Isis shares additional HP5 and MP5 with nearby allies. For every player death she witnesses, her aura gains an additional stack (max 10). Stacks reset on death.. HP5: 2 HP5 per stack. MP5: 2 MP5 per stack. Basic Attack Progression: 1/1/1.5x damage and swing time.
Isisdds basic attacks scale on Magical Power. There is no critical strike chance or lifesteal on her auto-attack, regardless of items purchased.
Isisdd basic attacks also deal 30 magical damage plus 25% of her magical power, and utilize a three-swing chain, with the final hit having increased swing time and damage in a small AoE. Basic Attack Progression: 1/1/1.5x damage and swing time.
Isis flaps her wings, gaining increased movement speed with no backpedal penalty, and sending forth 4 wing gusts in a line, each dealing magical damage to all targets in their path. Damage: 35/55/75/95/115 (+40% of your magical power). Gusts spawned: 4. Movement Speed: 25%. Firing duration: 3s. Cost: 80/85/90/95/100. Cooldown: 12s.
Isis sends forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max range. At any time, Isis can activate the ability to detonate the ball, dealing magical damage and stunning enemies within 10 ft., scaling in duration up to 1.5x at max range: Damage: 70/110/150/190/230 (+70% of your magical power). Stun: 1s. Cost: 70/80/90/100/110. Cooldown: 12s.
Isis silences enemies at her target location. Enemies hit also lose a portion of their magical protections and are slowed for a duration. Allies affected by Isisdd Funeral Rites aura gain the missing protections during this time. Slow: 35%. Magical Protections Stolen: 10/15/20/25/30%. Protection Steal Duration: 1.5/1.75/2/2.25/2.5s. Silence: 1/1.25/1.5/1.75/2s. Cost: 80/85/90/95/100. Cooldown: 18.
Circle of Protection
Isis plants her staff into the ground at her target location. Allies within its radius take 30% less damage from all sources. All damage mitigated in this way charges up the staff. When Isis activates the staff, it explodes, dealing damage to all enemies nearby and healing all allies based on how much damage was stored. Damage: 160/200/240/280/320 (+50% of your magical power). Healing: 80/100/120/140/160 (+25% of your magical power). Damage Reduction: 30%. Max Charge: 800/1600/2400/3200/4000. Max Charge Dmg/Heal Scale: 1.5/2/2.5/3/3.5x. Cost: 80/90/100/110/120. Cooldown: 60s.
The goddess of magic was a force to be reckoned with earlier this year, which led to a long series of nerfs. With other meta and item changes we can now clearly see that those nerfs were too much, and we are slowly reverting them. Wing Gust needs a high top end damage to be worth the channel time and positional risk, so we are bringing that back in this update.
Increased Magical Power Scaling from 35% to 40% of your magical power per hit
Isis had a strong few patches during her visual rework, but with repeated nerfs she has fallen out of favor. The Spirit Ball change was likely a nerf too far, so reverting this should place her in a healthy spot.
Isis' update during last year's Mid Season pushed her to the top. For some time afterwards we repeatedly nerfed her and today she struggles to have a strength that allows her to stand out among other mages. We are reverting a nerf to Wind Gust with the focus of her early pressure being her stand out strength.
Increased Damage from 30/50/70/90/110 to 35/55/75/95/115.
Isis has a great new look and apparently the win-rate to go with it. Before mid-season 6 she was a bottom tier goddess, but recently she has held strong even through continuous nerfs. This time we will target her primary damaging ability to bring her down yet again without undoing any of the mechanical changes she received last year.
Decreased Damage from 35/55/75/95/115 to 30/50/70/90/110.
Decreased Magical Power Scaling from 40% to 35% of your magical power per hit.
Since Mid Season Isis has been a consistent strong pick with a high ban rate. The boost to her survivability combines with nice Quality of Life adjustments have really propelled her up the charts. Her weakness should be her lower mobility, but our changes allowed her to cover that weakness too directly. Spirit Ball is a powerful self peel tool as well as a low cooldown source of damage. Decreasing this cooldown should have quite a large statistical impact on her performance.
Increased cooldown from 10s to 12s.
Decreased Base Shield Health from 70/110/150/190/230 to 50/95/140/185/230.
Circle of Protection
Decreased Base Healing from 110/130/150/170/190 to 90/115/140/165/190.
The Mid Season changes have simply pushed Isis too far up in the performance metrics. This goddess is performing extremely highly at all skill levels and in all game modes. We are reverting part of the buffs to Dispel Magic and nerfing the total Health Shield to attempt to remedy this situation without pushing her back to obscurity.
Decreased Shield Health from 90/130/170/210/250 to 70/110/150/190/210.
The Goddess of Magic has seen a rise since the Mid Season update. She received a large list of direct buffs, Quality of Life Improvements and shifts that have really pushed her into the spotlight. In this update we are reducing Circle of Protection's mitigations to be in between her previous and new state. While this is more minor we want to make sure players have the opportunity to learn to play with and against the new Isis before looking at further changes.
Circle of Protection
Decreased Mitigations from 25% to 20% at all ranks.
Isis is receiving a mixture of Quality of Life buffs and some new utility, highlighting her ability to assist her team while bringing the damage. Funeral Rites will now affect allies at a further range, increasing how often it applies its benefits. Spirit Ball has undergone some adjustments to make it more responsive, and give Isis control over detonating it while Crowd Controlled and even dead. Circle of Protection is also seeing some loving, gaining some increased base healing and reducing damage by a higher amount at all ranks. Teams can fight more aggressively inside this field, while Isis can use this in a more defensive manner to answer ganks.
Dispel Magic is also undergoing a slight rework. Previously, Dispel Magic would boost Magical Protection of allies based on their protections. This caused it to be highly variable. We are making its defensive portion more consistent by instead applying a shield to allies and Isis when she successfully hits an enemy. Hitting multiple enemies will further increase the potency, giving Isis strong teamfight utility. Olympians pathnotes.png
Increased Range from 30 to 40 units.
You can now re-fire this ability at any point after firing it. This includes while under the effects of crowd control and while dead.
Removed the postfire from this ability (from 0.1 to 0).
Dispel Magic no longer provides a boost to Magical Protection. It instead provides a shield to Isis and nearby allies. This shield is applied within 40 units of Isis or the dispelled target.
Shield Health :90/130/170/210/250 + 40% increased potency per additional target hit.
This caps at +80% potency (3 gods hit).
The duration remains unchanged.
Increased duration of silence from 1/1.25/1.5/1.75/2s to 1.5/1.75/2/2.25/2.5s.
Slow increased from 20% to 30%.
Circle of Protection
Increased the base healing from 80/100/120/140/160 to 110/130/150/170/190.
Increased the mitigations obtained from 15/15/17.5/17.5/20% to 25% at all ranks.
Dispel Magic and Circle of Protection are interesting control abilities but their range put Isis in dangerous spots. Isis entire kit lacks long range damage, except for the slow moving Spirit Ball. These two abilities are getting a bit more range to help Isis perform at a similar level of other mages.
Isis is often by outclassed by other mages. Her early lane clear is still one of the best in the game, but her utility abilities are still falling short. We are decreasing the cooldown on Dispel Magic and increasing the protective nature on Circle of Protection to help Isis' specific utility skills stand out more. Additionally, we are allowing Circle of Protection to hit and heal harder early on, giving Isis' ultimate more potency in the early game.
Movement Speed increased from 355 to 360.
Reduced Cooldown from 18s to 16s.
Circle of Protection
Increased Max Charge Dmg/Heal Scaling from 1.5/2/2.5/3/3.5 to 2.5/2.75/3/3.25/3.5.
Increase damage reduction from 15% 15/15/17.5/17.5/20.
All of Isis' abilities were at or above 100 Mana at rank 5, but we only chose to bring down Spirit Ball and Dispel Magic. Wing Gust is Isis' primary wave clear and mobility move, and reducing its cost would have a larger impact, which is why we have left it alone.
Decrease mana cost from 70/80/90/100/110 to 70/75/80/85/90.
Decrease mana cost from 80/85/90/95/100 to 60/65/70/75/80.
The Goddess of Magic is getting a boost to her mid game potential. Circle of Protection is a powerful tool Isis can bring to a fight, but early ranks of this ability are often not rewarding enough to deter opponents from engaging onto her or her team recklessly, especially since Isis lacks the damage to empower her ultimate that early.
We are increasing the Base Damage on Circle of Protection but reducing the per-level scaling so it ends at the same strength. Her ultimate will hit harder and be more rewarding when fully empowered, but her late game should remain at the same power it is now.
Circle of Protection
Increased Base Damage from 160/200/240/280/320 to 180/215/250/285/320.
Funeral Rites often felt limited as a single death could completely wipe away the Aura. These Stacks are no longer lost on death and Isis players will now receive a reward for successfully reaching maximum Stacks.
Stacks are no longer lost on death.
Now Isis will gain +10% CDR upon reaching 10 Stacks.
Isis was a powerful lane bully during the days of level one potions, but since their removal, we have seen Isis fall off in effectiveness. We are reverting one of the nerfs that occurred during that time, allowing her to better scale into the mid and late game with Wing Gust.
One of the goals for Season 3 was to more clearly define gods as early, mid, or late game gods. After looking at Isis closely we like her early game strengths and playstyle, but felt her late game slightly too potent. With scaling lowered on Wing Gust her late game damage should be more manageable. Keep in mind, that is 10% less per hit.