Crimson Legion
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Update

Patch v1.15.3

V1.15.3 Patch NotesUpdated 35 heroes · 185 changes32 items · 57 changes10 Eternals2 modes29 fixes

Grafika © Omeda Studios

Patch impact

Biggest winners

TOP 3
  1. Greystone
    1
    GreystoneBiggest buff
    +7
  2. Iggy & Scorch
    2
    Iggy & ScorchClear gain
    +7
  3. Ikra
    3
    IkraSolid buff
    +6

Hardest hit

TOP 3
  1. Bayle
    1
    BayleBiggest nerf
    −9
  2. Ikra
    2
    IkraHeavy hit
    −8
  3. Terra
    3
    TerraNotable nerf
    −7

Score = number of buffs or nerfs to the hero in this patch.

Balance changes

Heroes

35
Adele

Adele

SUPPORTOFFLANE9 changes
+3−5±1Hero page
Developer commentoriginal ENAdele continues to function too effectively through the laning phase and early-game in general, largely due to her high ability uptime and the freedom at which she can take repeated trades with relative freedom. For this pass, we’re targeting a range of smaller Cooldown, Durability, and Mana Economy adjustments to ensure that she must choose her engagement windows more deliberately. Additionally, Court Of Roses and her Cleave values are both receiving an increase in power, to further enable alternative Augment or Role playstyles.
  • Ally Damage ReductionCourt Of Roses
    15%20%
  • Physical ArmorGeneral
    3634
  • Health RegenGeneral
    2.11.8
  • LMB
    CleaveAcacia
    10%20%
  • Q
    Mana CostRoyal Flourish
    30/35/40/45/5040/45/50/55/60
  • Q
    CooldownRoyal Flourish
    1314
  • E
    Mana CostIron Rose
    7060
  • RMB
    Mana CostImperial Lash
    40/45/50/55/6050/55/60/65/70
  • ±RMB
    CooldownImperial Lash
    13.5/12/10.5/9/7.513.5/12.25/11/9.75/8.5
Akeron

Akeron

OFFLANEJUNGLE8 changes
+5−2±1Hero page
Developer commentoriginal ENAkeron generally suffers from too much volatility throughout a match, and feels too forced into building Magical Power-heavy builds to be functional which can become very “all or nothing”. To further expand his item diversity and unlock bulkier builds, he is now being granted additional Health Scaling on his Crushing Maw, as well as some general base damage increases across his kit, better allowing him to function as a frontliner if he opts for tankier Items throughout his build.
  • Tick Damage ModifierRoar Of Torment
    200%275%
  • Q
    DamageHellfire
    15/26/37/48/5918/29/40/51/62
  • RMB
    DamageCrushing Maw
    65/85/105/125/14570/90/110/130/150
  • ±RMB
    Damage now also Scales with 4% Bonus Health.
  • RMB
    Bonus Physical Power ScalingCrushing Maw
    75%65%
  • RMB
    Magical Power ScalingCrushing Maw
    45%40%
  • R
    Bite DamageConsume
    50/70/9055/75/95
  • R
    Bite Heal Max Health ScalingConsume
    2% 2.5% 3%2.5%/3.5%/4.5%
Argus

Argus

MIDLANESUPPORT4 changes
+3±1Hero page
Developer commentoriginal ENVarious Mages are receiving some increases to their general power this pass. While most of these changes are focused at early/mid-game strength, better allowing Mages to feel powerful and relevant throughout a match, some late-game boons are being granted where necessary to ensure that the various Mages feel adequately rewarded when executing their loop correctly. In Argus’ case, alongside including the missed Augment change that was listed last patch, he is receiving some general early game strength in his supporting abilities, and some additional bang for buck with his Ultimate in the late-game, better allowing him to threaten opponents should he land his full barrage.
  • Q
    DamageDread Nova
    80/120/160/200/24085/125/165/205/245
  • E
    DamageEther Crystal
    15/25/35/45/5520/30/40/50/60
  • R
    DamageSynaptic Obliterator
    100/130/160130/155/180
  • ±R
    Projectile Speed increased by 8%. (12500 to 13500).
Aurora

Aurora

OFFLANEJUNGLEBug fix
Hero page
Developer commentoriginal ENA quick bugfix for Aurora, as Overseer was not previously amping her Cryoseism damage. This has now been resolved.
    • Fixed an issue where Overseer’s Passive Effect would not correctly increase Aurora’s Ultimate Damage.
    Bayle

    Bayle

    OFFLANEJUNGLE9 changes
    −9Hero page
    Developer commentoriginal ENBayle’s ability to bully the lane with repeat Third-hit trades makes him the stronger early-game laner. While we are fine with his power curve trending strong early, and falling off more heavily in the late-game, the oppressiveness of laning into a Bayle in the first few levels is currently too high and needs toning down a touch. Despite some general adjustments to Boris in the last pass, he continues to dominate the battlefield - especially with the newly adjusted Jungle that has put a higher premium on Healing-based effects. Specifically in Boris’ case, he is too durable and too efficient across the map, given the level of damage he is capable of dishing out. For this reason, we are reducing his general durability throughout the match, while also adjusting his general clear speed and uptime to ensure he does not run away with a match as easily. These changes, combined with other item/eternal adjustments, should leave Boris at a more reasonable power level, and make him a little riskier to consider playing.
    • LMB
      Third Strike DamageVigil
      250%230%
    • Health GrowthGeneral
      133130
    • Physical ArmorGeneral
      3431
    • Magical ArmorGeneral
      3331
    • P
      Attack Speed per CanisterTesseract Device
      8%/11%/14%/17%7%/10%/13%/16%
    • P
      Non-Hero Healing ModifierTesseract Device
      25%20%
    • E
      Damage ReductionPrimeval Roar
      20%/24%/28%/32%/36%20%/22.5%/25%/27.5%/30%
    • RMB
      DamageChrono Swipe
      25/35/45/55/6520/30/40/50/60
    • RMB
      CooldownChrono Swipe
      10/9/8/7/611/10/9/8/7
    Countess

    Countess

    MIDLANEOFFLANE2 changes
    +2Hero page
    Developer commentoriginal ENIn line with other Mage adjustments, Countess is receiving some small, but meaningful, damage additions to her trading tools, better allowing her to maintain dueling threat throughout the early/mid-game.
    • Physical Power GrowthGeneral
      3.44.5
    • RMB
      DamageBlade Siphon
      75/105/135/165/19580/110/140/170/200
    Crunch

    Crunch

    OFFLANEJUNGLE1 changes
    +1Hero page
    Developer commentoriginal ENLeft Crunch is receiving a large change to its Cleave amount, meaning it now deals full damage to everything it hits, rather than only the first target. This will increase his consistency and clearing capabilities in the early-game especially, removing the variance of sometimes getting reduced damage if you hit the incorrect target, and thereby should have him feeling far more competitive in various Jungle and Offlane matchups.
    • Q
      CleaveLeft Crunch
      60%100%
    Dekker

    Dekker

    SUPPORT3 changes
    +3Hero page
    Developer commentoriginal ENDekker continues to struggle to find her place amongst the sharpness of the other prevalent Support picks, and is receiving some cooldown adjustments that will allow her to function as a higher pressure catcher across the match. Additionally, we are once again pushing up the power of her Polarity Strike Augment, better allowing her to consider taking it in response to dive-heavy comps, as she is now further rewarded for dropping a well-timed Ion Strike on Low Health Allies.
    • Missing Health ScalingPolarity Strike
      10%15%
    • Q
      CooldownPhoton Disruptor
      13/12/11/10/912/11/10/9/8
    • E
      CooldownContainment Fence
      25/23.5/22/20.5/1922/21/20/19/18
    Eden

    Eden

    CARRY2 changes
    +1−1Hero page
    Developer commentoriginal ENEden’s Focal Lens Augment was benefitting from a bug that allowed it to stack its Shred repeatedly against a target, making her Cooldown Reduction build overly powerful at relentlessly bumping down a target with repeat abilities. This has now been resolved and the Shred amount has been increased to compensate and make it more generically useful, regardless of build. Additionally, we are reducing the amount of raw power she receives in the early levels while in ranged form in order to trim back some of the excessive early strength she has, further diminishing her midlane/offlane capabilities.
    • Physical Armor ShredFocal Lens
      20%25%
    • E
      Ranged Stance Physical PowerZero Shift
      8/16/24/32/406/14/22/30/38
    Feng Mao

    Feng Mao

    JUNGLEOFFLANE5 changes
    +4−1Hero page
    Developer commentoriginal ENLike many other Mages, Feng Mao is being afforded some base damage increases and general early-game strength to better allow him to curve throughout a match and threaten kills in the mid-game where damage tends to struggle to compete with the amount of raw health/sustain present on some Heroes. In return, he will be slightly less durable in the late-game once he is fully online, so he will have to choose his engagements with slightly more care.
    • Physical PowerGeneral
      6062
    • ManaGeneral
      320340
    • Health GrowthGeneral
      138135
    • E
      DamageHamstring
      42/56/70/84/9845/60/75/80/105
    • RMB
      DamageReaping Dash
      50/65/90/95/11055/75/95/115/135
    Gadget

    Gadget

    MIDLANE7 changes
    +5−2Hero page
    Developer commentoriginal ENGadget is another Mage receiving a range of small damage adjustments aimed at increasing her presence in the early/mid-game primarily. This will provide her with more general agency, while also helping her compete in a more volatile and aggressive midlane environment. In exchange, she is losing some Basic Attack and Health Regen capabilities to ensure that she does not overly succeed in the Support and Offlane roles as we are continuing to be mindful of Ranged Offlaner strength especially.
    • Physical PowerGeneral
      5856
    • Health RegenGeneral
      1.51.35
    • Q
      DamageSticky Mine
      80/110/140/170/20090/120/150/180/210
    • Q
      Magical Power ScalingSticky Mine
      65%70%
    • Q
      Empowered DamageSticky Mine
      100/140/180/220/260110/150/190/230/270
    • E
      DamageSpeed Gate
      60/80/100/120/14070/90/110/130/150
    • RMB
      DamageSeek & Destroy
      90/150/210/270/330100/160/220/280/340
    Gideon

    Gideon

    MIDLANE7 changes
    +5−2Hero page
    Developer commentoriginal ENGideon is also benefitting from a larger set of damage increases across his kit, with his mid-game strength especially receiving a bump as his early-strength is already close to the level we’re looking for within a Mage. Likewise, his Black Hole is receiving some meaningful damage increases, as it currently tends to feel underwhelming in late-game scenarios, even if a big 5-man ult is achieved.
    • Physical PowerGeneral
      5453
    • Health RegenGeneral
      1.71.45
    • ManaGeneral
      320340
    • Q
      DamageCosmic Rift
      110/150/190/230/270110/155/200/245/290
    • RMB
      DamageVoid Breach
      95/130/165/200/235100/140/180/220/260
    • R
      DamageBlack Hole
      490/710/930520/780/1040
    • R
      Magical Power ScalingBlack Hole
      240%250%
    Greystone

    Greystone

    OFFLANEJUNGLE10 changes
    +7−3Hero page
    Developer commentoriginal ENGreystone is receiving various changes aimed at increasing the strength of his Bruiser builds, as currently the best way to succeed with him is by going full damage. To achieve this, more of his damage profile is being put into base damage and health scalings, in exchange for some reduced uptime and physical power scalings.
    • HealthGeneral
      700690
    • ManaGeneral
      300320
    • Q
      DamageMake Way
      80/130/180/230/28090/145/200/255/310
    • Q
      Bonus Physical Power ScalingMake Way
      100%90%
    • Q
      CooldownMake Way
      11/10.5/10/9.5/912/11.5/11/10.5/10
    • E
      Bonus Health ScalingBlade Of Stone
      3%5%
    • RMB
      DamageAssault The Gates
      80/125/170/215/26085/130/175/220/265
    • R
      DamageStone Forged Soul
      240/370/500250/400/550
    • R
      Minimum HealStone Forged Soul
      10%/12%/14%14%/16%/18%
    • R
      Maximum HealStone Forged Soul
      30%/35%/40%35%/40%/45%
    GRIM.exe

    GRIM.exe

    CARRY2 changes
    −2Hero page
    Developer commentoriginal ENGrim’s damage output post 3/4 items is currently too high, with his Assault Mode especially allowing him to pump through an enemy team with too much ease. A small hit is needed to ensure that his overall DPS is not as wild for other Carries to compete with once the late game rolls around.
    • E
      Total Physical Power ScalingAssault Mode
      12.5%10%
    • E
      Magical Power ScalingAssault Mode
      9%8%
    Grux

    Grux

    OFFLANEJUNGLE2 changes
    +1−1Hero page
    Developer commentoriginal ENGrux is currently overly bound to On-Hit builds, with Sky Splitter and Rapture often feeling like must-buys. Combined with his general healing capabilities, he can be a difficult foe to fight 1v1. To help open up some alternative power-heavy build paths, and give more texture to his trades, alongside a Sky Splitter nerf later below, we’re shifting his Double Pain slightly to have more burst potency in exchange for slightly less uptime, meaning his healing windows are also less frequent.
    • RMB
      Total Physical Power ScalingDouble Pain
      115%/125%/135%/145%/155%115%/127.5%/140%/152.5%/165%
    • RMB
      CooldownDouble Pain
      10/9/8/7/610.5/9.5/8.5/7.5/6.5
    Howitzer

    Howitzer

    MIDLANE9 changes
    +4−5Hero page
    Developer commentoriginal ENHowitzer is also receiving a range of damage increases, primarily targeting early-game strength across his kit (levels 3-13). However, much like Gadget, he is losing some Basic Attack strength and Health Regen, ensuring that he is more appropriately bound to ability power and mana restrictions, rather than being able to Basic Attack his way to victory, both in the Midlane, and should he appear in the Offlane.
    • Movement SpeedCombat Thrusters
      40%/70%/130%30%/60%/115%
    • Land Mine Cooldown ReductionBlast Off!
      12%15%
    • Physical PowerGeneral
      6157
    • Health RegenGeneral
      1.651.5
    • Q
      Magical Power ScalingR2000 Missile
      85%/90%/95%/100%/105%80%/85%/90%/95%/100%
    • E
      DamageLand Mine
      90/120/150/180/21090/125/160/195/230
    • RMB
      Additional Mine DamageSlow Grenade
      10/15/20/25/3012/18/24/30/36
    • R
      Total DamageMake It Rain
      512/736/960544/768/992
    • R
      Damage per MissileMake It Rain
      16/23/3017/24/31
    Ikra

    Ikra

    MIDLANE15 changes
    +6−8±1Hero page
    Developer commentoriginal ENIkra is receiving a range of changes aimed at reducing the strength of his Spellblade builds, while further incentivising him to play for his core loop of popping enhanced Bubbles with Brine, thanks to its new Penetration functionality that better rewards usage of the combo, while allowing him to act as more of a soft-counter to tankier targets. As additional context, as with any newer Hero, players are continuing to improve their general mastery of Ikra over time, especially as he is a little more complicated to play. We fully expect to see his general success increase as players become more adept at using his kit, and will continue to monitor both his general strength, and if Spellblade builds continue to over-perform relative to other traditional builds.
    • Physical PowerGeneral
      6058
    • Health RegenGeneral
      1.651.45
    • P
      Divine: Hydroclasm Bubble HealingHerald
      34/6/8/10/12
    • P
      Anomalies: Burn and Anti-Heal DurationHerald
      5s4s
    • P
      Anomalies: Burn Damage per TickHerald
      0.6%0.75% (Total Damage unchanged)
    • Q
      DamageNarcosis
      80/110/140/170/20085/115/145/175/205
    • E
      SlowHydroclasm
      12%15%
    • E
      Charged Bubble DamageHydroclasm
      50/100/150/200/25060/110/160/210/260
    • E
      Charged Bubble Magical Power ScalingHydroclasm
      65%70%
    • ±E
      [New] Charged Bubble Damage popped by Brine now penetrates 40% of the Target’s Magical Armor.
    • RMB
      Magical Power ScalingBrine
      55%50%
    • RMB
      Kill GoldBrine
      4/5/6/7/83/4/5/6/7
    Iggy & Scorch

    Iggy & Scorch

    MIDLANE9 changes
    +7−1±1Hero page
    Developer commentoriginal ENIggy is receiving some mid-game strength increases like many other mages, better allowing him to come online after a couple of items and really lock down the battlefield. Unlike other Mages, we have avoided granting him too much additional early strength, as he needs to be relatively punishable in the early game in order to avoid him scaling for free running through passive play, or running too rampant over in the Offlane.
    • Health RegenGeneral
      1.81.5
    • Q
      Magical Power ScalingFlame Turret
      28%30%
    • Q
      Turret Health Magical Power ScalingFlame Turret
      10%-32.5%15%-37.5%
    • Q
      Turret HealthFlame Turret
      100 (+20 per Level)100 (+24 per Level)
    • E
      DamageOil Spill
      50/90/130/170/21070/105/140/175/210
    • E
      Magical Power ScalingOil Spill
      45%50%
    • ±E
      SlowOil Spill
      40%30%/35%/40%/45%/50%
    • RMB
      Magical Power ScalingMolotov
      35%40%
    • R
      Fire Breath Magical Power ScalingInferno
      240%260%
    Kallari

    Kallari

    JUNGLE4 changes
    −4Hero page
    Developer commentoriginal ENKallari continues to overperform throughout a match, especially in the mid-game where she can dive on a target raw with Shadow Dance, before fleeing the scene thanks to her high speed and Double Jump uptime. These changes should generally help slow down her pace, and make her more vulnerable to counter engagements and getting caught out, should she overreach in an engagement.
    • Movement SpeedGeneral
      700695
    • P
      CooldownDeath Mark
      20-5.55 (-0.85 per Level)21-6.55 (-0.85 per Level)
    • Q
      CooldownShadow Walk
      14/12/10/8/615/13/11/9/7
    • E
      DamageShadow Dance
      35/60/85/110/13535/55/75/95/115
    Kwang

    Kwang

    JUNGLEOFFLANE2 changes
    +2Hero page
    Developer commentoriginal ENA similar set of changes for Kwang to the ones that Countess received - receiving slightly more trading strength and ensuring his Basic Attacks remain meaningfully relevant as the mid-game roles around and durability begins to spike. Finally we have resolved a bug that caused Kwang’s Slayer Of The Heavens Augment damage to draw Minion Aggro incorrectly if it cleaves an Enemy Hero.
    • Physical Power GrowthGeneral
      44.8
    • E
      DamageSurge Of The Heavens
      70/95/120/145/17075/100/125/150/175
    Legion

    Legion

    CARRY6 changes
    +2−4Hero page
    Developer commentoriginal ENLegion is receiving a smaller set of changes that aim to increase the effectiveness of his Penetration builds to be more in parity with his Critical Strike builds in terms of his general Basic Attack output. Alongside this, we’re adjusting his Passive to better enable more singular Magical Power Item pickups to trigger it (especially when combined with Eternals such as Demiurge), as well as adjusting his base stats to ensure that he is less capable of bullying out various Mages in the early game in Mid-lane.
    • Health RegenGeneral
      1.41.25
    • Magical ArmorGeneral
      2925
    • Magical Armor GrowthGeneral
      1.151.3
    • P
      Magical Power Threshold for Rally Point UpgradeBallistic Calibration
      10090
    • LMB
      Bonus Physical Power ScalingK-75 Storm Rifle
      18%17%
    • LMB
      Physical Penetration ScalingK-75 Storm Rifle
      1.25%1.35%
    Lt. Belica

    Lt. Belica

    MIDLANESUPPORT7 changes
    +6−1Hero page
    Developer commentoriginal ENLt. Belica is also receiving some general damage buffs like many other Mages, aimed at helping her function in a more competitive manner relative to the other mages, given her lower mobility and general safety, while also better allowing her to maintain pressure and function in the Support Role should she opt to max her Seismic Assault instead of Void Bomb.
    • Health RegenGeneral
      1.81.55
    • Physical Power GrowthGeneral
      1.491.65
    • Physical ArmorGeneral
      2729
    • Q
      DamageSeismic Assault
      100/140/180/220/260100/145/190/235/280
    • RMB
      Magical Power ScalingVoid Bomb
      65%70%
    • RMB
      CooldownVoid Bomb
      11/10/9/8/710/9.25/8.5/7.75/7
    • R
      DamageNeural Disruptor
      190/290/390200/325/450
    Maco

    Maco

    SUPPORT6 changes
    +2−2±2Hero page
    Developer commentoriginal ENMaco is receiving a range of changes aimed at reducing his general durability and effectiveness when opting for Tank builds, as currently, when combined with his general elusivity, they make him far too difficult to catch out and shut down. Additionally, we have removed the cooldown reduction Passive on his Basic Attack, as this is considered as needless complexity, while being generally unappreciable power that doesn’t need to exist within his kit, given it contributes to excessive ability spam and survivability.
    • Shield Max Health ScalingFerocious Flight
      1.25%1%
    • Shield Magical Power ScalingFerocious Flight
      10%12%
    • ±LMB
      Stacking Passive that reduces cooldowns by 1s has been removed.
    • E
      Shield Max Health ScalingMaco Fly!
      5.5%4%
    • E
      Shield Magical Power ScalingMaco Fly!
      40%50%
    • ±E
      Dash Speed upon landing decreased by 7.5%.
    Morigesh

    Morigesh

    MIDLANE1 changes
    +1Hero page
    Developer commentoriginal ENA small damage bump for Morigesh’s Mark, in line with other general Mage damage increases, better allowing her damage to stick once the mid-game roles around.
    • RMB
      DamageMark
      60/75/90/105/12060/80/100/120/140
    Murdock

    Murdock

    CARRY7 changes
    +1−6Hero page
    Developer commentoriginal ENMurdock is receiving a range of Base Stat changes to tone down his early game threat, especially as one of the more common Carries seen in the Offlane thanks to the amount of self-peel he possesses. Likewise, his Shots Fired damage is being toned down to be less bursty once the mid-game rolls around, as it currently deals too much damage should he randomly score a critical strike.
    • Ultimate DamageMartial Law
      12%15%
    • Physical PowerGeneral
      5958
    • Health RegenGeneral
      1.51.35
    • Physical ArmorGeneral
      2625
    • Magical ArmorGeneral
      2928
    • P
      Total Physical Power ScalingShots Fired
      35%/45%/55%/65%36%/44%/52%/60%
    • RMB
      DamageBuckshot
      70/98/126/154/18260/85/110/135/170
    Narbash

    Narbash

    SUPPORT10 changes
    +4−1±5Hero page
    Developer commentoriginal ENNarbash is receiving a set of larger changes, with a rework to his War Anthem Augment to make it more functional for any Orcs looking to play a Bruiser playstyle in the Offlane or Jungle roles as it now no longer fully removes the Healing across his kit. To accompany this, he has now received a range of Physical Power Scalings across his kit, as well as some new scalings to his Song Of My People Auras, better allowing him to curve differently throughout a match based on build-type.
    • ±
      [Reworked] March and Song Of My People now Heal for 50% less. Song Of My People’s Healing Aura now also grants 5/7/9/11/13 Physical Power. March’s Heal now also grants 14/23/32/41/5 Physical Power for the duration.
    • LMB
      Bonus Physical Power ScalingDrumclubs
      95%100%
    • ±E
      Health Regen now Scales with 2% Magical Power
    • E
      Movement SpeedSong Of My People
      4.5%/6%/7.5%/9%/10.5%4.5%/5.4%/6.5%/7.5%/8.5%
    • ±E
      Movement Speed now Scales with 2.5% Ability Haste.
    • RMB
      Bonus Physical Power ScalingThunk
      100%120%
    • RMB
      Magical Power ScalingThunk
      80%85%
    • ±R
      Total Tick Damage now Scales with 50% Bonus Physical Power.
    • R
      Knockup DamageCrash Bang Boom!
      50/75/10080/150/220
    • ±R
      Knockup Damage now scales with 100% Bonus Physical Power.
    Phase

    Phase

    SUPPORT3 changes
    −3Hero page
    Developer commentoriginal ENPhase is once again receiving a set of durability adjustments to ensure that she is adequately punishable should she get caught out, given how elusive she can be.
    • Health GrowthGeneral
      134131
    • Physical ArmorGeneral
      2826
    • Physical Armor GrowthGeneral
      5.25
    Rampage

    Rampage

    JUNGLE4 changes
    +1−3Hero page
    Developer commentoriginal ENRampage continues to overperform when utilizing his Tiny Titan Augment thanks to the raw damage it provides him, while also making him incredibly difficult to hit when it is paired with Krix. While we are looking into additional solutions for the size issue for the future, for now we are reducing its overall damage potential, and the general survivability offered by his ultimate, while increasing the strength of his other Augments to bring them all into greater parity.
    • Total Attack SpeedTiny Titan
      35%/40%/45%30%/32.5%/35%
    • Rumble Additional Mana CostThe Rumbling
      105
    • Additional Damage Required Max RangeRock & Awe
      0-6000u0-4000u
    • R
      Additional Healing per nearby Enemy HeroBehemoth
      5%4%
    Renna

    Renna

    MIDLANE4 changes
    +2−2Hero page
    Developer commentoriginal ENRenna is receiving the same treatment as other Mages - slightly more early/mid-game damage in her tertiary abilities to help her maintain adequate threat across the laning phase, in exchange for slightly less durability in the very early levels.
    • HealthGeneral
      690685
    • Health RegenGeneral
      1.51.4
    • Q
      DamageLife Drain
      60/90/120/150/18070/100/130/160/190
    • E
      DamageHorror Blast
      70/90/110/130/15070/95/120/145/170
    Sevarog

    Sevarog

    OFFLANEJUNGLE5 changes
    +3−1±1Hero page
    Developer commentoriginal ENAlongside some general damage shifts to make Sevarog more appropriately threatening in short trade scenarios in the early/mid-game should he invest his full kit, we have adjusted his Gravebreaker Augment to possess an additional effect. Gravebreaker is by far his least utilized Augment, and is difficult to justify taking. It now has the additional effect of allowing Sevarog to deal damage to Towers with his Ultimate, better allowing him to opt into an alternative split-push style should he desire.
    • ±
      Colossal Blow now also damages Towers for 25% of their Maximum Health as True Damage (Core Excluded) (Reduced by backdoor protection).
    • Additional Knockback Distance per TierGravebreaker
      30%35%
    • P
      OmnivampReaper Of Souls
      6%5%
    • RMB
      DamageSubjugate
      50/60/70/80/9060/75/90/105/120
    • R
      DamageColossal Blow
      180/300/420200/330/460
    Skylar

    Skylar

    CARRY7 changes
    +4−2±1Hero page
    Developer commentoriginal ENSkylar has been in a rather underwhelming spot for quite some time now, with her Hypercharge especially being one of the weaker damage stims in the game compared to other buffs such as Sparrow’s Heightened Senses, or Murdock's Hot Pursuit, barely making her damage higher than he default Basic Attacks unless you are capable of perfectly tracking a target. As a result, we are levelling up her general Hypercharge and Atomiser proficiency, making her more core abilities more impactful and appreciable. Additionally, we have made some larger adjustments to her Augments, with Plasma Barrage now allowing her Plasma Grenade to deal additional Missing Health Damage for those players seeking a more ability-based playstyle, and a large bugfix to her Atomized Artillery that was causing it to deal far less damage than intended.
    • ±
      Plasma Grenade now also deals an additional 6% Target’s Missing Health Physical Damage on Explosion.. Capped at 150/200/250/300/350 against Monsters.
    • HealthGeneral
      690680
    • Health RegenGeneral
      1.51.35
    • RMB
      Total Physical Power ScalingHypercharge
      9%10%
    • RMB
      Attack Speed ScalingHypercharge
      10%11%
    • RMB
      On-Hit ModifierHypercharge
      12%14%
    • R
      Missing Health DamageAtomiser
      15%/20%/25%20%/25%/30%
    Sparrow

    Sparrow

    CARRYBug fix
    Hero page
    Developer commentoriginal ENA quick bugfix for Sparrow, where previously she could activate Heightened Senses while using her Ultimate, allowing for a Stealthed Ultimate to occur. This has now been corrected.
      • Now correctly removes Sparrow from Stealth when used if Heightened Senses is activated mid-ultimate.
      Terra

      Terra

      OFFLANEJUNGLE9 changes
      +1−7±1Hero page
      Developer commentoriginal ENTerra is receiving some general changes to her mid-game durability and damage, as well as her general Mana Economy, better ensuring that she isn't as immovable of a wall once the mid-game rolls around, and that she cannot take repeated spam trades on Minion Waves without running herself out of Mana.
      • Stack intervalHersir’s Will
        0.6s0.5s
      • Health RegenGeneral
        2.11.8
      • Health Regen GrowthGeneral
        0.220.2
      • Physical Armor GrowthGeneral
        5.24.8
      • ManaGeneral
        330350
      • Mana GrowthGeneral
        5550
      • Q
        Bonus Physical Armor ScalingRuthless Assault
        37.5%35%
      • Q
        Bonus Magical Armor ScalingRuthless Assault
        37.5%35%
      • ±Q
        Mana CostRuthless Assault
        55/50/45/40/3550
      Yurei

      Yurei

      JUNGLE4 changes
      +1−3Hero page
      Developer commentoriginal ENYurei continues to deal too much damage in the level 4-9 range when maxing out Severance, which allows her too much freedom in securing early kills due to the repeat damage instanced from her dashes. To resolve this, we’re taking a heavier chunk out of her early Severance damage in order to slow her down, but giving it back in the form of additional Physical Power Scaling, meaning she will retain previous levels of damage potential once the late-game rolls around and will not fall off any harder than she currently does.
      • Ultimate Cooldown ReductionSoul Weaver
        8%10%
      • Decaying Movement SpeedEphemeral Surge
        35%25%
      • E
        DamageSeverance
        60/85/110/135/16055/75/95/115/135
      • E
        Bonus Physical Power ScalingSeverance
        105%115%
      Zinx

      Zinx

      SUPPORT2 changes
      +2Hero page
      Developer commentoriginal ENZinx is receiving a small but notable change to her Ultimate, with it now possessing a slightly longer range and therefore making it less chaotic and difficult to use in a teamfight where her Allies dive a little too deep (this happens at all levels of play and any Zinx main will tell you how awkward it can get to maintain correct positioning in pit fights especially). Additionally, a decrease to her Ricochet cooldown is being offered to better allow her to follow up with a second stun in extended combat scenarios,
      • Q
        CooldownRicochet
        17/16.5/16/15.5/1516/15.5/15/14.5/14
      • R
        RangeNeutral Regenesis
        15001650
      Balance changes

      Items

      32

      Refillable Potion

      CommonGeneral2 changes
      −2
      Developer commentoriginal ENBoth Refillable Potion and Divine Potion receiving some larger reductions to the Healing they offer in the mid-game, as currently they allow Players too easily to shrug off a single instance of poke, making it less rewarding for Enemy Players to risk playing aggressive with poke once the mid-game rolls around.
      • Healing
        9/12/15/189/10.5/12/15
      • Total Healing
        135-270135-225

      Divine Potion

      EpicGeneral2 changes
      −2
      • Healing
        11/14/17/2011/12.5/14/17
      • Total Healing
        165-300165-255

      Exodus

      LegendaryCrests1 changes
      +1
      Developer commentoriginal ENGiven its more inconsistent nature, Exodus is receiving a small cooldown bump to provide it with more uptime and opportunities to catch out opponents, or act as a counter-pick to specific abilities.
      • Cooldown
        10090

      Brutallax

      LegendaryCrestsBug fix
        • Description now states the correct amount of Tenacity (said 100% before).

        Pygmy Dust

        LegendaryCrests1 changes
        −1
        Developer commentoriginal ENPygmy Dust’s Enemy Shrink has been reduced to make it feel like less of an unintentional buff to the enemy as a target affected by it will now be slightly easier to hit.
        • Minimize Enemy Hero Size Reduction
          23%18%

        Scattershot

        EpicCarry3 changes
        +1±2
        Developer commentoriginal ENScattershot struggles to find its purpose within the current Carry Item Set as it doesn’t quite do enough in the waveclear department, and is typically most used in Lifesteal-heavy builds. We’re shifting around its effects, providing more damage to Scatter, with it now also dealing bonus damage to Minions in order to make it more deliberate as a waveclear enhancing tool for Crit users. In return, it no longer benefits from Lifesteal, and will not contribute as heavily to excessive sustain when paired with the likes of Terminus.
        • Scatter Total Physical Power Scaling
          30%40%
        • ±
          Scatter now deals 50% more damage to Minions.
        • ±
          Scatter no longer benefits from Lifesteal, and benefits from Magical Lifesteal instead as normal.

        Sky Splitter

        EpicCarry2 changes
        −2
        Developer commentoriginal ENIn the post-Eternal environment, Sky Splitter continues to provide too much value thanks to the general increase to base health that every Hero received. To remedy this further, some Lifesteal and Melee Rend damage is being trimmed away, making it slightly less of a “must buy” relative to other options.
        • Lifesteal
          8%7%
        • Rend Melee Current Health Damage
          5.5%5%

        Solaris

        EpicCarry2 changes
        −2
        Developer commentoriginal ENSolaris currently acts as an incredible 1-item spike for Carries, affording them too much damage and sustain for that early into a match. Both its general damage and healing are in need of a reduction to ensure that the Carry power Curve is not as heavily frontloaded when it is acquired.
        • Physical Power
          5550
        • Solarblade Healing
          65%50%

        Viper

        EpicCarry2 changes
        +2
        Developer commentoriginal ENViper continues to feel underwhelming relative to other Penetration options and struggles to find its place within builds. Some damage increases are needed to adequately let it shine as an On-Hit Shred Item, relative to the likes of Basilisk, Demolisher and Perforator.
        • Physical Power
          3035
        • Diligence On-Hit/Ability Damage
          +8%+10%

        Syonic Echo

        EpicAssassin1 changes
        +1
        Developer commentoriginal ENA small damage bump for Syonic Echo, making it more applicable as a general stat-based pickup relative to other items, given the more niche nature of its effect.
        • Physical Power
          5560

        Absolution

        EpicFighter5 changes
        +3−1±1
        Developer commentoriginal ENAbsolution is receiving a bit of a state shift, with more of its power being placed into its Attack Speed and Magical Armor properties, and less in its Physical Power. This better specializes it towards an Attack Speed orientated Anti-Mage pickup for those Heroes that desire it.
        • Cost
          31503100
        • Attack Speed
          25%35%
        • Physical Power
          4030
        • Magical Armor
          3540
        • ±
          Recipe: Ironwood Warbow + Longbow + Heroic Guard + 500g

        Earthshaker

        EpicFighter6 changes
        +4±2
        Developer commentoriginal ENEarthshaker is also receiving a stat shift, with it now losing its Attack Speed, and this lost power being focused into its other core stats. This helps differentiate it away from Augmentation further now that it no longer possesses the stat, and makes it more of a focused, powerful ability-damage amp for Fighters, rather than a general catchall.
        • Physical Power
          4045
        • ±
          20% Attack Speed Removed
        • Health
          250300
        • Ability Haste
          1015
        • Battleborn Ability Damage
          1%1.25%
        • ±
          Recipe: Temporal Ripper + Stone Of Strength + 700g

        Mutilator

        EpicFighterBug fix
        Developer commentoriginal ENSome notable bugfixes for Mutilator have occurred, especially the Mutilate Once per Ability fix, as previously Mutilate would only damage a single target when damaging multiple targets with abilities such as Feng Mao’s Hamstring, rather than everyone hit by the ability.
          • Now correctly deals Mutilates Damage one per ability, per target.
          • Fixed an issue where Mutilate’s Damage was applied on Cleave Damage.

          Rebirth

          EpicFighter1 changes
          −1
          Developer commentoriginal ENRebirth’s readdition has been received well, seeing meaningful play on a variety of Heroes. However, considering the strength of its effect, it is currently too cheap to purchase relative to other Items and is in need of a price bump.
          • Cost
            28002950

          Tyranny

          EpicFighter1 changes
          +1
          Developer commentoriginal ENTyranny lacks in the Ultimate Haste department compared to other Items that offer the stat, and is receiving a small bump to make it more appealing to Fighters looking for additional Ultimate uptime.
          • Tyrant’s Edge Ultimate Haste
            1520

          Dreambinder

          EpicMage3 changes
          +2−1
          Developer commentoriginal ENDreambinder is receiving a shift, gaining a larger slow in exchange for less damage. This will make the item more specialized and effective on the Heroes that can utilize it well, such as DoT Mages, as they will gladly take the increased utility over a small damage loss.
          • Magical Power
            8070
          • Chilling Spells Slow
            25%30%
          • Chilling Spells DoT Slow
            15%20%

          Entropy

          EpicMage1 changes
          +1
          Developer commentoriginal ENEntropy has largely fallen out of favour relative to other damage options, and is receiving a small but meaningful bump to its effect scaling to ensure it remains a relevant damage source in the later stages of a match.
          • Degradation Magical Power Scaling
            3%3.5%

          Orb Of Growth

          EpicMage1 changes
          ±1
          Developer commentoriginal ENOrb Of Growth has seen a large spike in play, especially when paired with Eternals such as Krix. Alongside the subsequent nerf to its evolved form, in line with other Regen/Healing reductions, we’re reducing the Health Regen present on its effect to trim back the amount of general durability and staying power in offers its users throughout the laning phase so that it does not stalemate lanes as effectively.
          • ±
            Art Of Fortitude Missing Health Healing
            3% over 3s3% over 5s

          Orb Of Enlightenment

          EpicMage2 changes
          −1±1
          Developer commentoriginal ENAlongside the reduction to art Of Fortitude’s healing, Orb Of Enlightenment is losing some Health Growth to ensure that it does not compound as heavily when paired with other Health-based Items or Eternals, and thereby provide too much durability to Mages that pick it up.
          • Health per Level
            1512
          • ±
            Art Of Fortitude Health Restore
            3% over 3s3% over 5s

          World Breaker

          EpicMage1 changes
          +1
          Developer commentoriginal ENA quick bump in Tenacity for World Breaker, better allowing it to serve as a standalone source of Tenacity.
          • Tenacity
            2025

          Crescelia

          EpicSupport4 changes
          +1−1±2
          Developer commentoriginal ENCrescelia has received a rework to its Moonblade Passive. It no longer grants Cooldown Reduction each time its effect is proc’d, and instead grants additional gold instead. This has been done for 2 reasons: Firstly, Crescelia has historically been an abuse case item where non-support Heroes such as The Fey, Countess, Kwang, and now Ikra rush it for an early/cheap power spike that allows them to spam abilities too frequently. Secondly, we’re looking to trim out some of the excess CDR available in certain effects, where appropriate, and redistribute that power into ability strength or more novel and interesting outlets. In the case of the new gold generation effect, other Heroes can still consider picking it up, but the effect is now more tailored at providing an additional source of Economy for Supports that are looking to play aggressively.
          • Cost
            24502300
          • Ability Haste
            2015
          • ±
            [Removed] Moonblade no longer reduces cooldowns by 12% On Hit.
          • ±
            [New] Moonblade now grants +12g when triggered against Heroes.

          Void Conduit

          EpicSupport1 changes
          +1
          Developer commentoriginal ENSome additional Mana Regen for Void Coduit, making it more desirable as a techy pick-up for Supports that are playing alongside other Mana-heavy Heroes and wishing to give them a bump in Mana efficiency, be that Twinblast, Wraith, or Argus.
          • Relativity Missing Mana Regen
            1%1.25%

          Dawnstar

          EpicSupport1 changes
          ±1
          Developer commentoriginal ENDawnstar’s Damage Reduction effect can be difficult to activate for various Melee Supports once the mid-game roles around, as using Basic Attacks in fights and getting the correct target access naturally becomes more difficult. To help provide it with more consistency, Dawnstar now applies 1 sack of Damage Reduction to Enemy Heroes if you Immobilize them, making it far more useful to get value out of for the various CC-heavy disruptors in the role.
          • ±
            Crusader now applies 1 stack of Debilitating Strikes upon Immobilizing a Hero (once per ability, per target).

          Dynamo

          EpicSupport2 changes
          +1−1
          Developer commentoriginal ENA quick shift for Dynamo - Less damage, more durability. This will help reduce excessive burst scenarios for those on the receiving end, and provide more individual durability and agency for its wielders thanks to the increased durability it offers.
          • Physical Armor
            2530
          • Immobilizer Damage Amplification
            10%8%

          Frosted Lure

          EpicSupport4 changes
          +4
          Developer commentoriginal ENFrosted Lure, though powerful in its own right, can be difficult to get value from due to the conditional nature of its effect. It is receiving some general durability increases to make it a more powerful standalone defensive Item for Supports and Non-Supports alike to consider, while its effect is also receiving a small bump to its range, making it more consistent to activate and get value from in a fight.
          • Health
            300325
          • Physical Armor
            3540
          • Frostwaver Damage
            5080
          • Frostwave Damage Radius
            550650

          Tainted Charm

          EpicSupport1 changes
          +1
          Developer commentoriginal ENA small Health bump for Tainted Charm, better providing frontliners with the durability they need to survive fights to consider picking it up.
          • Health
            350375

          Vanguardian

          EpicSupport1 changes
          +1
          Developer commentoriginal ENVanguardian is another item receiving a bump to its Tenacity, bringing it back to 20% CCR levels when it is bought as a standalone purchase, and making it more beneficial when stacked with other Tenacity sources.
          • Tenacity
            2025

          Cursed Scroll

          EpicTank1 changes
          −1
          Developer commentoriginal ENCursed Scroll continues to provide its wielders with too much damage output, especially when paired with the likes of Krix Tiny Titan Rampage, and is receiving another reduction to ensure that it is not capable of bursting down targets as quickly with only a few hits.
          • Curse Of Pain Max Health Scaling
            4%3.5%

          Fist Of Razuul

          EpicTank1 changes
          −1
          Developer commentoriginal ENFist Of Razuul offers another Healing effect that can neutralize lanes too heavily once acquired, especially for the likes of Sevarog who can hit the wave with reckless abandon and sustain through incoming trades for free once it is acquired. In line with other Healing reductions, it is also seeing a reduction.
          • Razuul’s Might Healing
            65%50%

          Flux Matrix

          EpicTank2 changes
          +1−1
          Developer commentoriginal ENA quick shift for Flux, possessing less Ability Haste, in return for more raw durability as it doesn’t provide enough upfront Armor to serve as a single-slot Magical Armor pickup.
          • Ability Haste
            1210
          • Magical Armor
            4045

          Transference

          EpicTank1 changes
          −1
          Developer commentoriginal ENTransference continues to provide too much effectiveness in the Shielding/Healing department for its users, and is once again seeing a small reduction to its general potency.
          • Heal & Shield Power
            12%10%

          Unbroken Will

          EpicTank1 changes
          +1
          Developer commentoriginal ENWith other Items receiving bumps to the Tenacity they offer, Unbroken Will risks losing its shine as the premier Anti-CC pickup as they now offer the same amount. To ensure it stands out in its function, it is also being granted another +5 Tenacity.
          • Tenacity
            2530
          Balance changes

          Eternals

          10

          Vermis

          1 changes
          +1Eternals in the knowledge base
          Developer commentoriginal ENVermis struggles to keep up with the other damage-focused Eternals that scale across a match, and is being given back some of its additional scaling that was removed as a result.
          • Damage per LevelMajor Blessing
            0.2%0.25%

          Marrow

          2 changes
          +1−1Eternals in the knowledge base
          Developer commentoriginal ENA small bump down in initial Omnivamp offered for Marrow. This is needed to ensure that laning interactions are not degraded by excessive healing in the early game, with the value normalizing at around Level 16.
          • OmnivampMajor Blessing
            0.75%0.6%
          • Omnivamp per LevelMajor Blessing
            0.05%0.06%

          Thraex

          1 changes
          +1Eternals in the knowledge base
          Developer commentoriginal ENRallying Roar’s Movement Speed can be difficult to appreciate and is being granted an increase to make it more generically useful as a team-wide buff.
          • Movement SpeedRallying Roar
            20%25%

          Krix

          3 changes
          +1−2Eternals in the knowledge base
          Developer commentoriginal ENOnce again, we’re trimming out some of the excess healing introduced from the Eternals system as currently it is on the high end, causing poke damage to feel less useful as the game progresses in the case of Regenerative Tissue. Voracity is another Blessing that allows too much early in-lane sustain, resulting in too many stagnant laning scenarios. We’re bumping this down to ensure that there is adequate room to poke and pressure Krix users. In return for less sustain, they are receiving some additional gold income to allow them to scale throughout the lane faster, should they be able to secure enough last hits.
          • HealingRegenerative Tissue
            0.2%/0.4%/0.8%/1.2%0.2%/0.4%/0.7%/1%
          • Max Health HealingVoracity
            1%0.75%
          • Bonus Kill GoldVoracity
            23

          Idrisil

          1 changes
          −1Eternals in the knowledge base
          Developer commentoriginal ENSimilar to other Healing Blessings, Mending is also seeing a small reduction in its late game Healing to ensure that Healing effects are not as overly present through the roster.
          • Health RegenMending
            3%/4%/5%/7%3%/4%/5%/6%

          Xyris

          1 changes
          −1Eternals in the knowledge base
          Developer commentoriginal ENIron Will is another Healing Blessing that can afford Carries especially with too much Healing in late-game scenarios, especially given the amount of Damage Xyris offers in general. As a result, we’re dropping it further to reduce the oppressiveness of Lifesteal stacking builds.
          • Critical Strike HealingIron Will
            7%6%

          Exarch

          1 changes
          −1Eternals in the knowledge base
          Developer commentoriginal ENPreservation allows Heroes such as Khaimera and Boris to run a little too rampant with the additional Healing it provides them, especially when stacked with other Healing amps such as Draconum and Void Helm. We are applying a reduction in line with other Blessing Healing reductions to ensure sustain effects are not overly dominating the playspace.
          • Bonus HealingPreservation
            12%10%

          Lotus

          2 changes
          +1−1Eternals in the knowledge base
          Developer commentoriginal ENImmaculate continues to result in too many early-game stat check scenarios due to the durability it affords its users and thereby assures an automatic win if an early-game all-in is taken, and is in need of toning down once again. Prima Donna’s Damage Amp is on the higher end for the various Heroes that favor it. To ensure there is an adequate risk/reward tradeoff for this added power, the amount of additional Damage Taken is being increased slightly.
          • Damage ReductionImmaculate
            20%15%
          • Damage TakenPrima Donna
            5%6%

          Demiurge

          2 changes
          −2Eternals in the knowledge base
          Developer commentoriginal ENConstruct is currently contributing to the provision of too much free Ability Haste when combined with other items/effects, and is being toned down slightly to ensure it remains relevant, but less excessive. Bloatware’s Damage Reduction effect continues to provide Demiurge users with too much all-around strength, making the Eternal too powerful of a catch-all when combined with other Minor Blessings such as Construct. In order to provide more opportunity cost in the durability department relative to other Eternals, it is being toned down.
          • Ability HasteConstruct
            1.251
          • Damage ReductionBloatware
            1%0.75%

          Aion

          1 changes
          −1Eternals in the knowledge base
          Developer commentoriginal ENGiven how quickly Aion allows its users to accelerate their gold economy, and therefore how strong the early game curve is, Runic Blessing's offering of up to 20% additional Magical Power in the late game makes it too generically powerful at all stages of a match. Now that players realise the strength of this Blessing, we’re dropping it back down to its previous values to ensure that Aion has an appropriately weaker late-game relative to other Eternals, given its strong early/mid-game Major Blessing effect.
          • Bonus Magical PowerRunic Focus
            0.2%0.15%
          Balance changes

          Game modes

          2

          Hotfix 1.15.4

          Bug fix
          Developer commentoriginal ENHey 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.
            • 22nd July 2026
            • Fixed an audio issue where a sound would continuously play in a match
            • Fixed an issue with Skylar's Plasma Barrage Augment incorrectly granting a cooldown refund in certain situations

            Store News

            Bug fix
            Developer commentoriginal EN6 new exclusive items have been added to the Summer core. Remember there are no duplicate drops and each reward has an equal drop chance. 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. 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!
              • 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!
              Balance changes

              Bug fixes

              29
              • Fixed an issue where Ranked Placement Matches would not count towards a Users Seasonal Ranked Rewards “Matches Played” requirement.
              • Fixed an issue where pre-selected Heroes in Ranked Draft would not be immediately selectable, and would be locked out temporarily, once the Ban Phase ends.
              • Fixed an issue where Users could receive dead inputs and have their Hero choice overridden while in Draft, meaning they had to select their Hero twice while choosing from the “All Heroes” Tab.
              • Fixed an issue where Bayle could become soft-locked if Stunned or Interrupted at a specific time during his Ultimate.
              • Fixed an issue where a User would not be given a Crest if they are using a Loadout with a removed Crest.
              • Fixed an issue where Minions would not always spawn while playing 1v1 in Custom Games: ARAM.
              • Fixed an issue where Timed-exclusive Loot Cores would not be removed from the Loot Cores Tab.
              • Fixed various minor issues with Ikra’s In-game Ability Descriptions.
              • Fixed an issue where Bans issued for Draft Dodging would not display the Reason or Duration to the affected User.
              • Fixed an issue where In-Game Tips would not function correctly when playing AI modes.
              • VermisDescription updated to state that it is triggered by On-Hits.
              • ThraexDescription fixed to state its scaling.
              Patch content and artwork belong to Omeda Studios. Developer comments are shown in the original (EN).