General

  • Released.
  • General

  • The Hero of the Trojan War has been a very popular pick and ban since his ability to join Ranked and SPL matches. His early pressure combined with a strong Crowd Control allows him to quickly overpower opponents, even if his late game isn't at the same level of other picks. We are reducing the spread damage he gets with Shield of Achilles, while reducing the double-tap damage from Combat Dodge. These should help lower the early pressure he brings and allow players to bring him to the mid and late game where his Achilles' Heel really shows.
  • Shield of Achilles Shield of Achilles

  • Decreased the damage to targets in the outer cone from 80% to 70%.
  • Combat Dodge Combat Dodge

  • Decreased Damage from 65/105/145/185/225 to 55/95/135/175/215.
  • General

  • Aphrodite's Kiss requires constant management. Players must balance the ability between kissing their allies to quickly heal or stunning enemies and take an increased cooldown. We want to help Aphrodite players have more control over a fight by allowing them to switch targets much more quickly, allowing Aphrodite to save allies just in time with heals or her ultimate and then quickly follow up by stunning an enemy.
  • Kiss Kiss

  • Decreased Cooldown of this ability if you hit an ally from 3s to 1s.
  • General

  • Guan Yu's hit chain has some unique animations that feel like they should have specific effects other gods have on theirs. His third hit which is a large swipe will now cleave enemies in the area, and the final hit which is a long forward strike will now have longer attack range. Along with this his passive is getting a tweak, allowing him to maintain maximum stacks as long as he stays in combat. As a god that is known for his extended fighting capability due to his low cooldowns, he now has a passive that matches that playstyle.
  • The third hit of Guan Yu's hit chain now cleaves.
  • The last hit of Guan Yu's hit chain range has been increased from 12 to 16.
  • The first two hits of Guan Yu's hit chain have remain unchanged.
  • Painless Painless

  • Stacks now only reset when out of combat, rather than being consumed by a single ability.
  • General

  • Khepri has been having a hard time protecting his teammates lately. Solar Flare should be a strong poke and setup crowd control but it struggles to threaten and control enemies. We are bringing up the root duration while also increasing the late game power of this ability, bringing him more inline with other supports.
  • Solar Flare Solar Flare

  • Increased Root duration from 1.3/1.4/1.5/1.6/1.7s to 1.5/1.6/1.7/1.8/1.9s.
  • Increased Damage from 50/100/150/200/250 to 60/115/170/225/280.
  • General

  • Kuzenbo is seeing a shift to reduce some of the frustration when fighting him (Shell Spikes), while allowing the other abilities of his kit to shine through. Shell Spike's damage reflect is being reduced, but the cooldown reduction per tick of Shell Spikes on NeNe Kappa will also apply to Sumo Slam. His ability to control enemies in a teamfight will be heavily influenced by how many times he can reflect damage. Additionally, Water Bowl is seeing an increase in damage mitigation. Smart Kuzenbo players can maximize this mitigation to really get into the middle of a fight and cause disruption with relative safety.
  • Water Bowl Water Bowl

  • Increased Damage reduction per stack from 1% to 1.5%.
  • As a result, Maximum Damage Reduction increased from 10% to 15%.
  • Shell Spikes Shell Spikes

  • Decreased Damage Reflected from 20/25/30/35/40% to 10/15/20/25/30%.
  • Decreased Mana cost from 50/55/60/65/70 to 50 at all ranks.
  • This ability now decreases the cooldown of Sumo Slam as well as NeNe Kappa by the same amount.
  • General

  • Back in Season 4 Nemesis was adjusted to improve her weak early game and fix her inability to contribute to a fight outside of her ultimate. These changes were successful for her at the time, but with Season 5 the Meta has shifted and Nemesis benefits greatly from it. Fast jungle clear and higher bases damage are even more important than before. We have adjusted her a few times in Season 5, as well as some items she uses, but she still has a strong early presence that translates into a strong late game. We are bringing down the base damage of her primary clear tool, Slice and Dice. This should make her more comparative to other junglers in terms of clear speed while also lowering her mid to late game burst potential.
  • Slice and Dice Slice and Dice

  • Decreased Damage from 50/80/110/140/170 to 40/70/100/130/160.
  • General

  • Terra has been rockin' it since the ultimate rework, showing how impactful her aggressive frontline playstyle can be. However, the swing she brings to a teamfight is very difficult to deal with. We are reducing the damage mitigation/amplification swing in half to give teams a strong opportunity to engage against Terra while giving high level players the ability to quickly focus down Monolith. Terra players will have a harder time dancing around Monolith before needing to decide to break it or flee.
  • Monolith Monolith

  • Decreased amount of hits it takes to destroy Monolith from 5 to 3.
  • Earthen Fury Earthen Fury

  • Decreased Damage Mitigation from 10% to 5%.
  • Decreased Damage Amplification from 10% to 5%.
  • General

  • 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.
  • Mjolnir's Attunement Mjolnir's Attunement

  • Increased the amount of damage the return hammer deals to minions from 50% to 80%.
  • General

  • 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 Clear the Path

  • Decreased Mana cost from 70/75/80/85/90 to 70 at all ranks.
  • Armored Umbrella Armored Umbrella

  • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80.
  • Umbrellarang Umbrellarang

  • Decreased Mana cost from 60/70/80/90/100 to 60/65/70/75/80.
  • General

  • 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 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.
  • Rising Jaguar Rising Jaguar

  • Decreased Mana Cost from 60/70/80/90/100 to 60/65/70/75/80.