Masha rework
A Berserker who enters the Feral state by breaking the enemy's wound. Masha's core gameplay has been revamped. We want her to thrive as a high-skill ceiling Berserker capable of sustained combat, rather than an Assassin limited to split-pushing or burst damage.
Bruno rework
A Marksman who deals massive damage to enemies by continuously kicking powerballs. We've made several optimizations to Bruno. While preserving his core identity, we've improved his controls and made adjustments across his kit. These changes make him a more agile and formidable striker.
- Skill 1 · Base Damage
- 100-225 → 75-150
- Skill 1 · Mana Cost
- 60-85 → 50-75
- Skill 2 · Stun Duration
- 0.5s → 0.1s
- Skill 2 · Cooldown
- 7s at all levels → 9-7s
- Skill 2 · Mana Cost
- 60 → 90
- Ultimate · Knockback & Stun Duration
- 0.1s → 0.5s
Odette adjustment
To make Odette feel more like a graceful dancer, she can now move freely at a slightly reduced speed while casting her Ultimate.
Sun adjustment
We've noticed that roaming Sun takes too many resources away from his teammates, negatively affecting their experience. We've therefore made targeted adjustments to rein in his roaming build while minimizing the impact on his performance in other lanes.
- Passive · HP Regen
- 25% of Doppelganger's Physical Attack → 15% of Doppelganger's Physical Attack
- Passive · Extra Damage to Creeps
- 50 → 65
- Skill 1 & 2 · Cooldown
- 10-8s → 6.5-5s
- Skill 1 & 2 · Base Damage
- 200-400 → 280-480
- Skill 1 & 2 · Experience Optimization
- Enemy Gold Reward for Killing a Doppelganger: 26 (+ 1.5 * Game Time in minutes) → 10 (+ 1.0 * Game Time in minutes)
- Ultimate · Slow Effect
- 20% → 25%
Marcel adjustment
Improved Marcel's skill synergy with other heroes, allowing him to work better with a wider range of heroes. As a balance adjustment, we've slightly reduced his early-game damage and skill cast frequency. Marcel can now interrupt skills that require selecting a target location before dealing damage (e.g., Eudora's Ultimate and Vexana's Skill 2).
- Skill 1 · Base Damage
- 350-700 → 300-650
- Skill 1 · Cooldown
- 12.5-10s → 15-12s
- Skill 2 · Cooldown
- 12.5-10s → 15-12s
- Ultimate · Cooldown
- 74-62s → 90-66s
Kadita adjustment
Increased Kadita's Movement Speed when roaming to the side lane in the early-to-mid game.
- Attributes · Movement Speed
- 250 → 240
Hylos adjustment
Hylos's previous passive effects were underwhelming, so we've adjusted them to make his growth attributes more consistent.
Aulus buff
Aulus takes too long to ramp up, struggles to finish off enemies, and lacks survivability in extended fights. We're addressing these issues by accelerating his ramp-up, condensing his damage into a shorter window, and improving his HP Regen.
- Attributes · Base Attack Speed
- 0.88 → 1
- Attributes · Physical Attack Growth
- 10.5 → 8
- Attributes · Attack Speed Growth
- 2.5% → 2%
- Skill 2 · Cooldown
- 7s at all levels → 10-8s
- Ultimate · Base Damage (First 4 Strikes)
- 150-270 → 110-270
- Ultimate · Base Damage (Last Slash)
- 450-810 → 330-810
Argus buff
Based on your feedback, we've decided to make another round of balance adjustments and gameplay improvements to Argus. Argus can now trigger Demonic Slash more often and stun enemies with Skill 2. The increased Ultimate damage helps him counterattack or secure kills.
- Ultimate · Base Damage
- 150-300 → 300-600
- Ultimate · Damage Bonus
- 50% Total Physical Attack → 180% Extra Physical Attack
- Ultimate · Cooldown
- 42-35s → 45s
- Attributes · Base Movement Speed
- 240 → 260
Aldous buff
Exp Lane heroes need to serve as a primary force in early-game skirmishes. Aldous's reliance on Skill 1 stacks for damage forced him to farm passively in the early game, leaving him completely out of sync with the team's pace. To boost his early-game combat capability and income while keeping his core playstyle intact, we've made the following adjustments.
- Passive · Gains a shield on the 3rd Basic Attack, Cooldown
- 5s → Gains a shield on the next Basic Attack every 8s
- Passive · Base Shield
- 500 → 350
- Skill 1 · Soul Steal Stacks Gained on Siege Minion / Other Non-hero Unit Kill
- 10/4 → 12/5
- Skill 1 · Soul Steal Stacks Gained on Enemy Hero Kill
- 10 → 12
- Skill 1 · Soul Steal Stacks Gained on Siege Minion Kills by Nearby Allies
- 5 → 6
- Skill 1 · Soul Steal Stack Cap
- 650 → 1000
Lukas buff
Lukas was slightly weak in the Exp Lane but too strong as a jungler. To make him stronger in the Exp Lane while preserving his jungler playstyle, we've made some adjustments to him.
- Passive · Resolve Gained from Attacking Enemies
- 2 → 3.5
- Skill 1 · Pulverize Base Damage
- 220-520 → 280-580
- Skill 1 · Spin Damage
- 100-200 → 80-180
- Skill 1 · HP Regen
- 5% of Max HP → 6% of Max HP
- Skill 2 · Sacred Lightning Damage
- 50-100 (+ 25% Physical Attack) → 110-310 (+ 50% Physical Attack)
- Ultimate · Ultimate's Resolve Regen
- 1-2 → 0.5-2
Kalea buff
Kalea's damage and survivability as a Fighter-Support have both fallen short this patch, making her one of the weakest supports right now. To address this, we've decided to give her a comprehensive buff so she can truly perform as a Fighter-Support.
- Skill 1 · Base Damage
- 200-350 → 200-450
- Skill 1 · Cooldown
- 4s → 3.5s
- Ultimate · Damage Bonus
- 80% Physical Attack → 8% Max HP
- Passive · HP Regen
- 40 (+ 10% Max HP) (+ 60% Total Magic Power) → 12% Max HP (+ 80% Total Magic Power)
Cici buff
Slightly increased the hero's early-to-mid-game damage against high-HP units, the speed of killing the EXP Crab in the early game, and sustainability in team fights.
- Skill 1 · Damage Based on Target's HP
- 3%-4.5% → 3.5%-5%
- Skill 1 · Max Damage Against Creeps
- 75-350 → 100-350
- Passive · Spell Vamp Per Stack of Delight
- 0.75% → 1.25%
Alpha buff
Alpha's early-game laning was relatively weak, so we've adjusted his Passive to scale with Total Physical Attack, improving his early- to mid-game performance. We've also optimized Skill 2's Regen mechanics by increasing its base HP recovered per hit and reducing the additional HP recovered per hit, improving its sustain when hitting a single target.
- Passive · Laser Damage
- 80 (+ 80% Extra Physical Attack) (+ 8 * Hero Level) → 60 (+ 50% Total Physical Attack) (+ 8 * Hero Level)
- Skill 2 · Effect Adjustment
- Recover HP for each enemy hit → Recover HP when hitting an enemy (healing decays by 40% for subsequent enemies hit).
- Skill 2 · HP Regen per Hit
- 40-200 (+ 30% Extra Physical Attack) → 80-330 (+ 40% Extra Physical Attack)
Kagura buff
Improved the feel of controlling the Seimei Umbrella when Kagura repositions in battle.
Edith buff
Slightly increased Edith's initiative and flexibility.
Karina buff
We aim to increase Karina's Skill 1 usage frequency and improve the effectiveness of her Enhanced Basic Attack.
- Skill 1 · Cooldown
- 7s at all levels → 6s at all levels
- Skill 1 · Enhanced Basic Attack Damage
- 150-225 (+ 55% Total Magic Power) → 160-310 (+ 60% Total Magic Power)
Kaja buff
Slightly increased Kaja's HP Regen.
- Skill 1 · Cooldown
- 7s → 5.5s
Melissa nerf
Melissa's Skill 1 provided too much Attack Speed for too long, while Muddles summoned by Skill 2 dealt excessive Basic Attack damage. We've reduced Skill 1's Attack Speed bonus and duration, as well as Muddles' damage transfer ratio and the percentage of Attack Effects inherited.
- Skill 1 · Attack Speed Bonus
- 50%-75% → 30%-55%
- Skill 1 · Duration
- 3s → 2.5s
- Skill 2 · Muddles's Damage Transfer
- 60% → 52%
- Skill 2 · Attack Effect Inheritance Ratio
- 80% → 52% (now matches the Basic Attack damage transfer ratio)
Miya nerf
Miya's team fight damage and farming speed in the current patch exceeded expectations. We've fixed an issue where Moonlight Shadow's Split Arrow dealt abnormal damage and incorrectly triggered Attack Effects, and slightly reduced Miya's damage to single targets.
- Passive · Moonlight Shadow Damage
- 30 (+ 25% Total Physical Attack) → 25 (+ 20% Total Physical Attack)
Hanabi nerf
Hanabi dealt excessive damage to a single target through consecutive Petal Blade bounces in small-scale team fights. To preserve her single-target poke during the laning phase, we haven't changed her base bounce damage. Instead, we've added a bounce damage falloff: when a Basic Attack or skill bounces repeatedly hits the same target, subsequent bounces deal less damage, limiting her sustained output against a single target within a short time.
Yi Sun-shin nerf
Yi Sun-shin's overall mobility was too high, so we've increased Skill 1's cooldown to limit his dash frequency.
- Skill 1 · Cooldown
- 12-7s → 12-9s
Paquito nerf
To prevent Paquito from snowballing too quickly and zoning enemies out of lane, we've slightly reduced his early-to-mid-game burst damage.
- Enhanced Skill 2 · Base Damage
- 350-750 → 300-800
- Enhanced Skill 2 · Damage Bonus
- 230% Total Physical Attack → 210% Total Physical Attack