General

  • Released.
  • General

  • Ah Muzen Cab was a powerhouse coming into Season 5, and took a large hit to his Hive functionality.
  • After these changes he heavily fell out of favor, and even though most of the nerfs have been reverted he is still struggling to make his mark.
  • We want to focus on how often he can utilize his kit by lowering the cooldown on Swarm and making Honey less of a mana drain when used frequently.
  • Swarm Swarm

  • Decreased Cooldown from 16/15/14/13/12 to 15/14/13/12/11.
  • Honey Honey

  • Decreased Mana cost from 75/80/85/90/95 to 60 at all ranks.
  • General

  • Anubis tends to excel at lower levels of play, but drop off at high end Conquest. The god is risky and fragile, but with a huge amount of damage potential.
  • We are increasing the early rank duration of his CC ability, Mummify. This should let him level his damaging skills more quickly, and help his early game aggression and self peel,
  • which can be especially important in high rank Conquest.
  • Mummify

  • Increased Stun duration from 1.2/1.4/1.6/1.8/2s to 1.6/1.7/1.8/1.9/2s.
  • General

  • Ao Kuang's passive was reworked a while back because of technical and clarity issues.
  • The problem was, his reworked passive didn't meet our usual definition of a passive ability. Since the old passive only interacted with his Ultimate, we are reworking it again.
  • Ao Kuang tends to be very frustrating when he does too much burst, so we are looking to breath new life into the god in a different way.
  • With the new design on Dragon King's Sword, Ao Kuang will be more evasive and stronger in longer engagements. The bonus cooldown reduction and self healing encourages
  • Ao Kuang players to make multiple gank attempts on enemies.
  • Dragon King's Sword Dragon King's Sword

  • Every 20 seconds Ao Kuang gets a stack of Dragon King's Sword. As long as he has a stack, his next non-ultimate ability that deals damage to an Enemy god will consume a stack to have its cooldown reduced by 2s and heals Ao Kuang for 5% of his Maximum Health. Successfully executing an Enemy god with King of the Eastern Seas fully charges Dragon King's Sword.
  • This effect can stack up to 3 times.
  • General

  • Bacchus has always been an absolute unit in Joust and Arena, but he often struggled in Conquest where his kit didn't feel functional until later levels.
  • Bacchus will now be able to get the party started even at level 1 by getting direct access to his Chug ability.
  • This greatly improves Bacchus' early game potential in conquest as he can gain access to Magical Power, Bonus effects, and Damage Mitigation through his Drunk-O-Meter
  • that usually wouldn't be filling up until later levels.
  • Chug Chug

  • Chug is now available at Level 1 and has a Rank 0.
  • Rank 0 Chug does not provide any Protections.
  • Rank 0 Chug costs 35 Mana.
  • Chug now provides 40% Drunk-o-Meter at all Ranks.
  • General

  • Bastet can be powerful in the right hands, but mana costs early and her overall presence late make it difficult for her to really excel. We want to address these two issues.
  • Declaw now has a flat mana cost, allowing it to be used more often during ganks and just for poke.
  • Razor Whip is getting a large scaling increase to ensure her damage output stays relevant at the latest stages of the game.
  • Razor Whip Razor Whip

  • Increased Physical Power scaling from 20% to 25%.
  • Declaw

  • Decreased Mana cost from 70/75/80/85/90 to 60 at all ranks.
  • General

  • Baron continues to get a great deal of attention, just the way he likes it. This god has proven to be an extremely strong flex pick, excelling as a
  • Solo Laner or Support more often than as a Mid Mage. One key thing that enables this strategy for Baron Samedi is his ability effects that scale off of health.
  • These don't require Magical Power to be effective. Both Consign Spirits and Life of the Party are being nerfed in this regard to make him rely more on building power and
  • utilizing his Hysteria mechanic.
  • Consign Spirits Consign Spirits

  • Decreased Bonus Healing based on Missing Health from 12.5% to 10%.
  • Life of the Party Life of the Party

  • Decreased Total Health Damage from 15% from 10%.
  • General

  • Oh how the mighty have fallen. Bellona has had a long history of nerfs and it seems the goddess has finally fallen out of favor.
  • She struggled through the entirely of Season 5. Many warriors did but some more than others. Even with the addition of Berserker's Shield we didn't see much of a resurgence from her.
  • In addition to the Base Warrior stat buff, She is gaining a boost to her early game Ultimate damage. This will help Bellona make early aggressive rotations and plays more successfully.
  • Eagle's Rally Eagle's Rally

  • Increased Base Damage from 100/200/300/400/500 to 140/230/320/410/500.
  • General

  • Cabrakan's Ultimate was a strange shape that often caused confusion on both sides of the battleground. This ability would clearly appear to hit but not deal damage.
  • For a Guardian (or Assassin?) That relies heavily on burst damage, confirming this ability is a big deal. 6.1 is bringing a major quality of life buff to Tectonic
  • Shift in that this ability now hit in a clear area in front of Cabrakan.
  • Tectonic Shift Tectonic Shift

  • Expanded the hit area of this ability to damage all gods in the entire rectangle shape in front of Cabrakan. This area is as wide as his wall area is now, extending from Cabrakan up to to the range of the walls.
  • 35 unit range.
  • 25 unit width.
  • General

  • Camazotz started Season 5 very strong, but after a few nerfs he dropped of quickly. We have made a few small attempts at balancing him since, and we want to continue along that path.
  • Camazotz has a strong tipping point, where once overtuned he becomes incredibly dominant. We want to avoid that case through these smaller buffs over time.
  • This one focuses largely on his lifesteal synergy and quality of life. Keeping his stacks of vampirism can be frustrating and cause Camazotz to be punished much harder than most
  • assassins for deaths. This ability will now last longer and persist through deaths to make sure the vigilant junglers can keep this stacked.
  • Vampire Bats Vampire Bats

  • Increased buff duration from 210s to 300s.
  • Now persists through death.
  • General

  • Cernunnos has some unique strengths, but his lane clear tends to be described as feeling awkward and weak. Bramble Blast doesn't pack the punch that many other Hunter abilities do,
  • so it's being brought up in the early ranks to make sure he can go toe to toe with the rest of the meta. The Wild Hunt is also seeing a cooldown reduction,
  • allowing him to impact teamfights more often.
  • Bramble Blast Bramble Blast

  • Increase base damage from 40/80/120/160/200 to 60/95/130/165/200.
  • The Wild Hunt The Wild Hunt

  • Decreased cooldown from 100 to 90s.
  • General

  • The dwarf turned dragon will be even more terrifying in his dragon form in 6.1. Fafnir has strong evasion and lockdown, yet is still suffering in the meta.
  • Fafnir is a god designed around big plays during his ultimate, so we will take this opportunity to make that feel even more impactful. His Dragon Breath basic attack will deal more damage, especially at later stages in the game, giving this aggressive Guardian's team more kill potential.
  • Draconic Corruption Draconic Corruption

  • Increased Dragon Breath from 20/25/30/35/40 to 20/30/40/50/60.
  • General

  • When the Queen of the Gods makes an entrance she goes all out, and the same can be said about her companion Argus. After Hera's initial buffs she has settled into a consistent spot in the meta. She brings a quite high ban rate and she does a lot to disrupt enemies in team fights. Her kit was designed to synergize with Argus and help him be active often, but the low base cooldown of the ability was causing a lot of frustration. Argus will still be on a lower cooldown than most Ultimates if the Hera plays well, but this effect will be less extreme than before.
  • Argus, the Defender Argus, the Defender

  • Increased cooldown from 70 to 90.
  • General

  • Hercules is another Warrior that when he fell, he fell hard. The god is very strong at securing kills in the early to mid game with his powerful pull/push combo, but he often drops off late game. Herc’s Excavate Boulder can be a devastating ultimate when used well, and now he will be able to rock his enemies more often.
  • Excavate Excavate

  • Decreased cooldown from 90 to 90/85/80/75/70 seconds.
  • General

  • Dispel Magic and Circle of Protection are interesting control abilities but their range put Isis in dangerous spots. Isis entire kit lacks long range damage, except for the slow moving Spirit Ball. These two abilities are getting a bit more range to help Isis perform at a similar level of other mages.
  • Dispel Magic Dispel Magic

  • Increased range from 40 to 55.
  • Circle of Protection Circle of Protection

  • Increase range from 35 to 40.
  • General

  • Nobody said wielding Excalibur would be easy. Feedback on King Arthur has been awesome, and seeing the community discussion around him evolve based on initial numbers feedback,
  • PTS feedback, and finally Live has been interesting. King Arthur himself is underpowered statistically, but we feel (as do some community members) that King Arthur himself is a
  • difficult god to master. Knowing and executing combos, understanding options available to him, and even how he changes some gameplay assumptions at its core all make him a god
  • that will take time for players to Master.
  • Because of this, this patch we are focused on fixing gameplay bugs and are only doing minor balance tweaks to issues we feel would persist even after
  • players get through his learning curve. Due to him losing energy on death (which we feel are both thematic to the idea of an energy building combo meter and
  • helps his pacing when he gets to a fight), we feel his energy generation can go up. Twin Cleave and Bladestorm will have additional utility in being one of the higher energy generators in his kit. Additionally, Sundering Strike is getting a small charge range reduction. In melee range situations the forced charge can make this ability unwieldy. A reduction in that charge range should actually be a buff in those situations, allowing it to land more reliably.
  • Basic Attacks have had a large pass to improve functionality and remove jitter players would experience, especially on higher ping environments.
  • Fixed an issue where King Arthur could be silenced permanently from Ganesha's Ohm.
  • Fixed an issue where King Arthur could crash players with his Ultimate.
  • Fixed an issue where King Arthur could speed up players animations with his Ultimate.
  • Fixed an issue where Basic Attacks could proc item effects they were unintended too.
  • Fixed an issue where Excalibur's Wrath could stun targets behind King Arthur.
  • Updated the Camera on Excalibur's Wrath to provide better vision while airborne.
  • Updated the Camera on Excalibur's Wrath for enemies to be less jarring.
  • Icons KingArthur B A03 Icons KingArthur B A03

  • Increased Energy gained from 1 to 2 per hit.
  • Sundering Strike Sundering Strike

  • Decreased charge range from 16 to 12.
  • General

  • Everyone loves a good Loki nerf, right? This god is discussed often but is usually just outside the meta. Loki has risen surprisingly high in the stats toward the end of Season 5,
  • causing a good bit of chaos along the way. This god is controversial. He can cause a lot of frustration, but his playstyle is one of a kind. Loki seems to be healthiest for the
  • game when he is just below the point of balance, allowing Loki specialists to excel but without being overbearing. He will be seeing two solid nerfs to bring him back down to that safer spot.
  • The first nerf decreases the damage potential of all his combos, allowing Loki's opponents to better react to his ambushes.
  • Also, Vanish will stop reducing the damage Loki takes while stealthed. Stealth already greatly reduces the chances of being hit, and players should be rewarded for predicting Loki's
  • movements and hitting him anyway.
  • Decreased Damage progression from 1/.5/.5/.5/1.5x damage to 0.75/.5/.5/.5/1.5x damage.
  • Vanish Vanish

  • Removed the Damage Mitigation from this ability.
  • General

  • Osiris's core function is to apply constant pressure through skill shots and basic attacks. He has low cooldowns but he needs to land many hits in a row to make an impact.
  • He should be rewarded for successfully executing this playstyle, so we are increasing the base damage on his damaging abilities.
  • Sickle Strike Sickle Strike

  • Increased base damage from 60/110/160/210/260 to 70/120/170/220/270.
  • Spirit Flail Spirit Flail

  • Increased base damage from 75/125/180/235/290 to 80/135/190/245/300.
  • General

  • Pele continues to be the #1 most banned god in ranked, with a strong performance to match. One key element that empowers Pele in the higher ranks of the game is her passive.
  • The power and lifesteal gained from this allows players to completely turn losing fights into winning ones. This is the intended goal of the ability,
  • but its still working at too great of a magnitude.
  • Everlasting Flame Everlasting Flame

  • Decreased Duration from 6 to 4.
  • Decreased Power from 2 per level 1.
  • General

  • Poseidon's base Physical Protection per level was far below any other mage. We are bringing this up to better match the protections to other Mages.
  • Increased Physical Protection per level from 2.2 to 2.6.
  • General

  • Ratatoskr may now sell his Acorn.
  • General

  • Thoth has had an interesting history. On release, he struggled far below any other god release which resulted in some heavy changes from us. While these helped him overall statistically, some of his feel was lost and his frustration factor was high. Through more adjustments he ended up feeling underwhelming and falling out of favor, while still being frustrating. We are changing Thoth to work closer to how it did on his launch, focusing on his ranged artillery style of damage. Evade and Punish will no longer provide heavy hard CC, meaning players will be less safe and have less opportunity to lock down opponents, but should make up for that loss in damage.
  • Hieroglyphic Assault Hieroglyphic Assault

  • Increased damage from 40/60/80/100/120 to 45/65/85/105/125.
  • Evade and Punish Evade and Punish

  • No longer stuns but pierces through enemies and roots the first God hit and slows every other enemy hit.
  • Root and Slow lasts 1.5s at all ranks.
  • 30% slow at all ranks.
  • Final Judgement Final Judgement

  • Increased Scaling from 100% to 120%.
  • General

  • Zeus is a powerhouse in most modes, bringing a heavy amount of early and mid game burst with teammates that can keep him safe. We want to increase opportunities for players of these modes to deal with his pressure. Aegis Assault helps confirm his damage more easily, and a low cooldown makes it hard to find an opening against Zeus. Additionally, his high base damage allows him to bring the pain early, even without many damage items. We did increase his scaling as a whole, which should help him in Conquest, allowing players who can bring Zeus to late game strong AoE damage to see success, but this change is overall targeted at his overperformance in our other game modes.
  • Aegis Assault Aegis Assault

  • Cooldown increased from 10 to 12.
  • Detonate Charge Detonate Charge

  • Increased Damage from 55/75/95/115/135 to 60/90/120/150/180.
  • Increased Magical Power Scaling from 18% to 25%.
  • Reduced Multiplication for each charge from 1/2/3 to 1/1.7/2.4.
  • Lightning Storm Lightning Storm

  • Adjusted Damage from 120/140/160/180/200 to 100/130/160/190/220.
  • Increased Magical Power Scaling from 50% to 55%.