Any enemy gods that Xbalanque kills while Darkest of Nights is active increases his physical power by 5 permanently, maxing out at 30 additional physical power.
When XBalanque toggles on this ability, his basic attacks deal an additional 10/20/30/40/50 physical damage. When the bola hits, it splits into 2 that hit enemies up to 30 feet behind the target for 30% damage (on-hit effects do not apply). Right clicking cancels the toggle. Cost: 11/13/15/17/19 mana per shot.
XBalanque shoots 10 darts in a cone in front of him, dealing 30/50/70/90/110 (+40% of your physical power) physical damage. An enemy can be hit by 3 darts, with the other 2 doing 30% damage. Enemies hit are poisoned for 3s, taking an additional 10/15/20/25/30 (+20% of your physical power) physical damage every .5s and are slowed by 3/6/9/12/15%, increasing with Focus up to 40%. Cost 70/75/80/85/90 mana. Cooldown - 18/17/16/14/14s.
Xbalanque rushes forward and then jumps into the air. While in the air, he fires darts at all nearby enemies, dealing 80/130/180/230/280 (+40% of your physical power) physical damage. Any enemies that were poisoned by Xbalanque take 50% more damage. Cost - 60/70/80/90/100 mana. Cooldown - 16s.
Darkest of Nights
Xbalanque shrouds enemies in darkness for 3s. During this time, Xbalanquedds basic attack range is increased by 40 ft and his movement speed is increased by 20/30/40/50/60%, increasing with Focus up to 100%. At the end of the darkness, any enemy gods moving at the time are stunned for 1.5s, increasing with Focus up to 3s. Cost - 100 mana. Cooldown - 90s.
The Mayan hero twin has had some very interesting balance developments over the past season. After some interesting changes in the past Season Xbalanque has settled into the lower end of the Hunter roster. With Branching Bolas and his Ultimate now feeling to be at great spots, we looked at his movement ability. Rising Jaguar used to be a key source of damage in the old days, but has crazy low scaling for today’s standards. We are increasing this damage scaling by a considerable amount to give Xbal more options in combat.
No stun no problem. Xbalanque has maintained some of the consistently highest win rates and pick rates since his Branching Bolas buff earlier this year. Even without a stun, his Ultimate is one of the strongest in the game. That ability feels well-tuned, so instead we are looking to make smaller adjustments to Branching Bolas. We are partially reverting the damage increase to a safer place in between, as well as increasing the mana costs. Bolas mana management used to be a huge part of the kit, and is now nearly ignored. This middle area should take a toll on Xbal players without being overly oppressive.
Decreased Damage on Branched Bolas from 40% to 35%.
Increased Mana Cost per Shot from 3/6/9/12/15 to 5/8/11/14/17.
Xbalanque was a go to hunters for some time, providing an ultimate that turned teamfights on their head. While we saw some memes that nobody was hit by the stun, we have seen the fall off in his overall performance due to the improved counterplay. Darkest of Night can return to a more standard ultimate cooldown. In addition we are bringing up Branching Bola, allowing for stronger lane clear and poke to help him get to the late game.
Increased damage on Bola that branch off of the initial hit from 30% to 40% of the initial hit damage.
Xbalanque was defining the meta for most of the year, but a big change to his ultimate has brought him to a more reasonable place. His blind is weaker yet still a valuable asset to teams, but the community helped point out a strange weakness in his kit. Poison Darts slows for surprisingly small amounts until it's ranked up. We want each ability to feel impactful and so the slow is being boosted on the lower ranks to ensure Xbalanque can follow up after this ability.
Increased Poison slow from 4/8/12/16/20% to 20% at all ranks.
For the final balance adjustment of this update we have a controversial change. Xbalanque has been overperforming (high win%, pick%, and ban%) at all levels of play, including normal, ranked, and competitive. His ultimate brings a unique aspect to the game. It deals no direct damage yet dramatically impacts a teamfight through confusion. This effect is especially potent when on a member of the Hunter Class, who generally lack effects like this and instead get large skillshots to deal additional damage.
Perhaps the most unique effect of this ability is the CC at the end that can be avoided if the afflicted player stops moving. This effect is difficult for opponents to learn without reading the text of Xbalanque, or experiencing a high degree of trial and error, likely resulting in many failures. This effect also punishes players for trying to play through Darkest of Nights, and encourages passive play and hard disengages. With the way it was conveyed, its impact on counterplay, and its inability to be learned outside anything but explicitly reading the text; we have made the difficult decision to remove the stun if moving from the end of the ability.
We discussed potential solutions and visual or audio FX treatments that could properly convey what players needed to do, but we felt no amount of additional FX could clearly convey the intended action and possible incoming punishment for failing that action.
The stun simply removed counterplay options, forcing players to run as the lack of information and the inability to react to burst with their movement skills made it too risky to stay forward against a team. With this adjustment we are giving counterplay options against this ultimate, assuming they can battle the muscle memory that tells them to stop moving. It will certainly take a few games to get used to.
Darkest of Nights
This ability no longer stuns gods who are moving at the end of this effect.
Adjusted audio of this effect to help players be aware of the change.
Since Xbalanque's Passive change and other adjustments, the god has been performing extremely well and his pick/ban % has increased drastically. We are applying the same fix to his passive as Shaman's Ring, which will slow down his power ramp slightly while also providing much clearer feedback. His Ultimate is also being increased in Cooldown to be consistent with other global Ultimates. This ability might not seem immediately impactful to some as it deals no damage and can be very situational, but the blind is a very powerful effect. The advantage gained over a blinded team can quickly end games and it should have a Cooldown that matches its effect.
Dead of Night
Damage required to stack is now counted post-mitigation.
Adjusted buff bar icons to show difference between damage counter stacks and Physical Power buff stacks.
Xbalanque has been really stacking up against his opponents with the latest change to his passive. The consistency the change brought really helped his performance, but it came online too quickly. We are increasing the amount of damage needing to be dealt by 50%, causing his power curve to more closely match the original intent. Additionally, Poison Darts is getting an important fix. Abilities should not go on cooldown until they have provided some effect, but Poison Darts could get interrupted and consumed even if no darts were fired. With this adjustment Poison Darts will need to fire at least 1 dart before interrupting it will cause it to go on cooldown.
Dead of Night
Xbalanque now needs to deal 1500 damage to gain 1 stack of Dead of Night (Up from 1000).
This ability no longer consumes mana or the cooldown if interrupted before any darts are fired.
Xbalanque relied on getting kills to activate his passive which resulted in very high variability and frustration if teammates happened to take the last hit. Xbalanque should have control over his ability to stack his passive through his own play. Dawn Of Night now stacks off Xbalanque's player damage dealt, allowing him to more reliably reach his maximum stacks assuming he can aggress the enemy team successfully. Rising Jaguar is also getting a mana cost reduction in the late game when he wants to spend more mana on Branching Bolas.
Dead of Night
This ability now stacks off of player damage dealt instead of kills. Every 1000 damage dealt by Xbalanque will provide him with 1 stack.
Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80.
Late Game Hunters are notoriously sensitive to balance adjustments. When looking at Xbalanque, who was under-performing, we wanted to make sure we didn't push him over the edge and instead gave him a few tools to better enable him to reach late game.
Branching Bolas is getting an early Mana Cost decrease to give him cheaper wave clear, while Rising Jaguar is getting an increase to make his damage combo more threatening.
Reduced Mana Cost from 6/8/10/12/14 -> 3/6/9/12/15 Mana per Shot.
Increased Physical Power scaling from 20% -> 30%.
Increased Bonus Damage on Poisoned targets from 20% -> 30%.
Xbalanque's Mana Costs can be very punishing if not managed properly, even in the late game. With these changes the Hidden Jaguar will now have more freedom to cast and use his abilities. He will still blow through his Mana if he spends it needlessly, but players will have a bit more mana to play with when it comes time to commit to a fight.
Reduce Mana Cost from 8/10/12/14/16 -> 6/8/10/12/14.
Reduce Mana Cost from 70/75/80/85/90 -> 60/65/70/75/80.
Xbalanque has long performed at the top of the competitive Hunter pack, and has been one of the most dominate late-game carries. His high ability damage has also made him potent through the early and mid-game, and combined with his reach very difficult to deal with.
Reduced damage per Dart from 30/50/70/90/110 -> 30/45/60/75/90.
Reduced Physical scaling on additional Poison Damage from 20% -> 10%.