Table of Contents
December 2018 Winter Wonderland Update to Arrive on the 13th
Tencent released their 2018 Winter Wonderland patch notes to the official Arena of Valor subreddit yesterday, announcing a tentative release date of December 13. In addition to the hero balance patch that hit Taiwan in early November, a number of new features, game modes, and other changes from Taiwan’s November 26th patch are coming as well.
Below are the full changes along with our comments.
New Modes and Features
New Game Mode
I. New Gameplay Mode: Transformation Clash
This special twist on Clone Clash allows players to accumulate energy while battling to unlock a transformation ability. Once unlocked, players can transform into the older versions of Dark Slayer and Wild Monkey for a limited time granting them special abilities to use in battle!
We haven’t been able to see what this mode is all about on the Taiwan server, but if it’s as fun as Clone Clash then we’re excited.
Feature Additions and Optimizations
- Legendary Zone: Players can accumulate power by winning ranked matches to gain legendary titles for their heroes. Rank among the top in the Legend Power Rankings for each area to earn a legendary title that can be used for one week. Players can also check the Legend Power Rankings and the Server’s Strongest Rankings for all heroes, to learn from the builds and Arcana combinations of the top ranking players.
- Dance Emotes: Players can equip dance emotes to show off their sweet moves during matches.
- Snow Festival Maps: All 5v5 battle maps will become Snow Festival maps to celebrate the season.
Dance emotes must be unlocked, and can be found along with Battle Effects in the section where Arcana used to be. Arcana has now moved to the Armory with Equipment and Talents.
And yes, the snow maps look amazing.
- We’ve reorganized the Hero Details interface. We hope that the cleaner interface will be able to support access for more features in the future.
- With the addition of more personalized expressions within matches, we’ve consolidated the communication panel. Now, tapping on the newly added Exclamation Mark button will open the panel for sending the Attack, Defend and Rally signals that we’re familiar with.
- Made further adjustments to the parameters for each class in the MVP rating system.
Though it might seem that having to press two buttons for the Attack, Defend, and Rally signals would make pinging more difficult, it actually just reduces the chance of pinging the wrong signal (how many times have you pinged Attack instead of Retreat and immediately regret it?). Once you press the (bigger) exclamation point, just drag to the ping of your choice.
[Removed] Slow for 1 second.
[Added] Damage dealt by surrounding enemies is reduced by 40% for 2 seconds.
Daze now reads something like: “Stuns nearby enemies for 0.5 seconds. Damage dealt by surrounding enemies is reduced by 40% for 2 seconds.” There’s some weird anti-synergy with Daze’s own description, since the enemies you stun won’t be dealing damage to you for 1/4 of the damage reduction period. That said, it could be a great defensive tool when you want to stay in a fight but need more survivability.
Enable the instant cancellation of the slowdown effect, and obtain a constantly decaying 70% increase in movement speed (decreases to 30% within 1 second). This 30% movement speed bonus is maintained for 9 seconds.
So Sprint now removes slow effects, starts off at 70%, decays to 30%, and lasts 9 seconds. Meanwhile, the old Sprint simply increased movement speed by 30% for 10 seconds. This is a pretty big change, and might cause some to ditch Flicker for it, though Flicker is still overall the better talent.
Base Gold for minion wave: Melee 42 → 40; Ranged 28 → 25; Siege 72 → 68
Base EXP for minion wave: Melee 45 → 42; Ranged 35 → 32
The interval between minion wave respawns: 33 sec → 30 sec
Gold growth of minion wave increased from 2.75% to 4% every 30 seconds.
Combining the faster minion waves with less gold and experience per wave likely means it’s a wash overall. Making the game more consistent is fine with us, while increasing the importance of minion waves as the game goes on may lead to more comeback opportunities.
Adjusted Gold growth for jungle monsters: Early game growth of 1% adjusted to 2.5%
Attacks from the Abyssal Dragon, Enraged Abyssal Dragon, and Dark Slayer will reduce the HP recovery of heroes by 50% for 5 seconds.
The extent of Gold growth of Abyssal Dragon every 30 seconds: 5% → 6.5%
This simultaneously increases the importance of junglers while preventing them from being able to solo epic monsters as easily. Good changes in our opinion.
Gold reward for destroying outer towers, middle towers, and inner towers: 40/60/80 → 60/80/100
When there are no minion waves, the damage reduction percentage of inner towers: 80% → 70%
[Added] Damage limit of 1000 for one stage of damage by a hero towards a tower.
The first two lines are reversions from prior patches, so we suppose the developers are encouraging more macro play. The 1000 damage limit is a nice way to prevent towers getting melted by certain marksmen and assassins.
Attack damage of the Drake increased by 10% (including towards minions and towers).
Adjusted the movement speed of the Drake so that it will push lanes at a similar speed to the minion wave. We have removed the movement speed increase that the Drake gives to minions from the Drake Roar buff.
Reduced the movement speed of the Drake: 340 → 300 (to align with the movement speed of minion wave)
Optimized the pathfinding AI logic of the Drake to make it easier for players to summon and use. Previously, when the Drake was released further away from a tower, it would pass through the jungle in a straight line to the nearest tower.
With the new AI logic, the Drake will lock on to the nearest minion wave and attack it.
Simultaneously making the drake stronger and easier to use is a nice change, particularly because it’s a bit more difficult to take the Dark Slayer than the Enraged Abyssal Dragon.
Unique Passive: 25% [physical] life steal → 25% [physical and magic] life steal
Due to the changes made to The Beast, we’ve also adjusted the magic life steal percentage of the following heroes and equipment:
All of the life steal percentages of Valhein’s magic damage have been adjusted from 100% to 50%.
Magic life steal percentage of Valhein’s ultimate: 50% → 35%
Life steal percentage of Tel’annas’ Ability 1’s magic damage has been adjusted from 100% to 50%.
Magic life steal percentages of Heart of Incubus, Mantle of Ra and Leviathan have been adjusted to 25%.
Magic life steal percentage of Blitz Blade has been adjusted to 35%.
If you’re wondering about the last two lines, it’s because magic life steal works differently from (physical) life steal: the latter only applies to normal attacks (including enhanced normal attacks) but the former applies to all magic damage dealt, including auras. Even with the adjustments, The Beast is still now a possibility for warriors who want to build both Beast and Mantle of Ra.
Amulet of Longevity
Price: 2680 → 1980
Crafting items: Greaves of Protection + Ring of Vitality + Ring of Vitality → Greaves of Protection + Necklace of Vitality + Talisman of Strength
HP Regen +100/5 sec → HP Regen +50/5 sec
HP +1700 → HP +1800
[Removed] Unique Passive: Heal +20%
[Removed] Unique Passive: Max HP +10%
[Added] Unique Passive: Restores 2% of max HP and 1% of max mana every second after exiting combat.
Amulet of Longevity was not only too good on HP-stacking heroes, it was also way too expensive. This change solves both of those problems, while making its item tree make more sense as well.
This item has been removed.
Only Superman was using it anyway (well, and some Arum users. Shout out to TheSource).
Price: 1820 → 1900
Crafting items: Necklace of Vitality + Short Sword + Short Sword → Greaves of Protection + Light Armor + Light Armor
Attack Damage +60 → Armor +200
HP +1000 → HP +1200
The lack of armor made Odin’s Will unusable among tankier heroes, and its passive made no sense on less tanky heroes. Now it’s actually usable.
HP +800 → HP +1000
Percentage of shield points based on max HP: 10% → 12%
Rock Shield already was a fringe item, and then over half of its users went away once support items were introduced (since you can’t have two Unique Actives). While this change is nice, Rock Shield will continue to be a fringe item unless the difference proves to be significant compared to Hercules’ Madness’ passive.
Attack Damage +40 → Attack Damage +60
At this point, there’s really no excuse for any melee jungler to pick Leviathan (not that we’re asking for a Leviathan buff – it’s still great on side laners).
Bow of Slaughter
Price: 2400 → 2330
2400 was a lot. This makes more sense.
Though we already provided some of our thoughts when we talked about these changes on November 7, we’ll reiterate them here. Plus, there are additional heroes who received balance changes in Taiwan’s November 26 patch.
Ability 1: Divine Light
Added a timer display for enhanced ability.
Radius of outer border of explosion: 2.8m → 3m
Additional damage along the path of the enhanced Divine Light: 1 time → 1.6 times
There was a bit of confusion in the Taiwanese patch notes, so seeing that it’s a straight buff is nice.
Ability 1: Plague Specter
Magic damage: 240/300/360/420/480/540 (+0.37 AP) → 250/300/350/400/450/500 (+0.35 AP)
Ability 2: Poison Gas Bomb
Stun time after enhancement: 1 sec → 0.75 sec
Cooldown: 14/13/12/11/10/9 → 12/11.4/10.8/10.2/9.6/9
Ability 3: Disciple of the Plague
Shield: 500/850/1200 (+1.2 AP) → 500/750/1000 (+1.0 AP)
Attack speed bonus: 25% → (24/32/40)%
Range magic damage: 80/160/240 (+0.4 AP) → 100/175/250 (+0.5 AP)
We appreciate the shift in power from Preyta’s first two abilities into his ultimate, giving him more of an identity as an auto-attacking mage. Previously, he was very similar to other long-range poke mages, and that was boring.
Ability 1: Fire Crash
Magic damage: 320/380/440/500/560/620 (+0.5 AP) → 340/380/420/460/500/540 (+0.4 AP)
A needed nerf, though that hasn’t stopped Ignis from continuing to be perma-banned in the AIC.
Base movement speed: 380 → 400
Ability 1: Super Speed
Cooldown: 11/10.4/9.8/9.2/8.6/8 → 10/9.4/8.8/8.2/7.6/7
Someone notified the Tencent developers that there’s a reason he’s called The Flash. More movement speed and more Super Speed are welcome changes that could catapult him to the top once more.
Ability 2: Power Surge
Magic damage: 500/580/660/740/820/900 (+0.93 AP) → 500/570/640/710/780/850 (+0.9 AP)
After Ignis, Raz is highly considered the best mage in the game right now, often receiving bans over terrors like Riktor and Elsu in the AIC.
Ability 1: Gust Force
Magic damage: 75 – 120 (+0.12 AP) → 65 – 110 (+0.15 AP)
Ability 3: Hurricane Wall
[Added] You don’t need to cast continuously for the ultimate.
Radius of ultimate area: 4.5m → 3.5m
Duration of ultimate area: 3.5 sec → 2.5 sec
Cooldown: 60/55/50 → 70/65/60
Annette players would often have to sacrifice themselves for their teammates if they wanted to save them with Hurricane Wall. Now, it provides a lasting barrier that she can use to get away herself. In exchange, a few nerfs were attached.
Ability 2: Dust Devil
Range: 7m → 7.5m
Azzen’Ka continues to get buffs every patch. One of these days he’ll be viable…
Base movement speed: 350 → 360
Growth attack speed: 1% → 2%
Quality of life improvements for the poison man…clown…thing.
Base armor: 83 → 91
Growth max HP: 190.8 → 202
Shortened the duration from the casting of Natalya’s ultimate to when it can be canceled: 1 sec → 0.5 sec
Straight buffs all around for Natalya, making it harder to burst her down before she bursts you down. The faster cancellation time of Lethal Rays makes it more viable as a last resort to escape since it removes CC and provides a shield.
Base attack damage: 157 → 167
Despite her strong auto attacks, Kahlii’s mostly useless in close combat, so this will help a bit.
Ability 1: Eagle Eye
Magic damage equal to physical damage: 40/48/56/64/72/80 (+0.55 AD) → 50/58/66/74/82/90 (+0.55 AD) (can critically strike)
Ability 2: Penetrating Shot
Physical damage: 180/210/240/270/300/330 (+1.0 AD) → 275/335/395/455/515/575 (+0.6 AD)
[Removed] The arrows lose 20% damage for each enemy hit, up to 40% damage loss.
[Added] Each enemy hero hit increases movement speed by 20% for 1 second.
Ability 3: Arrow of Chaos
[Removed] Movement speed increased by 30% for 2 seconds.
We’re enjoying this somewhat recent trend of adding abilities to heroes. Like Jinnar and Violet before her, Tel’Annas had a mostly useless ability in Penetrating Shot, which will now actually have a function. The addition of 10 damage to Eagle Eye is mostly to counteract how pitiful it is in the early game before she can build up any attack damage or critical chance.
Passive ability: Fierce Shot
Damage of each shot: 75 (+4 per level) (+0.4 AD) → 75 (+6 per level) (+0.4 AD)
More damage in the late game for our favorite archer/male model.
Ability 3: Savage Potion
Percentage of damage based of max HP: 4%/5%/6% → 3%/4%/5% (fixed a bug in which this percentage will not grow)
So based on the note, it seems like the real change is that it went from a constant 4% to now 3-5%.
Ability 3: Canned Laughter
Physical damage: 440/560/680 (+2.4 AD) → 530/715/900 (+2.4 AD)
Joker’s signature ability gains even more oomph.
Ability 1: Thief’s Mark
Cooldown: 11/10.2/9.4/8.6/7.8/7 → 10/9.4/8.8/8.2/7.6/7
Ability 3: Chain Hammer Cyclone
Cooldown: 36/30/24 → 30/25/20
Both of these cooldowns were already super short once you consider the Sage buff Fennik always has. He can now basically use them off cooldown without having to worry about getting caught without them.
Ability 1: Piercing Gaze
Physical damage: 125/210/295/380/465/550 (+0.2 AD) → 140/210/280/350/420/490 (+0.2 AD)
This was actually a bigger nerf, but it was readjusted back to a more reasonable level on the 26th. Lindis is still considered one of the best junglers, if not the best.
Ability 1: Death Rift
Physical damage: 190/214/238/262/286/310 (+1.0 AD) → 175/200/225/250/275/300 (+1.0 AD)
Additional physical damage: 85/97/109/121/133/145 (+1.5 AD) → 175/200/225/250/275/300 (+1.3 AD)
Ability 2: Death’s Flurry
Cooldown: 8/7.2/6.4/4.6/4.8/4 → 5
The additional damage on the attack following Death Rift is a massive buff in the early game and a smaller one in the late game, given normal item choices. Similarly, the Death’s Flurry cooldown is a buff early game and a nerf late game. Overall, Zephys players will be pleased with these changes, as the biggest deterrent to playing Zephys was his slow jungle clear speed at the start of the game.
Passive ability: Bite
Physical damage: 100 (+1.0 additional AD) → 80 (+1.0 additional AD)
Ability 1: Terrifying Plague
Physical damage: 410/465/520/575/630/685 (+1.6 additional AD) → 360/420/480/540/600/660 (+1.5 additional AD)
Percentage of magic damage based on max HP: 10 (+0.02 additional AD)% → 8 (+0.02 additional AD)%
These changes mostly revert Kriknak to his form from a few months ago. There is still a high demand for bursty, mobile assassin junglers though, and he’s the bug for the job in most cases.
Passive ability: Rift
Attack damage bonus: 5% → 24 (+3 every 2 levels)
So the new damage bonus is 24-45 while the old was roughly 10-45 depending on Arcana and item build. A buff early game and mostly a wash late game, which is what Murad needed.
Ability 2: Wailing Blade
Physical damage: 320/360/400/440/480/520 (+2 AD) → 350/395/440/485/530/575 (+2.1 AD)
We’re not totally sure this was needed. In any case, Ryoma gets a bit more bursty.
Ability 3: Dark Knight
[Added] Cannot be selected during flight if this ability is activated again while invisible.
He wouldn’t be Batman if he could be attacked before his sneak attack, right?
Passive ability: Scattershot
Percentage of damage dealt to structures based on attack damage: 80% → 100%
Ability 1: Charged Shot
Storage time for enhanced normal attacks: 1.5 sec → 4 sec
A couple of nice buffs for Rourke. When testing on the Taiwan server, however, there was no indication for how long the enhanced attack was still available. After losing his movement speed and the light on his crossbow, Rourke would seem perfectly normal but still have the possibility for the enhanced attack for a couple more seconds.
Passive ability: Fighting Spirit
Movement speed bonus when switching between environments: 40% for 1 sec → 50% for 0.5 sec
Ability 1: Jungle Strike
Slash damage: 150 – 300 (+0.8 AD) → 125 – 275 (+0.8 AD)
Magic damage from normal attacks: 25 – 150 → 10 – 135
Adjusted the judgment of Ability 1 in the various forms to maintain consistency with the effects.
Ability 2: Retaliate
Physical damage dealt from counterattack: 200 – 450 (+1.2 AD) → 200 – 425 (+1.0 AD)
[Added] Physical damage when on land: 200 – 450 (+1.2 AD) → 225 – 475 (+1.5 AD)
Slight nerfs (with the exception of the added terrain flair in the last line), but Riktor is still nearly always picked or banned in the AIC.
Ability 1: Wild Charge
Cooldown: 12/11.6/11.2/10.8/10.4/10 → 10/9.6/9.2/8.8/8.4/8 sec
Ability 2: Wild Stomp
[Added] Double damage to jungle monsters.
[Added] The cooldown of this ability is also reduced by 0.3 seconds every time it hits a jungle monster.
Percentage of damage reduction: 15/18/21/24/27/30% → 25/30/35/40/45/50%
Why do the developers want jungle Baldum? Anyway, the huge increase in damage reduction will make Baldum extremely hard to take down, which could make him somewhat viable. We just wish he had an ultimate ability that didn’t help the enemy team.
Ability 1: Sword & Shield
Maximum damage to jungle monsters: 100 → 1000
It’s not as if you’ll suddenly be doing 1000 damage to monsters; they just essentially removed the damage limit, one that wasn’t even in the ability description. This seems like a bug fix more than anything.
Ability 2: Tail Sweep
Increased attack speed: 50% → (100/120/140/160/180/200)%
[Added] Life steal for 3 seconds: (10/12/14/16/18/20)%
Duration of increased attack speed and life steal: 5 sec → 3.5 sec
Cooldown: 9/8.6/8.2/7.8/7.4/7 → 8/7.7/7.4/7.1/6.8/6.5
Ability 3: Dragon’s Wrath
Additional true damage: 80/130/180 (+0.4 AD) → 70/110/150 (+0.35 AD)
[Removed] 20% damage reduction.
Cooldown: 24/20/16 → 24/22/20
The dirty secret about Zanis (for those who actually played him) was that he was a bit of an ult-bot. Without Dragon’s Wrath, he did little damage and was pretty squishy. Now, some of that power is moved into Tail Sweep, allowing him to clear his first jungle wave faster and maintain more sustained damage (it also gives him a better chance as a side-lane hero). Overall, this feels like a quality-of-life type of buff for the dragoon.
Ability 2: Rampage
Cooldown: 15/14/13/12/11/10 → 13/12.4/11.8/11.2/10.6/10
Mana cost: 80/90/100/110/120/130 → 75/80/85/90/95/100
Ability 3: Earth Splitter
Cooldown: 40/35/30 → 36/33/30
Mana cost: 150/180/210 → 120/140/160
Yikes, was the cooldown that long on Rampage? This seems like the devs took a look at Lumburr and had the same thought. Lumburr also frequently ran out of mana, so the mana changes are welcome as well.
Passive ability: Natural Affinity
HP recovered per second: 80 (+15 per level) → 45 (+18 per level)
Ability 1: Wicked Thorns/Redwood Rush
Physical damage: 270 (+40 per level) (+0.8 AD) → 250 (+50 per level) (+0.8 AD)
Cooldown: 5/4.7/4.4/4.1/3.8/3.5 → 6/5.5/5/4.5/4/3.5
Ability 2: Branching Out
Physical damage: 340 (+45 per level) (+0.85 AD) → 285 (+55 per level) (+0.95 AD)
Y’bneth’s power in the early game was out of control, so shifting some of that power from the early game to the late game makes sense.
Ability 1: Wild Fire
[Added] Damage and healing are doubled within 2.5 seconds of activation.
Magic damage: 35/45/55/65/75/85 (+0.16 AP) → 20/26/32/38/44/50 (+0.14 AP)
Ability 3: Agnie’s Grasp
Control time fixed at 2.5 seconds → Control time between 1.5 – 2.5 seconds. The closer it is, the longer the duration.
Cooldown: 45/40/35 → 40/36/32
Making Wild Fire a little more skill-based makes some sense – players can’t just leave it on and expect the same result anymore. As for Agnie’s Grasp, it seems the long-range, over-the-wall, fadeaway grabs won’t have the same efficacy. Oh well.
Growth max HP: 278.3 → 328.3
Attack damage bonus for each 1% of max HP lost: 2 – 5 (increases with level) → 3 – 6 (increases with level)
Taara gets a cool 750 HP bonus over the course of the game when compared to the version before this buff. Taara will still be somewhat difficult to play given her revised kit, but this should help.
Passive ability: Plunder
HP regen: 2% of lost HP → 2% of lost HP (+0.15 additional AD bonus)
Ability 1: Cleave
HP regen for each hero hit: 6% of lost HP → 6% of lost HP (+0.3 additional AD bonus)
Maloch is the second hero after Kriknak to get the “additional AD” tag added to his abilities. After testing on the Taiwan server…it really isn’t much. Just play him like you normally do.
It was year 220 of the Dark Era. The Lord of Darkness suffered an unexpected defeat, and the demoralized forces of the Magic Abyss made a full retreat. With the help of his lover Veera, Maloch, gathered the remaining soldiers and bolstered his forces. He finally scared the other lords into submission to become the new Lord of the Abyss.
To show the majesty befitting of the Lord of the Abyss, we’ve completely overhauled Maloch’s appearance, background story and hero title in the new version. The new Maloch will have an appearance that’s more befitting of his status. Players can also read his new background story to learn about his courage and fearlessness in the great war that took place thousand years ago.
As an Easter egg, Maloch’s lover, The Soul Harvester Veera will also have some adjustments to her background story in the new version. This famed couple actually met and fell in love thousands of years ago.
More importantly than the lore update is Maloch’s major makeover as well as his spicy new entrance in the hero details screen. We are majorly impressed and admittedly a bit scared of the new-look Maloch.
Ability 1: Guardian Mode
Duration of increased movement speed: 5 sec → 3 sec
Ability 2: Crash Mode
Ability cast forward swing is shortened by 0.15 seconds.
Ability 3: Exterminate
[Added] Each spin also deals a temporary knockback effect to enemy units (ineffective against towers.)
Though we wish the insufferably long animation time on Guardian Mode would be shortened, the other two changes here are huge. Crash Mode feels amazing and should be much easier to land, while the addition of the knockback on Exterminate immediately turns Omega into a completely different hero. It’s basically like a super-charged version of Thane’s first ability now. The only question is if Omega’s best role is support or side lane, since the knockback will be an amazing engage tool for your team.
Ability 3: Liftoff
Physical damage: 600/800/1000 (+1.0 AD) → 700/950/1200 (+2.0 bonus AD)
Another addition to the “additional AD” club, and one that makes this Max main (DTwo) a bit sad. I always felt that pros were playing Max incorrectly by focusing on AD and not staying alive long enough in the thick of the enemy team – just stick to the damage dealer and your team will win the 4v4 behind you. But I digress. This does add potentially a ton of damage, and with even a hybrid build you can chunk a squishy to half their health with only Liftoff.
Passive ability: Ravenous Beasts
[Added] When Arum is in the brush and not in the enemy’s vision, the ravenous beasts summoned by Arum cannot be seen by the enemy.
Arum fans rejoice: now you won’t be awkwardly standing the bush with your beasts sticking out.
Base movement speed: 390 → 380
Mina is likely the best support in competitive play at the moment. Reducing her ability to sneak up and hook fools was probably necessary.
VI. Audio Adjustment
- The Snow Festival login and lobby music was composed by the Hexany team.
- Added hero dance sound effects.
- Adjusted the voice playback of heroes within matches so that the ultimate sound effects are more obvious during team fights.
- Music that matches the Snow Festival atmosphere has been added in matches.
VII. Bug Fixes
- Fixed a bug in which Maloch is unable to use talents while Cleave is being cast.
- Fixed a bug in which Elsu is able to hit units outside of attack range when a normal attack does not hit.
- Fixed a bug in which the storage and charge time of Elsu’s Ability 1 does not match with the ability description.
- Fixed a bug related to Elsu’s vision.
- Fixed a bug in which Chaugnar is unable to free himself from Slow inflicted by some hero abilities.
- Fixed a bug in which the percentage value based on the target’s max HP of Slimz’s ultimate does not grow.
- Fixed a bug in which using talents will not interrupt recall.
Past Patch Notes and Reviews
- Taiwan Hero Changes and Commentary (November 7, 2018)
- New Update (Ver. 17) To Come to Tencent Servers October 18 (October 14, 2018)
- Big Patch Hits Taiwan Server (October 4, 2018)
- Taiwan Server Receives New Balance Changes (September 11, 2018)
- Major Patch Finally Coming to Tencent Servers (Full Details Listed) (August 27, 2018)
- Two Items Removed, Eleven Added in New Taiwan Patch! (Plus Hero Balance) (August 10, 2018)
- Big Changes Coming to Arena of Valor (New Support Items, Quality of Life Improvements) (August 8, 2018)
- Antaris Battlefield Redesign (August 2, 2018)
- Taiwan July Update Patch Notes (July 11, 2018)
- June Patch Notes (June 25, 2018)
- May 24, 2018 Patch Notes and Evaluation (May 23, 2018)
- Arena of Valor Patch 14 preview (May 21, 2018)
- Patch 13 Notes Evaluation (April 10, 2018)
- Patch 13 Coming to SEA Servers (EU/NA/SA Likely Soon) (April 3, 2018)
- Huge New Patch Coming Soon?! (March 27 Taiwan Patch Notes Translation) (March 28, 2018)
- Balance Update (Moved to March 8, 2018) (February 26, 2018)
- January 31 Patch Notes (January 31, 2018)
- January 16th Update / Patch News (January 15, 2018)
- Garena Releases Version 11 Full Update in Arena of Valor Valiant Server (SEA) (December 15, 2017)
Arena of Valor (AoV) Recommended Article List
|▼ Popular Articles|
|Beginner's Guide||Hero Tier List|
|Hero Class Guide||Armory (Item List)|
|▼ Popular Articles|
|Beginner's Guide||Hero Tier List||Hero Class Guide||Armory (Item List)|