Ah Puch is closely attuned with the dead and may exhume decaying corpses at his will. When walking over a decaying corpse, Ah Puch lowers the Cooldown of Undead Surge by 2s, restores 6% of his maximum Health and 3% of his maximum Mana. Decaying corpses last 45s. A maximum of 6 corpses can be out at any one time.
Ah Puch raises up to two decaying corpses from the underworld that surge forward exploding on anything they touch, when they reach maximum distance, or when Ah Puch reactivates Undead Surge dealing 90/110/130/150/170 (+35% of your Magical Power) damage and Slowing targets hit by 40% for 3s. The corpses collapse after exploding remaining behind. Cooldown: 10s. Cost: 70/80/90/100/110.
Ah Puch causes the target area to explode dealing 60/70/80/90/100 (+10% of your Magical Power) damage. Corpse Explosion also causes any decaying corpses in the area to explode dealing 60/85/110/135/160 (+25% of your Magical Power) damage. Cooldown: 8s. Cost: 60/70/80/90/100.
Ah Puch throws a charm from the underworld which awakens a decaying corpse that applies miasma to targets in an area and falls to the ground, remaining behind. Targets take 32/34/36/38/40 (+15% of your Magical Power) damage every second. After the duration, targets take an additional 20/30/40/50/60 (+10% of your Magical Power) damage and are Stunned for 1s plus +0.5s for each time they were healed by an ability during the initial duration. Cooldown: 10s. Cost: 70.
Empty the Crypts
Ah Puch unleashes an army of wraiths from the Ninth Hell that swarm forward and deal 40/50/60/70/80 (+10% of your Magical Power) damage to enemies they collide with and apply a 7% stacking Slow for 2s (maximum 8 stacks). Cooldown: 90s. Cost: 100/110/120/130/140.
The God of Decay is often seen as a niche pick against healers due to the way Last Breath (his 3rd ability) functions. For a god who has a specific counter-pick function, he wasn't actually doing much to counter. We are adding even more healing reduction to his kit to go alongside the amount in his Ultimate and Last Breath's stun. This should make Ah Puch a clear healing counter-pick regardless of meta shifts.
Ah Puch has been performing especially well since his changes in 5.13, even though he had a nerf that we failed to broadcast. Ah Puch has been the subject of a passionate balance discussion as player's often feel very differently about him depending on the game mode or skill level. Our statistics overwhelmingly show that Ah Puch is a high performing god, even in Conquest. He does perform even more highly in Arena, Joust, and Clash, which is really what is prompting us to take action. Ah Puch will remain as a niche anti-healer solo laner in Conquest even with these nerfs, but hopefully players of other game modes will find him more manageable. We do think that this god has a healthy balance point between all modes. Although he might not be as popular in Conquest, we can see the proof that players can make him work if they put the time and effort into learning his playstyle.
Fixed an issue where his ultimate projectiles were not going through player made walls.
Increased Cooldown from 12s to 14s.
Decreased initial damage from 90/110/130/150/170 to 60/70/80/90/100.
This change was in update 5.13 but was not included in update notes.
The focus for Ah Puch is to help his viability at competitive levels of play while keeping his overall strength in other modes in a reasonable place. One of the limiting factors for Ah Puch is his need to really dump his whole kit to kill early waves. Undead Surge will now always deploy 2 zombies, giving him more direct clear when combined with Corpse Explosion. It also gives him earlier access to two corpses to consume with his passive.
Increased Zombies Thrown from 1/1/2/2/2 to 2 at all ranks.
Increased Cooldown from 10 to 12.
Empty the Crypts
Enemies hit by this have a 20% healing reduction applied. This effect stacks up to 3 times and lasts 5s.
The damaging spirits now pass through all walls, structures, and players.
Ah Puch has strong control and AoE damage potential, but often struggles at key parts of the early game in Conquest. We are making a targeted change to Corpse Explosion, allowing it to deal more damage on its own and slightly less with each corpse available to him. This should help his early clear rely less on minions, without overdoing his already extreme late game damage potential.
Increased Initial Damage from 60/70/80/90/100 to 90/100/110/120/130.
Decreased Damage Per Corpse from 60/85/110/135/160 to 55/80/105/130/155.
It's about time that Ah Puch himself rose from the dead. After a scary powerful release, this God was adjusted in many ways. These changes seemed to over-nerf the Horrific God, so he is seeing a series of buffs to bring him back as a premier self-sustain and zoning Mage. We will continue to keep a close eye on Ah Puch and consider possible Ability redesigns in the future if these changes fail to improve him. Our final goal is for Ah Puch to be more viable, yet not cause too much frustration to his enemies.
Increased Base Health from 375 -> 400.
Increased Health per Level from 70 -> 75.
Increased Base Movement Speed from 355 -> 365.
Mana Cost reduced from 70/80/90/100/110 -> 70/75/80/85/90.
Mana Cost reduced from 60/70/80/90/100 -> 60/65/70/75/80.
Empty the Crypts
Mana Cost adjusted from 100/110/120/130/140 -> 100 at all ranks.
With this update we look to simplify Fleeting Breath. It now will damage and stun users who are healed during its effect for a flat amount, instead of trying to calculate the number of heals that happening. We are also letting the God of Decay summon a second Corpse a level earlier on Undead Surge, which should provide him additional sustain and burst power at a crucial stage in the game.
Increased number of corpses dropped from 1/1/1/2/2 to 1/1/2/2/2.
Decreased duration from 5s to 4s.
Increased damage per second from 25/28/31/34/37 to 30/35/40/45/50.
Increased magical power scaling from 15% to 20% per tick.
This ability no longer scales off of number of times healed.
Increased additional damage on targets that healed from 20/30/40/50/60 + 10% per stack to 50/100/150/200/250 + 50% flat.
Increased stun on targets that healed from 1s + .5s per stack to 1.5s flat.
We removed the Slow on his Ultimate entirely. His Ultimate was too potent and offered little counterplay, especially when paired with the Slow on his Undead Surge. We like his burst playstyle and zone control, but we felt the Ultimate granted him too much safety, and removing the Slow takes away some of this safety.
Fixed this skill dealing unintended damage. The bonus damage was counting an extra heal stack.