Released Jan 07, 2019
  • Passive - Steadfast

  • Each ability that damages a god results in a stack of Steadfast, reducing damage taken and increasing energy gain. Each time King Arthur uses an ability he swaps between his Standard and Combo Abilities. All abilities are Instant Cast. Attack Speed and Item Passives do not benefit his Basic Attacks. Attack Speed increases his energy gain. *Damage Mitigation: 1.5% per Stack *Bonus Energy Gain: 25% per Stack *Duration: 15s *Max Stacks: 4 *Attack Speed Conversion: 33%
  • Overhead Slash (Hamstring)

  • Standard: King Arthur deals a devastating overhead blow in Melee range that creates a slashing attack that travels forwards. Enemies hit by the Melee strike take 50% of the damage from the Slicing attack. Combo: King Arthur swipes low, crippling and damaging enemies that are struck. *Slash Damage: 60/115/170/225/280 (+60% of your physical power) *Combo Damage: 60/120/180/240/300 (+60% of your physical power) *Cripple Duration: 1.25s *Energy Gain: 3 *Cooldown: 14 seconds *Cost: 35/40/45/50/55 mana
  • Battle Stomp (Uppercut)

  • Standard: King Arthur stomps on the ground with heavy force, causing enemies around him to take damage and become slowed. Combo: King Arthur charges forward, stopping on first god hit. At the end of the charge King Arthur unleashes an uppercut, knocking up enemies into the air. *Stomp Damage: 40/65/90/115/140 (+40% of your physical power) *Slow: 20/25/30/35/40% *Slow Duration: 2.5s *Uppercut Damage: 50/95/140/185/230 (+40% of your physical power) *Energy Gain: 4 *Cooldown: 14 seconds *Cost: 40/45/50/55/60 mana
  • Twin Cleave (Bladestorm)

  • Standard: King Arthur unleashes two cleave attacks while charging forward. Enemies hit by a cleave take damage and have their protections reduced. Combo: King Arthur swings Excalibur around him, charging forward and damaging enemies 5 times before winding up a final strike that deals more damage. King Arthur is immune to Knockup for the duration. *Cleave Damage: 35/60/85/110/135 (+30% of your physical power) *Protection Shred: 7% *Spin Damage: 10/30/50/70/90 (+15% of your physical power) *Final Damage: 30/80/130/180/230 (+40% of your physical power) *Energy Gain: 1 *Cooldown: 16 seconds *Cost: 40/45/50/55/60 mana
  • Sundering Strike (Excalibur's Wrath)

  • 35 Energy: King Arthur winds up a massive jab, charging forward slightly before striking. Enemies hit by this jab are stunned for 1s. 80 Energy: King Arthur charges forward with Excalibur drawn. If King Arthur hits an enemy god, he launches them into the air and unleashes a barrage of 6 attacks, after which he launches them back to the ground dealing damage to the target and any enemy below. *Jab Damage: 100/160/220/280/340 (+65% of your physical power) *Damage per Hit: 10/20/30/40/50 (+10% of your physical power) *Max HP Damage: 1.5% True Damage Per Hit *Landing Damage: 60/135/210/285/360 (+50% of your physical) *Max HP Damage: 5/7/9/11/13% True Damage Landing Hit *Cooldown: 20 seconds *Cost: 35 Energy (80 Energy)


  • Fixed an issue where, if Arthur changes stance while Crippled, his abilities affected by Cripple would not show


  • Fixed an issue where his self buff from his passive was using the wrong UI icon


  • Sundering Strike (Excalibur's Wrath)
  • Fixed ability where Pridwen would not trigger when this ability was used.


  • Fixed a condition where he could escape Persephone's Grasp of Death.


  • Fixed Deathbringer skin from using Pendragon grunt sound when performing Twin Cleave (Bladestorm).
  • Fixed sword not glowing based on his Energy State when not using High Shader settings.


  • King Arthur wields Excalibur, and he informs you of that often. In situations where King Arthur can fight continuously (Solo lane, for example) his access to energy gain is quite high. Rather than reducing it across the board, we are lowering the top end of his energy gain. Additionally, we are giving players a distinct glow on Excalibur to let players know if his ultimate is charged or not. Initially, we were hesitant to do this as we don't normally indicate to an enemy if an ultimate is ready. King Arthur is a rule breaker though, and giving players proper information to fight against him is key.
  • Fixed an issue where King Arthur could cause opponents to become untargetable for the rest of the game.

Steadfast Steadfast

  • Reduced Bonus Energy Generation from 25% per stack to 20%. (80% down from 100% at Maximum Stacks.)

Sundering Strike (Excalibur's Wrath) Sundering Strike (Excalibur's Wrath)

  • The sword now glows a distinct color when at 35 and 80 energy.


  • Excalibur has continued to slay gods left and right, especially at the highest levels of play. King Arthur's Ultimate was designed to reward the Arthur player for building energy quickly, and to deal consistent damage to tanky and squishy targets, but it appears that this ability is still lacking in counterplay. This ability can also be escaped, even once the enemy is caught in Arthur's slashes, but the damage was too stacked onto the end of the ability, which is taken even when cleansed. These changes will shift the damage so that players who escape the ultimate will take far less damage than before, and with True Damage changing to Physical Damage will also decrease the total damage of the ability. This should make it easier to fight against King Arthur.

Excalibur's Wrath Excalibur's Wrath

  • Increased Per Slash Damage from 10/20/30/40/50 to 10/25/40/55/70.
  • Increased Per Slash True Damage from 1.5% to 2%.
  • The Slash True Damage now deals Physical Damage.
  • Decreased Final Hit Damage and AoE from 60/135/210/285/360 to 50/110/170/230/290.
  • The Final Hit and AoE True Damage now deals Physical Damage.
  • Overall damage changed from 120/225/390/525/660 + 14/16/18/20/22% of HP True Damage to 110/260/410/560/700 + 17/19/21/23/25% of HP Physical Damage.


  • Since King Arthur's release we have watched his performance closely. Due to his difficult nature and the high skill ceiling he has, how we measure his Win Rate (nearly the lowest in the game) is important. When we buffed him last round we specifically held back with the understanding he may become too potent even with minor adjustments. The increased Energy gain allowed him access to his Ultimate quite often and players have clearly discovered better ways to optimize his impact on a match. In this patch we are looking to add some targeted adjustments that are exploited at the top end while ensuring that players still learning Arthur will have an enjoyable experience.
  • Overhead Slice allows for Arthur to bully opponents in lane and contributes to his already high clear speed. While late game this feels appropriate, the early game damage, especially in Melee range, was too high. Additionally, Twin Cleave and Bladestorm are seeing a partial revert to their energy gain. We still worry that Arthur will lose a lot of his core feel if energy takes too long to build, but going from 1 to 2 energy provided him too much. Finally, Sundering Strike and Excalibur's Fury will now cost mana. Not only does this address some of his spam-a-lot play style early, players are accustomed to recognizing when a player is Out of Mana and using that as a cue to engage. Having a small mana cost keeps that feeling consistent across the game with King Arthur.

Overhead Slash Overhead Slash

  • Decreased Melee Bonus Damage from 50% to 30/35/40/45/50%.

Twin Cleave (Bladestorm) Twin Cleave (Bladestorm)

  • Decreased Energy gained from 2 to 1.5 per hit.

Sundering Strike (Excalibur's Wrath) Sundering Strike (Excalibur's Wrath)

  • Both abilities now cost 40 mana.


  • Nobody said wielding Excalibur would be easy. Feedback on King Arthur has been awesome, and seeing the community discussion around him evolve based on initial numbers feedback,
  • PTS feedback, and finally Live has been interesting. King Arthur himself is underpowered statistically, but we feel (as do some community members) that King Arthur himself is a
  • difficult god to master. Knowing and executing combos, understanding options available to him, and even how he changes some gameplay assumptions at its core all make him a god
  • that will take time for players to Master.
  • Because of this, this patch we are focused on fixing gameplay bugs and are only doing minor balance tweaks to issues we feel would persist even after
  • players get through his learning curve. Due to him losing energy on death (which we feel are both thematic to the idea of an energy building combo meter and
  • helps his pacing when he gets to a fight), we feel his energy generation can go up. Twin Cleave and Bladestorm will have additional utility in being one of the higher energy generators in his kit. Additionally, Sundering Strike is getting a small charge range reduction. In melee range situations the forced charge can make this ability unwieldy. A reduction in that charge range should actually be a buff in those situations, allowing it to land more reliably.
  • Basic Attacks have had a large pass to improve functionality and remove jitter players would experience, especially on higher ping environments.
  • Fixed an issue where King Arthur could be silenced permanently from Ganesha's Ohm.
  • Fixed an issue where King Arthur could crash players with his Ultimate.
  • Fixed an issue where King Arthur could speed up players animations with his Ultimate.
  • Fixed an issue where Basic Attacks could proc item effects they were unintended too.
  • Fixed an issue where Excalibur's Wrath could stun targets behind King Arthur.
  • Updated the Camera on Excalibur's Wrath to provide better vision while airborne.
  • Updated the Camera on Excalibur's Wrath for enemies to be less jarring.

Icons KingArthur B A03 Icons KingArthur B A03

  • Increased Energy gained from 1 to 2 per hit.

Sundering Strike Sundering Strike

  • Decreased charge range from 16 to 12.


  • Released.