When Vamana is not in Colossal form, taking damage from gods causes the cooldown to decrease by 2. When Vamana is in Colossal form, taking damage from gods increases the duration by .5s, up to a max of 10s. Additionally 15% of Vamana's Physical Protection is converted to Physical Power.
Clear the Path
Vamana opens his umbrella in front of him and sprints forward, doing 70/110/150/190/230 (+40% of your physical power) physical damage to all enemies and knocking them into the air. Cost - 70/75/80/85/90 mana. Cooldown - 15s
Armored Umbrella
Vamana infuses his umbrella with his armor, reinforcing it while he strikes forth, doing 85/150/215/280/345 (+100% of your physical power) physical damage to all enemies in a cone. Cost - 60/70/80/90/100 mana. Cooldown - 15/14/13/12/11s.
Umbrellarang
Vamana spins an umbrella out infront of him, hitting everyone in its path for 50/85/120/155/190 (+70% of your physical power) physical damage and slowing your enemies attack and movement speeds by 35% for 3s. After reaching its destination, the umbrella returns back to Vamana, hitting everyone in its path again. Cost - 60/70/80/90/100 mana. Cooldown - 13s.
Colossal Fury
Vamana grows to an enormous giant for 6 or more seconds (depending on Sleeping Giant). While Vamana is enraged, he gains, 5/10/15/20/25 protections, 35/55/75/95/115 physical power and regens 5% of his max health every second. Additionally, Vamana's physical attacks now do damage to enemies around his target. You can right click to deactivate his giant form early. Cost - 100 mana. Cooldown - 90s.
This big guy has had a few recent adjustments to this movement speed rules during Colossal Fury. The previous movement speed was quite strong, and the current one is feeling a little too weak. The experiment with partial haste effects on Atalanta’s Bow seems successful, so we are trying that out on gods.
Umbrellarang
Fixed an issue where his attack speed slow wasn’t working consistently with other attack speed slows
Colossal Fury
Decreased the Movement Penalty for Attacking, Backpedaling, and Strafing by 20% while this ability is active.
This god has seen colossal growth in win-rate metrics since his most recent change. Vamana's buff gave him too much immediate speed, allowing him to quickly outpace enemies off a few hits. We are spreading this out more to give enemies more time to get away before full speed is reached.
Colossal Fury
This ability now provides 3% Movement Speed per stack on successful hit and stacks up to 5 times.
Similar to Nike, Vamana has struggled to compete with other Warriors, especially when it comes to mid and late game impact. We are boosting Colossal Fury in both sustain and rewarding aggression by letting him chase more effectively.
Colossal Fury
Increased Shield from 0.6% of Maximum Health to 1% Maximum Health per tick
Successful attacks on enemies while in the ult now provide 5% movement speed for 3s. This effect stacks up to 3 times.
Vamana has been running over his opponents and utilizing the added survivability while inside his ultimate. With this patch we want to look at his core strength and make targeted adjustments to ensure he is fair to fight while keeping his ultimate feeling strong. We are lowering his movement speed, burst potential, and utility; but only in small amounts. These should give players more opportunity to outmaneuver, survive, and potentially escape; especially when played well.
Decreased Base Movement Speed from 380 to 375.
Armored Umbrella
Decreased Base Damage from 85/140/195/250/305 to 85/135/185/235/285.
Umbrellarang
Decreased Attack / Movement Speed Slow from 30% to 25%.
Vamana's Colossal Fury is really impacting the Battleground, allowing him to survive teamfights more effectively and be a powerful disruptor. One consequence of the change was he lost all collision, making him pass through players in addition to player made walls. This made him difficult to counter (tanks cannot body block him) while also making him miss targets he was in since they could juke into him. He will not collide with players, making both of these situations feel better.
Colossal Fury is supposed to be a moment of high impact where Vamana can charge forward and lead his team, but he often struggles at accomplishing that goal.
The bonus health is not enough to keep him alive through focused damage and in many cases a single god can invalidate its use.
We are increasing how frequently the heal occurs, and decreasing the amount to make his health regeneration more smooth. We are also adding a stacking Health Shield that
will boost his survivability during combat without increasing his out of combat healing. Finally, Colossal Fury will now allow Vamana to step through players and player made walls, making him much more difficult to block from a fight.
Colossal Fury
Vamana now also gains a stacking Health Shield every second equal to 0.6% to his max HP per .2s. This Shield fades when Vamana's ultimate ends.
Changed his heal to tick every 0.2s instead of 1s
Vamana still heals for the same amount of health each second as he did previously.
Can now pass through Player made walls while his ultimate is active.
Vamana suffers from very high mana costs, limiting his ability to trade in lane and causing him to mostly focus on wave clear. We want to allow him to have the same flexibility with his abilities as other Warriors do.
Clear the Path
Decreased Mana cost from 70/75/80/85/90 to 70 at all ranks.
Armored Umbrella
Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80.
Umbrellarang
Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80.
Vamana's performance in Season 5 has been lackluster largely due to enemies being able to shut down his main source of survivability in Teamfights. While the healing potential on Colossal Fury exists, the amount of Anti-heal options limit how useful he can be. We are increasing the base protections provided by Colossal Fury to better help him engage a team even if they have build heavy Anti-heal. In addition, Colossal Fury now has a targeter allowing players to see at what range Vamana is able to connect his basic attacks.
Colossal Fury
Increased Protections Gained from 5/10/15/20/25 to 15/20/25/30/35.
Added a targeter to indicate the hit area for Vamana's Basic Attacks while Colossal Fury is active.
A bit of a give in take on Vamana; we're decreasing the scaling on Armored Umbrella and increasing the scaling on Ubrellarang. Vamana has many strengths from his ability to dish out damage, control a fight, and sustain in his ultimate. This shift is to better balance his damage across all his abilities.
Armored Umbrella
Reduced Physical Power Scaling from 100% to 70%.
Umbrellarang
Increased Physical Power Scaling from 40% Per hit to 50% Per Hit.
Some love for Vamana. With increased movement speed, and a larger radius while in Colossal Fury, Vamana should more easily be able to chase people while in his Ultimate.
Increased base movement speed from 365 -> 380.
Colossal Fury
Increased radius of damage in Ultimate from 12 -> 16.
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