For each trained Ability that is on Cooldown, Susano gains bonus Movement Speed. Speed Per Stack : 4%
Susano moves thrice in quick succession; after each attack he has up to 3s to fire the next one.
First Attack : Attacks all Enemies in a cone dealing 70,105,140,175,210 (+90% of your Physical Power).
Second Attack : Attacks all Enemies in a circle dealing 70,105,140,175,210 (+90% of your Physical Power).
Third Attack : Dashes Forward.
Cost: 60/65/70/75/80. Cooldown: 16/15/14/13/12s.
Susano commands the winds to blow, dealing 60,75,90,105,120 (+25% of your Physical Power) damage in a cone in front of him. Enemies in the center of the attack are pulled towards him.
Cost: 80/75/70/65/60. Cooldown: 18s.
Susano throws forward a gust of air which creates a whirlwind, dealing 20,35,50,65,80 (+30% of your Physical Power) damage every .75s for 3s. He may activate this ability again to teleport to the whirlwind. If the initial gust hits an Enemy, the whirlwind surrounds and travels with them, and teleporting to the Enemy reduces this cooldown to 6s.
Cost: 45/50/55/60/65. Cooldown: 17/16/15/14/13s.
Susano summons a hurricane at his location that pulls Enemies towards the center while growing to up to twice its size. Susano may activate this ability again to launch the storm in the direction he is facing, knocking up opponents in its path and dealing 160,210,260,310,360 (+140% of your Physical Power).
Cost: 80/85/90/95/100. Cooldown: 100s.
We were cautious with Susano when it came to Season 7. We knew adjustments to the jungle and Hydra's would have some impact, but his ban rate and performance indicate he is doing well in this new Season. We want to target the bonus damage Gathering Storm provides, lowering his top end burst potential and giving players more time to react to his damage.
Decreased Physical Power Scaling of the bonus damage from 60% to 40%.
Susano is a top ban god and that usually moves us to apply nerfs. We were more careful with him since he received multiple scaling nerfs recently, and for similar reasons as Achilles (meta changing). However, to be safe and make sure more Junglers can explore the new season, we are nerfing his damage and early-game mobility even further.
Decreased Physical Power Scaling per tick from 30% to 25% per tick.
Increased Cooldown after teleporting to an enemy from 8s to 10s.
Everyone's favorite E-boy has been getting too many likes lately. Susano started to rise after the rework of heartseeker, and has reached a new high for the character. Generally we consider Susano as one of those gods that just needs to have slightly lower win-rate to feel balanced, and currently he is not at that state. We are decreased his top-end damage on two key abilities to take down his hyper carry potential and make him rely more on his team.
Susano's Typhoon had a large cast time making it easy to disrupt and forcing Susano players to refire the ability. This created situations where the ability felt clunky and limited Susano's ability to respond to Crowd Control.
We are removing the cast time of Typhoon to help alleviate this issues and help his kit flow better between abilities.
Adjusted the pre-fire time on this ability so that the Typhoon starts deploying immediately upon fire. This will cause the Typhoon to reach its fully charged state sooner.
Susano previously had lower base movement speed than all other assassins to balance out his strong movement abilities. His ability to slip in and out of fights has been reduced with the rework to his passive, greatly reducing the frustration experienced when playing against him. However, with the loss of this effect has caused his performance to be consistently underwhelming. His Movement Speed is being brought up to be more in-line with other Assassins, and we are giving him some extra utility with a Cooldown Reduction to Wind Siphon.
Susano has gone through multiple adjustments to bring his frustration down.
These changes have not been completely successful.
His mobility from his Passive combined with his Abilities was very difficult to counter, and in most cases he could get all of his Damage off and escape through raw Movement Speed alone.
His mobility-focused Passive is being replaced by new one: Gathering Storm. Successfully hitting an opponent with an Ability will provide a Stack, and at 4 Stacks his next skill will deal bonus Damage.
The amount of Stacks makes it so Susano needs to commit all of his skills onto an enemy to get the full Damage (unless he wants to dedicate his Ultimate as well), but this removes his escape potential. To adjust for this bonus Damage, Storm Kata is seeing a base and scaling Damage reduction, making Passive and safe Susano players deal less Damage overall.
New Passive - Gathering Storm
Each time Susano successfully deals damage to at least one enemy god with an ability he gains a stack. At 4 stacks, his next ability that hits an enemy god will deal bonus damage. Stacks last for 5 seconds.
Bonus Damage: 25 + 60% of your Physical Power.
Decreased Base Damage from 40/70/100/130/160 -> 40/65/90/115/140.
Typhoon provides a lot of Damage and control to Susano's kit. We are reducing the pull strength of Typhoon enough that players are able to escape the pull. Players now have a chance to disperse and split up before a fully charged Typhoon is ready to be released.
Reduced Typhoon's Vortex strength from 115 -> 88.
Reduced the strength Movement Speed Penalty of targets affected by Typhoon from 40% -> 10%.
Both these changes allow players to have faster Movement and help them escape quicker from the pull of Typhoon.
Hydra's Lament allowed high skill Susano players to get a large damage increase through in-hand cancelling. This has caused a large disparity in performance when comparing pro players and the average player.
We are removing this specific item-skill synergy to nerf Susano at the highest levels of play while leaving his average performance intact (and keep multiple fire abilities consistent across the board).
Hydra's Lament will now only proc on the first stage of this Ability.
Susano saw a large number of nerfs after his introduction to Season 3, and since then he has fallen off in both casual and competitive play. We want to bring some of his power back without reintroducing frustration. Wind Siphon will now deal more damage in the late game, and Typhoon will now scale in damage as it charges, rather than needing to be at full charge to get any benefit. These two changes should give him a bit more pressure without increasing his main damaging abilities or mobility.
Increased Physical Damage Scaling from 25% -> 60%.
Changed the Ability Description to correctly indicate the actual Damage from 20/35/50/65/80 -> 20/30/40/50/60.
Changed the Physical Damage Scaling to correctly match the Ability Description from 35% -> 30% per tick (140% instead of 120% total scaling).
Now deals Bonus Damage the longer it charges, in addition to the Base Damage. Maxing out at 40/55/70/85/100 Damage.
We made a large set of changes to Susano recently to help him not feel as frustrating to fight and wanted to see how these played out. While frustration went way down, so did his performance overall. We are looking to revert some of the previous changes that did not solve frustration issues, while continuing to look at fair ways to bring up his power level.
Reverted the pre-fire change to Storm Kata's first hit, from .4s -> .1s.
Typhoon now changes visually and will Knockup enemies after charging for 1s.
We have been watching Susano closely since his last round of balance changes as well as the feedback surrounding him. While we feel like he has fallen into a balanced state (in both competitive and casual play) we understand his mobility, damage output, and control have been a frustration to play against. Our goal, as with any god, is to make sure gods are both fun and balanced to play as but also play against.
Susano is seeing a good amount of his damage moved around to different points of his kit while also allowing for more counterplay. Storm Kata has a slight wind up on the first slash; the damage from this ability is now spread out over all three parts of the ability.
Players should now be able to respond better to Storm Kata and receive less damage if Susano chooses to flee a fight instead of fully committing. Additionally, Typhoon will now only knock up enemies when fully charged, removing Susano's ability to chain Crowd Control effects together without much setup time.
Increased pre-cast time for the first slash from .1s -> .4s.
Damage from the First and Second Attack reduced from 55/90/125/160/195 -> 40/70/100/130/160.
The Third Attack of Storm Kata now deals 20/35/50/65/80 (+33% of your Physical Power).
Scaling reduced from 80% -> 65%.
Now only applies a knockup effect when fully charged.
The ability for Susano to get in and out of fights is one of the things that makes him unique but his cooldowns and abilities allowed him to do this too often, leading to some frustration fighting against him. Jet Stream has had its cooldown and range reduced to give players more opportunity to play around the God of Summer Storms.
Reduced range from 55 -> 45.
Changed cooldown from 17/16/15/14/13s -> 16s at all ranks.
With this patch we wanted to help make enemies who are fighting him have the tools to keep track of him in an engagement, as well as look to tone down some of the damage and cooldown reduction in Storm Kata and Jet Stream.
Damage reduced from 70/105/140/175/210 to 55/90/125/160/195.
Dash speed reduced.
Updated the Sound FX for this ability's teleport.
Increased cooldown of Jet Stream after Susano teleports to an enemy from 6s to 8s. This is still unaffected by cooldown reduction.
Storm Kata when combined with Bluestone Pendant was allowing Susano to control the pace of the early game. By removing some of the edge on Storm Kata and removing its ability to proc Bluestone Pendant (and other item effects) twice, players should find more room to play against this mobile assassin.
Scaling reduced from 90% to 80% on both hits.
No longer procs multiple item affects (like Bluestone Pendant) more than once.
Fixed an issue with this ability when ranked up mid use.