From the Designers
In this patch, we've boosted most traditional Roaming heroes (including Tanks and backline Supports) to help them perform better in the new season.
We've also adjusted the early-game pacing in the jungle. Junglers on the leading team now have more flexible farming routes, while Junglers who are behind have more room to maneuver when their jungle is invaded.
1. New Hero
New Hero: Fallen Scarlet - Hirara
Soul ablaze with crimson maples, she drifts toward the dark waters of the Meisen.
A geisha ninja from the Scarlet Shadow, she defies all odds to return, wielding the legendary Twin Fans: Ukifune. She dances across the battlefield with grace, reaping with her elegant yet lethal twin fan combos. Every strike is a tribute—the ultimate protection for the master she serves, Hanabi.
Hero Feature: A geisha Assassin wielding Twin Fans: Ukifune, capable of combining them to unleash different combos.
[Passive - Twin Fans: Ukifune]
[Twin Fans: Ukifune] consists of two weapons: [Meisen-e] and [Kaerazu]. Skill 1 and 2 represent the abilities of these two weapons respectively. The skills can be cast individually or combined by dragging.
Hirara has 2 stacks of [Crimson / Death] Energy. Casting a combo skill costs 1 stack of Energy.
[Skill 1 - Meisen-e]
Hirara wields Meisen-e and treads upon the meisen to dash twice in the joystick direction.
[Skill 2 - Kaerazu]
Hirara wields Kaerazu, scattering maple leaves that deal damage to enemies in a fan-shaped area. After a short delay, the leaves ignite, dealing higher damage.
[1st + 2nd Combo Skill - Infernal Torrent]
Hirara combines the power of Meisen-e and Kaerazu to summon crimson flames. She dashes in the joystick direction and deals AOE Damage in a circular area, immobilizing enemies hit.
[2nd + 1st Combo Skill - Falling Maple]
Hirara combines the power of Kaerazu and Meisen-e to plunge into the meisen, becoming untargetable and immobile. When the effect ends, she dashes once in the joystick direction.
2. Hero Adjustments
Heroes with major changes in this patch: [Argus] (↑), [Saber] (↑), [Ruby] (↑), [Hanzo] (↑), [Yin] (↑), and [Marcel] (~).
The following uses (↑) (↓) (~) to indicate Buff, Nerf, and Adjustment.
[Saber] (↑)
Saber relied too much on a single burst of damage and lacked sustained damage capabilities. Therefore, we've made adjustments to provide sustained damage options before and after casting his Ultimate.
We have also adjusted Saber's base attributes and damage bonuses to allow him to build Fighter equipment.
[Attributes] (↑)
Base HP: 2440 >> 2500
HP Growth: 180 >> 195
Physical Defense Growth: 4.1 >> 4.5
[Skill 1] (~)
Orbiting Sword Damage: 75-105 (+ 30% Extra Physical Attack) >> 75-125 (+ 25% Extra Physical Attack)
Extra Damage: 210-260 (+ 60% Extra Physical Attack) >> 200-300 (+ 50% Extra Physical Attack)
Mana Cost: 80-105 >> 60-85
Orbiting sword attack reduces Skill 2 cooldown by 1s >> Reduces Skill 1 cooldown by 0.5s and Skill 2 cooldown by 1s
Cooldown: 9s >> 10s
Duration: 5s >> 4s
[Skill 2] (~)
Mana Cost: 70-45 >> 40-60
[Ultimate] (↑)
First Two Strikes: 120-180 (+ 100% Extra Physical Attack) >> 120-220 (+ 80% Extra Physical Attack)
The Third Strike: 240-360 (+ 200% Extra Physical Attack) >> 240-440 (+ 160% Extra Physical Attack)
[Ruby] (↑)
As a Fighter, Ruby's damage threat to enemies is too low. We want to increase her damage capability while reducing her Lifesteal to balance it. However, her Lifesteal capability when at low HP will remain intact to preserve her core identity.
[Passive] (~)
Ruby no longer starts with the Spell Vamp.
Spell Vamp Ratio: 125% >> 75%. Increases Lifesteal ratio by 1% for every 1% HP lost, up to 150%.
[Skill 1] (↑)
Scythe Damage: 90 (+ 70%-130% Total Physical Attack) >> 280-480 (+ 110% Total Physical Attack)
Shockwave Damage: 90 (+ 70%-130% Total Physical Attack) >> 140-240 (+ 55% Total Physical Attack)
Optimized the skill indicator to show the two damage areas more clearly.
[Ultimate] (↑)
Base Damage: 200-480 >> 600-1200
Cooldown: 26-20s >> 40-30s
[Argus] (↑)
We've adjusted Argus' attributes from being Assassin-leaning to more of a Fighter, and enhanced his combat capability in the early-to-mid game for smoother power scaling. We've also given his Ultimate a guaranteed effect.
[Attributes] (↑)
Base Attack: 111 >> 120
Base HP: 2450 >> 2600
Attack Growth: 6 >> 8
Attack Speed Growth: 1% >> 1.5%
Extra Attack Speed Bonus: 100% >> 80%
Base Movement Speed: 260 >> 240
[Passive] (~)
New Effect: Demonic Slash has a longer attack range than normal Basic Attacks and allows Argus to dash a short distance.
Attribute Adjustment: Malice Energy's cap is adjusted to 200.
Demonic Slash Damage: 180 (+ 80% Total Physical Attack) >> 80 (+ 50% Total Physical Attack)
Demonic Slash Regen: 150 (+ 10% Total Physical Attack) >> 100 (+ 10% Total Physical Attack)
Demonic Slash ignores: 40% of the target's Physical Defense >> 30% of the target's Physical Defense
Energy Regen per Basic Attack: 10 >> 25
Extra Energy Regen on Crit: 10 >> 25
[Skill 1] (↑)
Cooldown: 12s >> 12-10s
New Effect: Slows enemies hit by 40% for 2s.
[Skill 2] (↓)
Cooldown: 10-8s >> 8-6s
Removed Effect: No longer leaves a Cursed Trail.
Base Damage: 120-240 >> 60-180
New Effect: If hitting an enemy hero, he gains 30-55% Attack Speed (scales with skill level) for the next 3s, during which he immediately restores 50 Malice Energy after casting Demonic Slash.
New Effect: The damage of this attack can Crit.
[Ultimate] (~)
Cooldown: 60s-50s >> 42s-35s
Removed Effect: Hitting an enemy hero enhances Warmonger.
New Effect: The skill will be cast automatically if Argus takes fatal damage when the skill is not on cooldown, granting 3s of Death Immunity.
Cooldown: 60s-50s >> 42s-35s
[Marcel] (~)
We aim to reduce the negative experience of facing Marcel's excessive crowd control, while giving him more chances to showcase his individual skills or coordinate with more heroes.
[Attributes] (↑)
Base Physical Defense: 25 >> 30
Base Magic Defense: 15 >> 20
Base HP: 2740 >> 2950
Physical Defense Growth: 2 >> 1.5
Magic Defense Growth: 1 >> 0.5
HP Growth: 200 >> 160
Base HP Regen: 12.4 per second >> 22.4 per second
[Passive] (~)
Removed Effect: Basic Attack cannot Crit.
Removed Effect: Cannot benefit from extra Attack Speed >> Can partially benefit from extra Attack Speed.
Removed Effect: Basic Attacks reduce Platinum Snap's cooldown by 1s per target.
[Skill 1] (↓)
Removed the immobilize effect.
Slow Effect: 20% >> 60%
Base Damage: 370-520 >> 350-700
Damage Bonus: (50% Total Physical Attack) (+ 100% Total Magic Defense) (+ 100% Total Physical Defense) >> (50% Total Physical Attack) (+ 120% Total Magic Defense) (+ 120% Total Physical Defense)
[Ultimate] (~)
New Effect: Heroes affected by the Ultimate can be targeted.
New Effect: Damage of the frozen projectiles is reduced by 50% after a delay.
Area Duration: 3s >> 2s
[Hanzo] (↑)
As a single-target burst jungling Assassin, we've enhanced his early-to-mid game damage and improved his ability to contest the Turtle and Lord, while slightly weakening other aspects to keep him balanced.
[Attributes] (↓)
Base HP: 2594 >> 2440
Attack Speed Growth: 2% >> 1%
[Skill 1 (Hanekage)] (~)
New Effect: This skill can be used on the Turtle or Lord.
Removed damage to units around the locked target.
[Skill 2 (Hanekage)] (↑)
Initial Base Damage When Knocking Enemies Airborne: 135-210 >> 405-630
Can now choose the landing area within a certain range.
[Ultimate] (↑)
Cooldown: 24-16s >> 18-12s
New Effect: If Hanekage is killed, the Ultimate's cooldown is doubled.
[Yin] (↑)
We're optimizing Yin's Ultimate experience by enhancing interaction within his domain and shifting Lieh's combat style to feel more like a fighter.
[Skill 1 (Lieh Form)] (↑)
Removed Effect: The first half of the attacks will automatically lock onto nearby enemies.
Cooldown: 20-14s >> 1.5s. The cooldown now starts after the skill ends.
Damage: 130-180 (+ 110% Extra Physical Attack) >> 120-170 (+ 100% Extra Physical Attack)
[Ultimate] (↑)
Control effects (except Suppress) no longer interrupt the casting of his Ultimate, but Lieh will remain controlled after entering the domain.
[Aulus] (↑)
Adjusted Aulus's damage composition, making him more threatening to low-HP targets while improving his pursuit capabilities.
[Passive] (↑)
Enhanced Basic Attack Bonus Damage: (4 + (0.4 * hero Level))% target's Max HP >> 160 + 20 * hero Level
[Skill 2] (↑)
Dash Distance: 2.8 >> 3.2
[Balmond] (↑)
Moved Skill 1's physical defense reduction effect to Skill 2 to make it easier to trigger.
[Passive] (~)
HP Regen Upon a Kill: 20% Max HP >> HP Regen Upon a Kill or Assist: 10% Max HP
[Skill 1] (↓)
Removed Effect: Reduces the target's Physical Defense.
[Skill 2] (↑)
New Effect: Each hit reduces the target's Physical Defense by 5% (up to 8 stacks).
Removed Effect: Hitting the same target increases subsequent damage from this skill.
Movement Speed Boost: 15% that decays over time >> 15% that no longer decays
Damage: 25-50 (+2% Extra HP) (+25% Total Physical Attack) (Physical Bonus can Crit)
>> 30-55 (+1.3% Total HP) (+25% Total Physical Attack) (cannot Crit)
[Ling] (↑)
Slightly improved the hero's early-to-mid game jungling clear speed and damage.
[Attribute] (↑)
Basic Attack Speed: 1.02 >> 1.15
[Skill 2] (↑)
Cooldown: 2.5s at all levels >> 2.5-2s
[Ultimate] (↑)
Briefly reveals the position of enemy heroes hit.
[Rafaela] (↑)
Reduced the cooldown of the respawn skill in the early game, boosted early-game damage, and optimized skill mana costs.
[Passive] (↑)
Base Cooldown: 40s >> 10s