Crimson Legion
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Update

Patch v1.17

V1.17: Bloodtide Patch NotesUpdated 23 heroes · 69 changes4 items · 6 changes7 Eternals19 modes52 fixes

Grafika © Omeda Studios

Patch impact

Biggest winners

TOP 3
  1. Wukong
    1
    WukongBiggest buff
    +8
  2. Murdock
    2
    MurdockClear gain
    +4
  3. Zinx
    3
    ZinxSolid buff
    +4

Hardest hit

TOP 3
  1. Muriel
    1
    MurielBiggest nerf
    −7
  2. Wukong
    2
    WukongHeavy hit
    −6
  3. Akeron
    3
    AkeronNotable nerf
    −5

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

Balance changes

Heroes

23
Akeron

Akeron

OFFLANEJUNGLE6 changes
+1−5Hero page
Developer commentoriginal ENAkeron’s Magical Power builds have been outperforming other options, with them allowing him to coast through matches in an uninteractive way in high ranked games especially, thanks to the poke and burst it affords him. By reducing his Magical Scalings we hope to see Akeron’s full-damage builds become less common, with him dipping into more Fighter and Tank items across his builds.
  • Q
    Magical Power ScalingHellfire
    16%14%
  • E
    Web Shot Magical Power ScalingWeb Lash
    35%30%
  • E
    Leap Magical Power ScalingWeb Lash
    35%30%
  • RMB
    Damage Magical Power ScalingCrushing Maw
    40%35%
  • RMB
    Damage Bonus Health ScalingCrushing Maw
    4%4.5%
  • R
    Pull Damage Magical Power ScalingConsume
    5%4%
Aurora

Aurora

OFFLANEJUNGLE1 changes
−1Hero page
Developer commentoriginal ENAurora’s ability to dish out consistent damage thanks to her high On-Hit Damage affords her a level of DPS that can become overbearing when combined with her innate survivability and control. A reduction in its Scaling is occurring to ensure that her damage potential is more appropriate to the tools she possesses.
  • LMB
    On-Hit Magical Power ScalingShatter
    30%25%
Countess

Countess

MIDLANEOFFLANE1 changes
+1Hero page
Developer commentoriginal ENSince v1.16.x, Countess has been suffering from a bug where her Ultimate Damage was lower than intended as it was using the Cooldown values for its damage output. This has now been rectified, returning her damage to previous levels. Likewise, we are granting her some additional Level 1 Attack Speed, better allowing her to maintain pressure on waves or clear camps, as needed.
  • Attack SpeedGeneral
    110115
Crunch

Crunch

OFFLANEJUNGLEBug fix
Hero page
Developer commentoriginal ENCrunch’s Empowered Forward Crunch was not being interrupted correctly if he was hit by a Grounding Effect. This has now been resolved.
    • Empowered Forward Crunch Is now correctly interrupted if Crunch is hit by a Ground Effect.
    Feng Mao

    Feng Mao

    JUNGLEOFFLANEBug fix
    Hero page
    Developer commentoriginal ENFeng Mao was able to ignore Grounding Effects and still teleport with his Reaping Dash ability. This has now been resolved.
      • Feng Mao is now prevented from teleporting with Reaping Dash when hit by a Ground Effect.
      Gadget

      Gadget

      MIDLANE3 changes
      +2−1Hero page
      Developer commentoriginal ENSmall buff to Gadget’s empowered Mine to help her keep pressure in the lane, and we have increased the movement speed of Security Gate to allow her and her team better engagements and disengagements.
      • Q
        Empowered Sticky Mine DamageSticky Mine
        110/150/190/230/270110/155/200/245/290
      • E
        Allied Decaying Movement SpeedSecurity Gate
        40%50%
      • E
        Mana CostSecurity Gate
        6575
      Gideon

      Gideon

      MIDLANE5 changes
      +1−4Hero page
      Developer commentoriginal ENWe are reducing Gideon’s power level ahead of PCC Fall to ensure a wider variety of Midlaners can appear during the event, as his current power level makes him too well rounded across the entirety of a match, leading to a lack of incentive to opt into a range of different picks due to his lack of weaknesses.
      • Target Max Health DamageEvent Horizon
        5%4%
      • P
        Additional 1% Bonus Maximum Mana per 15 Magical PowerCosmic Power
        per 20 Magical Power
      • RMB
        DamageVoid Breach
        100/140/180/220/26090/130/170/210/250
      • RMB
        Cooldown progresses 1% faster per 80 Max ManaVoid Breach
        1% faster per 100 Max Mana
      • R
        DamageBlack Hole
        520/780/1040500/760/1020
      Greystone

      Greystone

      OFFLANEJUNGLE2 changes
      −2Hero page
      Developer commentoriginal ENGreystone has ended up too strong after previous buffs, and although we tried to address this last patch, his durability while building damage still feels too oppressive. These changes aim to make durability more of a decision for the Hero, with a more noticeable drop-off in durability if Greystone opts to focus on damage-based builds.
      • Base HealthGeneral
        690680
      • Armor GrowthGeneral
        5.44.8
      Grux

      Grux

      OFFLANEJUNGLEBug fix
      Hero page
      Developer commentoriginal ENGrux’s Stampede was not being interrupted correctly if he was hit by a Grounding Effect. This has now been resolved.
        • Is now correctly interrupted if Grux is hit by a Ground Effect.
        Iggy & Scorch

        Iggy & Scorch

        MIDLANEBug fix
        Hero page
        Developer commentoriginal ENA quick description fix for the Igg, with his Ultimate now correctly stating that its use increases the Attack Speed of his Turrets temporarily (this has been the case since v1.4).
          • Updated the abilities description to correctly state that activating Inferno temporarily increases the Attack Speed of Iggy’s Flame Turrets.
          Kira

          Kira

          CARRY4 changes
          +2−1±1Hero page
          Developer commentoriginal ENKira has fallen slightly behind the other Carries, largely due to her slower early-game and low levels of wave clear making various matchups difficult to navigate in the current ecosystem. To help ensure she is in closer parity to other Carries, she is receiving a small increase to the strength and availability of her trading tools, with Mercy now possessing slightly more damage, and her being afforded a new mana refund mechanic when killing targets with Dusk, better allowing her to take repeat trades with the ability if she last-hits Minions with it and pokes her lane opponent simultaneously.
          • Physical PowerGeneral
            5453
          • Physical Power GrowthGeneral
            3.53.7
          • ±Q
            Now also Refunds 35% of the Mana if Dusk kills any target (once per cast).
          • RMB
            DamageMercy
            20/25/30/35/4025/30/35/40/45
          Kwang

          Kwang

          JUNGLEOFFLANEBug fix
          Hero page
          Developer commentoriginal ENKwang was suffering from an issue that prevented him from picking up his Sword if he was afflicted with a Ground Effect. This has now been resolved.
            • Fixed an issue with Kwang where he could not pick up his Sword while Grounded.
            Legion

            Legion

            CARRY1 changes
            ±1Hero page
            Developer commentoriginal ENLegion is one of two Carries receiving a change to their Basic Attack Hitbox, with his projectile now becoming slightly larger. This will afford him a greater level of consistency in DPS that feels more intuitive to play, and brings greater parity between PC and Console Users, as both full and semi-automatic Basic Attacks have a far lower accuracy rate than the majority of single shot attacks when Aim Assist is not present for PC Players.
            • ±LMB
              Projectile Hitbox Radius increased by 10%.
            Morigesh

            Morigesh

            MIDLANE4 changes
            +3±1Hero page
            Developer commentoriginal ENMorigesh has fallen to the wayside over the last few updates since the heavier round of nerfs following her v1.12 improvements. Now that the balance ecosystem has stabilized further, we feel comfortable offering her a bump in strength to her early game pressure, better allowing her to keep up with the shove-heavy gameplay of Midlane especially and open up the meta-game further, while still being mindful of containing her Offlane strength at a reasonable level.
            • Health RegenGeneral
              1.31.5
            • Q
              CooldownHive
              14/13/12/11/1012/11.25/10.5/9.75/9
            • ±E
              CooldownMark
              8/7.25/6.5/5.75/58.5/7.5/6.5/5.5/4.5
            • R
              DamageCurse
              300/430/560320/450/580
            Murdock

            Murdock

            CARRY4 changes
            +4Hero page
            Developer commentoriginal ENWe are buffing Murdock's early game trading as well as his ability to secure kills with his Ultimate as he currently struggles to keep pace with the premier Carries in lane. These changes should improve his performance in the Duo Lane and better allow him to match the pressure of Heroes such as Revenant and Drongo and more smoothly curve into the mid-game. It should be noted that we are aware of Murdock’s presence as one of the Ranged Heroes that sees semi-frequent play in Offlane in lower ranks especially - if these changes result in a spike in Offlane success, we will adjust him accordingly in future updates.
            • P
              Total Physical Power ScalingShots Fired
              36%/44%/52%/60%40%/48%/56%/64%
            • RMB
              DamageBuckshot
              60/85/110/135/16060/90/120/150/180
            • R
              DamageLong Arm of the Law
              250/400/550280/430/580
            • R
              Bonus Physical Power ScalingLong Arm of the Law
              115%120%
            Muriel

            Muriel

            SUPPORT7 changes
            −7Hero page
            Developer commentoriginal ENMuriel has crept into a position of quiet dominance over recent patches, with her general output and enchanting capabilities making her a difficult wall of defense for opponents to cut through. Various reductions to her general durability and utility outputs are occurring to reduce her overall strength, better allowing opponents to burst her down should she misposition, or fight through the Shields in late-game teamfight scenarios.
            • Physical Armor GrowthGeneral
              5.55.1
            • Health RegenGeneral
              1.81.6
            • Mana GrowthGeneral
              5552
            • P
              Heal & Shield PowerSentinel
              12%-20.5% (+0.5 per Level)10%-16.8% (+0.4% per Level)
            • RMB
              Shield Magical Power ScalingAlacrity
              60%50%
            • R
              Damage ReductionReversal Of Fortunate
              35%30%
            • R
              Mana CostReversal Of Fortunate
              100100/125/150
            Phase

            Phase

            SUPPORT3 changes
            −3Hero page
            Developer commentoriginal ENPhase continues to see a high level of priority and success in competitive play especially. With PCC Fall around the corner, we want to better ensure that she can be punished when making suboptimal play. She is seeing a reduction to her baseline durability and sustaining capabilities, now better matching that of other Heroes in her class such as Zinx and Muriel. Likewise, her Level-6 Power Spike is being slightly reduced, making all-ins with her Ultimate less oppressive for opposing Duo Lanes to play into.
            • HealthGeneral
              670660
            • P
              HealingEssence Catalyst
              12-80 (+4 per Level)10-61 (+3 per Level)
            • R
              Attack SpeedHyperflux
              40%/60%/80%35%/55%/75%
            Serath

            Serath

            JUNGLEOFFLANE4 changes
            +1−3Hero page
            Developer commentoriginal ENSerath has seen a lot of success since the latest batch of Eternals, with Weald especially allowing her to succeed beyond expectation thanks to the compounding On-Hit synergies across her kit that pair well with the Major Blessing, making the missiles operate as an execution mechanic even in early-game scenarios. These changes will bring down the overall power of her on-hit synergies and give a little more time for Serath’s targets to find room to counter her.
            • Bonus Physical Power ScalingThe Nephilim
              70%75%
            • Magical damage On-Hit Total Physical Power ScalingThe Nephilim
              15%10%
            • R
              Burn Bonus Physical Power ScalingHeresy
              25%20%
            • R
              Burn DamageHeresy
              14/27/4014/26/38
            TwinBlast

            TwinBlast

            CARRY1 changes
            ±1Hero page
            Developer commentoriginal ENAlongside Legion, TwinBlast is the other Carry receiving improvements to his Basic Attack hitbox, offering him more consistency in DPS and improving the general gameplay experience he offers, as his Basic Attacks can feel overly inconsistent thanks to their staggered cadence and the difficulty that comes with tracking Heroes compared to single-shot Basics.
            • ±LMB
              Projectile Hitbox Radius increased by 10%.
            Wukong

            Wukong

            JUNGLE16 changes
            +8−6±2Hero page
            Developer commentoriginal ENFor this pass, Wukong is receiving a range of changes to reduce his efficacy in Offlane further due to the un-interactive gameplay he is capable of when played outside of the Jungle Role. This is being achieved by reducing the value he gains when maxing out his Alternate Ability - an adaptation that many high-level Wukongs have relied on to overcome his poor wave-clearing abilities. Likewise, his general Base Stats are taking a hit, making it more difficult for him to survive the early lane, while his Clones are seeing an increase to their kill Gold, punishing him further in the Offlane if he carelessly lets them die. In return, we are offering some small increases to his Jungle Clearing capabilities to help offset the loss of Jungle strength from these Offlane nerfs. Finally, his From Up High Augment is receiving a much needed boost to its damage output at greater heights to make it more compelling to use (Note: It works on a logarithmic scale after 1500u Height, which helps stop 1-shot shenanigans from occurring were it a linear increase, but the current scale was too rigid, leading to an underwhelming damage output at larger heights).
            • ±
              Logarithmic Damage Formula adjusted to grant more bonus damage at various Heights:
            • ±
              1500u Height Damage = 1.6x
            • 2000u Height DamageFrom Up High
              1.7x1.76x
            • 3000u Height DamageFrom Up High
              1.74x1.85x
            • 6000u Height DamageFrom Up High
              1.81x2x
            • 9000u Height DamageFrom Up High
              1.875x2.1x
            • HealthGeneral
              680665
            • Physical ArmorGeneral
              3028
            • Magical ArmorGeneral
              3331
            • Attack SpeedGeneral
              110115
            • LMB
              CleaveRuyi Jingu Bang
              15%20%
            • E
              Minion Damage ModifierHigh Impact
              -60%-70%
            Yin

            Yin

            JUNGLEBug fix
            Hero page
            Developer commentoriginal ENYin’s Lash Kick was not being interrupted correctly if she was hit by a Grounding Effect. This has now been resolved.
              • Is now correctly interrupted if Yin is hit by a Ground Effect.
              Yurei

              Yurei

              JUNGLEBug fix
              Hero page
              Developer commentoriginal ENYurei’s Ultimate was not being interrupted correctly if she was hit by a Grounding Effect. This has now been resolved.
                • Is now correctly interrupted if Yurei is hit by a Ground Effect.
                Zinx

                Zinx

                SUPPORT7 changes
                +4−3Hero page
                Developer commentoriginal ENOnce again we are reducing the strength of On-Hit Zinx, further helping to reduce her presence in Offlane especially thanks to the reduction in Attack Speed Scaling and On-Hit Damage being levied, as well as a reduction in Typhoon’s strength. On the flip side, Zinx’s primary role of Support cannot be forgotten, and she is receiving improvements to her Utility output to help her further contend with the top Supports.
                • Ricochet Cooldown Reduction on Hero HitDisc Of Demise
                  10%12%
                • Ricochet Cooldown Reduction on Non-Hero HitDisc Of Demise
                  5%6%
                • Additional DoT DamageTerminal Treatment
                  35%25%
                • Attack SpeedGeneral
                  110%115%
                • BATGeneral
                  1.41.5
                • RMB
                  Missing Health Healing ModifierInfuse
                  40%50%
                • CooldownNeural Regenesis
                  160/140/120150/135/120
                Balance changes

                Items

                4

                Typhoon

                LegendaryCrests2 changes
                −2
                • Cyclone Attack Speed Magical Power Scaling
                  3.5%3%
                • Mirage Dash Cooldown
                  35s45s

                Terminus

                EpicCarryBug fix
                Developer commentoriginal ENTerminus’ Shield Effect suffered from an issue that could result in it being removed prematurely, and result in future Shields being smaller than intended. This has now been resolved.
                  • Fixed an issue where Teminus’ Shield could be fully removed after taking damage, and future Shields would become capped at a lower value.

                  Hexbound Bracers

                  EpicSupport1 changes
                  −1
                  Developer commentoriginal ENHexbound Bracers has seen an increase of popularity as part of various Enchanter builds, with Heroes such as Maco and Muriel picking it up to provide a sharp bump in durability that comes with a minimal loss to Healing & Shielding output. To ensure that the item has adequate Utility downside for Enchanters compared to other Support options given the durability it provides, a reduction to its Heal & Shield Power is needed.
                  • Heal & Shield Power
                    10%8%

                  Transference

                  EpicTank3 changes
                  +1−2
                  Developer commentoriginal ENSimilar to Hexbound, Transference is occasionally being poached by Enchanters such as Muriel and Maco, allowing them to become overly durable while continuing to pump out strong Heals and Shields. To ensure there is a greater tradeoff for Enchanters that greed for the Item, Transference is receiving a stat shift, now costing more and offering less Heal & Shield Power, but gaining some Magical Armor in return to ensure the frontliners that rely on it can continue to thrive.
                  • Cost
                    29003000
                  • Magical Armor
                    3540
                  • Heal & Shield Power
                    10%8%
                  Balance changes

                  Eternals

                  7

                  Major Blessing

                  Bug fix

                  Major Blessing

                    • Missiles now correctly fire when damaging a Hero with Proc-type damage.

                    Thraex

                    1 changes
                    ±1Eternals in the knowledge base

                    Rallying Roar

                    Developer commentoriginal ENWith Valmont’s addition, a cooldown is being placed on Rallying Roar to prevent it from being overly spammable, bringing it in line with other “On Ultimate Use” effects that already possess a Cooldown.
                    • ±
                      Now has a 20s Cooldown.

                    Knell

                    1 changes
                    ±1Eternals in the knowledge base

                    Peal

                    Developer commentoriginal ENWe’re also adding a Cooldown to Peal to account for high-uptime Ultimates now that Valmont has been added to the roster.
                    • ±
                      Now has a 20s Cooldown

                    Vesh

                    1 changes
                    −1Eternals in the knowledge base

                    Lich

                    Developer commentoriginal ENAs mentioned in our previous Balance Pass, we’re once again trimming back Lich to ensure that laning interactions do not become too stagnant, too early into a match thanks to the amount of sustain it offers.
                    • Magical Lifesteal
                      5%/8%/12%/16%4%/7%/10%/14%

                    Aion

                    Bug fix
                    Eternals in the knowledge base

                    Sacrifice

                    Developer commentoriginal ENSince Sacrifice’s soft rework in a previous update, it has been suffering from a bug that would grant over 100x more Mana Regen than intended in ARAM and Brawl. This has now been resolved.
                      • Fixed an issue where Sacrifice would offer excessive Mana Regen in ARAM & Brawl.

                      Satariel

                      3 changes
                      −3Eternals in the knowledge base

                      Major Blessing

                      Developer commentoriginal ENOnce again we are bumping down the amount of raw stats Satariel’s Major Blessing offers to ensure that there is an appropriate level of risk to death and losing stacks.
                      • Bonus Stats
                        5%4%

                      Demonic Bargain

                      Developer commentoriginal ENGiven the strength of gaining 350g from Level 1, the amount of additional gold Demonic Bargain offers throughout a match allows Satariel Users to play from what would normally be a deficit, but continue to be ahead in gold. To help with this, we’re reducing the number of payouts it offers to normalize the power curve throughout a match and ensure that Satariel Users can be kept behind if they struggle to accrue a lead.
                      • Gold
                        350 at Levels 1/7/13Levels 1/10

                      Hellfire Strikes

                      Developer commentoriginal ENWith Demonic Bargain also seeing a reduction in strength, Hellfire Strikes also needs a small bump down in damage to ensure parity is retained across the Minor Blessings.
                      • True Damage
                        1.5 (+1.5 per Level)1.5 (+1.25 per Level)
                      Balance changes

                      Game modes

                      19

                      Win condition

                      Crucible Mechanics Breakdown1 changes
                      • ±
                        The Game ends when either team's Core is destroyed.

                      Removed Buffs

                      Crucible Mechanics Breakdown4 changes
                      • ±
                        Gold Buff has been removed from this mode.
                      • ±
                        Cyan Buff has been removed from this mode.
                      • ±
                        Orb Prime has been removed but its Buff Effect has been added to Shaper when it is killed.
                      • ±
                        Fangtooth has been replaced with a pack of 3 Raptor Fangteeth.

                      Fangtooth

                      Crucible Mechanics Breakdown6 changes
                      • ±
                        Has been replaced with 3 Raptor Fangteeth.
                      • ±
                        A pack of 3 Raptors spawn every 3 minutes.
                      • ±
                        Each Raptor slain will grant that team a stack of Trouble. Each stack of Trouble grants a permanent +2% stat increase for all stats, for all Allies on the killing team (No stack limit).
                      • ±
                        Health: 3000 (+1500 per level).
                      • ±
                        Physical Armor 30 (+8 per level).
                      • ±
                        Magical Armor 25 (+1 per level).

                      Shaper

                      Crucible Mechanics Breakdown5 changes
                      • ±
                        In addition to him spawning a seedling down the lane of the enemy team when killed, the Shaper also granted the but shaper now grants Orb Prime Buff.
                      • ±
                        Spawn Time: 10:00.
                      • ±
                        Health: 4800 (+1000 per level).
                      • ±
                        Physical Armor: 90.
                      • ±
                        Magical Armor: 75.

                      Red Stats

                      Jungle Monsters/Buffs5 changes
                      • ±
                        Health: 2550 (+110 per level).
                      • ±
                        Physical Armor: 8.
                      • ±
                        Magical Armor: -15 (-1 per level).
                      • ±
                        Buff Dropping from game start.
                      • ±
                        Only 1 Red Buff in the center of the map.

                      Blue Stats

                      Jungle Monsters/Buffs5 changes
                      • ±
                        Health: 950 (+200 per level).
                      • ±
                        Physical Armor: 8.
                      • ±
                        Magical Armor -15 (-1 per level).
                      • ±
                        Buff Dropping from game start.
                      • ±
                        2 Blue Buffs, one in each jungle.

                      5 Camp Stats

                      Jungle Monsters/Buffs3 changes
                      Developer commentoriginal ENMedium:
                      • ±
                        Health 600 +50 per level
                      • ±
                        Armor 5
                      • ±
                        Magical Armor 20

                      Geysers

                      Additional Crucible Mechanics1 changes
                      • ±
                        Full air control geysers have been added to the map to allow very quick and explosive controlled rotations/playmaking

                      Gold Plants

                      Additional Crucible Mechanics2 changes
                      • ±
                        Spawn at 40s.
                      • ±
                        Respawn every 80s.

                      Speed Plants

                      Additional Crucible Mechanics2 changes
                      • ±
                        Spawn at 5s.
                      • ±
                        Respawn every 80s.

                      Bounce Pads

                      Additional Crucible Mechanics1 changes
                      • ±
                        Various Bounce Pads are present Spawn in the center of the map to allow fast vertical rotations towards the Shaper Pit. Walk over them to bounce upwards.

                      Health Packs

                      Additional Crucible Mechanics1 changes
                      • ±
                        Health packs are present on the map. Walk over them to trigger a short channel, after which all Heroes that remain in the Zone are healed.

                      Stealth Bushes

                      Additional Crucible Mechanics1 changes
                      • ±
                        Various Bushes are present on the map. Enter them to become stealthed and hidden from Enemies, unless they are also in the Bush, or they have a Ward inside of it.

                      Player

                      Additional Crucible Mechanics6 changes
                      • ±
                        Starting Level: 1
                      • ±
                        Starting Gold: 350
                      • ±
                        +3 Mana Regen per second
                      • ±
                        Gold per Second: 9.5/9.5/9.5/9.5/9.5/11/11/11/12/12/13/13/13/13/13/15/15/15/15/15 (Scale every 60s)
                      • ±
                        Blink 150s cooldown
                      • ±
                        Jungle XP share 100%

                      Gameplay Balance

                      4 changes
                      Developer commentoriginal ENWe have carried out various bugfixes within the Draft that could cause friction with the Player's intended choice, be that their Hero, or equipping the wrong Eternal for the User. We will continue monitoring the Draft for any additional issues that persist. Previously, when a Tower Plating was destroyed, the temporary armors they gain could stack upon one another, meaning a Tower that is being attacked by multiple Heroes in the later stages of a match would become excessively durable if multiple Plates were secured in succession. This leads to cases where the aggressing team is punished for having sieged Tier 2 Towers especially as the push would become excessively stalled. The temporary armors no longer stack, meaning pushing teams in the later stage of a match will find themselves able to advance the map at a slightly faster pace. Alongside the changes to prevent the temporary armors from Tower Fortification stacking, the amount of Armors that Tier 2 Towers receive once a Plate is destroyed and Fortification is active is being cut down when there are 3+ Heroes in its radius as it was previously using the Tier 1 Tower values that are deliberately high to reduce the power of early-game deathballing. This is being done to allow mid-lategame sieges to be reasonably efficient once grouping becomes more common, as the Tier 2 Towers have been stalling the progression of the map in specific scenarios since they received their own set of Platings.
                      • ±
                        Temporary Armor Buffs no longer stack and are removed and reapplied each time a new plate is destroyed, if the previous Fortification Buff was still active.
                      • Tower Fortification Bonus Armors with 3 nearby HeroesInner Tower
                        220200
                      • Tower Fortification Bonus Armors with 4 nearby HeroesInner Tower
                        300260
                      • Tower Fortification Bonus Armors with 5 nearby HeroesInner Tower
                        400330

                      Hotfix v1.17.1

                      Bug fix
                      Developer commentoriginal EN24th September 2026 Hey Champions, It’s that time again, a new update is on the horizon! Update 1.17: Bloodtide launches on Tuesday, 22nd September. We’ve got a bloodthirsty new Hero, one of the most highly requested game modes, and much more! Let’s take a look…
                        • Fixed Valmont Emote having no VO
                        • Fixed an issue with Valmont's Sanguine Banquet regenerating mana incorrectly
                        • Fixed an issue with Valmont's Passive Description
                        • Fixed an issue with the Crown Placement on Valmont's Unleashed skin
                        • Fixed an issue with Victorious banner having incorrect drop shadow
                        • Fixed an issue with Crucible wins not being tracked on Quests
                        • Fixed an issue with Gideon's Black Hole pulling enemies if interrupted on cast
                        • Fixed an issue with Gideon's Mana bar reflecting incorrect values on remote perspective
                        • Fixed various issues with Localisation

                        New Hero: Baron Valmont

                        0 changes
                        Developer commentoriginal ENIn a world torn by an endless war between the forces of the light and the shadow realm, Baron Valmont once served the light with honor as a high-ranking battle-mage. But when the Order's leadership fell to the corruption of its own power and turned toward tyranny, Valmont took up arms to lead a noble rebellion against them. The order retaliated with brutal cruelty. Consumed by grief, his desperate cries for vengeance echoed into the dark, reaching deep into the shadow realm. There, the blood goddess Lilith answered, offering him the powers of the night in exchange for an endless river of blood. Now bound to the ancient blade containing Lilith’s soul, Valmont has traded his humanity for unholy retribution. Wielding tragic fury and dark blood magic, Valmont enters the battlefield to bleed the corrupt dry and exact his brutal vengeance upon all who stand in his way. Effect: Your sword, Lilith, will attack the last nearby Enemy Target that is damaged by your Basic Attack, or Bloodbound, for 4s. Lilith deals 15 (+15% Magical Power) Magical Damage with each strike (increasing with Bloodbound’s Level). Lilith’s Attack Speed is equal to Valmont’s, and she attacks faster with additional Attack Speed. She returns to Valmont if she is not attacking a Target. She will teleport back to Valmont if he travels too far away from her. Additionally, Valmont restores 3-41 (based on Hero Level) Mana whenever an Enemy Unit dies within 1500u of Lilith. Hero deaths restore an additional 35% Maximum Mana. Type: Ranged Range: 1500u Effect: Ranged Basic Attack dealing 49 (+60% Bonus Physical Power) Physical Damage. CD: 8/7.5/7/6.5/6s Cost: 60/65/70/75/80 Mana Effect: Valmont manifests 5 blood-forged blades over his head. Over the next 0.75s, these blades sequentially launch forward 1600u toward his reticle, each detonating upon impact to deal 20/29/38/47/56 (+15% Magical Power) Magical Damage in a 300u radius. CD: 12/11/10/9/8s Cost: 40/50/60/70/80 Mana Passive Effect: Lilith’s Damage is increased by 0/8/16/24/32. Active Effect: Launch Lilith to a targeted location up to 1800u away, dealing 70/90/110/130/150 (+60% Magical Power) Magical Damage in a 325u radius and Slowing targets hit by 30% for 1.5s. Lilith will then target the closest Enemy and attack them for a short duration. CD: 16/15/14/13/12s Cost: 80/90/100/110/120 Mana Effect: Fire a Blood Tether 1600u that stops on the first target hit. The Tether deals 80/120/160/200/240 (+60% Magical Power) Magical Damage to the Target over 3s. While tethered, Valmont steals 20/25/30/35/40% Attack Speed from the target, and the Target is both Slowed by 25% and are Grounded. While the Tether is attached, if the Target moves 1800u away from Valmont, breaks Line of Sight from him, or if Valmont is hit by an Immobilizing Effect, the Tether breaks. CD: 25/15/5s Cost: 15 Mana per Second (+5 Mana for each second Exsanguinate remains active). Effect: Valmont spreads his wings and transforms into an enhanced form. While in this form, Valmont automatically fires out up to 3 swarms of bats each second to nearby Enemy Units within a 1200u radius, dealing 40/70/100 (+22% Magical Power) Magical Damage. After striking, the bats return to Valmont, Healing him for 25/45/65 (+20% Magical Power) Health. Exsanguinate’s Healing has 10% effectiveness against Non-Heroes. Relevant Ability: Arterial Grip [Alternate] Type: Area of Effect Effect: Arterial Grip’s Blood Tether no longer Grounds targets, but automatically branches to nearby Enemy Targets within 800u of the Primary Target, dealing 80% the damage and applying 100% of the Slow. Relevant Ability: Rupture [Primary] Type: Finisher Effect: Blades deal 20% less damage, but their damage increases by up to 100% based on the Target's Missing Health. Relevant Ability: Hemophagia [Passive]: Type: Scaling Effect: Gain 2% (+0.5% Bonus Mana) Omnivamp. Additionally, Minion Deaths near the Lilith permanently increase Valmont's Maximum Mana by 2, increasing to 30 for Hero Deaths.

                          PCC Fall

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                          Developer commentoriginal ENPCC Fall kicks off the 26th of September and is the last chance to secure pinnacle points for your team ahead of the Winter Invitational. Sign ups close Friday the 18th, head over to the PCC discord before it’s too late. https://t.co/vrJ1RDVtDv PCC Fall will run over 2 weekends with $8000 up for grabs split across the NA and EU regions. Teams will also receive Pinnacle Points which will be needed to get an invitation to the Winter Invitational. There will be very few open slots for Winter so if you want to compete, Fall is the best way to get qualified! Event Schedule: The main broadcast will be on the Predecessor Twitch Channel and will be co-streamed by members from the content creator guild. 5 new skins join the Victorious line up These skins will be available in the Store and new Victorious Fall bundle and all existing Victorious content will be returning to the store. Victorious Twitch drops will be running during the event where you will be able to grab the following Overhead Emotes.

                            Store News

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                            Developer commentoriginal ENFive exclusive skin variants, no duplicates and equal drop chance.
                              Balance changes

                              Bug fixes

                              52
                              • Fixed an issue where Tower Hitboxes could result in no-reg hits for various Melee Heroes’ Basic Attacks.
                              • Fixed an issue where Ikra’s Anomaly Passive was not counted as DoT Damage, and could interrupt Recalls.
                              • Fixed an issue where Steel’s Heavy Metal Augment allowed his Basic Attacks to destroy Spell Shield Effects.
                              • Fixed an issue with Morigesh’s Spiritcaller Skin that would cause her headdress and loincloth to be invisible when viewed from behind.
                              • Fixed an issue with Hero AI where they could spam debug location errors into the in-game chat if they become stuck.
                              • Fixed the stat-tracking of various items to function correctly (Noxia, Caustica, Overseer, Spellblade Items, Mutilator, Frosted Lure, Manta Scythe, Nightfall).
                              • Fixed an issue where Disabled Eternal Blessings could still be selected via a Loadout.
                              • Fixed various texture issues with Terra’s Guardian Skin.
                              • Fixed an issue where Serath’s Heaven’s Fury could prevent her from taking damage when in the Enemy Team’s Fountain.
                              • Fixed an issue where Epoch’s Stasis Effect would prevent the User from taking damage from the Enemy Team’s Fountain until they leave.
                              • Fixed an issue where Greystone could be killed by the Enemy Team’s Fountain when using his Ultimate.
                              • Fixed an issue where Akeron would take double damage from the Enemy Team’s Fountain.
                              Patch content and artwork belong to Omeda Studios. Developer comments are shown in the original (EN).