Every 5s, Khepri applies a shield to himself and nearby allied gods for 3% of the target's Maximum Health for 15s. The rate is slowed to every 10s while in combat (max. 15%).
Khepri lunges forward, dealing 80/140/200/260/320 (+40% of his Magical Power) damage to enemies he passes through. If he connects with an enemy god he stops, grabs them, and starts pulling them backwards. Enemies are silenced for the duration of the pull. Cost: 60. Cooldown: 15s.
Khepri rolls the sun forward, setting ablaze all enemies it touches, reducing Physical Protections by 5/10/15/20/25%, and dealing 12/15/18/21/24 (+5% of his Magical Power) damage every .3s for 3s. Allies that are hit take 30/35/40/45/50% reduced damage from enemies for the duration. Cost: 40. Cooldown: 10s.
Khepri calls down the sun's ire at the target location, dealing 40/80/120/160/200 (+30% of his Magical Power) damage and rooting all targets in the area for 1.3/1.4/1.5/1.6/1.7s. Cost: 60/65/70/75/80. Cooldown: 15s.
Khepri blesses an allied god, immediately cleansing them of all Crowd Control as well as granting them 5/10/15/20/25 Power, 20/25/30/35/40 Movement Speed, and immunity to Slow effects. If the marked ally would die while blessed, they are instead revived with a 40/45/50/55/60% of their maximum Health at Khepri's location. Cost: 80/90/100/110/120. Cooldown: 90.
Khepri is another guardian who has been strong, but has struggled in the recent Season. We want Khepri to focus on contributing more over the course of a fight more often, rather than relying on Scarab's Blessing too heavily. Rising Dawn will deal slightly more base damage, while Solar Flare will allow Khepri to bring some crowd control more often.
Increased Damage per tick from 10/13/16/19/22 to 10/14/18/22/26.
Decreased Cooldown from 16s to 14s.
Updated ability text to state it does not revive executed targets.
Khepri continues to be somehow unnoticed in the Guardian roster. Players have learned to adapt to his Ultimate and are countering it more effectively. His recent buffs helped slightly, and we want to continue with some slight buffs to avoid returning to his definitively overpowered previous state. In this patch we will adjust his passive to help it make an impact on his entire team, instead of just one person. We also are adding a new component to Abduct to help him avoid one of his worst weaknesses. Khepri wants to set his team up for kills but can often be instantly bursted down if he manages to Abduct an enemy. These new protections should allow him to be more aggressive with his Crowd Control.
Increased Radius from 30 to 40.
Khepri Now gains 10/15/20/25/30 Magical and Physical Protections while holding an enemy God he hit with Abduct.
Khepri has been having a hard time protecting his teammates lately. Solar Flare should be a strong poke and setup crowd control but it struggles to threaten and control enemies. We are bringing up the root duration while also increasing the late game power of this ability, bringing him more inline with other supports.
Increased Root duration from 1.3/1.4/1.5/1.6/1.7s to 1.5/1.6/1.7/1.8/1.9s.
Increased Damage from 50/100/150/200/250 to 60/115/170/225/280.
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.
Scarab's Blessing is a fight and game changing Ultimate that comes up a bit too often during the course of the game. Its Cooldown is being increased to make these Ultimates more impactful, while giving Khepri a bit more Damage and pressure consistently with Solar Flare.
Increased Base Damage from 40/80/120/160/200 -> 50/100/150/200/250.
The Dawn Bringer was so dominant in Season 2 that he received a large number of nerfs and, given the new Season, these may have been too much. The new additions to the Guardian roster and the resurgence of some older gods in Season 3 has left Khepri out of the equation. His abilities are still quite powerful but his starting HP was well below other gods in his class. This is being brought back up to fit within the standard ranges of Guardian stats.
We love to see such a support oriented character excel so well, but once again we have to make an adjustment to the Hug Bug. Khepri offers a large amount of control during the laning phase from his ability to help clear, defend his ally, and be aggressive with his pull. By lowering his base health choosing when to be aggressive will be more meaningful. While a large nerf from a numbers perspective he still has a shield to assist him which should allow him to still be aggressive; just not as often and with some additional risk.
Round four on Khepri! The Hug Bug continues to dominate, and overall it's thrilling to see one of our most true support characters excel. That said, the changes below should help put him better in line with a reduction to Rising Dawn Protections and removing an element of Scarab's Blessing that was a bit more than it needed to offer.
Reduced Damage Reduction from 20/25/30/35/40% -> 10/15/20/25/30%.
Khepri as a Support exceeds at turning the tides of battle, but often these turns can become overwhelming. Scarab's Blessing will now revive targets with less Health making it more imperative that teams play well to protect their revived ally, or risk losing them a second time. Additionally, Rising Dawn is seeing a Cooldown increase. With a longer Cooldown there is now more room for enemy teams to find openings in Khepri's protection.
Increased Cooldown from 10s -> 12s.
Fixed an issue with projectile accuracy from the sides.
Reduced revived health from 40/45/50/55/60 -> 25/30/35/40/45.
Khepri's Ultimate is a unique skill that can change the course of a fight instantly. We like his capability to do this, but felt there were some natural places we could add some counterplay. Executes felt like that would have the impact to bypass Khepri's protection and as such, will now kill targets even if they are under the effect of Scarab's Blessing. Similarly to Ullr breaking Disarms, this should allow for some very unique counter-play scenarios.
Executes are no longer blocked by this ability.
Fixed ability going on cooldown even though it didn't actually fire.
Khepri was brought much more into line with the recent changes, but we still saw him over-performing. By increasing the Mana cost of Rising Dawn increasing the Cooldown on Solar Flare, when you choose to save teammates will become a more impactful choice.
Khepri was over performing but we wanted to be careful about how we brought his strength down. He is a character that focuses on protecting allies, but was slightly too potent as well as had other strengths. We chose to reduce some of his ability to protect, while focusing more on lowering some of his durability and damage.
Reduced Shield Health per tick from 3% to 2%. Reduced maximum Shield Health from 15% to 10%.
Fixed buff tooltips not showing.
Reduced base damage from 80/140/200/260/320 to 80/130/180/230/280.
Fixed Khepri not being affected by Silence during Pull.
Reduced allied Damage Mitigation from 30/35/40/45/50% to 20/25/30/35/40%.