Hey Champions, It’s time for another Balance Patch! This week, we’ve got a whole bunch of balance tweaks and some incredible new skins! We’ve seen a lot of discussion over the last couple of weeks about the new Eternals introduced in Update 1.16: Aegis of Dawn. We really apprecia
Hey Champions,
It’s time for another Balance Patch! This week, we’ve got a whole bunch of balance tweaks and some incredible new skins!
We’ve seen a lot of discussion over the last couple of weeks about the new Eternals introduced in Update 1.16: Aegis of Dawn. We really appreciate all of your feedback, and our team has made a number of adjustments to bring these new Eternals in line with the originals.
We'll be keeping an eye out for your feedback once this update launches, so please jump on Reddit or Discord to let us know what you think.
In Update 1.14 we added a bunch of new Icons and Banners for each Eternal, and made them exclusive drops from Ion cores. We know a lot of players were happy with this, but the main feedback pointed at their rarity and the lack of duplication protection, which made them more of a frustrating experience rather than an exciting one.
The Eternal Bundle Core is a Common Loot Core drop from Ion Cores and has a 4% drop rate, the following rates were changed to support this.
- Common Amber was 12% now 10%
- Common Banner was 11% now 10%
- Common Profile Icons was 11% now 10%
Balance Changes
Head over to the website for the full list of changes!
Hey everyone, Today's hotfix resolves performance issues caused by Knell's "Dampening" Minor blessing and Satariel's "Psychosis" Minor Blessing. Fixed performance drops when using Knell Dampening or Satariel Psychosis Re-enabled Knell Dampening Re-enabled Satariel Psychosis Thank
Hey everyone,
Today's hotfix resolves performance issues caused by Knell's "Dampening" Minor blessing and Satariel's "Psychosis" Minor Blessing.
Fixed performance drops when using Knell Dampening or Satariel Psychosis
Hey everyone! The latest update is a hotfix to adjust some balance outliers and fix some of the most reported issues. Eternals Balance: Weald: Major Blessing: - Missiles increased from 4 (+1 per 30% Bonus Attack Speed) to 4 (+1 per 25% Bonus Attack Speed). - Missile On-Hit Modifi
Hey everyone!
The latest update is a hotfix to adjust some balance outliers and fix some of the most reported issues.
Eternals Balance:
Weald:
Major Blessing:
- Missiles increased from 4 (+1 per 30% Bonus Attack Speed) to 4 (+1 per 25% Bonus Attack Speed).
- Missile On-Hit Modifier decreased from 50% to 30%.
- [Bugfix] Description now correctly states the correct on-hit modifier at 30% (previously said 100%, when it was 50%).
Satariel:
Major Blessing:
- Health Reduction increased from 5% to 6%.
Hero Balance
Greystone:
Sacred Oath [Secondary]:
- Bonus Health Scaling decreased from 5% to 4%.
Rampage:
Tiny Titan [Augment]:
- Total attack Speed decreased from 30%/32.5%/35% to 25%/27.5%/30%.
Scarlett:
General:
- Health increased from 680 to 695.
- Physical Armor increased from 35 to 36.
- Health Regen increased from 1.8 to 2.2.
- Physical Power Growth increased from 3.2 to 3.5.
Ashen Vow [Primary]:
- Empowered Cindara Max Health Damage increased from 2%/2.5%/3%/3.5%/4% to 3%/3.5%/4%/4.5%/5%.
First Intent [Secondary]:
- Shield increased from 20/70/120/170/220 to 30/80/130/180/230.
Minueta [Alternate]:
- Final Strike Target Missing Health Damage Modifier increased from 0-100% to 0-125%.
- Energy Cost decreased from 105/95/85/75/65 to 100/90/80/70/60.
Serath:
Heaven's Fury [Primary]:
- On-Hit Modifier decreased from 40% to 35%.
Shinbi:
Line Tempo [Primary]:
- Damage decreased from 85/125/165/205/245 to 80/120/160/200/240.
- Magical Power Scaling decreased from 60% to 55%.
Yin:
Windburn [Secondary]:
- Max Health Damage decreased from 2%/2.75%/3.5%/4.25%/5% to 2%/2.5%/3%/3.5%/4%.
Item Balance
Cursed Scroll:
- Physical Armor decreased from 50 to 45.
Overlord:
- Cost increased from 2900 to 3000.
Bug Fixes:
- Fixed an issue where Serath couldn't trigger Heresy when using Satariel's Broken Wings
- Fixed an issue where Legion's Rally Point would not grant ammo with Satariel's Broken Wings
- Fixed an issue where players would become immune to Narbash's Ultimate ability effects when using Satariel's Broken Wings
- Fixed an issue where Items would not be visible after disconnecting
- Fixed an issue where players would have to reselect their Eternals & Augments after Brawl matches
- Fixed an issue where loadouts would not equip correctly in Brawl Mode
- Fixed an issue where Weald's Windrunner would stack multiple times
- Fixed an issue with Mutilator where it would not apply when using multi-hit abilities
- Fixed an issue with Spectra where it would stack while still on cooldown
- Fixed an issue in the Profile tab where players could not scroll
- Added new splash art
- Added various fixes to Brawl Mode map to resolve incorrect projectile collisions
- Toned down the green foliage colour in Brawl Mode
Hey Champions! It feels like only yesterday we were talking about Ikra, and now we’re here with another update already! We’ve got an awesome new Offlaner, four new Eternals, some incredible new skins, and Brawl Mode is making a comeback! Let’s take a look. New Hero: Scarlett In a
Hey Champions!
It feels like only yesterday we were talking about Ikra, and now we’re here with another update already! We’ve got an awesome new Offlaner, four new Eternals, some incredible new skins, and Brawl Mode is making a comeback! Let’s take a look.
In a world where ancient magic intertwines with feudal tradition, a champion of light walks a dark, perilous path. Raised in the ways of combat by her grandmother, Scarlett grew to become a sworn servant of the people, a champion of justice whose kindness is matched only by her mastery of the blade.
For years, her path was clear: defend the helpless and serve as a beacon of hope for those in need. But when a dark, tragic fate struck her beloved, cursing him with a beastly burden, her life was irrevocably altered.
Refusing to let the darkness claim the one she loves, Scarlett now travels the land seeking a cure for his dark curse. Guided by her inquisitive nature and an unyielding knowledge of the wilds, she walks a perilous road between light and shadow. Armed with a blazing spirit, her precise rapier, and a chain lantern to light the way, Scarlett stands ready to illuminate the battlefield and destroy anyone who threatens the innocent.
Stats:
- Health: 680 (+136 per Level)
- Health Regen: 1.8 (+0.2 per Level)
- Energy: 200 (+0 per Level)
- Energy Regen: 10 (+0 per Level)
- Attack Speed: 150 (+1.8 per Level)
- Physical Armor: 35 (+5 per Level)
- Magical Armor: 33 (+1.7 per Level)
- Physical Power: 61 (+3.2 per Level)
- Movement Speed: 690
- BAT: 1.55
Abilities:
Last Light [Passive]:
Effect: Scarlett uses Energy instead of Mana. Additionally, she gains 1 Physical Power for every 40 Bonus Mana she owns.
- Max Energy: 200.
- Scarlett restores 10 Energy per Second.
- Takedowns restore 100 Energy.
- Scarlett’s Final Basic Attack in her Chain restores 5 Energy On-Hit, increased to 10 against Enemy Heroes.
- Empowered Cindara restores 35/45/55 Energy (Levels 1/7/13) on Hero or Camp Leader hit.
- First Intent restores 50 Energy for each Unique Hero or Camp Leader hit.
- Swan Song grants +5 Energy Regen while the Ablaze Buff is Active.
- Attack Chain: 3 strikes (resets on Ability cast)
- Chain Speed: 2x/2x/1.05x
- Chain Damage: 0.5x/0.5x/1.1x
- Chain On-Hit Modifier: 0.5x/0.5x/1.1x
- Third Strike: Restores 5 Energy On-Hit (increased to 10 against Heroes).
- Empowered: Scarlett equips her lantern for 1 attack, slamming it forward in a 700u line that damages all Enemies hit.
Ashen Vow [Primary]:
CD: 9/8.25/7.5/6.75/6
Cost: 50 Energy
Effect: Scarlett channels for a short duration, before swinging her lantern in a wide fiery cylinder around her in a 560u radius, dealing 50/75/105/125/150 (+60% Bonus Physical Power) Physical Damage.
Enemies in the outer 255u of the cylinder receive 25/50/75/100/125 (+100% Bonus Physical Power) additional Physical Damage, and are Slowed by 35%/37.5%/40%/42.5%/45% for 1.25s.
If Scarlett hits an Enemy Hero or Camp Leader with the outer edge, her next Basic Attack is Empowered for 4s to deal 10 (+12% Bonus Physical Power)(+2/3/4/5/6% Target’s Max Health) additional Physical Damage to all Enemies in a 700u line in front of her. Scarlett restores 35/45/55 Energy (Levels 1/7/13) if this hits an Enemy Hero or Camp Leader.
Empowered Cindara’s damage is reduced by 50% against Minions, and capped to 150/200/250/300/350 against Monsters.
Ablaze: While Swan Song is Active, Empowered Cindara’s Bonus Damage is increased by 1.5x.
First Intent [Secondary]:
CD: 16/15/14/13/12
Cost: 80 Energy
Effect: Scarlett dashes forward 1000u with a decisive fiery strike that deals 65/85/105/125/145 (+80% Bonus Physical Power) Physical Damage to all Enemies in her path and receives a 20/70/120/170/220 (+40%/45%/50%/55%/60% Total Physical Power) Shield for 3s.
Each time Scarlett hits an Enemy Hero or Camp Leader with First Intent, she refreshes her Shield’s duration and increases its size by 60%, and restores 50 Energy.
Minueta [Alternate]:
CD: 7/6.25/5.5/4.75/4
Cost: 105/95/85/75/65 Energy
Effect: Scarlett twirls in her current movement direction, with its speed increasing based on current momentum. Scarlett then stabs forward 3 times (610u range), with each dealing 21/31/41/51/61 (+24%/28.5%/33%/37.5%/42% Total Physical Power) Physical Damage to all Enemies in the area. The final stab deals up to 100% bonus damage based on the Target’s Missing Health.
Stabs benefit from Lifesteal and can Critically Strike at 60% effectiveness.
Ablaze: While Swan Song is active, the number of stabs is increased to 4, dealing +15% more damage overall.
Swan Song [Ultimate]:
Cooldown: 125/105/85
Cost: 0
Effect: Scarlett winds up over 0.6s before thrusting forward (825u) with her Lantern, Restraining (Uncleansable Stun) the first Enemy Hero hit for 1.4s, and Slowing nearby Enemies within a 600u radius by 65% for 1s.
Scarlett then backflips into the air, becoming Unstoppable for the duration of the Restrain, and ignites her blade before striking down at the target, dealing 180/280/380 (+100% Bonus Physical Power) Physical Damage.
Enemies within a 600u radius of the Restrained Target take 100% of the strike’s damage.
Afterwards, Scarlett’s Blade is Ablaze for the next 8/10/12s, granting her +150 Basic Attack Range, +5 Energy Regen, and +20/32/44 (+12% Bonus Physical Power) Physical Power for the duration. Additionally, Empowered Cindara and Minueta are empowered to deal more damage during this time.
Augments:
Scarlet Dawn:
Related Ability: First Intent [Secondary]
Type: Mobility
Effect: Ability, Empowered Cindara, and Third Strike hits on Enemy Heroes & Camp Leaders reduce First Intent’s Cooldown by 8%, reduced to 5% for Minueta hits.
Coup De Grace:
Related Ability: Swan Song [Ultimate]
Type: Dueling
Effect: Swan Song marks the Restrained target. If they die within 8/10/12s, Ablaze extends by 5s, and a fiery zone appears beneath the dead target for 5s that heals Yourself and Allies by 100/150/200 (+65% Bonus Physical Power) each second.
Volcanic Slam:
Related Ability: Ashen Vow [Primary]
Type: Zone Control
Effect: Enhanced Cindara leaves behind a rupture that erupts after 0.5s. The eruption deals 20 (+4 per Level) (+25% Bonus Physical Power) True Damage to all Enemies in the area and Slows them by 40% for 1.25s.
Brawl returns! Shiny, new, and very much improved thanks to your feedback! We’ve made some changes to the ruleset, buffs and the map itself.
For those of you that are new to Brawl, it is a fast-paced, 5v5 gamemode where each team has a ticket score that gets reduced each time a Hero dies, Minions die, or when Minions are pushed into the enemy team’s portal. Be the first team to get the Enemy’s Ticket Score to zero to win!
For its return, not only has the Brawl map received some changes to its layout and visuals, but various mechanics have also been switched up that aim to make the mode more fun and resolve some of the pain points raised from its previous iteration.
The full details can be found below in the Brawl Mechanics Breakdown section, but the major points to note are:
- Win Condition: When a Team reaches 50 Tickets, Minion Deaths no longer reduce the Score. Only Hero Kills and Minions entering a Portal can reduce Tickets below 50.
- Orb Prime: Orb Prime no longer spawns in the middle of the map at 10-minutes.
- Lane Fangteeth: No longer appear each time a team has 5 Hero Deaths.
- Giant and Jump Height Buff: The Brown and Pink Golems have been removed and replaced by Cyan Buffs, with New Buffs now being present in the middle of the Map!
- New Buffs: Instead of Orb Prime and Lane Fangtooth, there are now 2 Buffs that appear on either side of the map, spawning every 2-minutes. The Buffs are a range of new Giant Golems that provide powerful effects to the killer's team by collecting a Buff Orb, such as super speed, increased size, Double-Ultimate, and more!
- Primal Fangtooth: Will now also appear at one of these New Buff Spawn Locations, every 2nd spawn. The Team that kills the Primal Fangtooth will now have it spawn on their side of the map, with it charging down the Lane towards the Enemies Portal, scoring a large amount of Tickets if it makes it into the Enemies Portal!
- Multiple Heroes On The Same Team: Heroes are once again limited to 1-per team, meaning you can no longer play 5 of the same Hero on the same team. However, we will enable multi-hero selection for special dates and events, so keep an eye on our socials!
Known Issue: Replays do not currently work for Brawl Mode.
Brawl Mechanics Breakdown
Win condition
- The game ends when a team's tickets reach Zero.
- When a team has only 50 tickets remaining, minion kills no longer reduce tickets.
- Only Hero kills and Portal kills reduce tickets at sub 50 Tickets.
Removed Buffs
- Orb Prime has been removed from Brawl.
- Lane Fangteeth no longer spawn based on Player Kills.
- Purple and Orange Buffs have been removed and reworked into a new Random Buff Giant.
Ticket System
- Killing an Enemy Minion -1 Ticket from Enemy Team.
- Pushing an Allied Minion into the Portal -1 Ticket from Enemy Team.
- Killing an Enemy Lane Fangtooth -1 Ticket from Enemy Team.
- Pushing an Allied Lane Fangtooth into the Portal -25 Tickets from Enemy Team.
- Killing an Enemy Hero -8 Tickets from Enemy Team.
New Buffs
- Each team has access to two Cyan buffs on their side of the map.
- In the center of the map there are new contestable buffs.
- One side has a Random Giant Buff spawns every 2-minutes.
- The other side starts with a Random Giant Buff then a Primal Fangtooth spawns alternating every 2-minutes (every other spawn).
Primal Fangtooth Buff
- Killing it spawns a Lane Fangtooth for the team that secured the kill. It does not provide the Primal Buff in Brawl.
- Health: 3500 (+600 per Level).
- Physical Armor: 20 (+7 per Level).
- Magical Armor: 10 (+8 per Level).
- Damage: 25 (+1 per Level).
Lane Fangtooth Buff
- Health 5200 (+100 per Level).
- Physical Armor 60 (+1 per Level).
- Magical Armor 30 (+1 per Level).
- Damage 40 (+10 per Level) .
- Flame Breath deals 2.5x damage to Minions .
Random Giant Buffs
Random Giant Buffs can spawn a coloured Giant, killing the Giant will cause it to drop a unique Buff Orb of their color at the center of the camp for 30 seconds for the team that secured the kill. Picking up the Buff Orb will grant the player the following buff based on the color.
Giant Stats:
- Health 2000 (+500 per Level).
- Physical Armor 10 (+4 per Level).
- Magical Armor 4 (+1 per Level).
- Damage 40 (+8 per Level) .
Orange Buff:
- Duration: 45s
- Effects: Become Unstoppable and gain +6% Max Health Regen per second.
Blue Buff:
- Duration: 45s
- Effects: Gain +600 Movement Speed and +20% Slow Resistance.
Purple Buff:
- Duration: 45s
- Effects: Instantly Refresh your Ultimate Cooldown when gained. Additionally, after casting your Ultimate, its cooldown is immediately refunded 1 time.
Green Buff:
- Duration: 45s
- Effects: Get Massive, gain +1500 Temporary Max Health, +80 Movement Speed, and +50% Jump Height.
Red Buff:
- Duration: 45s
- Effects: Deal +100% Damage and take +50% more damage.
Player:
- Starting Level: 3
- Starting Gold: 1400
- +25 Ultimate haste
- +3 Mana Regen per second
- +3%/4%/5%/6%/7% Damage Reduction at Levels 1/6/11/15/18.
- Hero Movespeed has been reduced by 8% compared to Sanctuary
- Gold per Second: 8/8/8/9/10/11/12/13/13/13/13/13/13/16… (increases every 60s.)
New Eternals
Four new Eternals are joining the fray in this update! We always envisioned this system to be expandable, and seeing such a great community response to the first release, we wanted to bring some more in to keep build diversity and customisation fresh.
New Eternals Breakdown:
Major Blessing:
- Damaging an Enemy Hero below 30% Health fires 4 (+1 per 30% Bonus Attack Speed) projectiles that each deal 8 (+1 per level) True Damage and apply on-hit effects at 100% Effectiveness (8s CD per Hero).
Minor Blessings (1):
- Forage: Gain 4 additional Gold and 4 additional XP per Minion or Monster kill.
- Dryad's Boon: Basic Attacks decrease basic ability cooldowns by 0.2s on-hit
- Natural Resistance: Cleanse all crowd control and gain 400 Tenacity when below 25% Maximum Health. (Cleanse: 20s CD)
Minor Blessings (2):
- Wind-Rider: Gain 20% Total Attack Speed for 4s after using a Dash, Leap, Teleport or upon leaving Stealth.
- Barkskin: Deal 3 (+1 per Level) Physical Damage to Enemy Heroes that Basic Attack you. This Damage triggers On-Hit Effects at 50% effectiveness. (1s CD)
- Taproot: Basic Attacks restore 1 (+8% Bonus Physical Power) Health On-Hit.
Major Blessing:
- Attacks and abilities against Enemy Heroes apply a stack of Rust for 5s. Each stack shreds 2% (+0.2% per Level) Physical Armor and Magical Armor, stacking up to 4 times. You gain 75% of the Armors Shredded.
Minor Blessings (1):
- Frequency: Gain 2% Total Attack Speed and 2 Ability Haste per Rust Stack currently applied.
- Patina: Gain a 30 (+15 per level) Shield when not taking damage for 12s. Gain 4% Movement Speed whilst the shield holds.
- Dampening: Incoming damage from enemies farther than 1100 units away is reduced by 12%.
Minor Blessings (2):
- Peal: Gain 25 Ultimate Ability Haste. Upon casting your ultimate, attacks and abilities apply maximum stacks of Rust for 4s.
- Fracture: Deal 4% (+0.3% per level) more Damage against targets with maximum stacks of Rust.
- Resonant Repair: Whenever you are Immobilized, you restore 3% of your Maximum Health over 4s.
Major Blessing:
- Decrease your size by 10%. Upon casting an ability, nearby enemy Heroes within a 600u radius are debuffed, causing them to deal 4% decreased damage for 3.5s, stacking up to 3 times.
Minor Blessings (1):
- Bioluminescence: Enemies you damage take 3% bonus Damage and are Revealed for 4s.
- Harmonic Currents: Casting an ability restores 2.5% of your Missing Health and Missing Mana.
- Diffusion: Increases the radius of Pilow's Debuff Pulse by 50% and the duration by 1.5s.
Minor Blessings (2):
- Neurotoxin: Pilow additionally increases damage enemies take by 2% per stack.
- Convection: Gain 4 Physical Armor and 4 Magical Armor for every active stack of Pilow on nearby enemy Heroes.
- Lil Sucker: Basic Attacks steal 2% of the target's Movement Speed for 3s, stacking up to 3 times.
Major Blessing:
- Takedowns grant a stack of Fearless, up to a maximum of 6 stacks. Your Max Health is permanently reduced by 5% (+4% Melee/+6% Ranged per Fearless). Gain 5% (+5% per Fearless) increased Physical Power, Magical Power and Attack Speed. Fearless is reset upon death.
Minor Blessings (1):
- Demonic Bargain: Gain 350 additional Gold at levels 1/7/13.
- Risen: When at 3 or more Fearless stacks gain 12% Omnivamp.
- Hellfire Strikes: Basic Attacks deal 3 (+1.5 per level) True Damage On-Hit.
Minor Blessings (2):
- Broken Wings: Your Movement Speed cannot be altered by item or abilities.
- Rite: Abilities cost an additional 5 (+2.5 per Level) Health to cast but you permanently gain 15 (+1 per Level) Ability Haste.
- Psychosis: Deal 3.5% (+0.4% per Level) more Damage to the closest Enemy Hero but 10% less Damage to any other Enemy Hero.
Quality Of Life Improvements
New Critical Health SFX Cue:
- There is a new sound effect when you fall to Critical Health (-25%), that should be more distinct and less panic inducing.
New Practice Mode Cheat Capsules:
Practice Mode has had the following adjustments and additions:
- Haste Capsule now refreshes all Cooldowns when activated.
- There is a new Capsule to Evolve your Crest a stage per hit.
- There is a new Capsule to fully stack stacking Items and/or add some stacks to infinite stacking Items.
Camp Despawning:
- Once the Camp Leader of a Normal Jungle Camp is killed (2/3/4/5 Camp), the remaining Monsters will now despawn after 10s of not being in combat.
Fountain Diving:
- Enemy Fountains no longer 1-shot you upon entering their Zone.
- Upon standing in the Enemy Fountain’s Zone, you now receive ramping true damage instead.
- There is a new Camera Lens Effect & SFX to signify when you enter the Enemy Team’s Fountain.
- Certain abilities (such as Boris Ultimate, Ranged Basic Attacks, Melee Basic Attacks, Bayle Ultimate, and Crunch Empowered Right Crunch will no longer yoink you back or hit you if you manage to get a small distance away from the original location, such as by blinking out of their path.
Enhanced Airborne Hero Shadows:
- Ally and Enemy Heroes now cast a shadowy decal beneath their location on the ground when they are in the air.
- This will make it easier to tell where Flying Heroes such as Howitzer and Wukong precisely are when they are above you, as you will be able to see their shadow directly below them on the ground.
Respawned Inhibitor Clarity:
- Respawned Inhibitors now show a purple material around them to signify they are disabled and do not attack, adding more clarity.
Buff Dropping (Red/Blue/Mini):
Mini Prime:
- Mini Prime now drops its buff on the floor slightly in front of it when it dies, rather than being granted to the killer. The Buffs last for 30s on the floor.
- The first Ally Hero to walk over it gets it. Enemy Heroes cannot pick it up but it will appear greyscale for them at the location.
Red & Blue Buff:
- From 20:00 onwards, Red & Blue Buff now drop an ADDITIONAL Buff Pickup at their original spawn location, that lasts in the world for 30s.
- The first Ally Hero to walk over it gets it. Enemy Heroes cannot pick it up but it will appear greyscale for them at the location.
- Red & Blue Buff are now a slightly different Color when Buff Dropping is active (at 20:00).
- In other words, Junglers can now kill their Buffs late-game, and let an Ally pick up an additional copy of that buff.
Tower Platings Expanded:
- Tier 1 Outer Tower Platings no longer disappear at 13 minutes and are now present for the entire match.
- Tier 2 Inner Towers now also have Tower Platings for the entire match.
Ground Targeting Improvements:
- Ground targeting abilities now aim directly from the Camera reticle, rather than from the Hero’s model. This will reduce the amount of times an ability clips against a wall unintentionally.
- Ground targeting abilities now place at the centre of your reticle, rather than being slightly offset to the left.
Aim Assist Tuning:
- Aim Assist for Controllers has been adjusted to be slightly less sticky, while improving other areas of it that should make the gameplay experience smoother for Controller Users.
Item Effect Stat Tracking:
- A variety of Items now track various stats (such as how much damage they have dealt in a game, among other stats). To see them, hover over yours (or another Player’s) Items on the scoreboard.
Recalls - Damage Over Time (DoT):
- Damage Over Time (DoT) Damage Effects no longer interrupt Recalls.
Custom Games - Additional Modes:
The following modes have been added to Custom Games, and are available to play at any time:
- Brawl
- LABS: Daybreak
Daybreak v7
We're approaching the final stages of development, and this patch introduces a significant number of gameplay and map updates, alongside the first environmental dressing pass using existing assets.
Please note: This is not the final dressing pass - far from it. Everything included in this update is completely placeholder work intended to improve the map for the upcoming tournament while larger-scale visual improvements are still in progress.
What's Changing
- Duo Lane Adjustments
- Mid Lane Adjustments
- Jungle Adjustments
- Pit Adjustments
Environment Dressing
The primary goal of this initial dressing pass is to shift the map's focus away from its current visual simplicity and toward capturing the overall feel and atmosphere of Sanctuary. This pass is intended to establish the right mood and gameplay readability while we continue making core map changes.
A complete visual overhaul and final dressing pass will take place once the gameplay layout has been finalized.
Daybreak Full Mechanics Breakdown:
General Gameplay Changes
- Recall Time: Decreased from 8s to 7s.
- Death Timers increase more aggressively at 30 minutes, instead of 25 minutes.
- Teleporters unlock at the start of the game instead of 480s.
- Teleporter Early cooldown reduced to 120s from 180s.
- Teleporter Late cooldown now triggers at 20:00.
- Teleporter Late cooldown reduced to 90s from 120s.
- WorldShift Removed.
- Shaper Removed.
- Seedling Removed
- Movement speed is reduced by 15 compared to Sanctuary.
- 1 Additional Gold buff added to duolane.
- 1 Additional Cyan buff added to offlane.
- Homeguard speed boost added to Jump Pads upon player landing, granting then +400 movement speed, decaying over 9s.
- White Camp Respawn Time increased from 120s to 135s.
- Red & Blue Buff Respawn Time increased from 250s to 255s.
Shrines
Shrines are a new mini objective, with 2 being present on the map near each side-lane for teams to fight over. Killing them grants global gold, permanent Ability Haste, and bonus damage to Towers for your team!
Stats:
- Spawn time: 120s
- Respawn time: 240s
- Health/Max Health: 650 → 3,100
- Basic Armor: 0
- Ability Armor: 0
- Shrines grant +2 Ability Haste to the killer permanently.
- Kill Gold: 50 Global Gold
- Grant everyone on the Killing team +8% true damage to Towers (Max Stacks: 2).
Statue States
- White: Not taken
- Red: Taken by enemy
- Blue: Taken by team
Jungle Monster Changes
Black Large (2)
- Max Health decreased from 1650–2570 to 1550–2470.
- Damage increased from 20–110 to 22–122
- Out-of-combat Health Regeneration increased from 89.1–164.1 to 178.2–328.2.
- Gold reward increased from 44 → 60.
- CS reward decreased from 3 to 2.
- XP reward (1–15) changed from 150/150/153/153/169/169/199/199/229/229/259/259/289/289/319 to 150/150/172/172/175/175/210/210/230/230/255/255/280/280/285.
Black Medium (2)
- Out-of-combat Health Regeneration increased from 51.6–86.6 to 103.2–173.2.
- Gold reward increased from 30 to 43.
- XP reward (1–15) changed from 80/80/88/88/93/93/105/105/118/118/130/130/143/143/156 to 80/80/92/92/97/97/107/107/117/117/127/127/137/137/147.
Grey Large (3)
- Damage increased from 20–90 to 26–106 (base damage +6; per-tier growth 7 → 8).
- Out-of-combat Health Regeneration increased from 87–129.5 to 174–259.
- Gold reward increased from 46 to 65.
- CS reward decreased from 3 to 2.
- XP reward (1–15) changed from 75/75/78/78/88/88/113/113/138/138/163/163/188/188/213 to 75/85/87/87/95/95/115/115/135/135/155/155/175/175/195.
Grey Small (3)
- Out-of-combat Health Regeneration increased from 36–66 to 72–132.
- Gold reward increased from 29 to 38.
- XP reward (1–15) changed from 45/45/46/46/52/52/70/70/88/88/106/106/124/124/142 to 45/50/51/51/56/56/70/70/84/84/98/98/112/112/125.
White Large (4)
- Health decreased from 1400–2320 to 1250–2220.
- Damage decreased from 20–100 to 25–125.
- Out-of-combat Health Regeneration increased from 55.6–108.6 to 111.2–217.2.
- Gold reward increased from 31 to 43.
- XP reward (1–15) changed from 92/92/96/96/109/109/138/138/167/167/202/202/237/237/272 to 92/103/106/106/116/116/139/139/162/162/190/190/218/218/246.
White Medium (4)
- Max Health: Level 1–5 reduced by 20 (800/1000/1060/1120/1180 to 780/980/1040/1100/1160); Level 6–15 values unchanged.
- Out-of-combat Health Regeneration increased from 50.05–81.55 to 100.1–163.1.
- Gold reward increased from 18 to 26.
- XP reward (1–15) changed from 54/54/55/55/68/68/83/83/98/98/113/113/128/128/143 to 54/60/61/61/71/71/83/83/95/95/107/107/119/119/131.
White Small (4)
- Out-of-combat Health Regeneration increased from 33–52.8 to 66–105.6.
- Gold reward increased from 12 to 16.
- XP reward (1–15) changed from 30/30/31/31/36/36/46/46/56/56/66/66/76/76/86 to 30/34/35/35/39/39/47/47/53/53/61/61/69/69/77.
Brown Medium (5)
- Damage increased from 15–85 to 18–108.
- Out-of-combat Health Regeneration increased from 66–115.5 to 132–231.
- Gold reward increased from 36 to 51.
- CS reward increased from 1 to 2.
- XP reward (1–15) changed from 65/65/68/68/78/78/96/96/114/114/132/132/150/150/168 to 65/65/75/75/83/83/98/98/113/113/128/128/143/143/158.
Brown Small (5)
- Gold reward increased from 17 to 22.
- XP reward (1–15) changed from 25/25/26/26/30/30/38/38/46/46/54/54/62/62/70 to 25/25/29/29/32/32/38/38/44/44/50/50/56/56/62.
- Damage decreased from 125-335 (+15 per Level) to 110-208 (+7 per Level)
- XP Reward increased from 400 to 500.
Red Buff
- Max Health decreased 2,550–4,230 to 2,450–4,130.
- Damage increased from 20–160 to 36–176.
- Out-of-combat Health Regeneration increased from 112.5–193 to 225–386.
- Respawn Time increased from 240s to 255s.
- Gold Reward increased from 125 to 165.
- CS Reward increased from 5 to 6.
- XP Reward increased from 160-340 to 160-320.
Blue Buff
- Max Health decreased from 2,550–4,230 to 2,450–4,130.
- Damage increased from 20–160 to 36–176.
- Out-of-combat Health Regeneration 112.5–193 to 225–386.
- Respawn Time 240s to 255s.
- Gold Reward increased from 125 to 165.
- CS Reward increased from 5 to 6.
- XP Reward decreased from 160-350 to 160-320.
Cyan Buff
- 2 Cyan Buffs are now Present in Offlane, but their rewards are roughly halved.
- Initial Spawn Time decreased from 180s to 150s.
- Respawn Time decreased from 180s to 160s.
- Max Health decreased from 1150-2475 - 1050-2450.
- Gold Reward decreased from 60 to 30.
- XP Reward changed from 65 (+8 per Minute) to 70/70/75/75/80/80/85/85/90/100/110/115/120/120/120.
- Max Health Regen On Kill decreased from 20% to 10%.
- Max Mana Regen On Kill decreased from 20% to 10%.
Gold Buff
- 2 Gold Buffs are now Present in Duo Lane, but their rewards are roughly halved.
- Max Health decreased from 1100-2425 to 800-2200.
- Initial Spawn Time decreased from 180s to 150s.
- Respawn time decreased from 180s to 160s.
- XP reward changed from 80 to 40.
- Gold reward decreased from 80 (+4 per Minute) to 60.
River Buffs
- Grey Buff Movement Speed increased from +55 to +100.
- Green Buff Shield Max Health Scaling increased from 12% to 18%.
Enhanced River Buffs
- Initial spawn time increased from 17:00 to 21:00 minutes.
- Grey Buff Movement Speed increased from +55 to +100.
- Grey Buff out-of-combat Movement Speed increased from 8% to 15%.
- Orange Buff Omnivamp decreased from 8% to 5%.
Daybreak Invitation Tournament
On Saturday August 15th & Sunday August 16th, a 2-day Daybreak Invitational Tournament is happening. This will feature 8 Teams composed of the Top Players from NA PCC Summer!
This event will showcase the Daybreak Map in a more high-stakes environment, allowing us to gather deeper feedback on all things Daybreak as the best players from the North American Region put it through its paces!
For the Format, it is a Player Draft Event, meaning 8 Captains have been pre-selected from the Top NA PCC Summer Teams, who then draft the rest of their squad from the remaining PCC Player pool.
The Teams are competing for the grand prize of $1,000 and representation within the Daybreak Map when it fully releases, as well as additional Platinum Prizes of 50K & 25K for 2nd and 3rd place!
Finally, a Devs vs VennyVens (Reigning EU PCC Summer Champions) showmatch will be kicking off the event, so be sure to tune in to see if the VennyVens have what it takes to bring down the people’s champ, RGSACE!
Event Schedule:
- Saturday 15th August - [10am ET / 4pm CEST]: Dev Showmatch + Top 8 Swiss Bracket.
- Saturday 16th August - [10am ET / 4pm CEST]: Top 4 Double-Elimination Finals Bracket.
Gameplay Balance
For the full balance details, head over to our website!
Ignite the battlefield with Scarlett! Scarlett joins the fight in update 1.16: Aegis of Dawn on August 11th! Tune into the Dev Stream this week - August 5th 6pm UTC, to catch her in action for the first time.
We've got 25% off a massive range of our most popular skins for this weekend only! If you've been eyeing up some of the best skins in the game, now's your chance to grab them. Check out the in-game store and get yourself a bargain 🔥
We've got 25% off a massive range of our most popular skins for this weekend only! If you've been eyeing up some of the best skins in the game, now's your chance to grab them.
Check out the in-game store and get yourself a bargain 🔥
Hey Champions, Summer’s only just begun and we’re bringing the heat with all-new Summer Fun skins and a slew of balance changes in this patch! Let’s take a look at what’s coming up. Store News Summer Fun Dekker Summer Fun Maco Summer Fun Shinbi Bundles Summer Fun Dekker Bundle -
Hey Champions,
Summer’s only just begun and we’re bringing the heat with all-new Summer Fun skins and a slew of balance changes in this patch! Let’s take a look at what’s coming up.
Store News
Summer Fun Dekker [Epic]
Summer Fun Maco [Rare]
Summer Fun Shinbi [Rare]
Bundles
Summer Fun Dekker Bundle
- Summer Fun Dekker Bubblegum [Skin Variant]
- Summer Fun Dekker Grape [Skin Variant]
- Summer Fun Dekker Cherry [Skin Variant]
- Summer Fun Dekker Apple [Skin Variant]
- Summer Fun Dekker Ink [Skin Variant]
- “Hot” [Overhead Emote]
- Summer Fun Dekker Icon [Profile Icon]
- Summer Fun Dekker Banner [Banner]
- Dekker [Hero]
Summer Fun Maco Bundle
- Summer Fun Maco [Skin]
- Summer Fun Maco Bubblegum [Skin Variant]
- Summer Fun Maco Cherry [Skin Variant]
- Summer Fun Maco Grape [Skin Variant]
- Summer Fun Maco Mango [Skin Variant]
- Summer Fun Maco Apple [Skin Variant]
- Glass [Overhead Emote]
- Summer Fun Maco [Banner]
- Summer Fun Maco [Icon]
- Maco [Hero]
Summer Fun Shinbi Bundle
- Summer Fun Shinbi [Skin]
- Summer Fun Shinbi Cherry [Skin Variant]
- Summer Fun Shinbi Grape [Skin Variant]
- Summer Fun Shinbi Mango [Skin Variant]
- Summer Fun Shinbi Lime [Skin Variant]
- Selfie [Overhead Emote]
- Summer Fun Shinbi [Banner]
- Summer Fun Shinbi [Profile Icon]
- Shinbi [Hero]
Summer Bundle Core
6 new exclusive items have been added to the Summer core. Remember there are no duplicate drops and each reward has an equal drop chance.
- [New] Stripe Summer Fun Dekker [Skin Variant]
- [New] Floral Summer Fun Shinbi [Skin Variant]
- [New] Sparkle Summer Fun Maco [Skin Variant]
- [New] Flames Summer Fun TwinBlast [Skin Variant]
- [New] Tiger Summer Fun Narbash [Skin Variant]
- [New] Maco and Shinbi Icon-Banner [Bundle]
- Splinter Summer Fun Sparrow [Skin Variant]
- Vector Summer Fun Murdock [Skin Variant]
- Digital Summer Fun Gideon [Skin Variant]
- Polkadot Summer Fun Renna [Skin Variant]
- Tigerstripe Summer Fun Yurie [Skin Variant]
- Murdock and Sparrow Icon-Banner [Bundle]
New Variants
- Vaporwave Summer Fun Twinblast [Skin Variant]
- Heatwave Summer Fun Twinblast [Skin Variant]
- Mango Summer Fun Narbash [Skin Variant]
- Bubblegum Summer Fun Narbash [Skin Variant]
- Foam Summer Fun Narbash [Skin Variant]
Gifting
Players have long been asking for a way to give their friends Predecessor content, and we’re excited to announce we’re rolling out gifting in this update! Now you’ll be able to send cosmetics to your friends, right there in the game.
Some countries will not have access to gifting: Argentina, Azerbaijan, Bangladesh, Belarus, Bolivia, Cuba, Egypt, Iran, Kazakhstan, North Korea, Kyrgyzstan, Lebanon, Moldova, Myanmar, Palestine, Russia, Sudan, Suriname, Syria, Tunisia, Turkey, Ukraine, Uzbekistan, Venezuela, Yemen.
In addition individual players may be unable to access the feature due to legal reasons or being part of Platinum programs like the Content Creator Guild.
If your account has been incorrectly removed from gifting, please reach out via support.
Twitch Drops - Loot Cores
- [Bugfix] Fixed an issue where Loot Cores from Twitch Drops would not be correctly awarded to certain Users. They should now correctly be awarded to affected Users upon logging in!
Opal Effects
The last update introduced the first of our snazzy new, holographic Opal effects. This update we've added more functionality to Profile cosmetics as well - now you can really show off to the lobby!
Balance Changes
For the full list of balance adjustments, head over to the patch notes on our website!
Champions, A new hotfix is available to download with the following fixes: Fixed an issue where Loadouts could contain missing Augments Fixed an issue where minions would not aggro correctly on players We also launched a hotfix previously with these fixes: Fixed a crash that coul
Champions,
A new hotfix is available to download with the following fixes:
Fixed an issue where Loadouts could contain missing Augments
Fixed an issue where minions would not aggro correctly on players
We also launched a hotfix previously with these fixes:
Fixed a crash that could occur when browsing loadouts
Fixed an incorrect icon for Terra's Ranked skins
Fixed instances of Ikra's VO playing too much
Let us know if you notice any issues and we'll be sure to get some more fixes out!
Hey Champions! Summer has officially arrived and with it comes our new update - Splash Damage! Not only have we been cooking up some highly requested Quality of Life upgrades, but we’ve also got our new Hero and the next installment of Daybreak. Let’s take a look! New Hero: Ikra
Hey Champions!
Summer has officially arrived and with it comes our new update - Splash Damage! Not only have we been cooking up some highly requested Quality of Life upgrades, but we’ve also got our new Hero and the next installment of Daybreak. Let’s take a look!
New Hero: Ikra
Deep within the oceans of Velrune lies the Ebonreef, an ancient, long-forgotten kingdom of amphibious beings. For generations, they have remained hidden in the deep, guarding immense power and long-lost water magi-tech.
But peace never lasts. When surface-dwelling mining colonies invaded the sacred territories of the deep, the Ebonreef was forced to answer.
Chosen as the elite defender of his kingdom, Ikra strikes with the ferocity of the ocean itself. He is a stoic tactician, possessing a profound serenity that masks a terrifying, inevitable threat on the battlefield. Violence is always his last resort, but when the secrets of the Ebonreef are threatened, he will destroy any invaders without hesitation. The tide is rising, and the world above is not prepared for what lies beneath.
- Health: 690 (+141 per Level)
- Health Regen: 1.65 (+0.15 per Level)
- Mana: 450 (+25 per level)
- Mana Regen: 1.4 (+0.2 per Level)
- Attack Speed: 115 (+1.3 per Level)
- Physical Armor: 24 (+5.65 per Level)
- Magical Armor: 29 (+1.15 per Level)
- Physical Power: 60 (+4.4 per Level)
- Movement Speed: 670
- BAT: 1.4
Abilities:
Herald [Passive]:
Effect: Based on the type of Eternal you have chosen, gain additional effects:
- Harbingers: Ikra's Basic Attacks deal (+8% Magical Power) bonus Magical Damage. Hitting an Enemy with a Basic Attack reduces the cooldown of Zap by 0.5s.
- Primarchs: Hydroclasm Bubble explosions now also displace Ikra and he gains 1% Movement Speed per 75 Magical Power.
- Dreadnoughts: Narcosis’ Magical Orb Suspends for 25% longer, and it Heals Ikra for 100% of the Damage dealt by it.
- Sovereigns: Hydroclasm’s cooldown is reduced by 25%, and Genesis’ Twister is 25% larger.
- Divines: Hydroclasm’s Bubbles project an aura that heals yourself and Allied Heroes that are within their radius for 3 (+10% Magical Power) Health each second.
- Anomalies: Brine and Hydroclasm Bubbles deal 6% of the Target’s Maximum Health over 5s and apply a 45% Anti Heal Debuff for this time.
Effect: Release a slow moving magical orb projectile that travels 2000u. If it passes through Enemies it deals 80/110/140/170/200 (+50% Magical Power) magical damage and Suspends the first Enemy Hero Hit for 1.2s.
Hydroclasm [Secondary]:
CD: 15/13.75/12.5/11.25/10s
Cost: 60 Mana
Max Charges: 2
Effect: Summon a Bubble up to 1750u away in the world that Slows nearby Enemies by 12%.
If the Bubble is hit by Ikra’s Basic Attack or Brine, it restores 30 Mana and explodes in a large area, dealing 25/35/45/55/65 (+10% Magical Power) Magical Damage.
Bubbles fully arm after 1.1s, causing their explosion damage to increase to 50/100/150/200/250 (+65% Magical Power), with its explosion now also Slowing Enemies hit by 40%/45%/50%/55%/60% for 0.75s.
If the Bubble is detonated by Brine, the explosion deals additional damage equal to Brine's damage, dealing it to all Enemies in the vicinity.
Brine [Alternate]:
CD: 7/6/5/4/3s
Cost: 40/45/50/55/60Mana
Effect: Ikra shoots forward a beam that travels 1900u, dealing 80/115/150/185/220 (+55% Magical Power) magical damage to the first target hit.
If Brine, or Brined Bubbles, kill an Enemy Unit, Ikra gains 4/5/6/7/8 bonus Gold.
Genesis [Ultimate]:
CD: 130/110/90s
Cost: 100 Mana
Effect: Rise into the air and begin Channelling for 1s, after which Ikra unleashes a massive Twister that rushes forward 5500u, dealing 320/480/640 (+85% Magical Power) magical damage to all Enemies in its path and Knocking Up Enemies hit for 1s.
Augments:
Undertow:
Relevant Ability: Narcosis [Primary]
Type: Crowd Control
Effect: Enemy Heroes Suspended by Narcosis slowly travel towards Ikra. Narcosis’ cooldown is decreased by 2s when it damages an Enemy Hero.
The Gloom:
Relevant Ability: Hydroclasm [Secondary]
Type: Enhanced Ability
Effect: Bubble Radius grows up to 25% larger over 3s. Additionally, Ikra and Allied Heroes become camouflaged while within a Bubble’s Radius.
Cascade:
Relevant Ability: Brine [Alternate]
Type: Attack Speed
Effect: Brine now applies On-Hit effects at 100% effectiveness. Damaging Enemy Targets with abilities also grants Ikra 12% Bonus Attack Speed for 4s, stacking up to 4 times (once per ability).
- Ink Summer Fun Renna [Skin Variant]
- Cerulean Summer Fun Renna [Skin Variant]
- Lime Summer Fun Renna [Skin Variant]
- Bubblegum Summer Fun Yurei [Skin Variant]
- Cherry Summer Fun Renna [Skin Variant]
- Foam Summer Fun Renna [Skin Variant]
Summer Bundle Core
6 exclusive items, no duplicates and equal drop chance.
In 1.15.x we will add 6 new exclusive cosmetics into the Summer Bundle Core
- Splinter Summer Fun Sparrow [Skin Variant]
- Vector Summer Fun Murdock [Skin Variant]
- Digital Summer Fun Gideon [Skin Variant]
- Polkadot Summer Fun Renna [Skin Variant]
- Tigerstripe Summer Fun Yurie [Skin Variant]
- Murdock and Sparrow Icon-Banner [Bundle]
Additional Features
Rank Split Reset
Split 4 ends on Tuesday with the release of 1.15 so be sure to get your peak Rank this weekend and lock in your end of Split rewards.
Finishing Placements and winning at least 1 game will get you a Banner and Icon to represent your peak Rank achieved during Split 4.
If you win 15 games you will unlock the Gatekeeper Terra Skin and additional variants if your peak rank was Gold or higher.
We are moving into Split 5 and are planning to run it until V1.18 - 18 weeks, similar to Split 4 instead of the 12 weeks we have done in the past. We are currently investigating when to move to Season 2 and hope to align it with some requested Ranked features and ideally, the full release of Daybreak when it is ready. Keep an eye out for news on this in the future!
All players will start in placements and have 5 or 10 matches to complete to get placed into the new system.
Lastly we have fixed a bug in the internal MMR system that was causing players who played a larger amount of games to get inflated MMR in certain situations. With this we are reducing the MMR of all Diamond and Paragon players back down to Platinum so MMR can correctly calibrate.
Toxicity Improvements
This patch we are rolling out a more aggressive ban policy and will continue iterating on this over the next few months. We have been testing out how accurate our detection is and we are allowing it to hand out more aggressive bans.
- Players are now correctly informed when they receive a chat ban with the duration of the ban
- Players will now get chat banned at a higher rate, for increasing longer times automatically
- Fixed a bug where players were not correctly banned from Voice chat when banned from text chat
- Players will now get banned at a higher rate from matchmaking for increasing longer times automatically based on in game tracking and player reports
- Dodging draft bans now correctly stack over multiple games.
Quality Of Life Improvements
Frontend Improvements:
We have new and improved background scenes and lighting across the Main Menu and Draft to ensure all of your favourite Heroes and Skin are always shown in the best light. You should notice this gives the Menus a more premium feel!
New Opal Effects
We've spruced up the cosmetic Opal effect with an all-new holographic look!
You'll notice the new effect in the Store and your Collection page, as well as on the loading screen when you equip an Opal skin! We're working on adding this effect to your profile cosmetics too so you can show them off to your friends (or enemies), so keep an eye out for this in a future update.
Aram in Custom Games:
Aram can now be selected as a queue for custom games and supports varied team size. Keep an eye out for some community tournaments soon!
Minion AI Improvements:
We have made long-requested adjustments to the Minion AI, fixing instances that caused Minions to ignore Players after aggro was dropped. Now that this is resolved, Minions will now no longer ignore the player for a short duration after an aggro break has occurred!
Last-hit Consistency:
Additionally, we have adjusted Minion vs Minion behaviour, making stacked waves less likely to kill Enemy Minions through excessive damage layering, making Last-Hitting more consistent for Players that are battling alongside their Minions!
Tower Attack Rate Consistency Improvements:
Towers have been adjusted, with their rate of attack now being more consistent and predictable for Players that are attempting to farm successfully under their Tower, or looking to dive a vulnerable Enemy.
This change removes the cases of “instant fire” that Towers were capable of before, which would lead to many frustrating and unpredictable cases of a Tower Shot striking a Minion or Player on aggro-switch with no warning.
As a result, farming under Tower should feel more consistent and skillful, being less prone to randomness from the Tower’s attack rate as it now always has a small delay before attacking when switching targets, while multi-man dives should feel more consistent to achieve as the Tower will no longer have the chance to instantly blast a player if its aggro is juggled.
Critical Strike Pseudo-Randomness:
The way we calculate the odds of success for a Critical Strike have been adjusted!
Before, it was truly random, which could lead to some extremely variable outcomes, such as back to back to back Critical Strikes at low values, or never getting a Critical Strike even after striking 10 times at higher values of Critical Chance. To resolve this and reduce the number of outlier success and failure rates, a Player’s chance to Critically Strike is now dynamically adjusted based on the most recent Critical Strike.
In simple terms, this means that the more times you fail to Crit, the more likely your next attack is to Crit. Likewise, if you achieve a Critical Strike, your next attack is less likely to be a Crit.
While we won’t be disclosing the exact functionality of how the Dynamic Critical Strike System is calculated, you can rest assured that there are safeguards in place to prevent abuse cases that aim to manipulate Critical Strike RNG.
Controller Sensitivity Adjustments:
We've made some adjustments to the default controller sensitivity settings based on player feedback, generally lowering the values a little to smoothen the experience. If you have already set your own sensitivity values they will not be affected, however, if you return to default, you'll notice the change.
Jungle Improvements
Camp Leader Current Health Damage:
Camp Leaders within a Monster Camp now deal Current Health Damage, alongside some flat damage. This not only helps normalize the Health gap between Healing Junglers and non-Healing Junglers, but also helps ensure that Junglers are not always present and able to spam-gank on the map at 100% Health. As a result, Junglers will be more vulnerable while clearing their camps, and at a greater risk of being counter-killed when ganking a lane. In exchange, Hunt’s Slay effect now heals the User to help Junglers top up their Health, so plan accordingly!
Full damage values and additional context can be found in the Balance Section below!
Hunt Damage:
Hunt now displays the damage it deals on its Icon on the player’s HUD, making it easier to tell how much damage its Slay effect is doing!
Jungle Camp CS Standardization:
All Jungle Camps have had their Creep Score (CS) value adjusted to be 5, making it easier for Junglers to track the number of Camps killed by their opponent in the early game, making the skill of CS tracking more accessible and intuitive to all Players, rather than just the top 1% that have memorized the individual CS values of each camp.
Monster Special Ability Bug Cleanup:
We have adjusted both the Seedling and Mini Prime Area of Effect (AoE) Attack hitboxes to better match their visuals, as well as the Mini Prime Knockback Hitbox no longer lingering for a few frames!
Blink/Ultimate HUD Indicator Enlargement:
The indicators that represent each team-mates Blink and Ultimate Ability availability have been enlarged, making them easier to see for all Users.
New and Returning Items
Earth Spirit has been removed, and is being replaced by a new Titan Crest Evolution called “Gamma Gloop” that grants access to a disruptive Grounding effect for Tanks to utilize!
Additionally, Rebirth has been reworked, boasting a new statline, a simpler resurrection effect, and some SFX/VFX improvements to accompany it!
[New] Gamma Gloop:
- Replaces: Earth Spirit
- Crestline: Titan Crest
- 180 Health
- 8 Physical Armor
- 5 Magical Armor
- Active Effect - Gob Glue: Deal 80 (+3% Bonus Health) magical damage in a 550u radius around you that Grounds Enemies hit for 1.5s. A field of Goo is then left behind at the location for 5s that Slows Enemies in the area by 30%. If this Active Effect is activated while mid-air, you leap into the air in your current movement direction, with Gob Glue’s Effects triggering upon landing.
[Reworked] Rebirth:
- Class: Moved from Frontline to Fighter
- Cost: Increased from 2600 to 2800
- 50 Physical Power added
- 300 Health added
- 40 Physical Armor removed
- 35 Magical Armor removed
- 10 Ability Haste removed
- Recipe: Greatsword + Banded Emerald + 750g
- [Reworked] Effect - Mechanica: Upon dying, enter a Resurrection state for 3s. After this duration has elapsed, you Resurrect at your location with 50% Base Health and 50% Max Mana.
Daybreak V6
Daybreak V6 brings a whole host of enhancements to the current layout, as we get closer to completion before handing it over to the art team to begin the process of making it look amazing! Jungle has been cleaned up to allow more flow and easy reading while still maintaining its core layout that people loved.
- Jungle corners made clearer, along with paths being easy to identify, removing all the jagged edges for corners, and also adding more paths for rotations and adding assists for faster rotations between the jungles
- Added more ways to get in behind towers and additional ways to dive towers
- Orb Prime pit gets a shake-up, adding more ways in/out
Sidenote: Tower balance was adjusted in 1.14, so we are keeping an eye on tower balance and may be adjusted pending more game data, so please let us know how it feels
Daybreak V6 Mechanics Breakdown
Shrines:
- Health increased from 900 to 650-2650.
- Initial Spawn increased from 120s to 240s.
- Respawn time increased from 120s to 240s.
Gold Buff:
- Health Decreased from 1100-2500 to 800-2200.
- Initial Spawn Time Decreased from 180s to 150s.
- Respawn Time increased from 120s to 160s.
- Gold Value Changed from 80 (+4 per Minute) to 60-80 Max Level.
- XP Value 40 to 20 All levels.
- Additional Gold on level up was removed.
- 2 Gold Buffs are now present in Duolane.
Cyan Buff:
- Health decreased from 1150- 2550 to 800-2200.
- Initial Spawn Time increased from 120s to 150s.
- Respawn Time increased from 120s to 160s.
- Gold Value Changed from 60 to 30 at all levels.
- XP changed from 60 (+5 per Minute) to 80-200.
- Additional XP on level up removed (Flat values now).
- 2 Cyan Buffs are now present in Offlane.
Red Buff:
- Respawn time increased from 250s to 255s.
- XP granted on kill increased from 160-300 to 160-320 (+20 Per Level).
- Gold granted on kill increased from 145 to 165.
Blue Buff:
- Respawn time increased from 250s to 255s.
- XP granted on kill increased from 160-300 to 160-320 (+20 Per Level).
- Gold granted on kill increased from 145 to 165.
Black Camp (2):
Large:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 150-265 to 150-185.
- Gold granted on kill increased from 54 to 60.
Medium:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 80-137 to 80-147.
- Gold granted on kill increased from 38 to 43.
Grey Camp (3):
Large:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 75-185 to 75-195.
- Gold granted on kill increased from 58 to 65.
Small:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 45-120 to 45-125.
- Gold granted on kill increased from 34 to 38.
White Camp (4):
Large:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 92-235 to 92-246.
- Gold granted on kill increased from 38 to 43.
Medium:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 54 - 125 to 54-131.
- Gold granted on kill increased from 23 to 26.
Small:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 30-73 to 30-77.
- Gold granted on kill increased from 14 to 16.
Brown Camp (5):
Medium:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 65-150 to 65-158.
- Gold granted on kill increased from 46 to 51.
Small:
- Respawn time increased from 120s to 135s.
- XP granted on kill increased from 25-59 to 25-62.
- Gold granted on kill increased from 20 to 22.
Pink Jungle Bug:
- Spawn location has been flipped with Orange Jungle Bug.
- Respawn time increased from 120s to 180s.
- Health changed from 200 at all levels to 300-1000 (Max Level).
- Added 10 armor.
Orange Jungle Bug:
- Spawn location has been flipped with Pink Jungle Bug.
- Respawn time increased from 120s to 180s.
- Health changed from 200 at all levels to 300-1000 (Max Level).
- Added 10 armor.
Check out the full patch notes on our website for all the balance changes!
Hey everyone! Small hotfix today Fixed an issue where Akeron could become suspended in the air indefinitely Fixed an issue where Aurora would deal too much damage with Eternal amplifications
Hey everyone!
Small hotfix today
Fixed an issue where Akeron could become suspended in the air indefinitely
Fixed an issue where Aurora would deal too much damage with Eternal amplifications
Hey everyone! A new hotfix released today with the following changes: Fixed an issue where Mourn's Eclipse could be cleansed Fixed an issue where Eden could gain Heat from one of Adele's Augments Fixed an issue in the loadout builder where Eternals and Blessings could be mis-matc
Hey everyone!
A new hotfix released today with the following changes:
Fixed an issue where Mourn's Eclipse [Ultimate] could be cleansed
Fixed an issue where Eden could gain Heat from one of Adele's Augments
Fixed an issue in the loadout builder where Eternals and Blessings could be mis-matched
Fixed an issue causing Replay Codes to stop generating for Custom Matches
Fixed an issue with Nihil [Eternal] where he could grant more damage than intended
Fixed an issue with Howitzer where his passive would grant mana on ability damage rather than his basic attack
Hey Champions, It’s balance time! Eternals totally shook up the meta since their arrival in 1.14, it’s been awesome to see how you’ve all been building and adapting with them. This update is a larger balance pass to correct some issues we’ve seen with Eternals. We’re expecting a
Hey Champions,
It’s balance time! Eternals totally shook up the meta since their arrival in 1.14, it’s been awesome to see how you’ve all been building and adapting with them.
This update is a larger balance pass to correct some issues we’ve seen with Eternals. We’re expecting a little more will be needed until we find that sweet spot though, so keep your feedback coming in!
Store News
Iron Guard Riktor [Epic]
Deadzone Drongo [Rare]
Iron Guard Crunch [Epic]
Bundles
The Victorious skins are back for a limited time, with some new additions, to support the PCC Summer Summit. All profits from the skin sales go towards supporting competitive Predecessor events!
We are introducing a new type of loot core in this patch called Bundle Cores. These cores will be available for limited time and contain a small collection of content, with no duplicate drops and every drop shares the same drop rate.
Premium Bundle Core - Contains 2 exclusive variants for Iron Guard Riktor and Deadzone Drongo plus a selection of previously available bundle exclusive variants from last year.
Victorious Bundle Core - Contains all victorious skins and a new Recall and Jumppad exclusive to this Bundle Core. Profits from this Core go directly to supporting Predecessor Competitive Events.
ARAM Battlepass XP changes
Players shared feedback that with the introduction of quests too much XP was removed from ARAM as a lot of the quests are harder to complete when playing ARAM. We agreed so we are increasing the amount of Battlepass XP gained from playing ARAM by 60%.
Thank you to everyone that shared feedback on the topic.
PCC Summer Summit
The PCC Summer Summit is here and will be kicking off with a 3-weekend event, starting on the 13th and 14th of June at 10 AM EDT/ 2PM UTC on the Predecessor Twitch channel. We'll also be co-streaming with some of your favourite content creators too!
Teams in EU and NA will be competing for a total prize pool of $14,000 and representation in Predecessor via 2d Cosmetics.
We will be running Twitch drops during the event weekends, as well as Platinum giveaways, so tune in to pick up some new content!
New OHE available from Twitch drops.
Victorious Cosmetics
The prize pool and event costs for tournaments like this and other community events come from the profits made from the Victorious content. If you would like to support future events please consider picking up any of the Victorious skins, bundles and more!
New Victorious Skins coming in 1.14.4
We have introduced a Victorious Bundle Core to further support competitive events, which contains all Victorious Skins and a new Victorious Recall and Jumppad exclusive to the Bundle Core. Bundle Cores do not drop duplicate items.
Lastly it’s been requested for there to be more ways to donate towards Esports, so we are introducing a Luxury Donation Cosmetic. This Epic OHE is intended for those wishing to make a larger donation to PCC, so only consider purchasing this if you are willing to make that type of donation. 100% of the sales from this OHE will go into supporting Competitive events.
Balance Changes
Overview:
For this pass, we are primarily looking at smoothing out the gameplay experience and tidying up some of the balance/gameplay loop fallout that has occurred with the addition of the Eternals and the power they have provided. Specifically, this is being done by rounding out the rough edges for some of the more extreme balance outliers and Eternals that are causing extreme power spikes or offering too much/too little general value, with it hopefully resulting in a more well-rounded balance baseline. As we mentioned in the v1.14 update, our plan moving forward is to continue refining the balance ecosystem with the new Eternals in mind, which naturally will take a few more passes to get into a nice and stable spot, but for now this should be a positive step forward.
- Addition of some new Magical Power and Physical Power hybrid scalings to various Hero Abilities, opening up Eternal and Build diversity further.
- Tower Durability & Damage increased.
- Minion Durability increased.
- Hunt’s Slay Damage increased to 600/1200.
- Monster Durability increased slightly to compensate for the Hunt change.
- Various adjustments and reworks to Eternal Blessings to help address problem-cases, or make the lesser-picked options more viable in strength compared to the more popular options.
- Small increases to the base damage of various abilities (primarily Mages and Bruisers) to ensure their damage stays a little more relevant at the Level 3-9 thresholds as Durability spikes can result in the inability to adequately threaten kills at that range.
- General Hero Balance to bring the extreme outliers further into general parity.
- Buffs to some Fighter and Anti-tank Items.
- ARAM Tower Durability/Damage increases.
- And more!
Hey everyone! Today's update is a small hotfix to resolve the following issues: Fixed an issue where Hero HP bars could disappear after skipping time in a replay Improved stability of loading from Draft into a Match That's all for now!
Hey everyone!
Today's update is a small hotfix to resolve the following issues:
Fixed an issue where Hero HP bars could disappear after skipping time in a replay
Improved stability of loading from Draft into a Match
v1.14.2 Patch Notes A small hotfix to resolve a couple of Hero/Eternal specific issues: - Fixed an issue with Demiurge's "Memory Leak" where it wouldn't give max mana stacks on Crunch - Fixed an issue where Shinbi stacks would not be gained against Heroes using Lotus' "Fragrance"
v1.14.2 Patch Notes
A small hotfix to resolve a couple of Hero/Eternal specific issues:
- Fixed an issue with Demiurge's "Memory Leak" where it wouldn't give max mana stacks on Crunch
- Fixed an issue where Shinbi stacks would not be gained against Heroes using Lotus' "Fragrance" minor blessing
Double XP Weekend! To celebrate the launch of one of our biggest updates so far, we're dropping a HUGE double XP weekend from Friday 22nd May to Monday 25th May. Get double Affinity XP (and don't forget, Affinity is now capped at 99 levels!) AND double Account XP all weekend! So
Double XP Weekend!
To celebrate the launch of one of our biggest updates so far, we're dropping a HUGE double XP weekend from Friday 22nd May to Monday 25th May.
Get double Affinity XP (and don't forget, Affinity is now capped at 99 levels!)
AND double Account XP all weekend!
So jump in and enjoy the new update with 2x the progress!
Today’s Patch is aimed at balancing some of the extreme outliers since update 1.14 launched. We’ll have a bigger balance pass coming up in the next proper balance update, but for now these fixes should help to alleviate some of the biggest issues, as well as some bug fixes and st
Today’s Patch is aimed at balancing some of the extreme outliers since update 1.14 launched. We’ll have a bigger balance pass coming up in the next proper balance update, but for now these fixes should help to alleviate some of the biggest issues, as well as some bug fixes and stability improvements!
Balance Changes
Eternals:
Thraex:
Ferocity:
Total Attack Speed decreased from 2% to 1.5%.
Nihil:
From The Abyss:
Healing decreased from 0.6% to 0.4%.
Krix:
Regenerative Tissue:
Healing decreased from 0.6% to 0.4%.
Lotus:
Prima Donna:
Damage Dealt decreased from 14% to 12%.
Damage Taken decreased from 7% to 6%.
Demiurge:
Demiurge:
Item Stat Modifier decreased from 15% to 12%.
Item Damage Modifier decreased from 12% to 10%.
Bio-mechanical Fusion:
Magical Power Threshold increased from 5 to 8.
Construct:
Bonus Stats decreased from 1% to 0.8%.
Heroes:
Adele:
Acacia [Basic Attack]:
True Damage decreased from 6 (+1 per Level) to 5 (+1 per Level).
Royal Flourish [Primary]:
Slam Damage Bonus Health Scaling decreased from 8% to 7%.
Iron Rose [Secondary]:
Damage Bonus Health Scaling decreased from 0.8% to 0.7%.
Imperial Lash [Alternate]:
Damage decreased from 45/75/105/135/165 to 45/70/95/120/145.
Queen’s Garden [Ultimate]:
Impact Damage decreased from 70/105/140 to 55/90/125.
Impact Damage Bonus Health Scaling decreased from 6% to 5%.
Countess:
General:
Physical Power decreased from 66 to 64.
Shadow Slip [Primary]:
Magical Power Scaling decreased from 40% to 35%.
Recast Time decreased from 4s to 3.5s.
Cooldown increased from 18/17/16/15/14 to 18/17.5/17/16.5/16.
Feast [Ultimate]:
Damage decreased from 150/200/250 to 135/185/235.
Legion:
Heavy Caliber [Augment]:
Basic Attack Damage Modifier decreased from 440% to 420%.
Press The Advantage [Augment]:
Bonus Fire Rate increased from 10%/12.5%/15%/17.5%/20% to 14%/18%/22%/26%/30%.
General:
Physical Power increased from 20 to 21.
K-75 Storm Rifle [Basic Attack]:
Bonus Physical Power Scaling increased from 17% to 18%.
Rally Point [Secondary]:
Physical Penetration Scaling decreased from 110% to 95%.
Magical Power Scaling decreased from 10% to 8%.
Narbash:
March [Primary]:
Healing decreased from 16/24/32/40/48 to 15/22/29/36/43.
Magical Power Scaling decreased from 18% to 16%.
Rampage:
Rumble [Secondary]:
Max Health to Physical Power gain decreased from 1.5%/2%/2.5%/3%/3.5% to 1.5%/1.8%/2.1%/2.4%/2.7%.
Wraith:
The Neutralizer [Basic Attack]:
Magical Power Scaling decreased from 25% to 20%.
Peekaboo! [Primary]:
Magical Power Scaling decreased from 60% to 50%.
Knock, Knock! [Alternate]:
Total Physical Power Scaling decreased from 125% to 120%.
Magical Power Scaling decreased from 80% to 75%.
Items:
Mage:
World Breaker:
Maya Bonus Health to Magical Power decreased from 6% to 5%.
Everbloom:
[Bugfix] Fixed an issue where Everbloom was not giving enough tenacity.
Bug Fixes:
Fixed an issue where killing Cyan Buff could result in a Server Crash.
Fixed an issue where invalid Loadouts could be loaded in Draft and result in a Server Crash
Fixed an issue where Rally Point’s Cooldown would begin immediately if Legion used Epoch’s Stasis Device effect while it is in the world.
Fixed an issue where Everbloom’s Divine Protection effect would give less Tenacity than intended.
Fixed an issue where Idrisil’s Glacier Minor Blessing would not grant the correct amount of Magical Armor.
Fixed an issue where Daily Recommended in the store would not display.
Fixed an issue where Eternals tooltips would persist into the loading screen.
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 high
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.
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.
- 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.
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!
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.
Plus lots more! Head over to our website to see the full list of changes!
We're LIVE with a first look at Update 1.14: Harbingers of Ruin! Want to get a sneak peek at our new Hero, Legion? Or maybe the massive new Hero customization system coming up - Eternals? Jump on over to Twitch and take a look - WATCH HERE
We're LIVE with a first look at Update 1.14: Harbingers of Ruin!
Want to get a sneak peek at our new Hero, Legion? Or maybe the massive new Hero customization system coming up - Eternals?
Jump on over to Twitch and take a look - WATCH HERE
Hello, Champions! V1.13: Throne of Thorns is here - literally! These patch notes are going live on the same day as the patch, so there’s no waiting around required. And it’s a big one! We’re very happy to introduce a slew of new content, including: Adele, Queen of Thorns - coming
Hello, Champions!
V1.13: Throne of Thorns is here - literally! These patch notes are going live on the same day as the patch, so there’s no waiting around required. And it’s a big one! We’re very happy to introduce a slew of new content, including:
Adele, Queen of Thorns - coming to conquer the battlefield
Daybreak V4 - ready for your testing pleasure
Quests - complete daily, weekly, and monthly tasks to earn rewards
Hero Affinity - the cap is rising all the way to level 99
A new scoreboard
Cool new skins, including golden recolours of Undertow skins
Balance changes and bug fixes
New Hero: Adele
On the distant garden world of Velrune sits the discontented queen Adele, the current heir and ruler of the Kingdom Of Thorns. She is the descendant of a noble bloodline granted incredible strength and resilience through the consumption of sacred seeds found within the royal garden.
Over millennia, her family has ruled this Kingdom with an iron fist to maintain the status quo within its corner of the universe. Masters of weapon-smithing and a penchant for extravagant fashion the Kingdom Of Thorns has sat content behind its walls of power until recently with its newly appointed ruler Adele who has taken the throne under what many believe to be questionable circumstances.
Her new doctrine has seen the expansion of the Thorn empire into the stars as Adele seeks to expand her power by any means necessary.
Stats:
Health: 670 (+108 per Level) Health Regen: 1.8 (+0.2 per Level) Mana: 320 (+40 per level) Mana Regen: 1.3 (+0.12 per level) Attack Speed: 140 (+1.4 per Level) Physical Armor: 38 (+4.6 per Level) Magical Armor: 30 (+1.4 per Level) Physical Power: 45 (+3 per Level) Movement Speed: 700 BAT: 1.15
Abilities:
Crown of Thorns [Passive]
Effect: Damaging Enemy Heroes applies Thorns to the enemy for 4s, additional applications refresh the duration. Allied Heroes that damage an Enemy afflicted with Thorns deal an additional 10% of their damage as Bonus True Damage.
CD: 12s Cost: 30/35/40/45/50 Effect: Adele swings her sword around her, gaining 40% Movement Speed for the duration, dealing 5/12/19/26/33 (+50/58/66/74/82% Total Physical Power) Physical Damage to Enemies twice and Mesmerizing all Enemies hit for 1s. Adele then slams her sword, dealing 70/90/110/130/150 (+9% Bonus Health) True Damage to all Enemies in front of her.
Iron Rose [Secondary]
CD: 16/15.25/15.5/14.75/14s Cost: 60 Effect: Adele equips her shield for 5s and summons a protective shield around her, this can be cast during other abilities. Adele’s hitbox is larger and she gains 20/22.5/25/27.5/30% (+4.5% Physical Armor)(+4.5% Magical Armor) Damage Reduction. On cast Adele attaches a Thorned Vine to all nearby enemies within a 800u radius, dealing 7/9/11/13/15(+1% Bonus Health) True Damage every 0.5s for the duration. The Vine snaps if the Target is 1000u away from Adele.
Imperial Lash [Alternate]
CD: 12/11/10/9/8s Cost: 40/45/50/55/60 Effect: Adele unfurls her sword 1300u in a straight line, dealing 45/80/115/150/185 (+50% Bonus Physical Power) True Damage to all Enemies it passes through. If Imperial Lash hits an Enemy Hero they are Rooted for 0.6s and Adele dashes to the hit Hero that is furthest away.
Queen’s Garden [Ultimate]
CD: 120/95/75s Cost: 100 Effect: Adele performs a small leap, slamming the ground and summoning a large Thornbush at her location for 8s. Vines attach to all Enemies within the central section dealing 80/120/160 (+10% Bonus Health) Physical Damage, interrupting abilities, Rooting all Enemies for 0.75s and pulling flying Enemies to the ground. Enemies inside the Thornbush are Slowed by 35% and take 4/7/10 True Damage for every 30u they move while within it.
Augments
Court of Roses [Augment]
- Relevant Ability: Iron Rose [Secondary]
- Type: Support
- Effect: When casting Iron Rose, apply the barrier to nearby Allies(2000u) for 4.5s, granting them 15% Damage Reduction and attaching Thorned Vines to nearby Enemies dealing 50% of the damage.
Seeds of Dominion [Augment]
- Relevant Ability: Imperial Lash [Alternate]
- Type: Engage
- Effect: Hitting an Enemy Hero with Imperial Lash reduces its Cooldown by 15% and spawns a Thornbush underneath the target for 4s. Enemies inside the Thornbush are Slowed by 10% for 1s and take 2/3.5/5/6.5/8 True Damage per 30u moved.
Tyrant of Thorns [Augment]
- Relevant Ability: Crown of Thorns [Passive] / Royal Flourish [Primary]
- Type: Offlane
- Effect: Adele can now trigger the Bonus Damage from Crown of Thorns at 200% effectiveness. Royal Flourish’s cooldown is reduced to 9/8.5/8/7.5/7s, provides 15% more Movespeed, but no longer Mesmerizes Enemies.
Daybreak V4
Can you believe our baby is already on V4? It feels like only yesterday we introduced it to the world!
V4 is definitely one of the biggest overhauls we’ve made to Daybreak so far. Your feedback has been incredibly helpful in shaping the map, and we hope you’ll enjoy the changes!
One of the biggest updates is that the map has been made exactly 13.58% smaller. This should improve rotation times, reduce travel time, and improve the overall flow of the map.
The jungle has once again been reworked for a better layout and smoother flow, and the placement of jungle entrances has been adjusted to enable better ganks - or help you avoid them. The placement of some camps has also been adjusted to make jungle clears more straightforward.
Additionally, the number of jungle camps has been reduced. This is a natural change following the map size decrease and reflects our desire to ensure junglers stay engaged with what’s happening in the lanes and around objectives.
To better support lower-mobility Heroes on the map, we’ve either removed or adjusted jump-over surfaces so all Heroes can take advantage of them.
We’re also adjusting the teleporters. Their location has been shifted slightly to ensure they remain a respectable distance away from the pit, rather than acting as a direct ride straight there.
Quests
Quests - our new system of daily, weekly, and monthly tasks - are coming to Predecessor in V1.13. This was one of the community’s most requested features, and we’re very excited to finally bring it to the game.
There will be several kinds of quests:
Daily tasks that reward XP
Weekly quests that reward Ion Cores
Monthly challenges that reward Quantum Cores
We hope quests will keep you coming back, giving you an exciting new way to earn more Cores and unlock cool rewards.
Zarus Plush
Our very first merch drop is here! We’ve partnered with Youtooz to create our very own Zarus plush, and you can pre-order it later today on the Youtooz website. Make sure to grab one if you want it - these are made to order, so once the pre-order window closes, they’re gone!
Uncapped Affinity
Hero Affinity is going all the way up to level 99! One of the most requested changes is finally here, and we’re thrilled to bring it to the game. Level 10 Affinity is no longer the limit, so jump into some matches with your main - or don’t - and watch that number climb.
Scoreboard
The coreboard is also getting a refresh - just take a look at that image!
We’re hoping this sleek new design will deliver a better post-match experience, making it easier to quickly review stats and find exactly what you’re looking for.
Post Match Battle Pass Screen
The new scoreboard isn’t the only new thing coming to your post-match screen!
We’re also adding a Battle Pass view, making it easier to see exactly how much XP you’ve earned toward your Battle Pass. You’ll be able to check whether you unlocked a reward after the match, and if not, see how far away you are from your next reward across any Battle Passes you own.
Refer-a-Friend Competition
If you’ve recently referred a friend who reached level 5 in the game, you’re in the running to win our grand prize - a Secretlab gaming chair! The competition is open for a few more days, so there’s still time to enter - or increase your number of entries.
You can find more details about the competition here.
Store News
Skins
Shaman Grux [Epic]
What’s worse than Grux? A Grux with a divine blessing.
Musa Kwang [Epic]
To fight the darkness, you need to understand it.
Imperial Adele [Rare]
Her highness has an immaculate style.
Bundles
Imperial Adele Bundle
Imperial Adele [Skin]
Marigold Imperial Adele [Skin Variant]
Iris Imperial Adele [Skin Variant]
Hemlock Imperial Adele [Skin Variant]
Poppy Imperial Adele [Skin Variant]
Lilac Imperial Adele [Skin Variant]
Bluebell Imperial Adele [Skin Variant]
Peace [Overhead Emote]
Flower Adele [Banner]
Flower Adele [Profile Icon]
Adele Premium Affinity
Adele [Hero]
Musa Kwang Bundle
Musa Kwang [Skin]
Topaz Musa Kwang [Skin Variant]
Sapphire Musa Kwang [Skin Variant]
Emerald Musa Kwang [Skin Variant]
Amethyst Musa Kwang [Skin Variant]
Ruby Musa Kwang [Skin Variant]
Pearl Musa Kwang [Skin Variant]
Edge [Overhead Emote]
Musa Kwang [Banner]
Musa Kwang Icon
Kwang [Hero]
Shaman Grux Bundle
Shaman Grux [Skin]
Quartz Shaman Grux [Skin Variant]
Emerald Shaman Grux [Skin Variant]
Onyx Shaman Grux [Skin Variant]
Shaman Grux [Banner]
Shaman Grux [Profile Icon]
Grux [Hero]
Adele Variant Bundle
Blue Queen of Thorns Adele [Skin Variant]
Green Queen of Thorns Adele [Skin Variant]
Red Queen of Thorns Adele [Skin Variant]
Yellow Queen of Thorns Adele [Skin Variant]
Blue Adele [Banner]
Blue Adele [Profile Icon]
Adele Premium Affinity
Adele [Hero]
Ink Undertow Gideon Bundle
Undertow Gideon [Skin]
Ink Undertow Gideon [Skin Variant]
Coral Undertow Gideon [Skin Variant]
Urchin Undertow Gideon [Skin Variant]
Foam Undertow Gideon [Skin Variant]
RIP [Spray]
Ink Undertow Gideon [Banner]
Ink Undertow Gideon [Profile Icon]
Gideon [Hero]
Ink Undertow Riktor Bundle
Undertow Riktor [Skin]
Ink Undertow Riktor [Skin Variant]
Kelp Undertow Riktor [Skin Variant]
Coral Undertow Riktor [Skin Variant]
Foam Undertow Riktor [Skin Variant]
Huh [Spray]
Ink Undertow Riktor [Banner]
Ink Undertow Riktor [Profile Icon]
Riktor [Hero]
Undertow Feng Mao Bundle
Undertow Feng Mao [Skin]
Ink Undertow Feng Mao [Skin Variant]
Coral Undertow Feng Mao [Skin Variant]
Foam Undertow Feng Mao [Skin Variant]
Sand Undertow Feng Mao [Skin Variant]
I’m ok [Spray]
Ink Undertow Feng Mao [Banner]
Ink Undertow Feng Mao [Profile Icon]
Feng Mao [Hero]
Quantum Core Changes
In this patch, we’re adding the new Gold Bones Undertow Opal skins for Gideon, Riktor, and Feng Mao, available exclusively through Quantum Cores. As part of this change, we’re updating Quantum Core drop rates to include these new Legendary Opal skins, bringing back Platinum drops, and improving Rare+ skin drop rates overall.
Currently on live Quantum Cores drop a Rare+ Skin every 5.2 Cores after the changes in 1.13 they will drop a Rare+ Skin every 4.3 Cores.
Drop Rate Changes - Quantum Cores
300 Platinum increased from 0% to 4%
Uncommon Skins increased from 8% to 8.4%
Rare Skins increased from 11% to 14%
Epic Skins increased from 5% to 6%
Opal Rare Skins decreased from 1.4% to 0.9%
Opal Epic Skins increased from 0.6% to 0.7%
Opal Legendary Skins increased from 0% to 0.5%
Banners decreased from 11.5% down to 10%
Icons decreased from 11.5% down to 10%
Sprays decreased from 15.5% down to 13.5%
Overhead Emotes decreased from 15.5% down to 13.5%
Quantum Cores decreased from 5.5% down to 4%
Toxicity Reporting Upgrade
To help us assess and act on player reports more accurately, we’re introducing additional report reasons that you can select when reporting a player. Please make sure you’re reporting others accurately so we can take the most appropriate action.
For full patch notes containing full Hero rework details, balacing changes and bug fixes, please read here.