Thor gains 20 physical power for each enemy god within 30 feet of him. Stacks up to 3 times.
Thor throws Mjolnir forward, doing 50/80/110/140/170 (+30% of your physical power) physical damage to all enemies in its path outward and half that damage on its way back. Enemy gods hit by the throw take double damage if hit on the return as well. Cost - 70/75/80/85/90 mana. Cooldown - 14s.
Thor slams his hammer on the ground, causing a fissure to appear in front of him, instantly slowing enemies by 20/25/30/35/40% for 3s. One second after the slam, spikes erupt from the fissure causing blocking movement for 4s. Cost - 75 mana. Cooldown - 17/16/15/14/13s.
Thor spins his hammer around him, doing 20/35/50/65/80 (+25% of your physical power) physical damage every .4s for 2s. Thor is immune to knockup and slows for the duration. Cost - 70/75/80/85/90 mana. Cooldown - 13s.
Anvil of Dawn
After a short buildup, Thor leaps into the air. While in the air, Thor can target a great distance away to come crashing down in the area, dealing 150/200/250/300/350 (+120% of your physical power) physical damage and stunning all enemies in the radius for 1s. Cost - 80/90/100/110/120 mana. Cooldown - 90s.
Even after considerable nerfs the god of thunder has held a near-top ban rate for multiple updates. The past nerfs have affected his metrics heavily, but he is clearly still considered a top god pick by a huge majority of players. We are applying an additional nerf, albeit a smaller one, to bring down Thor's all-in damage a bit more, which is where he seems to continue to excel the most.
Anvil of Dawn
Decreased Physical Power Scaling from 100% to 90%.
Thor provides strong jungle clear with high ganking strength and a strong late game burst. We want to reign in some of these strengths to give enemies better opportunities to fight the God of Thunder. Beserker Barrage is seeing a scaling reduction and a cooldown increase which should tone down his late game scaling and jungle clear speed respectively.
Increased Cooldown from 8s to 10s.
Decreased Physical Power Scaling on the first two hits from 40% per hit to 35% per hit.
Decreased Physical Power Scaling on final hit from 60% to 50%.
Thor excels at early pressure and using ultimates to secure kills. As a semi-global ability, the longer cooldown will create bigger windows to make plays, knowing the God of Thunder isn't about to bring the hammer down.
Anvil of Dawn
Increased Cooldown from 90s to 110/105/100/95/90s.
Thor got a surge of energy in his Mid Season rework. Although his high level pick/ban rate increased, his win-rate did not follow. Our primary goal was to make Thor an attractive pick at high end again, and that had succeeded handily. After watching his metrics and monitoring feedback for a few months we feel safe to nerf this character. His new components should still allow him to be an interesting pro pick, but this should town frustrations players have in normal games by lowering the instant burst potential of his Ultimate.
Anvil of Dawn
Decreased Damage from Landing Impact from 120/165/210/255/300 to 100/150/200/250/300.
There was an issue where the Landing Impact was listed as dealing more damage than it was actually doing.
Decreased Lightning Damage on the Initial Target from 20/30/40/50/60 to 15/25/35/45/55.
Thor is the God of Thunder, and in this update we hope to make that title more fitting. The major goals for these design changes are to give Thor a more distinct identity among Assassins, improve his kit functionality, and add some more of his core themes to his Ultimate ability. Berserker Barrage was previously a higher cooldown and longer channel, making it unclear when it should be used and difficult to use properly. It has been reworked to be a quick and snappy 3 part hit with a low cooldown. Being in Thor's face for too long can quickly turn into a bad situation.
Anvil of Dawn is also gaining new components, thunder and lightning! After landing from his Ultimate Mjolnir will become infused with lightning, causing any damage it deals (Basic Attacks, Mjolnir's Attunement, Berserker's Barrage) to arc lightning to nearby targets. This not only helps in single target situations but rewards Thor for diving directly into the enemy team and causing mayhem. Olympians pathnotes.png
Fixed an issue where players at max range would be hit by the initial hit but not by the return hit. This ability should now properly hit players twice at max range.
This ability has been reworked.
Thor spins his hammer around him dealing damage to Enemies in front of him up to 3 times and those behind him up to 2 times. The final swing deals extra damage. Thor is immune to Knockup for the duration.
Reduced cooldown from 11s to 8s.
Reduced mana cost from 65/70/75/80/85 to 55/60/65/70/75.
Damage per hit changed from 20/40/60/80/100 (+45% of your physical power) to 30/50/70/90/110 (+40% of your physical power).
Final damage swing: 45/65/85/105/125 (+60% of your physical power)
Anvil of Dawn
After Thor lands from his ultimate, his hammer Mjolnir is infused with lightning for 6 seconds.
During this buff state, each of his basic attacks and abilities chain lightning to nearby Enemy gods, damaging them with each hit.
Initial target: 20/30/40/50/60 +15% of your Physical Power per chain lightning.
Chain target: 10/15/20/25/30 +7.5% of your Physical Power per chain lightning.
The Norse God of Thunder gains new strength in this patch. One of Thor's unique aspects as an Assassin his his ability to set up kills for himself or his team with the ranged stun of tectonic rift. As he has dropped in performance, we are bringing more focus to this part of his kit, allowing him to more easily follow up on his stun without spending too many points on the ability.
Increased Stun Duration from .8/1/1.2/1.4/1.6 to 1/1.15/1.3/1.45/1.6s.
In our last round of changes we focused on improved clear through Berserker Barrage, but these changes did not help him enough in that department. In most cases, Berserker Barrage is not the correct ability to take for level 1 jungle clear. Mjolnir's Attunement is getting a buff towards minion and jungle camp clear, allowing the return hit to deal more more damage. This makes it clearly the best option for his early jungle pathing.
Increased the amount of damage the return hammer deals to minions from 50% to 80%.
The new jungle respawn timers have put Thor in an awkward position. His fastest clearing ability is a channeled ability that does not immediately go on cooldown. This results in him often showing up to camps without being ready to clear them. The god of thunder is getting a cooldown reduction on his spin-to-win so that he can keep up with the pace of the Season 5 Conquest jungle.