Enemies that successfully land a basic attack on Sylvanus have a 25% chance to be rooted for 1s. This may only happen once every 12s.
Sylvanus throws a seed to a target location. If it hits an enemy they will take 80/100/120/140/160 + 35% of your magical power as damage and become rooted for 2s. If the seed lands on the ground, after 10s it will grow into a flower providing 6/10/14/18/20 MP5 to nearby allies. The pod can be destroyed by basic attacks, exploding and releasing poisonous spores that reduce protections of nearby enemies by 5/10/15/20/25 for 5s. Cooldown 12s. Cost 60/65/70/75/80.
Sylvanus releases wisps that seek out nearby allies and enemies. Allies are healed 25/35/45/55/65 +15% of your magical power every 1s for 5s and have their protections increased by 5/10/15/20/25 for 5s while enemies take 10,15,20,25,30 +10% of your magical power every 1s for 5s as damage over time. Cooldown 18/17/16/15/14s. Cost 60/65/70/75/80.
Sylvanus's treant launches his rooty hand out in front of him. The hand stops at the first enemy god hit, stunning them for 1s and pulling them back towards Sylvanus. Cooldown 30/27/24/21/18s. Cost 70/75/80/85/90.
Wrath of Terra
Sylvanus's treant slams his large trunks into the ground causing large thorny roots to break out of the ground around him. Enemies hit are knocked up and take 60/70/80/90/100 +25% of your magical power every 1s for 5s as damage. Cooldown 90s. Cost 100.
This nature god is always thought of as a true support Guardian, who focuses more on heals and peals than damage. In practice though, Sylvanus is able to obtain lane pressure with his AoE basic attacks and play quite aggressively. He tends to fall off toward the end of the lane phase, but with these buffs he should be able to keep up the pressure.
Fixed an issue where Sylvanus could only hit the Jungle Shrine from specific angles.
Increased damage from 10/30 per tick to 14/20/26/32/38.
Wrath of Terra
Damage increased from 60/70/80/90/100 to 60/75/90/105/120.
It's about time Sylvanus grew a new leaf. His ability to root and control an enemy team is his defining feature, but his primary CC ability had some limitations that felt unintuitive. Verdant Growth will now be able to be fired over walls, better allowing Sylvanus to run down enemies or peel for allies, and of course better enabling those high impact pulls.
This ability can now be fired over walls.
Updated this abilities targeter to be more distinct from his Basic Attacks.
Fixed an issue where the pull direction wouldn't match the Direction Sylvanus was facing.
Sylvanus' ability to heal his team and to pull an enemy has pushed him towards very long cooldowns. This god has continued to struggle so we are decreasing the cooldowns of both of these god-defining effects. Sylvanus should have a much more clear impact on the match after these changes.
Decreased Cooldown from 18s to 16s.
Decreased Cooldown from 20/19/18/17/16 seconds to 18/17/16/15/14s.
Sylvanus brings healing and control to any team he is on, but one of these components is a bit clunky. Wisps need to not only travel to the target (which we are slightly speeding up), but allies do not benefit from the wisp until a tick can happen making it feel delayed. Most abilities that tick” have an initial hit to avoid this delayed feeling, and for already being delayed by travel time we feel this ability should have that immediate impact.
Increase Projectile Speed from 50 to 100 (this does not affect the initial release speed).
Wisps now apply an additional tick right as they hit an ally or enemy (same damage / heal as other ticks).
Damage: 10/15/20/25/30 (+10% of your Magical Power)
Sylvanus has rooted himself in this meta, providing strong early game pressure in the duo lane. Part of this strength comes from Verdant Growth allowing Sylvanus to clear and engage his enemies often. We are increasing the Cooldown at Rank 1 of this Ability, lowering Sylvanus' power during the first few levels.
The recent buffs to Sylvanus and the way Season 4 has begun to shake out have led to Sylvanus being highly valued. The amount of lane pressure he is providing in the early game is a bit too high given his other utility. We are toning down the early game power of his basic attacks as we continue to evaluate the strength of wave clear in Season 4.
Sylvanus and Grover made quite a splash at HRX. We are looking to shift him similarly to other healers in Season 4. Wisps is seeing a slight decrease, while Verdant Growth will now apply its Protection Reduction on Rooted enemies, giving Sylvanus better kill potentially when he can successful land his combo.
Now Applies Protection Reductions of 5/10/15/20/25 for 5s on hit of enemy gods.
Decreased Base Healing from 25/30/35/40/45 -> 15/20/25/30/35 per tick.
Decreased Magical Power Scaling on Healing from 15% -> 10% per tick.
Sylvanus is a powerful pick when it comes to team utility, but without the ability to apply constant pressure, he has been overshadowed by other Guardian pics. We are looking to increase some of his utility and potency with these changes.
Increased damage from 80/100/120/140/160 -> 80/120/160/200/240.
Increased protections given from 5/10/15/20/25 -> 10/15/20/25/30.
Reduced cooldown from 22/21/20/19/18s -> 20/19/18/17/16s.
Nature's Grasp is seeing an adjustment to make it more useable at lower ranks while also encouraging its use in the late game with a Mana cost reduction. His ability to pull people is one of his core and most satisfying mechanics and we are looking forward to players feeling better about using this skill more often.
Reduced cooldown from 26/24/22/20/18s to 22/21/20/19/18s.
Reduced mana cost from 70/75/80/85/90 to 70/65/60/55/50.