General

  • Released.
  • General

  • In previous Seasons, Arachne excelled at controlling the jungle by killing tougher camps that spawned less often. With the quicker respawns of Season 5 this strength has been diminished. We are reducing the cooldown so they can help her clear camps more often are also increasing the amount of Webs she can have active to give her more opportunities to use them in clever ways.
  • Web Web

  • Reduced Cooldown from 18s to 16s.
  • Can now have 3 webs at once, up from 2.
  • General

  • Cerberus has struggled since his release to really make an impact for his team. We are increasing his ability to deal damage, engage, and giving him the ability to attack his enemies that are caught in Stygian Torment immediately. Additionally, Stygian Torment will activate all of his heads, allowing him to combo more directly with Paralyzing Spit.
  • Ghastly Breath Ghastly Breath

  • Increase Damage per Tick from 15/25/35/45/55 to 20/30/40/50/60.
  • Soul Expulsion Soul Expulsion

  • Increases range from 40 to 50.
  • Stygian Torment Stygian Torment

  • Decrease Post-Fire from 1.4 to 0.1.
  • Cerberus is now Crippled for 1.2s after firing this ability. He also is Knockback and Knockup Immune for 1.2s.
  • This ability now Auto-Activates all three heads.
  • General

  • Freya has taken off with the changes in Season 5, specifically around her itemization and the overall pacing changes in the Conquest map. While her early game is weaker than most, it isn't weak enough to offset her powerful late game. We are reducing the amount of Sustain she can provide herself in the early and mid stages of the game while reducing the top end damage of Irradiate. Players should have more opportunity to punish her in the early game and the late game respectively.
  • Brisingamen's Blessing Brisingamen's Blessing

  • Changed Magical Lifesteal from 15% to 5% + .5% per level (ending at 15%).
  • Irradiate Irradiate

  • Decreased Damage from 40/55/70/85/100 to 35/50/65/80/95.
  • Decreased Magical Power Scaling from 25% to 20% per shot.
  • General

  • We are taking a closer look at Guardians now that Season 5 has settled down some. Khepri is the first Guardian we will be adjusting and surely won't be the last. Khepri has been nerfed many times since his release but in Season 5 he has hit a new low for performance. We are giving him slightly more mobility by reducing Abduct's Cooldown. We are also buffing his clearly least impressive ability, Solar Flare, that had a strangely high cooldown.
  • Abduct Abduct

  • Decreased Cooldown from 15s to 14s.
  • Solar Flare Solar Flare

  • Decreased Cooldown from 18s to 16s.
  • General

  • Similar to Vulcan from last patch, Scylla is a late game mage who suffered from the removal of Rod of Tahuti and continues to suffer with the new itemization. We are bringing up her Passive's Magical Power to help her scale into the late game while also boosting Sic Em's scaling by a small amount. These changes combined should help Scylla feel even more impactful in the later stages of the game, offsetting her rough early game.
  • Quick Learner Quick Learner

  • Increased Power per Stack from 20 to 25.
  • Sic 'Em Sic 'Em

  • Increased Magical Power Scaling from 75% to 80%.
  • General

  • Serqet has been a powerhouse in the new Season. Her high clear speed and low cooldown mobility made her difficult to outpace in both levels and in raw power. We are increasing the cooldown of Deathbane while reducing the Physical Protection shred she provides. Using Deathbane for damage vs. mobility is now a tougher choice and enemies will now have a larger opportunity to counter her while it is down.
  • Deathbane Deathbane

  • Increased Cooldown from 10s from 13s.
  • Decreased Physical Protection Reduction from 15% to 10%.
  • General

  • When Ullr was initially buffed in Season 4 we brought a god who had been mostly unplayed to a much better position. We removed his clunkiness and allowed more players to perform with the God. There was a lot of discussion about the God at the end of Season 4 but his metrics never really reached a must nerf” scenario. With many more changes upcoming, we wanted to wait and see how successful he would be in the new Season before making any changes. We anticipated that he would drop naturally. When Season 5 launched we did see his performance clearly drop, but this was likely a result of the rise of Crit Hunters in the meta. Many other factors could have played a role in this so to confirm his power level we waited to see the results after the last round of changes that specifically adjusted Deathbringer. Ullr did indeed rise back up in his stats, suggesting that Season 5 did not nerf him naturally as much as we expected and solidifying the fact that he was in need of a nerf.
  • Ullr is still a difficult god to execute well, and sees much stronger numbers at high skill levels than in the general population. He just seemed to do too much damage which covered up this aspect in most cases. Bladed Arrow and Hail of Arrows are both seeing a 10% reduction in Physical Power Scaling. The burst provided from these two abilities was giving him so much pressure in lane. With these adjustments we expect him to fall more in line with other Hunters.
  • Bladed Arrow Bladed Arrow

  • Decreased Physical Power Scaling from 80% to 70%.
  • Hail of Arrows Hail of Arrows

  • Decreased Physical Power Scaling from 120% to 110%.
  • General

  • Vamana's performance in Season 5 has been lackluster largely due to enemies being able to shut down his main source of survivability in Teamfights. While the healing potential on Colossal Fury exists, the amount of Anti-heal options limit how useful he can be. We are increasing the base protections provided by Colossal Fury to better help him engage a team even if they have build heavy Anti-heal. In addition, Colossal Fury now has a targeter allowing players to see at what range Vamana is able to connect his basic attacks.
  • Colossal Fury Colossal Fury

  • Increased Protections Gained from 5/10/15/20/25 to 15/20/25/30/35.
  • Added a targeter to indicate the hit area for Vamana's Basic Attacks while Colossal Fury is active.
  • Aegis Assault Aegis Assault

  • Changed scaling from basic attack power to +30% magical damage.
  • Increased static damage from 10/15/20/25/30 to 50/60/70/80/90.
  • This means the static damage went from roughly 47/55/61/70/77 (+20% of your magical power) to 50/60/70/80/90 (+30% of your magical power).