DEV NOTES
Let’s start with the concerns that we have seen and are looking to address in this update. There are plenty more that we are aware of, but these are the ones that this update hopes to address.
General
Plenty of changes here with heroes and items seeing substantial tuning.
- Things we’re addressing:
- Lack of distinction between weapon and crystal damage styles
- Energy being a non-factor on most heroes
- Unclear windows of opportunity/power
- Things to know:
- A lot of tier 3 items were revamped! Be sure to familiarize yourself with them to ensure the best chance of victory against your opponents
- Armor and shield are most effective early on, but will eventually be outpaced by carries that have a few items and penetration
- If an opponent used an ability ineffectively, punish them with your abilities while theirs is on cooldown!
- Watch your opponent’s energy bar! Heroes are effectively silenced when they’re out of energy
- Last hitting is important, but not worth dying for. You can recoup some missed last hit gold by just being near an enemy minion when it dies
5V5
A huge shakeup to the overall meta of this game mode. We’ll continue to fine tune this, but this is a large step in the direction outlined in this article.
- Things we’re addressing:
- Lanes feeling uninteractive/unnecessary
- 2v1 matchups in the side lanes
- Jungle camps taken frequently by laners
- Lack of strategic late game options
- Unbalanced orb buffs
- Tanks, tanks everywhere
- Things to know:
- You should generally stay in your lane early on, gold and experience are much more important early
- Early game roaming needs to be much more carefully considered
- Captains will earn the most gold and experience pairing with the mid laner
- Try and find openings to take out opposing side lane turrets!
3V3
Starting small here. There are clearly some things that can be improved on this front and you can expect more substantial changes in following updates.
- Things we’re addressing:
- Healing Treants guarantee a won or lost team fight early game
- Things to know:
- Be sure to prevent healing by hitting heroes that have taken a treant recently
That’s it in a nutshell. We’d love to hear your feedback on all these changes when update 3.8 drops!
-Zekent/Sonata
OVERALL META
JUNGLE HEALING
- [NEW] Cancels upon taking damage from an enemy hero
LANE MINIONS
- [NEW] 30% of gold bounty granted as ambient gold if killed by a non-hero
- Durability changed to Health instead of armor and shield
HERO STATS
- Max Cooldown
45%→ 35%
- Armor
20-50→ 25-7520-60→ 30-8520-70→ 35-100
- Shield
20-50→ 20-5520-60→ 20-6020-70→ 25-75
3V3 META
STRUCTURES
DAMAGE
-
- Outer Turret
250→ 200
- Middle Turret
350→ 300
- Vain Turret
450→ 400
- Outer Turret
JUNGLE MONSTERS
DAMAGE
- Elder Treant
110+16→ 80+16
- Healing Treant
70+8→ 48+8
- Big Bear
60+12→ 36+8
- Small Bear
32+9→ 28+6
- Gold Miner
40+10→ 50+12
- Crystal Sentry
80+20→ 60+15
BUFFS
- Healing Treant
- Heal
380-520→ 250-400
- [NEW] Barrier
- Grants 80-240 barrier for 12s
- Heal
5V5 META
GENERAL
- Trickle Gold
5/s→ 3/s
- Experience Required Per Level
90+10→ 68+16
STRUCTURES
- Middle lane turrets permanently receive 33% reduced damage
HEALTH
-
- Outer Turret (Middle Lane)
3750→ 3000
- Inner Turret (Middle Lane)
5700→ 4000
- Armory Turret (Middle Lane)
7200→ 5000
- Inner Turret (Side Lane)
4950→ 4000
- Armory Turret (Side Lane)
6450→ 5000
- Outer Turret (Middle Lane)
DAMAGE
-
- Outer Turret
230-290→ 190-250
- Inner Turret
290-410→ 250-340
- Armory Turret
340-500→ 280-400
- Outer Turret
LANE MINIONS
ARMORY DESTRUCTION BUFF
- Minion Damage
+100%→ +50%
SPAWNING
- [NEW] Middle lane spawns an extra range minion
- Time Between Waves
30s→ 25s
CAPTAIN MINION AURA
- Incoming Minion Damage
-20%→ 0%
- Outgoing Damage
0%→ +20%
STRUCTURE DAMAGE
- Melee
35+3→ 20+4
- Ranged
60+2→ 25+5
- Siege
60+2→ 35+5
- Captain
60+2→ 40+8
GOLD
- Melee
30→ 45
- Ranged
30→ 25
- Siege
40→ 65
- Captain
50→ 85
EXPERIENCE
- Siege
12→ 8
- Captain
12→ 10
JUNGLE MONSTERS
LEASH
- Monsters try to stay in the jungle
SPAWNING
- First Spawn
55s→ 45s
- Respawn Time
- Healing Treant + Small Bear
120s→ 100s
- Big Bear + Big Bear
120s→ 100s
- Orb Guardians
135s→ 120s
- Goldoak
120s→ 100s
- Healing Treant + Small Bear
GOLD
- Healing Treant
35→ 50
- Big Bear
65→ 85
- Small Bear
20→ 25
- Goldoak
180→ 230
EXPERIENCE
- Healing Treant
9→ 11
- Big Bear
22→ 19
- Small Bear
6→ 5
- Orb Guardian
30→ 29
- Goldoak
40→ 34
BUFFS
- Weapon Orb
- Slow Duration
2s→ 0.5s
- Weapon Damage Amp
15%→ 4-15%
- Slow Duration
- Crystal Orb
- Crystal Damage Amp
20%→ 4-15%
- Crystal Damage Amp
- Healing
- [NEW] Healing Treants, Orb Guardians, and Goldoak heal 150-300 and recharge 50-100 over 12s
- [NEW] Healing Treants grant 100-300 barrier for 12s
HEROES
ANKA
GYTHIAN PROMISE
- Execute Damage (Missing Health)
13-35%→ 19-30%
SHIMMER BLADE
- Cooldown
8/7.5/7/6/6.5/6s→ 10/9.5/9/8.5/8s
- Damage Crystal Ratio
50%→ 40%
- Reactivate Window
2.2s→ 3s
EVISCERATE (REACTIVATE A)
- Damage Crystal Ratio
- 100% → 80%
DANCE OF BLADES
- Cooldown
7/6.5/6/5.5/4.5s→ 8/7.5/7/6.5/5.5s
- Damage Crystal Ratio
45%→ 40%
MIRAGE
- Cooldown
60/50/40s→ 80/70/60s
- Initial Dash Damage
120/180/240 + 50% CP→ 95/140/185 + 40% CP
- Return Dash Damage
240/360/480 + 100% CP→ 190/285/380 + 80% CP
- Multiple Hit Damage
50%→ 75%
ARDAN
VANGUARD
- Barrier Duration
4s→ 2s
GAUNTLET
- Duration
4/6/8s→ 4/5/6s
BARON
PORCUPINE MORTAR
- Energy Cost
60/60/60/60/60→ 40/50/60/70/80
CATHERINE
MERCILESS PURSUIT
- Bonus Movement Speed Duration
1.5/1.5/1.5/1.5/1.5s→ 1.5/1.5/1.5/1.5/2s
- Stun window now matches bonus movement speed duration
BLAST TREMOR
- Cooldown
70/60/50s→ 90/80/70s
- Damage
400/550/700→ 300/450/600
- Silence Duration
2/2.5/3s→ 1.5/2/2.5s
CELESTE
HELIOGENESIS
- Energy Cost
40/40/40/40/40→ 25/30/35/40/45
CORE COLLAPSE
- Energy Cost
100/100/100/100/100→ 100/100/100/100/0
SOLAR STORM
- Energy Cost
100/100/100→ 150/175/200
CHURNWALKER
HOOK & CHAIN
- Cooldown
4/3.5/3/2.5/2s→ 5.0/4.5/4/3.5/3s
TRESPASS
- Cooldown
60/50/40s→ 80/70/60s
GRUMPJAW
GRUMPY
- Damage
75/125/175/225/325 + 50% CP→ 50/90/130/170/250 + 75% CP
- Damage Per Stack
10/25/40/55/85 + 25% CP→ 10/15/20/25/35 + 40% CP
HANGRY
- Damage Increase
30/50/70/90/110 + 80% CP→ 25/40/55/70/85 + 90% CP
STUFFED
- Damage
400/550/700 + 200% CP→ 300/450/600 + 150%
IDRIS
DIVERGENT PATHS
- Required Weapon/Crystal Power
120→ 100
JOULE
HEAVY PLATING
- [REWORK] Joule takes 35% reduced damage when hit from the front or sides.
KESTREL
GLIMMERSHOT
- Energy Cost
60/60/60/60/60→ 30/40/50/60/70
ACTIVE CAMO
- Energy Cost
130/130/130/130/130→ 100/120/140/160/180
ONE SHOT, ONE KILL
- Energy Cost
60/60/60→ 150/175/200
KOSHKA
BLOOD RUSH
- Duration
4s→ 3s
POUNCY FUN
- Damage
80/140/200/260/380 + 130% CP→ 60/100/140/180/260 + 80% CP
TWIRLY DEATH
- Damage
70/100/130/160/220 + 90% CP→ 50/80/110/140/200 + 80% CP
- Empowerment Duration
10s→ 4s
- Empowered Basic Attack Damage
25/40/55/70/100 + 125% CP→ 40/70/100/130/190 + 150% CP
KRUL
DEAD MAN’S RUSH
- Cooldown
8/8/8/8/7s→ 10/9.5/9/8.5/7s
- Barrier
75/185/295/405/515→ 80/200/320/440/560
- Barrier Duration
3s→ 2s
SPECTRAL SMITE
- Damage Reduction Per Stack
6.25%→ 2.5%
- Lifesteal Per Stack
6/7/8/9/12%→ 6/8/10/12/16%
FROM HELL’S HEART
- Cooldown
60/50/40s→ 80/60/40s
LYRA
PRINCIPLE ARCANUM
- Heavy Attack Crystal Ratio
80%→ 120%
- Heavy Attack Slow + Bonus Health
35% + 0.02%→ 0% + 0.04%
IMPERIAL SIGIL
- Damage Over Time Crystal Ratio
- 80% → 60%
- Detonate Damage
80/140/200/260/380 + 100% CP→ 75/125/175/225/325 + 75% CP
MALENE
STATS
- Attack Range
6.2→ 5.8
ENCHANTED TRANSFORMATION (LIGHT)
- Slow
30/40/50/60%→ 25/30/35/40%
- Slow Duration
1.25s→ 1s
PETAL
MUNIONS
- Spawn Range
11→ 16
REIM
FROSTGUARD
- Fortified Health Generation
- All damage generates fortified health
- Fortified Health Cap
25%→ 20%
- Fortified Health vs. Non-Heroes
25%→ 20%
SKAARF
SPITFIRE
- Energy Cost
35/35/35/35/35→ 25/30/35/40/45
TAKA
HOUSE KAMUHA
- Duration
14s→ 10s
- Charge Time
4-0.4s→ 2-1s
- Empowered Basic Attack Damage
30-63 + 35% WP→ 20-75 + 20% WP
KAITEN
- Damage
100/150/200/250/300 + 110% CP→ 80/120/160/200/240 + 140% CP
X-RETSU
- Damage
- 250/350/450 + 150% CP + 120% WP → 200/275/350 + 180% CP + 140% WP
- Bleed Damage
- 40/50/60 + 65% CP → 30/35/40 + 75% CP
VOX
SONIC ZOOM
- Energy Cost
40/40/40/40/40→ 35/40/45/50/55
PULSE
- Energy Cost
30/35/40/45/50→ 40/50/60/70/80
- Bonus Bounce Damage
10/30/50/70/110→ 15/30/45/60/90
ITEMS
AFTERSHOCK
- Total Cost
2400→ 2600
- Crystal Power
35→ 30
- Max Health Damage
12%→ 10%
- Proc Lifesteal
50%→ 25%
- Cooldown
1.5s→ 1s
- Energy Recharge
2.5→ 1.0
ALTERNATING CURRENT
- Crystal Power
60→ 50
AEGIS
- Build
- Reflex Block + Warmail
- Total Cost
2150→ 2100
- Health
250→ 200
- Armor
25→ 40
- Shield
90→ 40
- Cooldown
35s→ 45s
ATLAS PAULDRON
- Armor
80→ 60
- Shield
25→ 0
- Cooldown
20s→ 45s
BARBED NEEDLE
- Weapon Power
12→ 10
- Lifesteal
8%→ 10%
BONESAW
- Weapon Power
25→ 40
- Armor Pierce
18%→ 20%
- Passive: Your basic attacks shred 10% of the target’s armor for 3s. Max 4 stacks.
BOOK OF EULOGIES
- Lifesteal
4%→ 5%
- Life Restore
65/25→ 25/10
BREAKING POINT
- Total Cost
2600→ 2700
- Weapon Power
55→ 50
- Passive: Gain 5 Weapon Power for every 100 weapon damage done to enemy heroes; +5/10 (melee/ranged) needed for each stack thereafter. 35 stacks max. Decays 5 stacks per second after you’ve stopped attacking for 2.5s.
BROKEN MYTH
- Crystal Power
80→ 60
- Shield Pierce
30%→ 35%
CAPACITOR PLATE
- Build
- Dragonheart + Warmail
- Total Cost
2100→ 2400
- Health
450→ 400
CHRONOGRAPH
- Cooldown Reduction
10%→ 15%
- Energy Recharge
2.5→ 0.75
CLOCKWORK
- Crystal Power
40→ 30
- Max Energy
600→ 400
- Energy Recharge
10→ 5
COAT OF PLATES
- Armor
65→ 55
- Shield
10→ 0
CONTRAPTION
- Energy Recharge
3→ 2
CRUCIBLE
- Total Cost
1850→ 2100
- Cooldown
45s→ 75s
CRYSTAL BIT
- Crystal Power
20→ 15
CRYSTAL INFUSION
- Bonus Crystal Power
20-70→ 30-60
- Bonus Cooldown Reduction
5-15%→ 7.5-15%
- Bonus Armor & Shield
0-15→ 10-20
DRAGONHEART
- Health
450→ 400
DRAGON’S EYE
- Crystal Power
85→ 75
- Passive: Gain 10 Crystal Power each second you damage enemy heroes. After 5s, lose 3 stack per second. 15 stacks max.
ECLIPSE PRISM
- Crystal Power
35→ 30
ENERGY BATTERY
- Max Energy
200→ 100
- Energy Recharge
4→ 1.5
EVE OF HARVEST
- Crystal Power
70→ 60
- Damage Storage
600-1200→ 400-800
- Lifesteal
10%→ 15%
- Max Energy
400→ 300
- Energy Recharge
7→ 4
FROSTBURN
- Total Cost
2600→ 2700
- Crystal Power
100→ 85
- Slow
30%→ 25%
- Duration
1s→ 1.5s
FOUNTAIN OF RENEWAL
- Total Cost
2300→ 2500
- Health
250→ 400
- Armor
20→ 20
- Shield
65→ 60
- Cooldown
65s→ 75s
HALCYON CHARGERS
- Total Cost
1700→ 1500
- Max Energy
350→ 250
- Energy Recharge
6→ 3.5
- Movement Speed
0.4→ 0.5
- Cooldown
50s→ 45s
- Sprint Duration
3s→ 2s
HEAVY PRISM
- Crystal Power
50→ 45
HEAVY STEEL
- Weapon Power
55→ 45
HOURGLASS
- Cooldown Reduction
5%→ 7.5%
- Energy Recharge
1.5→ 0.25
JOURNEY BOOTS
- Total Cost
1700→ 1500
- Max Health
250→ 150
- Cooldown
60s→ 75s
- Cooldown Upon Damaging Enemy Hero
12s→ 10s
KINETIC SHIELD
- Armor
10→ 0
- Shield
65→ 60
LIGHT ARMOR
- Armor
35→ 20
- Shield
5→ 0
LIGHT SHIELD
- Armor
5→ 0
- Shield
35→ 25
LIFESPRING
- Health
250→ 200
LUCKY STRIKE
- Critical Chance
25%→ 20%
METAL JACKET
- Armor
130→ 90
- Total Cost
2000→ 2400
- Shield
25→ 0
- [NEW] Passive: Reduces incoming damage from Basic Attacks by 10%.
NULLWAVE GAUNTLET
- Health
500→ 400
- Energy Recharge
4→ 1
OAKHEART
- Health
250→ 200
PIERCING SHARD
- Shield Pierce
18%→ 10%
POISONED SHIV
- Lifesteal
8%→ 10%
PULSEWEAVE
- Health
700→ 600
- Total Cost
2300→ 2700
- Damage + Bonus Health
200 + 15%→ 50 + 25%
- Slow + Bonus Health
20% + 0.01%→ 5% + 0.02%
REFLEX BLOCK
- Health
250→ 200
- Barrier
25% Missing Health→ 100-400 (Level 1-12)
- Cooldown
45s→ 75s
ROOK’S DECREE
- Build
- Dragonheart + Warmail
- Total Cost
2200→ 2400
- Health
600→ 500
- Armor
0→ 30
- Shield
0→ 30
- Energy Recharge
2.5→ 0
- Cooldown Reduction
15%→ 5%
- Cooldown
8s→ 10s
SCOUTPAK
- Energy Recharge
2.5→ 2.0
SERPENT’S MASK
- Weapon Power
85→ 60
- Damage Storage
600-1200→ 400-800
- Lifesteal
10%→ 15%
SHATTERGLASS
- Crystal Power
150→ 125
SHIVERSTEEL
- Health
650→ 400
SIX SINS
- Weapon Power
30→ 25
SLUMBERING HUSK
- Build
- Warmail + Kinetic Shield
- Total Cost
2350→ 2600
- Armor
75→ 45
- Shield
75→ 90
- Cooldown
25s→ 30s
- Burst Threshold
20%→ 25%
- Burst Window
1.5s→ 1s
- Selling and rebuying Slumbering Husk no longer resets the cooldown.
SORROWBLADE
- Weapon Power
150→ 120
SPELLFIRE
- Total Cost
2700→ 2900
- Crystal Power
90→ 75
- Damage
5-20 + 100% CP→ 10-120 + 50% CP
SPELLSWORD
- Build
- Heavy Steel + Six Sins + Chronograph
- Total Cost
2750→ 2800
- Weapon Power
100→ 85
- Energy Recharge
3→ 2
STORMCROWN
- Passive: Your next basic attack will deal 140-480 bonus true damage (4s cooldown). 25% effectiveness against heroes and structures. (Does not stack with other Stormguard)
- Cooldown Reduction
10%→ 15%
- Energy Recharge
4→ 1
STORMGUARD BANNER
- Passive: Your next basic attack will deal 30-200 bonus true damage (4s cooldown). 25% effectiveness against heroes and structures. (Does not stack with other Stormguard)
SUPERSCOUT 2000
- Health
500→ 450
- Energy Recharge
5→ 4.5
TENSION BOW
- Total Cost
2150→ 2700
- Armor Pierce
10%→ 35%
- Passive: Every 6s, your next basic attack will deal 50 + 125% of bonus weapon power bonus damage.
TORNADO TRIGGER
- Total Cost
2600→ 2800
- Attack Speed
30%→ 40%
- Critical Chance
35%→ 35%
TRAVEL BOOTS
- Total Cost
800→ 750
TYRANT’S MONOCLE
- Total Cost
2750→ 2900
- Weapon Power
70→ 50
- Critical Chance
35%→ 35%
- Critical Damage Amp
10%→ 15%
VOID BATTERY
- Max Energy
350→ 250
- Energy Recharge
6.0→ 3.0
[NEW] WARMAIL
- Build
- Light Armor + Light Shield
- Total Cost
- 900
- Armor
- 30
- Shield
- 30
WAR TREADS
- Total Cost
1900→ 1800
- Max Health
500→ 400
- Movement Speed
0.3→ 0.5
WEAPON BLADE
- Weapon Power
15→ 10
WEAPON INFUSION
- Bonus Weapon Power
20-70→ 20-40
- Bonus Attack Speed
5-15%→ 15-35%
- Bonus Armor/Shield
0-15→ 10-20