Arena of Valor (AoV) - June Patch Notes

A new patch is coming to Arena of Valor's EU and American servers. We have the full patch notes here, including all hero item changes.

Hear SG’s writers first thoughts on the June 2018 patch here.

Game Modes


A new football game mode is being added to the game to coincide with the world cup! This new game mode combines both the rules of Football (Soccer state-side) and Moba gameplay.

Game Mode Schedule

With the number of game modes now available, it is very possible for the player base to get spread too thin. To help alleviate this, several game modes are now limited to certain days of the week.

  • Death Match: playable on Tuesday, Thursday, and Sunday
  • Football Fever: playable on Friday, Saturday, and Sunday
  • Hook Wars: playable on Saturday and Sunday

Ranked Mode Draft

Each team in a draft mode now each get two bans before picking rather than one. As the number of heroes within the game increases, the number of bans available to teams will need to increase as well to ensure diversity in games.

System Changes

Valor TV

Players can now chat while watching a live stream or replay.

Valor Cup

The Valor Cup is now concluded.


Minions now continue scaling up to the 30-minute mark rather than the 20-minute mark. This helps prevent minion waves from being too quickly knocked out later in the game.

Account names

Account names now only support alphanumeric characters. This applies to player names, guild names, and squad names. Those named before the change will be unaffected.

Audio Changes

System sounds and In-Game voice chat improved.

Qualifying Round

Qualifying Round quest progress will now be reset once a week rather than once per season.

Bug Fixes

  • Fixed a bug where Omega’s spin speed could be changed by rotating the control stick.
  • Fixed bugs with how Chaugnar’s default and Imperial skins were displayed.
  • Fixed a bug with Krixi’s ultimate where the effective range was different than the range indicator.

Hero Changes


Hell Bat
  • Magic damage rescaled from 520/585/650/715/780/845 (+1.22 AP) → 575/625/675/725/775/825 (+1.15 AP)
  • Cooldown reduced from 8.5/8.2/7.9/7.6/7.3/7 seconds → 8/7.7/7.4/7.1/6.8/6.5 seconds

Veera suffers from a few problems that limit her effectiveness in team fights. This buff seems to push some of her later game power to the early game, allowing her to capitalize more on her early game power. The succubus can be extremely effective 1 on 1, so some additional early game power will make her an even more deadly force when laning and thereby give her some additional momentum into the later game. This won’t really be enough to make up for her weaknesses though, as her main problems are a complete lack of mobility and how easy her ultimate is to counter.


Blinding Light
  • Stun time reduced from 1 seconds → 0.75 seconds

Human Form

  • Magic damage reduced from 300/450/600 (+0.7 AP) → 250/375/500 (+0.55 AP)
  • Enemy movement speed reduction reduced from 50% → 30%

Fox Form

  • Magic damage reduced from 300/450/600 (+0.7 AP) → 250/375/500 (+0.55 AP)
  • Enemy movement speed reduction reduced from 50% → 30%

Honestly, some well deserved nerfs here for Liliana, though not necessarily in the correct places. Blinding Light is a good reduction, it rather easy to land for how strong of an ability it was. Even if a minion took the shot instead of the target, the splash would still cause nearby heroes to get hit. The changes to unpredictable aren’t that big, however, especially when moving into fox form. This was generally done to engage on already done opponents, so a slow wasn’t generally the valuable part of the ability. Shifting into human form will be a bit less reliable, however, opening the mage up to a bit more punishment.


  • Immediately reveals the position of all enemy heroes
  • Cooldown increased from 60/50/40 seconds → 70/60/50 seconds

If nothing else, it’s nice to see that Tencent remembers about Ilumia. The new enemy reveal effect gives Ilumia a lot of much-needed utility. Much like with Max, she can now use her ultimate to check the epic creatures or simply scout out the enemy when everyone is missing.


Powerful Hymns
  • Magic damage dealt by piercing enemies increased from 40(+1.0 AD)(+0.4 AP) → 50 (+1.0 AD)(0.4 AP)
Soul Summoning
  • Cooldown rescaled from 10/9.4/8.8/8.2/7.6/7 seconds → 8 seconds

Another shifting of some late game power into the early game, presumably to give the mage more chance to snowball. The loss of cooldown scaling makes Kahlii’s Spiritual Blessing an even more desirable choice when leveling, however, Soul Summoning now lacking any scaling aside from damage.

The Flash

Super Speed
  • Damage dealt to enemies hit by the second dash (after also being hit by the first) increased from 300/330/360/390/420/450 (+0.6 AP) → 300/360/420/480/540/600 (+0.75 AP)
  • Cooldown increased from 10/9.4/8.8/8.2/7.6/7 seconds → 11/10.4/9.8/9.2/8.6/8 seconds
  • The first dash can now be interrupted
Mach Punch
  • Magic damage for each stage rescaled from 120/150/180/210/240/270 (+0.25 AP) → 135/160/185/210/235/260 (+0.2 AP)
  • Magic damage when moving rescaled from 80/120/160 (+0.15 AP) → 90/130/170 (+0.12 AP)
  • Magic damage after pulling in enemies rescaled from 400/600/800 (+0.75 AP) → 450/675/900 (+0.6 AP)

Some power shifting going on here rather than any straight buffs or nerfs. The most prominent of these is the increase of Super Speed’s damage at the cost of its cooldown being lengthened and it now being interruptible. His other abilities lost some of their ability scaling in exchange for higher base damage. This will allow The Flash to build other items as well as make magic pierce a more valuable stat to the fastest man alive.


  • Base movement speed reduced from 350 -→ 340
Ion Blasts
  • Magic damage reduced from 500/560/620/680/740/800 (+0.75 AP) → 450/510/570/630/690/750 (+0.78 AP)

A tiny movement of base damage into his ability power ratios, giving Tulen some more reliance on ability power items. He additionally lost some movement speed, which is honestly fitting with how mobile Lightning Strike makes him.


Plague Specter
  • Mana cost reduced from 80/90/100/110/120/130 → 80/85/90/95/100/105
Poison Gas Bomb
  • Slowdown effect reduced from 50% → 30%
  • Cast range reduced from 850 units → 800 units

This is a stepping back of a few buffs Preyta received in a previous patch. The dragon rider is now a bit less able to buffet players around the battlefield and need to now pay even more attention to their positioning.


Power Surge
  • Magic damage reduced from 500/590/680/770/860/950 (+1.0 AP) → 500/580/660/740/820/900 (+0.93 AP)
  • Fixed a bug in which the Magic Defense reduction was not effective

This looks like a nerf but is more consequential of the bug fix. Similar to Rourke, Raz did not benefit from his own magic defense reduction effect. Now that it is fixed, Power Surge’s power needed to be lowered to compensate for the added damage that came as a result.


Battering Beads
  • Magic damage increased from 300/360/420/480/540/600 (+0.42 AP) → 300/360/420/480/540/600 (+0.5 AP)
  • Mana cost reduced from 80/85/90/95/100/105 → 70/75/80/85/90/95
Sutra of Pain
  • Movement speed reduction rescaled from 35/40/45/50/55/60% → 50%
  • Mana cost reduced from 140/155/170 → 100/125/150

Someone at Tencent looooves Jinnar, almost as much as they hate Ignis. Sutra of Pain is the big stand out here, it now much more effective early game. The ability previously felt rather weak when first taken and thereby could lead players not to use it after it had gained a more respectable amount of power later game.


Wicked Plot
  • Every third normal attack no longer Curses the target, only Aleister’s abilities will
  • True damage inflicted by explosion reduced from 130 (+10 per level) (+0.4 AP) → 55 (+8 per level) (+0.3 AP)
  • Mark duration reduced from 7 seconds → 5 seconds
  • Interval before the mark triggers is reduced from 5 seconds → 0 seconds
Magic Barrier
  • Cooldown rescaled from 13/12.2/11.4/10.6/9.8/9 seconds → 12/11.4/10.8/10.2/9.6/9 seconds
Matrix of Woe
  • Every stage of damage in the matrix will add 1 stack of Curse
  • Magic damage for each stage rescaled from 115/130/145/160/175/190 (+0.38 AP) → 125/140/155/170/185/200 (+0.3 AP)
  • Cooldown reduced from 9 seconds → 8 seconds
Magic Prison
  • Each stage of damage will add 1 stack of Curse
  • Magic damage for each stage reduced from 100/125/150 (+0.36AP) → 100/125/150 (+0.25AP)
  • Cooldown increased from 30/25/20 seconds → 35/30/25 seconds

Big change for Loki Aleister. While his passive change can look like a nerf at first glance, he’ll be activating it far more regularly now. For example, a hero hit by every stack of Matrix of Woe will now get hit with 8 stacks of Curse rather than the previous two. That alone causes the effect to activate twice and prime it for a third rather than only getting him 2/3 of the way to a single activation. This is the same with magic prison, it now activating several instances of Curse instead of not even one.

In addition, some of Aleister’s ability power reliance was shifted to his base damages, making him less reliant on ability power items. This is particularly good for Aleister, as he has the potential to be an effective support mage due to his control abilities.


Arcane Spirits
  • Each fireball that hits an enemy hero will restore 10 Mana and reduce cooldown by 0.6 seconds
Lethal Rays
  • Shield damage reduction increased from 500/650/800 (+0.3 AP) → 500/750/1000 (+0.75 AP)

Another mage who has received a string of buffs, Natalya is now rewarded with mana and CDR whenever she lands Arcane Spirits. This allows her to act much more aggressively in lane and not worry about mana. She now is safer when casting her ultimate as well, her shield now thicker and benefiting much heavier from ability power.


  • Magic damage increased from 350/420/490/560/630/700 (+1.0 AP) → 450/550/650/750/850/950 (+0.8 AP)
  • Mana cost rescaled from 60/70/80/90/100/110 → 65/70/75/80/85/90
  • Cooldown reduced from 7.5/7/6.5/6/5.5/5 seconds → 6/5.8/5.6/5.4/5.2/5 seconds
Nature’s Wrath
  • Cast range increased from 650 units → 700 units

Krixi gets a needed buff to her base damage, as it previously took way too long for her damage to scale to an acceptable level. She additionally gets a cooldown reduction on Mischief as well as some added length on Nature’s Wrath, further improving her early game. We’ll have to test her out post-patch to see where she now stands among the litany of strong mages.


Sand Trap
  • Magic damage reduced from 150 (+0.9 AP) (+10 per level) → 150 (+0.75 AP) (+10 per level)
  • Mark duration reduced from 7 seconds → 5 seconds
  • Cooldown for the inability to use on the same target reduced from 5 seconds → 2 seconds
Sand Punch
  • Magic damage reduced from 370/415/460/505/550/595 (+1.04 AP) → 350/390/430/470/510/550 (+0.9 AP)
  • Aerial time reduced from 1.25 seconds → 1 second
  • Cooldown rescaled from 8 seconds → 7-9 seconds
  • Attack delay reduced from 1.1 seconds → 0.6 seconds

This looks like a nerf and many have already complained as such. However, the reduced cooldown on Azzen’ka’s passive and the lower cast time on Sand Punch is huge. Being able to petrify players more quickly will lead to it happening more frequently, while Sand Punch will be much easier to land post-patch.


Angelic Splendor
  • Duration of damage reduction effect reduced from 3 seconds → 2.2 seconds
  • Cooldown increased from 70/60/50 seconds → 70/65/60 seconds

This is a bit big, but a fair nerf to Xeniel’s powerful ultimate. The ability was too good at saving teammates in danger before completely flipping the fight to Xeniel’s team’s favor. This tones down its power without completely neutering the ability.


  • Rescaled movement speed increase from 25/28/31/34/37/40% → 30%
  • Slowdown effect reduced from 50% → 30%
Death’s Embrace
  • Distance advanced reduced from 550 units → 500 units

Omen will be less… well, untouchable when using Untouchable now, enemies having at least a better chance at catching up when he decides to leg it. The distance reduction on Death’s Embrace should force Omen to be a bit more mindful when aiming and give players a chance to dodge.

Wonder Woman

Bracelets of Submission
  • Damage reduction decreased from 80% → 50%
  • Stun time reduced from 1 second → 0.75 seconds

This is not surprising, as 80% damage reduction is completely insane. Damage reduction is unlike armor or magic defense in that it reduces EVERYTHING, including true damage. What’s more, this comes in after armor/mage resist effects, meaning that Wonder Woman was near invincible for a moment when casting Bracelets of Submission


Death from Above
  • Range decreased from 700 units → 650 units

A lot of range tweaks in this patch. This is a good way at toning down Zephys a bit without neutering his potential. If nothing else, players now can see Zephys more often as he tries to approach.


Deep Impact
  • This ability cannot be interrupted

This is a pretty big buff, Arthur now unstoppable when going to burst with his big ol’ sword. He’s now much more able to burst down fools in the thick of fights.


  • Butterfly received a complete visual redesign and her ability mechanics have undergone some changes.
  • A kill or an assist resets the cooldowns for all of Butterfly’s abilities, but it no longer restores HP
  • Physical damage reduced from 200/250/300/350/400/450 (+0.65 AD) → 200/240/280/320/360/400 (+0.65 AD)
  • Removed the slowdown effect on the target
  • NEW: casting will remove slows, grant immunity to slows, and increase Butterfly’s movement speed by 50% for 1 second
Sword Propel
  • Physical damage reduced from 390/440/490/540/590/640 (+1.25 AD) → 350/400/450/500/550/600 (+1.25 AD)
  • Damage reduction lowered from 60% that lasts for 2 seconds → 50% that decreases to 0% over 3 seconds
  • No longer grants increased movement speed, instead, it now decreases the movement speed of the marked target by 30% for 3 seconds
  • NEW: when the mark disappears or the target dies, 20% of the damage dealt will be converted to HP

Butterfly has changed so much that it is hard to properly gauge where she stands now. The most noticeable change was to her visual design with Tencent realizing that a shirt and pants didn’t move merch and so gave her a bodysuit and heels. She overall lost some damage, both Whirlwind and Sword Propel losing some strength without gaining anything in return. These weren’t dramatic, however, so shouldn’t do too much to hinder her killing potential.

More noticeable in terms of mechanics is the moving her of her slow and heal to Backstab, making her much more reliant on the ability to stay alive and fight. In addition, the heal now is based on the amount of damage that she does rather than being based on how much HP she has. This rather lowers the value she had found in defensive items, they beefing up her self-heal as they added survivability. She will still need a bit, however, to avoid getting completely burst in fights, especially now that her damage reduction has been reduced.

On a positive note, Butterfly can now purge herself of slows and gains a moment of immunity to further slow effects when using Whirlwind. This is accompanied by a speed boost, allowing Butterfly some additional chasing potential as well as a much-needed escape mechanism. While not the most reliable, Butterfly will not be completely stranded should a fight go sour. It will take a bit of observation to see just how she fares with these changes.


  • Damage rescaled from 180/260/340/420/500/580 (+1.0 AD) → 200/275/350/425/500/575 (+1.1 AD)

A straight damage buff. Not much to say here. Airi mains rejoice as your shurikens will now rip through fools even more efficiently.


  • HP restored increased from 2% → 4%
  • Fixed a bug in which it is triggered when leaving battle

So this is something that has been needed for awhile. Poor Arduin found himself most commonly using his ultimate when wandering the field or was forced into attacking when it was otherwise disadvantageous for him. With the ability to control when it activates as well as some additional healing power through its use, Arduin should feel much more effective and much safer in the lane.


Ravenous Beast
  • Magic damage reduced from 80 (+0.5 AP) (3% of target’s max HP) → 60 (+0.5 AP) (3% of target’s max HP)
  • HP restored reduced from 80 (+0.4 AP) (3% of own max HP) → 60 (+0.4 AP) (3% of own max HP)
Lion Tamer
  • Magic damage reduced from 275/325/375/425/475/525 (+0.4 AP) → 250/300/350/400/500 (+0.4 AP)

A minor lowering of her damage and healing, this makes Arum much less of an oppressive force, especially when she chooses to invade the enemy jungle. Her ability to completely disrupt front lines will remain largely the same, however.


  • Magic damage increased from 300/350/400/450/500/550 (+1.5 AP) → 400/500/600/700/800/900 (+1.2 AP)
  • Cooldown reduced from 10/9.4/8.8/8.2/7.6/7 seconds → 9/8.6/8.2/7.8/7.4/7 seconds
  • Mana cost reduced from 70/80/90/100/110/120 → 75/80/85/90/95/100

Gildur desperately needed some help, as the old man was crumbling under the weight of his own golden armor. The large base damage buff to Extravagant rewards Gildur whenever he chooses to build as a tank. The reduced cooldown and mana cost allows him to spam the ability more frequently and keep up his oppression. Heck, when they’re stunned, enemies won’t be able to walk away from his explosion attacks either.


  • Silence enemies around Grakk for 0.5 seconds
Devil’s Chain
  • Cooldown reduced from 17/16/15/14/13/12 seconds → 15/14.4/13.8/13.2/12.6/12 seconds

These are great changes for AoV’s resident thicc boi, Grakk. The addition of a half second silence may seem small to some, but it is a game changer, especially given the current dominance of warriors and mages in games. Being divorced from their abilities, even for a moment, can throw off combos and trap enemies in danger zones. In addition, the lower cooldown on his hook should make misses less devastating.


The Chi
  • Increased attack damage duration reduced from 8 seconds → 4 seconds
  • Attack damage increase rescaled from 14/15.5/17/18.5/20% (increased at level 1/4/7/10/13) → 25/30/35/40% (increased at level 5/9/13)
  • Cooldown reduced from 20 seconds → 15 seconds
Pain on a Stick
  • Physical damage increased from 120/145/170/195/220/245 (+0.85 AD) → 135/160/185/210/235/260 (+0.9 AD)
  • Physical damage increased from 400/550/700 (+1.0 AD) → 500/650/800 (+1.0 AD)

Some nice improvements to the game’s panda friend, Zuka. While the time in which he can use his passive is reduced, the amount of damage it provides is dramatically higher – higher at level 1 than it previously had been at max. Add in some additional damage buffs and you have a much more capable jungler on your hands.


Bladed Guardian
  • Shield HP rescaled from 150 (+1.65AD) → 500 (+75 per level)

Tencent seems a bit confused with what to do with Astrid. The poor girl now has her old shield back sans the natural burn damage. While it now protects from more damage at earlier levels, a more aggressive Astrid will find the shield a bit less effective than before. Once again she is moved closer to an off-tank rather than the damaging one they had previously stated wanting her to be.


Bionic Blender
  • Movement speed increase reduced from 10% → 6%
  • Maximum movement speed decreased from 50% → 30%

Tencent saw how quickly Max was moving despite his tiny child legs. Ever the champions of realism that are, he now moves much less quickly as a child should. This emphasizes his weakness, easily zoned out if he doesn’t have his ultimate.


Wailing Blade
  • Blade spread distance decreased from 600 units → 500 units

This forces Ryoma to get a bit closer to his prey and thereby make his poke riskier. If nothing else, Ryoma can no longer flip in and unleash his combo on people from forever away. Just from (forever-100 units) away.


  • Physical damage dealt in relation to max HP reduced from 12% → 10%
Kryptonian Strength
  • Physical damage dealt in relation to max HP reduced from 12% → 10%
Speeding Bullet
  • Physical damage reduced from (1.0AD) (12% of max HP) → (1.0AD) (10% of max HP)

This is a step in the right direction, but isn’t much. At the very least, Superman loses some power where it might actually matter, now, as his burst was a bit ridiculous. That said, he is unlikely to lose his place from most teams’ ban lists.


Power Glove
  • Additional physical damage reduced from 120/180/240/300/360/420 (+0.5 AD) → 120/160/200/240/280/320 (+0.4 AD)
  • Damage charge increased from 12% per 5 seconds up to 60% max → 20% per 5 seconds up to 100% max
Wild Beast Fury
  • Physical damage reduced from 370/470/570 (+1.4 AD) → 370/470/570 (+1.2 AD)
  • Stun time reduced from 1.5 seconds → 1 second

Some of the power from Skud’s Power Glove has been moved from the base damage into the charge, rewarding players who save up their energy before smashing their enemy in the face. Overall, his effectiveness will be largely the same, simply relying more heavily on calculated, decisive strikes rather than a regular barrage. It does lead one to wonder, though, why then Power Glove also grants attack speed.

Lu Bu

Red Stallion
  • Movement distance for each cast reduced from 350 units → 300 units
  • Aerial control reduced from 0.7 seconds Aerial time and 0.2 seconds stun → only 0.7 seconds Aerial time
  • Increased attack damage increased from 80/120/160 → 100/150/200

Less control and more damage, at least when he is using his ultimate. Enemies now have an easier time escaping Lu Bu but will find themselves heavily punished if caught. His love of Frost Cape should keep the control nerf from hitting him too hard.


  • Fixed a bug in which Rourke’s passive armor-decrease effect would not be added to his normal attack
Charged Shot
  • Reduced damage caused by each arrow from 240 (+0.8 AD) → 225 (+0.75 AD)

This was a very evident problem right from his release. Getting his passive fixed greatly raises his damaging potential. The damage from Charged Shot was lowered to help compensate, but it does not offset the heavy gains that the armor pierce offers.


  • Physical damage increased from 350/440/530/620/710/800 (+1.8 AD) → 370/480/590/700/810/920 (+1.8 AD)
  • Reduced shield damage protection from 680/900/1120/1340/1560/1780 (+3.0 AD) → 600/800/1000/1200/1400/1600 (+2.8 AD)
  • Shield HP reduced from 170/225/280/335/390/445 (+0.75 AD) → 150/200/250/300/350/400 (+0.7 AD)

This is possibly the most curious change on the list, Maloch having not been in any need of a damage buff. His cleave is now considerably more effective, even the smallest of gains adding up when you consider how often he will be dealing it as true damage. The demon’s shield was lowered, however, so he is now more vulnerable to assault when caught or if careless in his ultimate usage.


  • Base attack damage increased from 169 → 178
Pocket Glaive
  • Red glaive damage rescaled from (+1.4 AD) (+0.65 AP) → 100 (+12 per level) (+1.0 AD) (+0.65 AP)
  • Blue glaive damage rescaled from 100 (+1.0 AD) (+0.55 AP) → (+12 per level) (+0.6 AD) (+0.55 AP)
  • Blue glaive cooldown reduction changed from reducing the cooldown of Ability 2 and Ability 3 by 1 second → reducing the cooldown of all abilities by 1 second
  • Yellow glaive damage rescaled from (+1.0 AD) (+0.55 AP) → 100 (+12 per level) (+0.6 AD) (+0.55 AP)
  • The ratio of red, blue, and yellow glaives has been adjusted to 4:2:4
Bloody Hunt
  • Magic damage increased from 225/250/275/300/325/350 (+1.0 AD)(+0.8 AP) → 300/330/360/390/420/450 (+0.8 AD)(+0.8 AP)

This was confusing to figure out, so much so that we goofed when previously talking about the patch (sorry fam). While the ratios on his abilities are lower, Valhein would need 80 attack damage at level 1 to get more bang from 1.4 AD than 100(+1.0 AD). After that, he would need to purchase 30 attack damage per level in order to keep pace with the new value. While it is possible to hit numbers this high, it is generally not recommended for Valhein who additionally relies heavily on attack speed. This new set up should generally lead to more damage for AD Valhein and will always result in more damage for AP Valhein.


  • Base range increased from 700 units → 750 units

Fennik isn’t the only marksman-with-positioning-abilities with 750-unit range anymore.

The Joker

Canned Laughter
  • Changed “cannot be targeted for 0.7 seconds” → “immune to control for 0.7 seconds”

Given how slippery he was, it isn’t surprising to see a nerf head his way. While he will still be able to slip out of several sticky situations, The Joker will have less of a get-out-of-jail-free card in his ultimate now. At the very least, heroes will have a better chance to burst him down before he jumps away.


  • Attack speed gain per level reduced from 4% → 3%
  • Base attack damage increased from 157 → 163
The Morning Star
  • Increased attack damage reduced from 10% → 8%
Eagle Eye
  • Bonus attack speed increased from 20/23/26/29/32/35% → 30/32/34/36/38/40%
  • Magic damage increased from 35/55/75/95/115/135 (+0.3 AD) → 100/120/140/160/180/200 (+0.1 AD)
  • Cooldown reduced from 10 seconds → 8 seconds
Penetrating Shot
  • Rescaled reduced movement speed from 30/34/38/42/46/50% → 40%
Arrow of Chaos
  • Physical damage reduced from 300/400/500 (+1.0 AD) to 600/800/1000 (+1.4 AD) → 200/300/400 (+0.6 AD) to 400/600/800 (+1.0 AD)
  • Stun time rescaled from 1 second → 0.75 to 1.75 seconds
  • The further away the enemy is, the more damage and longer stun inflicted
  • Bonus movement speed increased from 20% → 30%
  • Fixed a bug in which Arrow of Chaos would trigger damage twice sometimes

A number of changes here, generally to the positive. Some of her damage has moved from her passive to her base attack strength, giving the archer more solo potential. In addition, her signature skill, Eagle Eye, is now more effective and more readily available. Tel’annas should now have an easier time shining earlier in the game and be less reliant on a long, profitable laning phase.


Explosive Arrow
  • Changed the effect from 1 second immobilization time → 0.75 second stun time

Though shorter, the change into a stun is a big help to Yorn. Previously, a hero could simply use a movement ability to get away from Yorn while rooted. Now, enemies are completely vulnerable to his and his allies’ attacks.


Thief’s Mark
  • Ability range changed from 750 units → 800 units
Rolling Lightning
  • Cannot be targeted when rolling

Fennik is now much more slippery, able to roll out of harm’s way and avoid damage with skilful moves. In addition, the increased range on Thief’s Mark will allow the fox boy to start his assault from a safer location as he’s approaching the enemy, shortening the time spent in harm’s way.


Piercing Gaze
  • Physical damage reduced from 90/180/270/360/450/540 (+0.45 AD) → 100/180/260/340/420/500 (+0.4 AD)

With how powerful she is brought to peoples’ attention recently, it wasn’t going to be long before Lindis was addressed. This will tone the marksman down but will be a far cry from completely disabling her damage potential.


  • Base max HP reduced from 3443 → 3201

TeeMee might be on the edge of a slippery slope, as their ultimate is just so powerful. The brothers are at a risk of getting overly nerfed to compensate for just how game changing their ultimate can be. They haven’t quite reached that point yet, however, this HP reduction just forcing them to act more cautiously early game.


Chaos Protection
  • Duration of control immunity and damage reduction for teammates increased from 0.5 seconds → 1 second

Chaugnar has long been a favorite of Samurai Gamers’ staff, so seeing him buffed is cause for celebration. The increased crowd control immunity was a well needed change, it now offering more than the cancellation of a single control ability.


Hissy Fit
  • Reduced enemy’s movement speed reduction from 35/40/45% → 25/30/35%

This compounded with the Frosty’s Revenge nerf will lead to enemies being much more mobile when affected. This shouldn’t be a death blow to the Adorable Mystic, however, though it certainly will lower her priority in professional play.

Item Changes

  • Decreased max HP gain from +800 → +750
  • Decreased Armor gain from +120 → +100

This is a hit to the item, but Leviathan was just so good before the change. It was a very strong choice for laning heroes, which is certainly against the designers’ attention for any of the items. The item will still be essential to durable junglers, though several laners might find other items to be better choices now.

Spear of Longinus
  • Increased price from 2060 → 2080
  • Changed crafting equipment from Astral Spear + Platinum Gauntlets → Astral Spear + Ring of Vitality + Magic Ring
  • Changed attributes from +150 Armor → +400 max HP

This is a huge change, Spear of Longinus losing a ton of defensive potential. As the item was generally picked by durable heroes who already had large HP pools, armor would almost always provide more of a defensive benefit than a similar amount of health. To top it off, the item’s price has been increased as well. While it is still a valuable item on certain heroes, the Spear is much more niche now.

Frost Cape
  • Price reduced from 2000 → 1970
  • Decreased Armor gain from +250 → +200

Another knock to Frosty’s Cape. What was once a comfortable pick on practically any hero has now found itself a bit more niche. The passive is still phenomenal, however, and thereby keeps the item nice and viable to those who benefit most from the item. If wanting a more defensive item for a similar purpose, Hyoga’s Edge can make a nice alternative.

Frosty’s Revenge
  • Increased price from 1780 → 2020
  • Changed crafting equipment from Enchanted Scroll + Gladiator’s Gauntlets + Gladiator’s Gauntlets → Enchanted Scroll + Necklace of Vitality
  • Changed attributes from Magic Defense +220 → max HP +850
  • Reduced movement speed gain from +7% → +5%
  • Reduced the slowdown effect of the Unique Passive ‘Chill’ from 25% → 20%

A nasty hit to Frosty’s Revenge, the devs sneaking in an indirect Ignis nerf through his favorite item. While Frosty’s Revenge was certainly strong before, this is a rather excessive nerf to the item, the price raising as well to really rub the salt in. Its main feature, its slow, scraped out with only a minor tweak, so the item will still help out mages needing some help controlling their targets.

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  1. Looool, natalya with 40% cdr and lv 15 , first skills cd is 3.6 seconds, hit all arcane fire balls reduces it by 3 seconds… damn, i still have to wait 0.6 secs… oh wait, animation is casted, i can cast it again :). In team fights this will be terrifing!