
Two new Quu'ons are playable, movement items finally have an early-game option, and the whole levelling curve got rebuilt underneath you.
New Quu'ons
Ru'un — The Bulwark
Blocker
A wall with legs. Ru'un walks into the room first, throws everyone off the point, and stands between your carry and whatever wants to kill it. Slow, heavy, extremely hard to move.
Grounding Force (Passive) — part of his Health is also counted as Knockback Resistance. The bigger he builds, the less the arena can push him around.
Disruptive Motion (Instant) — dashes forward, knocking back every enemy he runs through, not just the ones standing at the end of it.
Cypher Stomp (Charged) — hold to charge, release to stomp: everyone caught in the blast is disarmed — no weapons, no shooting — and the longer you charged, the longer it lasts.
Shield Wall (Ultimate, channeled) — hold to raise a wall that eats shots, projectiles and bodies. Movement and look speed drop while it is up, and turret fire goes straight through it.
Rogue — The Unseen Operator
Pusher
Picks a fight you never agreed to. Rogue walks in invisible, opens from behind, and is usually gone before the rest of the team turns around. Do not go for a solo walk down side lane.
Stealth Mode (Toggle) — invisible, at a heavy movement speed cost. Breaks the moment you shoot, cast, take damage, or toggle it off yourself.
Behind You (Instant) — a punch to the back of the head: burst damage plus a short stun. Only casts from behind the target, at melee range.
Evasive Maneuver (Passive) — taking damage grants a brief, decaying burst of movement speed.
Short Circuit (Ultimate) — marks an enemy with heavy damage over time. Cast from stealth, the mark also amplifies all damage that target takes.
Movement items
New — Metal Boots
+60 Movement Speed
Builds into the higher-tier boots — except Apex Boots, which stays a standalone movement item
There was no cheap way to buy speed early. If your Quu'on lives on mobility, this is your first-back purchase.
Store
Movement items are now separated into their own category. No more digging through defence to find boots.
Progression rework
Linear XP progression
Flat per-level XP has been migrated to a linear XP progression. Every level used to cost the same flat chunk of XP, which made late levels feel free.
Curved attribute growth
Flat per-level attribute additions have been migrated to a curved growth formula, so power ramps smoothly instead of lurching up a staircase.
Item balance
Knockback resistance was doing far too much — two items were single-handedly switching off every displacement ability in the game.
Item | Stat | Was | Now |
|---|---|---|---|
Ballast Core | Knockback Resistance | 25% | 5% |
Stabilizer Field | Knockback Resistance | 45% | 10% |
Both items keep everything else they gave you. Displacement is meant to be a real threat again now that Ru'un is in the pool.
Interface
Brand new Lobby, Champion Select and Settings screens.
See your party, pick your side and chat without leaving the lobby
Browse the full roster and read every ability before locking in
Settings split into Graphics / Controls / Audio, with a description on every option instead of a bare slider

The new lobby — party, team side and party chat on one screen.
Champion select — browse the roster, read the whole kit, then lock in.
Tell us where the two new Quu'ons land — we read everything.
