BUGS / CLEANUP
- Reflex Block’s visual effect now stays up for its full duration
- Item effects are more attached to heroes
- Fixed a bug where certain abilities that fire multiple shots in a single direction could incorrectly fire them in different directions
- Fixed some cases where lane minions would stand on top of each other
- Baron’s Porcupine Mortars (A) now correctly deal reduced damage to minions
- Ringo’s Spiked Brew talent now properly affects the damage of Hellfire Brew’s burn
- Heroes whose basic attacks were intended to be crystal damage no longer have base 10 WP. That 10 extra damage has moved into the crystal damage of their basic attack. This affects:
- Celeste
- Malene
- Lyra
- Varya
- Lorelai
- Fixed a bug where Inara could use her perk to jump to treants and marked heroes while immobilized
- Fixed a bug where Lorelai’s empowered Water Wall (Ult) granted more barrier than intended
- Fixed a bug where Churnwalker wasn’t resetting Hook & Chain (A) properly
- Blackfeather’s Feint of Heart no longer incorrectly claims to have a 150% weapon ratio.
- 5V5 role selection has been updated
- Healing Treants have been renamed to Barrier Treant
- Barrier Treants are now colored white instead of green
- Fixed an issue where the backdoor barrier on turrets didn’t disable when minions were in range
- Boomerang shots tweaked slightly to end when they reach the same distance from their target actor that they were when they started
- Added a build path selector back to the ARAL lobby
- Fixed a bug where infusions sold for full price
Can now trigger ability effects- Samuel B
- Petal A (Seed)
- Rona C
- Churnwalker B/C
- Now deals reduced damage to epic monsters
- Celeste C
- No longer triggers ability effects
- Catherine A
- SAW A
- Lance C
- Debuff may now be blocked
- Silvernail B
- Anka A
GENERAL META
- Boots – Travel Speed Bonus
- No longer cancels upon attacking enemy heroes
- Lockout time increased from 3 to 4 seconds (matches River Speed lockout time)
- Goal is to reward aggression and proper positioning
- Ranged lane minion shots are faster
- With the lowered hero damage, minion shots aren’t meant to be outran; this also declutters the field with less lingering shots in the air
- Decrease ambient gold range
14→ 10- Goal is to promote active participation in receiving ambient gold
- Increase treant heal duration (total heal amount unchanged)
12s→ 15s- Goal is to give opponents a slightly wider window to try to interfere with treant healing
- Increase barrier treant barrier duration (total barrier amount unchanged)
12s→ 15s- Goal is to give players a slightly wider window to utilize the barrier if they don’t mind having the healing knocked off of them
- Increase bounty gold
- Base bounty
200→ 300
- Minimum bounty
40→ 20
- First blood bonus
100→ 150
- Bounty increase per kill
100→ 150
- Bounty increase per assist
50→ 75
- Goal is to put more emphasis on trying to harass and kill the opposing hero and add more risk to miscalculated jungle invades
- Base bounty
5v5 META
- River – River Speed Bonus
- No longer cancels upon attacking enemy heroes
- Goal is to reward aggression and proper positioning
- Sprint – All Boots Actives
- Slightly faster
- Increasing active impact early game and maintains impact late game
- Increase minion tankiness early game
Levels from 4 minutes to 26 minutes→ Levels from 2 to 24 minutes- Total minion HP is increased early game; approximately the same late game
- Goal is to keep laners in lane longer early game and have things to fight for/around
- Increase jungle tankiness
- All jungle camp scaling health increased
- All jungle camp base armor/shield increased
- All jungle camp base damage decreased
- Some jungle camp scaling damage adjusted
- Goal is to make it harder for multiple heroes to burst down jungle camps as well as make jungle camps less fragile mid to late game
- Decrease ambient gold from jungle monsters
60%→ 30%- Goal is to make double jungling less efficient
- Increase ambient gold from lane minions
60%→ 75%- Goal is to help captains/weaker heroes stay relevant and give them a clear path of catching up
- Jungle spawns earlier
45s→ 35s- Goal is to create meaningful choice between clearing minions or taking/helping jungle
- Gold & EXP trickle starts earlier
45s→ 35s- Matching jungle spawn; supposed to start when action begins
- Increase turret local bounty
200→ 300- Matching base hero bounty
- Vain Crystal
- No longer gains damage reduction from armories
- Health
13500→ 20000
- Jungle Respawn
- Normal Camps
100→ 105
- Guardian Camps
120→ 125
- Normal Camps
- Big Jungle Bear
- Gold
85→ 90
- Gold
- Goldoak
- Gold
230→ 220
- Gold
- Bounty increase per farm
0→ 3
3v3 META
- Bounty increase per farm
0→ 5
HEROES
ADAGIO
VERSE OF JUDGEMENT
- Damage
500/900/1300→ 800/1100/1400
- Fortified Health
500/800/1100→ 600/800/1000
ANKA
SHIMMER BLADE
- Cooldown
10/9.5/9/8.5/8→ 12/12/12/12/8
- Range
8.25/9/9.75/10.5/12→ 8/9/10/11/12
DANCE OF BLADES
- Cooldown
8/7.5/7/6.5/5.5→ 8/7/6/5/4
- Damage
55/90/125/160/230→ 50/80/110/140/200
MIRAGE
- Cooldown
80/70/60→ 90/70/50
- Initial Damage
95/140/185→ 100/140/180
- Return Damage
190/285/380→ 200/280/360
ARDAN
GAUNTLET
- Damage
250/375/500→ 400/500/600
- Crystal Ratio
350%→ 250%
BARON
PORCUPINE MORTAR
- Crystal Ratio
170%→ 130%
ION CANNON
- Cooldown
80/65/50→ 80/70/60
- Energy Cost
140→ 100/125/150
- Damage (Center)
400/650/900→ 500/750/1000
- Crystal Ratio
225%→ 150%
BLACKFEATHER
FEINT OF HEART
- Base damage is now all weapon
- Focus Cost
50→ 60
- Execute Damage
11/12/13/14/16%→ 15/15/15/15/25%
ON POINT
- Focus Cost
60/60/60/60/60→ 60/60/60/60/40
- Focus Regeneration On Hit
35→ 40
- Barrier
120/150/180/210/270→ 125/175/225/275/325
ROSE OFFENSIVE
- Charge Time
45/40/35→ 40/30/20
- Recast Cooldown
1.8/1.0/0.2→ 0.2/0.2/0.2
- Focus Cost
50/50/50→ 60/40/20
- Bonus Damage
50/100/150→ 100/150/200
CATHERINE
BLAST TREMOR
- Damage
300/450/600→ 400/550/700
- Crystal Ratio
130%→ 150%
CHURNWALKER
HOOK & CHAIN
- Damage
80/115/150/185/220→ 40/80/120/160/200
TORMENT
- Damage
60/110/160/210/310→ 80/140/200/260/380
- Crystal Ratio
1%→ 80%
TRESPASS
- Damage
200/350/500→ 300/400/500
- Crystal Ratio
1%→ 100%
FLICKER
MOONCLOAK
- Stealth Duration
12/14/16→ 8/10/12
GRACE
HOLY NOVA
- Damage
130/230/330/430/530→ 210/290/370/450/530
GRUMPJAW
GRUMPY
- Damage
50/90/130/170/250→ 75/110/145/180/250
HANGRY
- Weapon Damage → Crystal Damage
- Damage
25/40/55/70/85→ 40/60/80/100/120
STUFFED
- Damage
300/450/600→ 400/550/700
JOULE
ROCKET LEAP
Knockback→ Slow- Slow Strength
- 30/35/40/45/50%
- Edge Damage
- 33% → 50%
THUNDER STRIKE
- Crystal Ratio
160%→ 180%
- Weapon Ratio
180%→ 160%
BIG RED BUTTON
- Cooldown
50/40/30→ 80/70/60
- Damage Per Second
430/795/1160→ 600/900/1200
- Crystal Ratio
350%→ 200%
KENSEI
STATS
- Basic Attack
119-163→ 90-134
IMMOVABLE MIND
- Damage Max Health Ratio
0.018%→ 0.025%
LOTUS STRIKE
- Recast Duration
5→ 7.5
KESTREL
GLIMMERSHOT
- Energy Cost
30/40/50/60/70→ 30/35/40/45/50
- Area Damage
40/70/100/130/160→ 40/80/120/160/200
- Crystal Ratio
120%→ 80%
- Basic Attack Damage
100/100/100/100/110%→ 105/110/115/120/125%
- Bonus Armor Pierce
- Removed
ACTIVE CAMO
- Damage
100/150/200/250/300→ 140/230/320/410/500
- Crystal Ratio
270%→ 120%
ONE SHOT. ONE KILL.
- Damage
450/625/800→ 600/800/1000
- Crystal Ratio
260%→ 180%
- Bonus Armor Pierce
- Removed
KOSHKA
POUNCY FUN
- Cooldown
6/6/6/6/5→ 5/5/5/5/4
- Damage
60/100/140/180/260→ 80/120/160/200/280
KRUL
DEAD MAN’S RUSH
- Basic Attack Ratio
165%→ 140%
SPECTRAL SMITE
- Cooldown
13/12.5/12/11.5/10→ 12/12/12/12/10
- Damage
100/150/200/250/350→ 60/120/180/240/360
- Crystal Ratio
50%→ 80%
- Damage Per Stack
20/30/40/50/70→ 15/30/45/60/90
- Lifesteal Per Stack
6/8/10/12/16%→ 5/5/5/5/7.5%
- Heal
- Crystal Ratio
35%→ 40%
FROM HELL’S HEART
- Cooldown
80/60/40→ 90/75/60
- Damage
350/500/650→ 250/450/650
- Slow Duration
3/3.5/4→ 2.6/3.3/4
- Hitbox increased to match PFX
LANCE
IMPALE
- Damage
100/200/300/400/500→ 180/260/340/420/500
- Weapon Ratio
140%→ 100%
GYTHIAN WALL
- Damage
70/105/140/175/210→ 50/90/130/170/210
- Weapon Ratio
120%→ 80%
COMBAT ROLL
- Cooldown
6/4.5/3→ 5/4/3
LORELAI
THAT’S SWELL
- Empowered Bonus Crystal Power
15-180→ 10-120
FISH FOOD
- Energy Cost
60/75/90/105/120→ 60/70/80/90/100
- Range
7.5/7.5/7.5/7.5/9.5→ 8/8/8/8/9.5
- Impact Delay
0.6→ 0.7
- Impact Damage
- Crystal Ratio
70%→ 80%
- Stun Duration
0.45→ 0.5
- Empowered Bonus
- No longer has reduced impact delay
- Increased stun duration
SPLASHDOWN
- Energy Cost
60/70/80/90/90→ 50/60/70/80/40
WATERWALL
- Energy Cost
90/105/120→ 100/125/150
- Barrier Strength
400/600/800→ 500/750/1000
- Empowered Barrier Duration
4→ 6
MALENE
LIGHT RIBBONS (A1)
- Energy Cost
40/50/60/70/0→ 40/50/60/70/35
SHADOW TENDRILS (A2)
- Energy Cost
40/50/60/70/0→ 40/50/60/70/35
- ROYAL AMNESTY (B1)
- Cooldown
17/16/15/14/13→ 12/12/12/12/12
WICKED ESCAPADE (B2)
- Cooldown
21/20/19/18/16→ 22/21/20/19/16
- ENCHANTED TRANSFORMATION
- Cooldown
7/6/5/4→ 6/5/4/3
PHINN
QUIBBLE
- Damage
160/270/380/490/600→ 200/300/400/500/600
POLITE COMPANY
- Damage
60/140/220/300/460→ 75/125/175/225/275
- Duration
3/3/3/3/4→ 2/2/2/2/3
FORCED ACCORD
- Cooldown
75/60/45→ 85/70/55
REIM
MOVEMENT SPEED
3.5→ 3.4
FROSTGUARD
- Damage Over Time
30-107→ 50-160
- Crystal Ratio
160%→ 180%
- Duration
2s→ 4s
WINTER SPIRE
- Energy Cost
60/60/60/60/60→ 30/35/40/45/50
- Impact Damage
60/90/120/150/180→ 40/60/80/100/120
- Crystal Ratio
80%→ 50%
- Burst Damage
60/90/120/150/180→ 70/140/210/280/350
- Crystal Ratio
120%→ 160%
- Range
6.5/6.5/6.5/6.5/8→ 6/6/6/6/8
CHILL WINDS
- Cooldown
14/13/12/11/7→ 12/11.5/11/10.5/10- Energy Cost
80/85/90/95/100→ 60/65/70/75/80
- Damage
80/120/160/200/280→ 60/110/160/210/310
- Crystal Ratio
40%→ 80%
- Root Duration
0.9/1/1.1/1.2/1.4→ 1/1/1/1/1.5
VALKYRIE
- Cooldown
60/50/40→ 90/75/60
- Energy Cost
100/100/100→ 100/125/150
- Damage (Center)
250/375/500→ 300/450/600
- Crystal Ratio
125%→ 160%
- Damage (Edge)
200/300/400→ 150/225/300
- Crystal Ratio
100%→ 80%
- Slow
60%/70%/80%→ 80%/80%/80%
- Slow Duration (Center)
3/4.5/6→ 4/5/6
- Stun Duration
0.6/0.8/1→ 0.9/1.2/1.5
RONA
BERSERKER’S FURY
- Basic Attack Ratio
85%→ 90%
RED MIST
- Fortified Health Per Second
60/100/140→ 100/150/200
SILVERNAIL
STAKE
- Charge Time
8→ 10/9.5/9/8.5/8
CAUSTIC BLESSING
- Weapon Ratio
60%→ 0%
SKYE
FORWARD BARRAGE
- Damage Per Second
- Weapon Ratio
90%→ 100%
- Crystal Ratio
150%→ 175%
- Slow
- Weapon Ratio
0.2%→ 0.3%
- Cap
40%→ 60%
SURI STRIKE
- Cooldown
16/14/12/10/7→ 16/14/12/10/6
TAKA
HOUSE KAMUHA
- Damage
20-75→ 30-85
- Weapon Ratio
20%→ 30%
VARYA
CHAIN LIGHTNING
- Default Attack Damage
80-157→ 70-114
- Crystal Ratio
40%→ 25%
- Chain Lightning Damage
30-69→ 37-125
- Crystal Ratio
35%→ 50%
STORMFORGED SPEAR
- Impact Damage
75/120/165/210/255→ 70/110/150/190/230
- Crystal Ratio
200%→ 150%
- Chain Damage
60/90/120/150/180→ 60/95/130/165/200
- Crystal Ratio
100%→ 130%
ARC RECURSION
- Dash Distance
5.4/5.4/5.4/5.4/6.4→ 4.5/4.5/4.5/4.5/6.5
YATES
WOLF’S MAW
- Damage
125/225/325/425/525→ 165/255/345/435/525
OVERWHELM
- Cooldown
18/17/16/15/14→ 16/15/14/13/11
ITEMS
ALTERNATING CURRENT
- Crystal Power
50→ 45
- Attack Speed
30%→ 40%
- Crystal Ratio
70%→ 50%
AEGIS
- Total Cost
2100→ 2200
- Armor
40→ 45
- Shield
40→ 45
BONESAW
- Armor Pierce
20%→ 25%
BROKEN MYTH
- Builds out of Eclipse Prism + Piercing Shard
- Total Cost unchanged
- Crystal Power
60→ 50
COAT OF PLATES
- Total Cost
800→ 750
- Armor
60→ 55
CRUCIBLE
- May no longer be used while stunned
FOUNTAIN OF RENEWAL
- Builds out of Lifespring + Warmail
- Total Cost
2500→ 2400
- Armor
20→ 40
- Shield
60→ 40
HALCYON CHARGERS
- Move Speed
0.5→ 0.7
JOURNEY BOOTS
- Move Speed
0.5→ 0.7
KINETIC SHIELD
- Total Cost
800→ 750
- Shield
60→ 55
METAL JACKET
- Total Cost
2400→ 2200
- Armor
90→ 95
POISONED SHIV
- Total Cost
2250→ 2500
- Weapon Power
30→ 35
- Attack Speed
25%→ 35%
PULSEWEAVE
- Total Cost
2700→ 2500
- [NEW] Passive: Also deals 15% of the burst damage per second to nearby enemies while available.
REFLEX BLOCK
- May no longer be used while stunned
- Active Barrier
100-400→ 100-600
[NEW] CELESTIAL SHROUD
- Builds out of Kinetic Shield
- Total Cost: 2200
- Shield: 95
- Passive: Grants immunity to abilities and damaging debuffs. Disabled for 35s shortly after negating ability damage
SHIVERSTEEL
- Active
- Removed
- [NEW] Passive: Basic attacks apply a 35/20% (Melee/Range) slow for 1s.
- Total Cost
1950→ 2400
- Max Health
400→ 600
- Attack Speed
25%→ 20%
SLUMBERING HUSK
- Builds out of Coat of Plates and Kinetic Shield
- Total Cost
2600→ 2300
- Armor
45→ 55
- Shield
90→ 55
STORMCROWN
- Total Cost
2000→ 2400
- Energy Recharge
1→ 2
- Cooldown Reduction
15%→ 20%
- True Damage
140-480→ 150-750
- Effectiveness on Heroes/Structures
25%→ 20%
- Passive Cooldown
4→ 6
STORMGUARD BANNER
- Max Health
250→ 300
- True Damage
30-200→ 150-250
- Effectiveness on Heroes/Structures
25%→ 10%
- Passive Cooldown
4→ 6
TELEPORT BOOTS
- Move Speed
0.5→ 0.7
TRAVEL BOOTS
- Move Speed
0.3→ 0.4
WARMAIL
- Total Cost
900→ 800
WAR TREADS
- Move Speed
0.5→ 0.7
TALENTS
ALPHA
PRIME TIME
- Fortified Health Scaling
2.5%→ 5%
ACCELERATION
- Movement Speed Scaling
0.5→ 1
ANKA
CRIMSON BLADE
- Base Damage
110%→ 100%
- Damage Scaling
20%→ 10%
ARDAN
HEAVY HITTER
- Base Damage
140%→ 130%
- Range
-3.5→ -5
GRUMPJAW
BIG APPETITE
- Base Cooldown
50%→ 40%
- Duration Scaling
0.5→ 0.4
IDRIS
PATH OF THE SEEKER
- Base Passive Weapon/Crystal Power
-40%→ -45%
- Passive Weapon/Crystal Power Scaling
1.5%→ 1%
INARA
DANCE OF MENDING
- Base Healing
95→ 125
- Healing Scaling
15→ 25
- Damage Scaling
3%→ 2%
BANISHING MIGHT
- Base Distance
2→ 3
- Distance Scaling
0.5→ 1
SACRED WARRIOR
- Base Duration
0.8→ 1
- Duration Scaling
0.4→ 0.5
KRUL
DEAD MAN’S BARRIER
- Barrier Scaling
8.75%→ 5%
HEALING SMITE
- Base Healing
130%→ 100%
- Healing Scaling
7.5%→ 5%
CURSED BLADE
- Base Damage
40%→ 30%
LORELAI
CLAM UP
- Base Duration
0.45→ 0.6
WONDER WALL
- Base Duration
2.5→ 4
- Duration Scaling
1→ 2
- Base Cooldown
60%→ 100%
PETAL
EXPLOSIVE FORCE
- Base Damage
90%→ 100%
- Damage Scaling
7.5%→ 15%
RINGO
LONG SHOT
- Base Damage
115%→ 100%
SAW
ROAD RAGE
- Base Damage
100%→ 115%
SILVERNAIL
TRI-WIRE
- Base Damage
100%→ 80%
- Damage Scaling
15%→ 10%
TAKA
TRIPLE X-RETSU
- Base Damage
80%→ 100%
- Damage Scaling
10%→ 15%
TONY
HAYMAKERS
- Base Damage
30%→ 20%
VOX
SOUND BARRIER
- Base Barrier
10%→ 5%
- Barrier Scaling
3%→ 2.5%
YATES
RAPID RESPONSE
- Base Cooldown
60%→ 80%