on the Scoreboard while watching a Replay.
- Fixed an issue where Wukong’s Clones could sometimes crash a match server.
- Fixed an issue where specific Ultimates such as Steel’s Shield Slam could cast prematurely when using Epoch’s Stasis Device.
- Fixed a rare issue where Users would sometimes not be awarded VP for finishing a Ranked Match.
- Fixed an issue where Zinx could sometimes regain her Neural Regenesis Cooldown when Resurrecting herself.
- Fixed an issue where Khaimera’s Basic Attack would sometimes fail to deal damage if used immediately after Ambush.
- Fixed an issue where the Header Background of the In-game Abilities Widget would sometimes be incorrectly sized.
- Fixed an issue where Serath could fail to pick up her Fallen Grace Visage if the Target is killed by Heresy.
- Fixed an issue where Howitzer’s Make It Rain would be interrupted by Casting Void Gazer mid-ultimate.
- Fixed an issue where Howitzer’s Make It Rain Cooldown would be refunded if he was interrupted immediately after casting.
- Fixed an issue where Revenant could gain double stacks from certain items while using his Hellfire Rounds Augment.
- Fixed an issue where certain Immobilization Effects could trigger Spectral Schematics’ effect damage twice.

Thanks for reading, we can't wait for you to experience everything Harbingers of Ruin has to offer! So get ready for launch day on May 19th, we’ll see you on the battlefield.

Until next time,

Rei & Steggs - Game Design & Community @ Omeda Studios