
Bayle
OFFLANEJUNGLEARAM2 changes
- Healing Received100%110%
- Healing Received100%110%
V1.15: Splash Damage Patch NotesUpdated 58 heroes · 125 changes17 items · 21 changes12 Eternals13 modes26 fixes







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


































Developer commentoriginal ENAdele continues to demonstrate an overbearing presence within the duolane. Considering her range of strong matchups, and the general burst damage she contributes to an engagement, she is in need of a few touches to bring her down to a more reasonable level that allows for greater diversity within the Support role. As always, we are bumping up Adele’s Tyrant Of Thorns Augment in order for her Offlane/Jungle capabilities to remain intact and relative to before, as she currently does not overperform there too heavily.

Developer commentoriginal ENAlongside a quality of life change for his Ultimate, Argus is receiving a range of adjustments to open up his Augment variety and to unburden him from an overly strict Mana pool in the early levels. With a healthier Mana Economy, the dwarf should find himself better able to keep pace across a match with the various high-pressure mages that are currently reigning supreme.

Developer commentoriginal ENThe previous round of adjustments to Bayle helped elevate him into a serious threat in the Offlane, but his Dire Howl healing was a step too far and in need of toning back. Additionally, Swift Strikes is receiving a much needed bump in damage as it is far inferior to his other Augments. Many of Boris’ preferred Items and Eternals are taking hits this pass, but we still want to tone down his dueling strength in the early-mid game to ensure his general ability to maul people to death isn’t quite as oppressive.


Developer commentoriginal ENCrunch continues to struggle in the current ecosystem, partially due to the higher amounts of damage present in teamfights where he struggles the most, and partially due to the nature of his extended trading patterns and how long he takes to get going. To help him better compete, we’re offering him some much needed durability to survive engagements, alongside some additional damage in various places to better allow him to pack a punch in shorter trades.

Developer commentoriginal ENDekker is receiving a small suite of changes aimed at not only improving one of her less popular Augments, but also to help enhance her economy so that she can maintain pressure against the range of tankier supports and heavy-healing enchanters that are currently finding the most success.

Developer commentoriginal ENSticky Mine go brrrr.

Developer commentoriginal ENGideon has a rare but rather nasty bug that could prevent him from using his Passive Tether. This has now been resolved.

Developer commentoriginal ENThe previous round of adjustments to Greystone have left him feeling a tad weaker than necessary. To help bring the ‘stone back to his rightful place on the throne, a few general increases to his durability, Mana economy, and damage are being offered.

Developer commentoriginal ENHowitzer’s Sniper Shells Augment is currently providing a tad too much Omnivamp, allowing him to sustain his way through a lane is an overbearing fashion since he can simply Basic Attack the wave to stay topped up. A bump down in its value is needed to ensure his laning dynamics are not overly oppressive when the Augment is taken.

Developer commentoriginal ENKallari’s general uptime on the map as a consequence of the Health Regen she possesses, paired with her general burst potential from Death Mark, makes her an overly threatening presence to deal with. Reduction to both are needed to ensure there’s adequate windows to play for where she is either off the map due to being unhealthy, and generally less threatening when she lands a single dagger in the late-game.

Developer commentoriginal ENContagion was able to be cleansed despite the convention being that DoT effects are not cleansable. This has now been resolved.

Developer commentoriginal ENMurdock’s general laning strength thanks to the combination of his Passive, early Buckshot Burst, and his Justice’s Reach Augment make him a dominating force with few bad matchups. Combined with his ability to half-health an unsuspecting foe in the late-game with a single Passive shot, he’s in need of toning down to help open up the field.

Developer commentoriginal ENMuriel’s ability to pocket-shield an Ally currently leads to many oppressive scenarios that are difficult for the enemy team to fight through - especially when paired with the likes of Boris or Serath. Some small hits are being levied to ensure that there are slightly longer windows to play for the enemy team, better allowing them to burst through the target Muriel is protecting if they throw enough resources at them.

Developer commentoriginal ENA quick QoL change for N3on, better ensuring that she does not accidentally recast her Ultimate immediately after using it in the event the Player spams her Ultimate activation.

Developer commentoriginal ENRevenant currently has too many difficult matchups that prevent him from being able to compete on a consistent basis. In order to bring him up to the level of other Carries we’re offering him some additional threat through his abilities to ensure he can maintain pressure in the early/mid-game.

Developer commentoriginal ENPhase has been flying under the radar the last few months, but has recently emerged as a premium pick in the Support Role, especially in the higher ranks. Some general adjustments are in order to ensure that she is not providing too much general strength and safety to her Carry, be that via her Ultimate, or through her general durability and how difficult it can be to pick her off in a fight.

Developer commentoriginal ENThe last round of changes to Sevarog were pretty heavy-handed, and have resulted in him being far lower in strength than desired. We’re pulling back on some of the changes made in order to find a better middle-ground that lets him achieve his late-game raid-boss status, should he earn it through consistent play.

Developer commentoriginal ENA quick bugfix for Shinbi as she was previously gaining a larger increase to the cooldown refund that her Allegro Augment offered than was intended.

Developer commentoriginal ENTerra’s ability to become an immovable object, when paired with her strength of 1-shotting a wave with a single Ruthless Assault makes her a difficult opponent for many Offlaners to keep pace with. Some reductions to the durability offered by her Iron Resolve Augment are once again needed as the durability offered in combination with Idrisil is simply too high. Likewise, we are shifting her damage profile, reducing Ruthless Assault’s overall damage output to prevent 1-shots on waves happening as early into a match, and pushing it into Wild Rush and her general Monster Damage to ensure that both her Dueling and Jungle capabilities remain intact.

Developer commentoriginal ENThe Fey is receiving a few tradeoffs in power aimed at increasing her Mana efficiency, and therefore general presence throughout a match, in exchange for slightly less mobility and damage, better ensuring opponents have an opportunity to take her on and live through a single rotation of abilities before she ramps up in a fight.

Developer commentoriginal ENWukong has recently become a rather large menace in the offlane, with many Heroes unable to keep up with his general split-push pressure - especially when he maxes out his Alternate ability first and commits to wave-shoving gameplay. To ensure he is a little slower to come online, and a little less oppressive in a split-push scenario, some general reductions to his damage and survivability are needed.

Developer commentoriginal ENWraith’s ability to deal incredible amounts of burst damage in the later stages of a match when committing to Magical or Hybrid builds is currently too high. Some damage is being trimmed out of his Peekaboo’s Max Health burst to reduce this, but in return he is receiving some additional survivability and mobility through his Surprise, Surprise to ensure that he can feel independent and elusive in a match despite the lower burst potential.

Developer commentoriginal ENYin was benefitting from a rather impactful bug that allowed her to gain multiple stacks of her passive from a single strike. While this accounts for a large portion of her inflated success, she still performs rather well when using an Eternal that does not result in the additional stack gain and is in need of some reduced efficacy on her Windburn to ensure that her opponents can appropriately catch her out between uses, or burst her down through her sustain.

Developer commentoriginal ENZinx’s ability to run rampant with Magical On-Hit builds outside of the Support Role is currently too high, and is seeing a range of reduction to ensure that it is brought down to a more reasonable level.

Developer commentoriginal ENEviscerator is currently contributing to excessive healing and dueling potential, and is seeing a reduction in its Omnivamp to ensure that those on the receiving end have a better change at bursting through an all in eviscerator onslaught.

Developer commentoriginal ENResolution occupies a niche spot within the Item system for those looking to Stack Mana out of necessity more than anything else. Despite this niche but useful application for a select few Heroes, it doesn’t adequately reward its users for stacking Mana, and is in need of a bump to raise its potential within a mana-heavy build.

Developer commentoriginal ENSky Splitter’s ability to provide its user with anti-tank capabilities is not currently adequately offset by a lower general damage profile against non-health stacking targets. A hit to its Physical Power is needed to ensure it is more appropriately specialized, rather than eclipsing various other Items in its class.

Developer commentoriginal ENStormbreaker’s On-Hit doubling capabilities already give it an incredible amount of damage throughout a match, but this is not appropriately offset by a loss in general ability burst for its users due to the high amounts of Physical Power it offers. Like Sky Splitter, we are reducing its strength a touch in order to ensure it stays appropriately powerful for those looking to benefit from heavy on-hit damage, rather than a general use pick-up.

Developer commentoriginal ENCloak was left behind from the stat inflation that other Assassin Class Items benefited from back in v1.14. Some additional strength is being offered to better enable its purchase to those looking to engage in some sneaky shenanigans.

Developer commentoriginal ENA quick bump in Physical Armor for Citadel, better solidifying it as a premium Physical Armor pick-up for Bruisers looking for the appropriate mix of damage and durability.


Developer commentoriginal ENAstral is receiving a slight increase in price in return for some additional power to better serve Mages that might desire it, as currently it is overly favoured by Supports.

Developer commentoriginal ENClaw is currently offering too much raw power considering its anti-mana capabilities, allowing it to be too powerful on various Magical Bruisers that can benefit from it. A small drop in its raw Magical Power is required to ensure it is at a more comparable level to other options within the class.

Developer commentoriginal ENGaussian Greaves is currently not doing a good enough job at providing a solid amount of Physical Defence to Mages/Bruisers that might need to dip into some additional durability, and is being granted an increase to its Armor as a result.

Developer commentoriginal ENOathkeeper is receiving a small bump to its Mana to better allow Mages to consider picking it up as a moderate source of Mana compared to the larger amounts offered on the likes of Combustion and Entropy. Additionally, we have fixed a rather large bug that was preventing it from granting its health stat so we expect to see it have a strong return to form!

Developer commentoriginal ENLess cooldown for the stacking component of Soulbinder, better allowing its users to find more opportunities to stack up with consistent poke throughout a match.

Developer commentoriginal ENTimewarp struggles to feel meaningful enough as a source of Mana Regen for various Mages due to their lower Base Mana Regen compared to Supports. A bump in its Mana-sustain capabilities is needed to ensure it feels like a comparable form of Mana investment compared to Items that offer the raw stat in larger quantities.

Developer commentoriginal ENGiant’s Ring struggles to stand up as a singular source of Physical Armour, and can feel difficult to fit into defensive builds. An increase to its Physical Armor will have it feeling more desirable as a durable source of Haste for various Tanks and Bruisers.

Developer commentoriginal ENStonewall is currently falling short compared to Warden’s Faith as one of the larger Physical Armor sticks within the Tank Class. A bump to its stacks is needed to elevate to make it more of a standout buy when playing against a heavy physical ability or physical On-Hit team.

Developer commentoriginal ENTransference currently offers far too much mobility to those that can gain regular access to its shielding effects and is seeing a reduction in its Speed as a result.

Developer commentoriginal ENCrush is being adjusted to deal more damage, but at the cost of it now having a per-target cooldown that only allows it to be triggered once every 8s. This helps make it more desirable for various single-CC Heroes such as Revenant and Lt. Belica, while reducing its raw power for multi-CC Heroes such as Steel. Unlike various other Vermis Blessings that are all being reduced in strength as part of the broader power reductions, Breach is being offered some additional potency as it currently struggles to compete with the other options in the set.

Developer commentoriginal ENJealousy has been reworked, no longer granting damage against Heroes with higher health, but instead a more consistent damage amp that is applicable to everything. This helps provide the Blessing with more consistent strength, while also better allowing various roles such as Jungle to dip into Marrow without sacrificing too much damage compared to other Eternals. Less damage, but more consistency.



Developer commentoriginal ENFesting Wounds has been adjusted to also apply its Anti-Heal effect upon applying an Immobilizing Effect to a target, as well as when dealing DoT Damage. This is due to the previous condition of it only occurring on DoT Damage being too niche to see use in the vast majority of circumstances, making the options within Krix feel a little too binary. Given that Tank Junglers tend to struggle in the clear speed department and are currently struggling to keep up with the higher DPS Jungle Classes, we have some room to increase the strength of Predator, not only increasing the Damage Amp it offers post-kill, but with it now granting some additional movement speed to help tankier Junglers navigate the map quicker in the absence of faster clear speeds.

Developer commentoriginal ENMending especially is contributing to a lot of stagnation in lane interactions, with it providing too much Health Regeneration in the early game and thereby neutralizing too many matchups into stalemate scenarios due to how reckless it allows its users to play without fear of death.

Developer commentoriginal ENVesh is receiving a small bump in early damage, in return less scaling late-game. While we are indeed looking to take power out of various Eternals, Vesh is one of the few that struggles to feel impactful early due to the nature of its damage being offset heavily by Health Regeneration in the early game, meaning it can have a small boost. Tithe Of Death is currently far too inconsistent and slow to feel worthwhile compared to other Blessings. While we may be capping the amount of Ability Haste it can provide to prevent excessive snowball and later-game scaling scenarios, to help it feel more useful through a match (and fill the absence of any Mana-based Blessings within Vesh’s set), we are now providing it with some Mana Restore on Takedown that will help various Heroes stay active on the map between fights.

Developer commentoriginal ENWith its buffs in the previous pass, Xyris has found itself functioning as the premier Eternal for any damage dealer to consider. While we are happy to see it in a more competitive spot, and therefore offering more diversity compared to it barely being taken before, we went a little bit too hard on the buffs and need to pull it back a little more than the other Eternals. Xyris’ Major Blessing especially is taking hits, with it now offering a lower overall late-game damage output, and now also having a stack-limit imposed to ensure it does not excessively scale in matches that run on for too long, given that it is far more consistent than and reliably than other infinite-scaling eternals. Bone Collector offering Critical Damage has allowed it to double-dip into damage far too hard for Carries. Given the fact that Bone Collector allows access to 4-Item 100% Crit Builds which allows purchase of some incredibly potent builds thanks to the extra free slot, the bonus Critical Damage simply isn't necessary.




Developer commentoriginal ENSplit 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. 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.
Developer commentoriginal ENDaybreak 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. 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
Developer commentoriginal ENGeneric Comeback XP that is offered to Players who are significantly behind in Levels has been slightly reduced, meaning that smaller Experience leads will stick for longer, and thereby allow Players that have accrued an Experience advantage to push their lead for a little longer before comeback XP kicks in. Alongside the aforementioned improvements to the Attack Cadence of Towers, we are also slightly tweaking their damage against Minions to ensure that the process of last-hitting under tower is more intuitive and smooth for Players, with ally minions less-able to overly mess with your ability to prep and farm waves successfully while under Tower. Alongside resolving the Minion aggression issues described previously above, we have also adjusted the Max Level of Minions to scale later into the match. This is being done to resolve the case of excessive match length occurring from high-waveclearing heroes outscaling the enemy team’s Minions post-29m where they previously capped upon reaching their maximum Level of 15 - especially now that we have various Eternals in the match that allow a Player to scale way further beyond the normal limit. Therefore, these changes will help reduce the frequency of a match dragging on when multiple waveclear Heroes are present on a team, with Melee and Range Minions now hitting their Max Level of 18 at 35-minutes, and Siege and Super Minions especially will continue to scale way beyond the 40-minute mark, and remain an increasingly relevant threat should a match start to approach the 1-hour and beyond mark. Standard Camps, and Red/Blue Buff are now worth the same total number of Creep Score (CS), making Camp Tracking for Junglers via observing the Enemy Jungler’s CS on the Scoreboard more accessible and manageable for the average Player. Now that various Jungle Camps are dealing Current Health Damage, we are offering Junglers the ability to heal up when activating their Hunt’s Slay effect, allowing them to tactically choose when to restore some of the health they have lost. Be sure to plan your clears with this in mind or you will find yourself at far lower health thresholds!
Developer commentoriginal ENHey 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!
Developer commentoriginal ENCamp 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 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! 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. 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! The indicators that represent each team-mates Blink and Ultimate Ability availability have been enlarged, making them easier to see for all Users.
Developer commentoriginal ENEarth 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!
Developer commentoriginal ENDeep 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. Effect: Based on the type of Eternal you have chosen, gain additional effects: Type: Ranged Range: 1500u Effect: Ranged Basic Attack dealing 60 (+70% Bonus Physical Power) physical damage. CD: 16/15/14/13/12s Cost: 50 Mana 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. 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. CD: 7/6/5/4/3s Cost: 40/45/50/55/60 Mana 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. 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. 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. 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. 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).
Developer commentoriginal ENThis weekend the 27th and 28th are the last weekend of the PCC Summer Summit: The Pinnacle. Tune in at 10 AM EDT/ 2PM UTC on the Predecessor Twitch channel. The final teams are competing for a total prize pool of $14,000 and representation in Predecessor via 2d Cosmetics. We will be running new Twitch drops during this weekend, as well as Platinum giveaways, so tune in to pick up some new content!
Developer commentoriginal ENWe 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! We've spruced up the cosmetic Opal effect with an all-new holographic look! Ooooooh shiny! 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 can now be selected as a queue for custom games and supports varied team size. Keep an eye out for some community tournaments soon! 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! 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! 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. 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. 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.
Developer commentoriginal EN6 exclusive items, no duplicates and equal drop chance. In 1.15.x we will add 6 new exclusive cosmetics into the Summer Bundle Core