Chastise Pauldron |highlight3=Hero Adjustments |highlight4=Battlefield Adjustments |highlight5=System Adjustments |previous=2.1.18b |next= |footnotes= }} ''From The Designers, '' We will continue optimizing the experience for roaming tank heroes. In previous patches, we increased the Gold income for roaming heroes. In upcoming patches, we will enhance certain tank heroes' Gold efficiency and optimize their equipment. ==I.Revamped Hero== ### Freya **⟳ Revamp** Hero Feature: A female warrior who infuses weapons with the Power of Einherjar for sustained combat.. Passive - Freya can store up to 6 Sacred Orbs. Each Basic Attack grants 1 Sacred Orb, and they gradually recover when out of combat. Consuming 1 Sacred Orb grants Freya 100% Attack Speed Bonus for her next Basic Attack. Skill 1 - Valkyrie Shieldbind Freya leaps to the target area and strikes the ground with her shield, gaining a shield and dealing Physical Damage to enemies within and knocking them airborne. Skill 2 - Valkyrie Slash Freya charges forward and slashes, dealing Physical Damage. This skill has no base cooldown but consumes 2 Sacred Orbs per cast. Ultimate - Valkyrie Descent Freya selects a target area and dives down, dealing Physical Damage and slowing enemies along the path and at the landing point. Upon landing, Freya enters the Valkyrie state, during which her Basic Attacks deal increased damage, recover HP, and deal splash damage. }} ==II.Hero Adjustments== ### Hilda **↑ Buff** Hilda's late-game minion clearing efficiency and durability are low, and she relies on Bushes to trigger her passive effect, leaving her with average performance in the Exp Lane. So this time we redesigned Hilda's passive skill, changing the enhanced Basic Attack originally obtained from Skill 1 to entering a Bush, improving her Exp Lane presence and minion clearing efficiency. Meanwhile, Skill 1 has been redesigned to grant a shield and speed boost, reducing her dependence on bushes. We've also optimized the control experience of Basic Attacks after Skill 2, improving passive stacking efficiency and combo smoothness. To balance this, we've reduced how much the Passive Wilderness Mark reduces Physical & Magic Defense. Passive - ⟳ Revamp When entering a Bush, Hilda enhances her next Basic Attack to deal 140 (+ 70% Total Physical Attack) (+ 9*hero level) Physical Damage and slow the target by 40% for 3s. Enemies behind the target take 70 (+50% Total Physical Attack) (+ 7*hero level) Physical Damage. After using this enhanced Basic Attack, it enters a 6s cooldown. Pursuit Speed of Enhanced Basic Attack: 10 >> 13 Each stack reduces the target's Physical Defense and Magic Defense by: 4% >> 3% Skill 1 - Combat Ritual ⟳ Revamp Hilda activates the runic power of her giant axe, increasing her Movement Speed by 60% and gaining a shield equal to 10-20% of her Max HP for 3s. Skill 2 - Art of Hunting ↑ Buff Reduced the foreswing of Skill 2's third attack by 33%. Ultimate - Power of Wildness ↑ Buff Optimized the Ultimate's pursuit range and increased its hit rate after locking on. }} ### Xavier **↑ Buff** Xavier relies on continuously hitting enemies with Skills 1 and 2 to enhance and enter the Transcendence state for stronger damage output. This doesn't align with our design expectations. Therefore, we've increased the width of all skills, changed Stage I to a permanent passive, and removed the original Stage II effect, allowing Xavier to enter the Transcendence state more quickly. To balance this change, we've reduced the duration of Skill 2's immobilization. Passive - ~ Adjust When Xavier hits an enemy hero with his skills, he gains 50% Movement Speed that decays over 1.2s. Each enemy hero hit by Xavier's skills generates one Energy charge. Upon reaching three charges, his next skill cast will enter the Transcendence state Pursuit Speed of Enhanced Basic Attack: 10 >> 13 Each stack reduces the target's Physical Defense and Magic Defense by: 4% >> 3% Skill 1 - Infinite Extension ↑ Buff Skill Width in Normal State: 0.6 >> 0.9 Skill 2 - Mystic Field ~ Adjust Immobilizing Time: 1.2s >> 0.8s Skill Width in Normal State: 3.5 >> 4.3 Skill Width in Transcendence State: 5.0 >> 4.3 Ultimate - Dawning Light ~ Adjust Skill Width in Normal State: 2.2 >> 3.0 Skill Width in Transcendence State: 3.8 >> 3.0}} ### Minotaur **↑ Buff** As a tank-roaming hero, Minotaur's ability to provide healing and buffs to his team far exceeds his own survivability as a tank. We want his combat ability to better match his character. We've revamped the original Enraged Regen effect that enhanced Skill 2 as Minotaur's new passive to improve his durability in combat. We've also added Slow Effects to the first 2 hits of his Ultimate to improve the hit rate of the final hit's Airborne effect. For balance, we have reduced Minotaur's ability to provide healing and buffs to allies, though he remains a unique tank with the ability to heal teammates. Passive - ⟳ Revamp Minotaur motivates for 3s after using the skill. When Enraged, the Regen effect is doubled. [Motivation]: Recover HP equal to 5% of damage taken from enemy heroes (+1%*hero level). Skill 2 - Motivation Roar ⟳ Revamp Healing Range: Minotaur recovers himself and all surrounding allies >> Minotaur recovers himself and the ally with the lowest HP nerby. Additional Lost HP Recovery: 5% >> 8% Enraged: Remove previous Enraged effects. Now Minotaur recovers himself and all surrounding allies Ultimate - Minoan Fury ~ Adjust Slow Effect: 40% >> 60% Airborne Duration: 1s >> 0.8s }} ### Atlas **↑ Buff** Atlas's Skill 2 and Ultimate lack clear range indicators in actual combat to determine whether they can hit enemies. So we've adjusted the ranges of his passive Frigid Breath, Skill 2's stun, and the Ultimate's first-stage slow effect to be completely consistent. Players can now use the visual effect circle of Frigid Breath as a range indicator for other skills, improving overall skill hit rate. Additionally, the Physical & Magic Defense boost from Atlas's Passive cannot scale with his economic growth, so we've adjusted its numerical structure to scale based on his Extra HP. To balance this change, we've slightly reduced the stun duration after Atlas returns to Mecha in Skill 2. Passive - ↑ Buff Frigid Breath Range: 2 >> 3 Physical & Magical Defense Boost: 16-30 >> 20+0.5% Extra HP Skill 2 - Perfect Match ~ Adjust Damage and Stun Range after Atlas Returns to Mecha: 2.5 >> 3 Stun Duration after Atlas Returns to Mecha: 1s >> 0.8s Ultimate - Fatal Links ↓ Nerf Slow Range of the First Stage: 3.5 >> 3 }} ### Benedetta **↑ Buff** When Benedetta's skills hit consecutively, her Sword Intent accumulates quickly to full. However, holding the Basic Attack button to enter the Swordout state may affect the control experience of skill-combo transitions into Swordout Slash. Therefore, we've shortened the detection time for entering the Swordout state when holding the Basic Attack button, allowing Benedetta to enter the state more quickly and improving control fluidity and responsiveness. Additionally, after dealing damage 3 times with Basic Attacks or skills, Benedetta' Sword Intent gauge falls slightly short of being full, affecting the controls of her Swordout Slash combos. Therefore, we've increased the amout of Sword Intent gained from dealing damage. It now only takes 3 hits from Basic Attacks or skills to fully charge her Sword Intent. We've also fixed an issue where Benedetta would continue charging Swordout Slash after being interrupted by control effects, which could cause her to cast her it unintentionally once the control effect ended. Passive - ↑ Buff Sword Intent Gained from Dealing Damage: 30 >> 34 The detection time for entering the Swordout state when holding the Basic Attack button has beend reduced by 40% When Benedetta is interrupted by control effects while charging Swordout Slash, the charge state will be interrupted, and her current Sword Intent will be retained. After the control effect ends, she needs to hold down Basic Attack again to enter the charge state. When Benedetta is in Swordout state and gets controlled while Sword Intent decays, her Swordout state will be interrupted and restored to full Sword Intent. After the control effect ends, she needs to hold down Basic Attack again to enter the charge state. }} ### Martis **↑ Buff** Increased Martis' damage in the mid-to-late game. Passive - ↑ Buff Extra Attack at Full Stacks: 6 * Hero Level >> 8 * Hero Level Ultimate - Decimation ↑ Buff Damage: 800-1000 (+100% Total Physical Attack) >> 700-1100 (+120% Total Physical Attack) Improved the visibilty of the target indicator for his Ultimate. New Effect: Sky Piercer's damage will contribute to the activation of indicator effects on the target. }} ### Balmond **↑ Buff** We aim to slightly raise Balmond's control ceiling in high-level matches. Skill 1 - ↑ Buff New Effect: Hitting an enemy hero reduces their Physical Defense by 40% for 3s. Slow Effect: 60% for 2s >> 40% for 3s Cooldown: 8-5s >> 8-6s }} ### Harley **↑ Buff** Enhanced his mobility and the controls of his Ultimate. Skill 2 - ↑ Buff Cooldown: 11-8s >> 8-6s New Effect: Returning to the hat's location with Skill 2 no longer cancels the Movement Speed boost. Ultimate - Deadly Magic ↑ Buff New Effect: The ring of the fire will no longer be blocked by enemy heroes. Foreswing: 0.4s >> 0.33s Slow Effect: Slow enemy heroes by 40% for 1.5s >> Slow enemy heroes by 40% for 1.5s, decaying to 15% after 1.5s }} ### Faramis **↑ Buff** Optimized Skill 2's Mana Cost and the controls of the Ultimate to make HP support for allies more timely. Skill 2 - ↑ Buff Mana Cost: 75-125 >> 45-70 Ultimate - Cult Altar ↑ Buff Removed the foreswing. }} ### Chang'e **~ Adjust** Chang'e's tower pushing efficiency in the early-mid game is too high compared to other Mages, so we reduced her enhanced Basic Attack Damage and balanced it by reducing Skill 1's mid-late game cooldown. Skill 1 - ↑ Buff Cooldown: 7s at all levels >> 7-5s Skill 2 - Crescent Moon ↓ Nerf Crescent Moon Damage: 20 (+35% Total Physical Attack) (+35% Total Magic Power) >> 20 (+35% Total Magic Power) }} ### Obsidia **~ Adjust** We aim to improve Obsidia's fighting capability when her Ultimiate hits in the early game, while reducing her damage output in the late game. Attributes Physical Attack Growth: 7.5 >> 5 Ultimate - Hunt of Bone ↑ Buff New Effect: Increases Attack Speed by 30% after the Ultimate hits. }} ### Alucard **↓ Nerf** Alucard's scaling ability is too strong in the current patch, so we've reduced his mid to late-game damage to restore balance. Passive - ↓ Nerf Enhanced Basic Attack's Total Physical Attack Bonus: 140% >> 125% Skill 1 - Groundsplitter ↓ Nerf Total Physical Attack Bonus: 110% >> 85% }} ### Yi Sun-shin **↓ Nerf** Yi Sun-shin can trigger his Control Immunity too often and for too long, making him hard to counter. And we aim to reduce its duration while preserving his mobility. Skill 1 - ↑ Buff Control Immunity Duration: 1s >> 0.4s (matching the dash duration) Ultimate - Dauntless Fleet ⟳ Revamp Map Vision Duration: 5s >> 2s }} ### Arlott **↓ Nerf** Arlott's damage was too high with the defense build, so we've slightly reduced his Base Damage. Skill 2 - ↓ Nerf Base Damage: 135-335 >> 135-285 }} ### Cici **↓ Nerf** Cici's Delight stacks decay gradually when not dealing damage, granting her Movement Speed and Spell Vamp boost most of the time, making it difficult for enemies to counter. Therefore, we have increased the decay speed. Passive - ↓ Nerf Stack Removal: 1 stack reduced every 1s >> 1 stack reduced every 0.3s }} ### Thamuz **↑ Buff** Thamuz currently takes too long to scale, making him unable to fulfill the Fighter / Tank role until he has three or more equipment items. To address this, we've increased his early game survivability. Ultimate - ↑ Buff Extra Max HP: 600 >> 800-1200 Extra Max HP Bonus: 30%-50% Extra Max HP >> 50% Extra Max HP }} ### Natan **↓ Nerf** Decreased the hero's mid-to-late game damage potential. Passive - ↓ Nerf Magic Power Bonus: 65% >> 60% Attack Effect Inherited: 65% >> 60% Movement Speed Boost per Stack of Entanglement: 7.5% >> 5% Skill 1 - Superposition ↓ Nerf Magic Power Bonus: 130% >> 120% Skill 2 - Interference! ↓ Nerf Magic Power Bonus of Launching Gravitational Attractor: 65% > 60% Magic Power Bonus of Attractor Detonation: 13% >> 12% Additional Note: The previously announced Attack Speed adjustments for Natan's Entanglement were not implemented in the current patch. The related announcement has since been removed. Please refer to the actual in-game values for information. }} ### Irithel **↓ Nerf** Decreased Irithel's mid-to-late game damage potential. Ultimate - ↓ Nerf Base Damage of Empowered Crossbow Shot: 120-200 >> 100-160 }} ### Layla **↑ Buff** As a late-game Marksman, Layla's farming speed was greatly affected by the decrease in Gold from Minions. Therefore, we've slightly increased her damage in the mid to late game. Attributes - Physical Attack Growth: 8.5 >> 10 }} ### Bane **↓ Nerf** We've noticed that Bane's fully charged Skill 2 venom deals excessive damage in Magic builds and is difficult to counter. To address this, we've reduced its Magic Power Bonus when fully charged. Skill 2 - ↓ Nerf Magic Power Bonus When Fully Charged: 250% >> 200% }} ==III.Equipment Adjustments== ===New Equipment=== ==IV.Battlefield Adjustments== Optimizations 1- Revamped Balmond's in-match and out-of-match art assets for an improved visual presentation. 2- Optimized the visual clarity of in-match indicators. 3- Optimized the visual effects of the following Equipment: Blade of the Heptaseas, Starlium Scythe, Athena's Shield, and Cursed Helmet. Bug Fix Fixed an issue where Wanwan would still dash if her Basic Attack missed a target while Tiger Pace was active, but no stacks were consumed. ==V.System Adjustments== New Feature Surprise Flip Adjusted the difficulty of some daily events. You can now earn rewards from fewer matches. Battle Chest, Free Chest, and Daily Quest are now included in the Bang Bang Card system. You'll get a Bang Bang Card after each match and obtain a random reward from it. There are also chances to directly obtain a skin or a hero. System Adjustments Main Interface Adjusted the Main Interface layout and visuals, improving art quality and text clarity. Adjusted the entry location for some features to improve usability. Lane Matchmaking In Lane Matchmaking, players can select only one lane when choosing [Needed Lane]. ==VI.Game Modes== Chaos Clash Now Available for a Limited Time The Chaos Clash mode will be available for a limited time from 11/21 to 12/16 (Server Time)! Chaos Clash - Gameplay Introduction Welcome to Chaos Clash! This is a fast-paced, unpredictable 18-player elimination mode (6 teams of 3). The battle is split into multiple rounds where teams are paired up to fight. A team loses a round when all its heroes are killed. The losing team's HP will be deducted, and they are eliminated once the team's HP reaches 0. When there's an odd number of surviving teams, a random team will sit out the round. Before each round begins, you can customize your build by selecting a suitable Chaos Fragment (a global buff, such as increased Attack Speed or Cooldown Reduction). Hero Adjustments 1- Increased the Energy Regen for certain energy-based heroes: Granger, Nolan, Hayabusa, and Fanny. 2- Faramis gains 10 stacks of his Passive each round. These stacks are not removed upon death and have no cap. 3- Granger gains 60 stacks of Passive each round. 4- Cecilion gains 30 stacks of Passive each round. 5- Yve gains 2 stacks of Passive each round.