General

  • Anhur is an aggressive hunter who has been underperforming in the competitive and casual scene for some time. We are increasing the reward for being aggressive with Disperse and letting him threaten his opponents with Desert Fury more often.
  • Disperse Disperse

  • Increased Damage from 50/90/130/170/210 -> 70/110/150/190/230.
  • Desert Fury Desert Fury

  • Decreased Cooldown from 90s -> 75s.
  • General

  • Released.
  • General

  • It's happening! Cernunnos is strong in many situations, but this should come with some drawback. Horn Charge is going to be riskier to use early against opponents due to its decreased Damage while late game Cernunnos will not be hitting as hard in Summer Heat. In addition to these adjustments, The Wild Hunt is also seeing a Cooldown increase. This is a powerful Crowd Control effect that does not suffer Diminishing Returns and should have a longer Cooldown to match.
  • Shifter of Seasons Shifter of Seasons

  • Decreased Physical Power Scaling of Summer Heat from 10% -> 5%.
  • Horn Charge Horn Charge

  • Decreased Base Damage from 90/140/190/240/290 -> 70/125/180/235/290.
  • The Wild Hunt The Wild Hunt

  • Increased Cooldown from 90s -> 100s.
  • General

  • Freya is struggling from the mid-season adjustments. While Chronos and Sol had alternative Mage builds, Freya was more reliant on the higher options of Attack Speed items and the Hastened Fatalis effect. Hastened Ring and Demonic Grip are both seeing significant improvements that will directly affect Freya, but we wanted to give more power to her base kit to help her out.
  • Her Base Attack Speed is being increased from .95 to 1 which will make any Attack Speed item she obtains more impactful. Additionally, Pulse is seeing a base Damage increase that will help her clear more effectively until she can get these Attack Speed items online.
  • Increased Base Attack Speed from .95 -> 1.0.
  • Pulse Pulse

  • Increased Base Damage from 20/30/40/50/60 -> 30/40/50/60/70.
  • General

  • Judgement Tether provides a massive Damage reduction debuff to anyone afflicted that ramps up over time. At the highest levels of play this ability was used not only for the stun, but to disrupt enemies from being able to engage effectively. We are reducing the amount of Damage he can mitigate by removing the Bonus Damage reduction occurs over the 4 seconds of judgement tether.
  • This change is targeted towards where Osiris was seeing effectiveness (high level coordinated play) and as the meta shifts towards more late game strategies we will keep a close eye on Osiris to see if he needs further adjustments in the future.
  • Judgement Tether Judgement Tether

  • Removed the bonus 5% Damage Reduction per second when a target was tethered. This removes up to 20% Damage Reduction at maximum duration.
  • General

  • Raijin underwent many targeted changes to reduce the frustration of his opponents. When strong, he was frustrating to the point of needing immediate nerfs to prevent him from ruining other players experiences. With these changes done, we can now bring Power into non-frustrating components of his kit.
  • In this patch, we are increasing the utility of each of his skills. Charge Tempo will now provide 2 seconds off all Cooldowns, helping Raijin consistently pressure the enemy team. Percussive Storm will now pierce gods which has both lane benefits but teamfight benefits as well.
  • Finally, Taiko Drums is seeing a reduction in the slow it applied to Raijin. This will make him feel less like a target and help him position himself while firing out his ultimate shots.
  • Charged Tempo Charged Tempo

  • Increased Cooldown Reduction from 1s -> 2s.
  • Percussive Storm Percussive Storm

  • Percussive Storm now pierces enemy gods.
  • Taiko Drums Taiko Drums

  • Decreased self Slow from 40% -> 20%.
  • General

  • The Morrigan was slow to start but has really ramped up in performance over the recent SPL splits and at Dreamhack Valencia. Her ability to transform to fit any situation is powerful, but what really impacted games was her long Stealth.
  • Players could use this far away from a team and burst a squishy character without much (if any) warning. With some CDR, she could be doing this nonstop. We are reducing the duration of this Stealth effect while making it more expensive to spam in the later stages of the game.
  • This adjustment should allow the top end players to have more counterplay options when fighting against The Morrigan.
  • Confusion Confusion

  • Decreased Stealth duration from 4/5/6/7/8s -> 4/4.5/5/5.5/6.
  • Adjusted Mana cost from 70 at all ranks -> 60/65/70/75/80.