Heroes of Newerth Wiki

New Hero[]

Apex is the physical embodiment of the True Evil, the original corruption that caused such dread among the gods that Sol ripped all mention of it from the original Codex Solaris. Before time had a name, the realms were undivided. The mortal world, the hells, and the heavens were as one, and all things were free to move among the realms. God, man, beast – these words meant nothing. All were equal. This, of course, could not last.
When the original sins began to fester and grow the gods wanted nothing to do with the mortal realm, while man and beast still craved the physical. The damned sought their own domain, the All Hells, where they could perfect their cruel ways. And in the depths of those hells, a daemon imp of no consequence sought a means to achieve greater power, and that power whispered to him from the deepest, coldest pit of the underworld.
The imp descended below the scorching heat of the known hells into the frozen darkness. Beyond the levels of nightmare. Beneath what even the daemons would not whisper about, where no heat dared exist, for heat means life. And there was no life here.
When he found the true source of evil, it appeared as the worst types of evil always do: Harmless. The innocuous shards glowed a deep red, and when they pierced the heart of the imp the True Evil began a transformation, an evolution, that would take millennia of agony to complete.
Above, the gods, men, and beasts had their wars and eras. All the while, they denied the instinct that warned them of the growing evil. They invented stories to keep themselves safe from danger. Myths. These could not touch the True Evil that continued to grow.
When the True Evil finally stirred and began its ascent to reap the harvest of the other realms, the daemons in the deepest pits of All Hells fled before it. This caused The First Corruption, when the Hellbourne sought to establish a new home bought in blood on the surface of Newerth. But the mortals fought tooth and nail to keep their realm, and with the help of the gods the daemons were banished back to All Hells, where the True Evil waited.
Man and beast continued their ebb and flow of war. Peace was sometimes present and always fragile. But below...The War of All Hells raged. Single battles lasted for years.
And steadily, relentlessly, the True Evil rose.
The Hellbourne again needed to escape their realm. To do so they required a key, a powerful soul ripe for the taking. And in Maliken Grimm, they found it. The True Evil drove the lesser daemons before it, into the mortal realm for a second time: The Second Corruption.
The Legion of man and beast believes it has pushed the Hellbourne to the brink of destruction as they follow the retreating daemons back to The Scar. But the Hellbourne are not retreating – they are coalescing.
For Apex, the True Evil, has finally reached the surface of Newerth.
And The Third Corruption has begun.
Strength: 22 + 2.5 per level (primary)
Agility: 17 + 2.0 per level
Intelligence: 20 + 1.5 per level
Movement Speed: 295
Armor: 2.0
Magic Armor: 3.0
Range: Melee (128)
Base Damage: 52-56

Ability 1: Apex Decimate.jpg Decimate

  • Action Type: Target Position
  • Effect Type: Physical
  • Mana Cost: {60/75/90/105}
  • Cooldown: 10 seconds
  • Range: 600
  • 125 Wide Line, 350 Area at the end of the line
  • Dashes in the target direction and spins, dealing {0.5/1/1.5/2x your Attack Damage} to each enemy in the area.
    • Follows pathing and destroys trees.

Ability 2: Apex Fire Surge.jpg Fire Surge

  • Action Type: Self
  • Effect Type: Magic
  • Mana Cost: {70/80/90/100}
  • Cooldown: {16/14/12/10} seconds
  • Cast action time: 0 seconds
  • Activate to gain {maximum Movement Speed, 100% Slow Resistance, and Unitwalking} for {2.5 seconds}.
  • You next attack during this time unleashes a wave that deals {70/140/210/280 Magic Damage} to enemies in a line. The wave travels 600 units and is 200 units wide.
  • Attacking removes the Movement Speed bonus and Unitwalking immediately.

Ability 3: Apex The Burning Ember.jpg The Burning Ember

  • Action Type: Self
  • Mana Cost: 50
  • Cooldown: {90/80/70/60} seconds
  • Passively causes any non-DoT Damage dealt by Apex to apply Burning Ember to enemies, dealing {8/16/24/32 Magic Damage per second for 4 seconds}.
    • DoT damage does not apply Burning Ember.
    • Burning Ember does not apply to Magic Immune targets.
  • Upon activation, begins a channel that restores {4/5/6/7% of your Max Health per second} as long as you continue channeling.

Ability 4: Apex Armageddon.jpg Armageddon

  • Action Type: Self Position
  • Effect Type: Magic
  • Mana Cost: {125/175/225}
  • Cooldown: 120 seconds
  • Radius: 1200
  • Unleashes a ring of flames that expands to full size in 0.5 seconds.
    • The ring of flames deals up to {200/300/400 Magic Damage} to enemies based on how close they are to the center.
  • Enemies already affected by Burning Ember are stunned for {1.5/2/2.5 seconds} and have the duration of Burning Ember extended by 5 seconds.
    • Otherwise, they receive a {0.5 second Stun}.
    • Deals full damage up to 500 units away. Past that, the damage tapers down to 100 Magic Damage minimum.
    • Ring does not move with you. It is centered where you cast it.

Matchmaking Maps & Modes[]

Champions of Newerth[]

Champions of Newerth (CoN) is an entirely new ranking system aimed to improve HoN's competitive experience in both Normal and Casual Forests of Caldavar.

  • Each player will participate in 6 placement matches to determine their initial Rank for Champions of Newerth.
  • There will be 6 distinct Ranks: Bronze, Silver, Gold, Diamond, Legendary, and Immortal. Select Ranks will be broken down into tiers to further distinguish a player's skills.
  • As a player continues to compete, they will move forwards or backwards in ranking based on wins and losses. Keep in mind, all Champions of Newerth games will be played using Counter Pick*
    • Games with all Legendary or Immortal players will also include Bans to go along with Counter Pick.
Seasons and Rewards
  • Champions of Newerth will be broken up into seasons ranging from 1 to 3 months long.
  • At the end of each season players will be rewarded based on the highest Rank that they achieved that season.
  • Rewards will increase with each Rank and will consist of anything from Plinko Tickets to Trophy Avatars.
  • Lastly, new seasons will not require placement matches for returning players. They will be placed based off of the previous season's performance.

Counter Pick[]

Counter Pick is a new picking mode that will allow both teams to have a chance to react to their opposing team's hero picks and adapt accordingly. The primary intention of introducing this game mode is to promote hero pick diversity and expand the viable number of metas, while simultaneously making each Matchmaking game a more unique experience.

  • Once the teams enter the Hero Pick screen, a Blind Ban phase will occur for 20 seconds.
    • The Blind Ban phase only occurs if the game contains all Legendary or Immortal ranked players.
    • 2 Blind Bans are assigned to the Blue Player and the Pink player. If they are disconnected before issuing a Blind Ban, then the next player down the list on their respective teams can use the Blind Bans.
  • After the Blind Ban phase is over, Legion or Hellbourne is randomly chosen as the team with the First Pick.
  • The teams then pick in a 1-2-2-2-2-1 fashion.
    • Example: if Legion receives the First Pick, then the Legion team picks 1 hero. The Hellbourne team then picks 2 heroes, with the Legion team picking 2 more heroes after that. This hero pick sequence continues until the last player on Hellbourne manages to pick their hero.
  • Each picking phase lasts up to 20 seconds. If a pick occurs before the timer for that picking phase expires, then the remaining time is consumed and the next picking phase occurs.
  • Each team also receives 60 seconds of Extra Time. Time is subtracted from your extra time when the normal countdown has reached 0. If the Extra Time reaches 0, a random choice is made.
  • Once the last player has picked a hero, both teams have 15 seconds to swap heroes with players from their respective teams before the game begins.


Report a Player[]

We've gathered feedback from the forums and listened to the community to bring positive changes to both the policies and the RAP operation. We're excited for the changes and hope that they improve your HoN experience!

  • For the first time in HoN's history we are offering everyone a clean slate.
  • There will be a new player portal. The player portal is a tool to easily get an overview of your RAP situation. It offers the following options:
    • Players can check their report history. They can check their own RAP sheet to see when and why they were previously infracted.
    • Players can make appeals and check the status of your current appeals.
    • Players can also easily get in touch with Senior Game Masters by creating new support cases.
  • Additionally, when a report you have submitted has been judged, you will be notified of the decision using the in-game message system and the email linked to your HoN account.

New Content[]


  • To celebrate the release of HoN 4.0, Newerth has received completely new soundtracks, courtesy of SoundWizard!


Zenith is an unstoppable holy warrior created within the catacombs below the Church of Arasunia, where Sol's most devout worshipers still follow the old invocations, which some would call heresy. These forbidden prayers allowed them to place the blessed jewel from Sol's first altar -- touched by the god himself, they say -- within a suit of armor and bring it to life. It is life without a soul, they will admit, but when Sol's archangel takes the battlefield alongside the reborn Jeraziah and sends countless daemons back to All Hells, the clergy falls reverently silent.

New Apex.jpg Apex Avatar: Nadir.jpg Nadir

The reanimated corpse called Nadir was once a heavy slave laborer for the Electrician, clearing tons of soil and rock to unearth the precious relics and ancient technology that held so much potential. When Nadir accidentally triggered an explosion of weaponized, irradiated plasma during a dig and scattered the contents of his torso across The Great Waste, the Electrician saw an opportunity. The glowing plasma seemed to have a life of its own, and with a bit of hasty wiring and a dash of corruption (fine, more than a dash) he created a relentless monster dead-set on vengeance upon the world that had enslaved and murdered him. Now Nadir seeks to bring about the lowest point in human existence by causing as much despair and suffering as possible. If only the Electrician could control his creation...

Christmas in Newerth![]

Some say giving is better than receiving, and Christmas Chronos agrees – as long as we're talking about holiday smackdowns and not gifts. Opening her lovely presents is the best part of the holiday season, which is why she constantly rewinds so she can re-wrap, re-open, and re-irritate everyone else gathered within the Christmas Chronofield.
Many consider the harsh and bitter winters of Newerth to be a vex, even a threat, yet the deep cold is also healing, cleansing, and protective. The Winter Shaman carries this cold with her, using her mystical powers to purify Newerth of blight, pests, and sometimes, when the dire need arises, those who live by the blistering heat of corruption.
Hades spent centuries searching his vast Underworld for this "Christmas Spirit" he'd heard so much about, and his frustration grew with every passing moment the wraith eluded him. How could the very God of the Underworld not locate this entity, even with the help of Cerberus? Had it escaped his eternal realm? Did his haughty brothers lay claim to it? Unacceptable. To set things right, Hades has garnished himself in a god's amount of holly jolliness and begun his tireless search of Newerth's mortal realm to find and capture the Christmas Spirit and return it to the Underworld, where it belongs.
It's not enough for Flint to spoil the festive season by looting all the presents and treats on Christmas morning – he also wants to steal the holiday cheer from the hearts of everyone in Newerth, just to make sure no one gets anything for free. So he's suited up in the hide of a reindeer and adorned his infamous guns to create Christmas spirits as fast as he can reload. However, there is one holiday maxim Flint agrees with: It is much better to give than to receive, but only when the gift is a hollowpoint at 2,500 feet per second.
New Christmas Holiday Wards
  • Christmas Monster
    • Santa may see you when you're sleeping, but this giant-eyed Christmas Monster sees EVERYTHING!
  • Snowman
    • Brrr, it's freezing out there! Let the Snowman ward stay out in the cold to spread the Christmas cheer (and ganks).
New Christmas Holiday Courier
  • Flying Reindeer
    • This dashing reindeer courier guarantees to deliver your holiday goodies on time!
New Christmas Holiday Taunt
  • Bad Present
    • It's exactly what your adversaries deserve this year: a big box of mockery!

Heavy Armor Set[]

As the Third Corruption boils to the surface of Newerth, it is becoming lethally obvious that the current state of weapons and armor – even the highly advanced Ascension kits – are not sufficient. The Legion must fortify itself with armor strong enough to withstand this new breed of chaotic and crushing daemonic shock troops, and to do so the Engineers and Blacksmiths will have to rely on ancient methods and skills nearly forgotten in this modern age. The result will be armor nearly too thick to bear, but it will let the front ranks stand firm against the relentless impacts of the Hellbourne heavies lumbering out of The Scar.
The daemon named Kannibal spent his mortal life as a connoisseur of human flesh, sampling every race, religion, and age across Newerth before a Death's Cradle shaman managed to utter a curse before Kannibal ate his tongue. The curse resulted in violent food poisoning and death, and when Kannibal found himself among the damned and daemons he discovered a taste for them as well. He protected himself from their weapons, teeth and claws with massive slabs of armor and, while burdensome, these allowed him to enjoy his meals in relative safety as the dishes thrashed and fought. With the Third Corruption Kannibal was once again unleashed upon mankind, and he found a new, cruel pleasure in transforming from daemon to human and back again based on his chosen delicacy to ensure he retained the hideous name he had earned.
To counter the bloody Daemon Dragoons storming from the Scar, the Engineers and Blacksmiths of the Legion have forged the elite Gory Vanguard, heavily armed and armored cataphracts mounted upon the sturdiest – and surliest – warthogs that could be somewhat tamed from the Savannahs. When these mounted troops clash, the impact can be felt across the entire battlefield, which is soon decorated with the scattered gore and body parts of any Dragoon unlucky enough to be snared by a Vanguard hammer and chain.
New Heavy Armor Set Effect
  • If you own all of the avatars in the Heavy Armor Set, each avatar will gain an armored eagle effect on its back. The eagle's color and effects will vary based on the avatar
  • Avatars in the Heavy Armor Set:


Mephisto is perhaps one of the most insidious daemons and servants of Lucifer, for he does not bother to target those who are still pure of spirit--he chooses to harvest his souls after they have already been corrupted, and upon the battlefield of Newerth it is only a matter of time before every soul has some eternal blemish upon which Mephisto will latch.
Once a devout servant and elite warrior of the Church of Arasunia, the missionary now known as Bloodstorm was sent into The Great Waste to convert the pagan nomadic tribes to the word of the one true god -- or else. His unspeakable crimes against those people sent him to All Hells when he was finally killed by Sand Wraiths (it seems even Sol cannot protect those who commit sins in His name), and while imprisoned in those depths he was pulled into pieces, one grain of flesh at a time, for what seemed an eternity. Now that Apex has brought about the Third Corruption and swept every damned creature within All Hells to the surface, Bloodstorm is once again free to convert the lost souls of Newerth. He has a new religion, however, called Suffering, and his victims all kneel to it when the particles of his damned flesh and blood fill their eyes and lungs.
The wily Six Eared Macaque – also known as the false Sun Wukong – has made a living posing as the legendary Monkey King and committing shameful acts of theft and assault. Not even Ophelia can tell the difference between the two, for the Six Eared Macaque's strength and abilities are equal to the Monkey King's, and when these two spiritual primates face each other the battle always results in a draw (and massive collateral damage). During one of these epic and confusing brawls, Ophelia realized that only the true Monkey King would have her golden mark seared into his forehead. The Queen of the Beast Horde uttered a spell to make the seal burn, and when the real Monkey King winced in pain, she commanded her warriors to attack the impostor. The Six Eared Macaque escaped – barely – and his panicked flight continues across Newerth, leaving havoc in its wake.
Nature is in a continuous state of ebb and flow, but one constant is the presence of the Sentinels, warriors of Gaia powered by the earth and tasked with protecting the defenseless ecosystems of Newerth. They were once overwhelmed by the advancement and ambition of mankind, but as the planet seeks a new equilibrium in the chaos of war, the Sentinels emerge once again to stand between Nature and destruction.

The Searing Owls who roost within the simmering volcano Krula are notoriously territorial and unfortunately few in number, but the eldest among them carries the honor of serving Gaia as the Flame Sentinel, guardian of the burning blood that spills from deep within Newerth to form new terra firma. The lava was once its own guardian, but since man, beast and daemon have developed magic and technology to protect themselves from the blistering heat and now manipulate the lava to fit their own purposes, the Flame Sentinel must be more vigilant and aggressive than ever.

  • New Announcer Pack: The Return of MsPudding!
    • MsPudding is back, and she's oh so sweet!
  • New Kongor.jpg Kongor Texture
    • Kongor has an updated texture thanks to community member CJXander!


User Interface[]

Three new in-game Game Overlays/HUDs (Heads Up Displays) have been added to HoN!

  • Go to Options -> Interface to select between different HUDs and choose the one you like most!

General Balance - Armor & Magic Armor[]

Magic Armor adjustments were made based on a hero's general role:

  • Strength Carries - 3
  • Other Strength Heroes - 4
  • Agility Heroes - 5
  • Agility Supports - 6
  • Intelligence Supports - 7
  • Other Intelligence Heroes - 6

For Armor, we have re-evaluated every hero's base Armor and made adjustments based on their needs and intended weaknesses. The specific value changes will be noted in the Hero Balance section.

Hero Balance[]

Item Balance[]

Single Component Items[]

Alacrity Band.jpg Alacrity Band
  • Attack Speed bonus increased from {25 to 30}.
Branded Sabre.jpg Branded Sabre
  • Removed from the game.
Logger's Hatchet.jpg Logger's Hatchet
  • Its activation can now target gadgets. Goes on a 15 second cooldown when used in this manner.
    • This includes wards.
Helm of the Victim.jpg Helm of the Victim
  • Cost decreased from {950 Gold to 900 Gold}.
    • This will reduce the cost of all other items that use this component.
Homecoming Stone.jpg Homecoming Stone
  • Cost reduced from {100 Gold to 50 Gold}.
  • You can no longer accidentally teleport behind your ally Well.
Slayer.jpg Slayer
  • Cost reduced from {2400 Gold to 2200 Gold}.
  • Damage reduced from {45 to 40}.
Veiled Rot.jpg Veiled Rot
  • Now applies the effect to all of your own units within 600 radius upon use.
  • Buff now also gives a bonus 15% Movement Speed.
Voltstone.jpg Voltstone
  • Number of attacks required to proc reduced from {6 to 4}.
  • Damage on proc decreased from {55 to 45}.
  • Now propagates to illusions for 33% power.
Warpcleft.jpg Warpcleft
  • Attack Speed bonus increased from {40 to 45}.


New Initiation Item: Sorcery Boots.jpg Sorcery Boots

  • Auto-assembles from Marchers.jpg Marchers and Ring of Sorcery.jpg Ring of Sorcery.
  • Grants 65 Movement Speed and an active which replenishes 160 Mana to self and nearby allies.
  • Otherwise, has the same Stat and Cooldown values as Ring of Sorcery.
Alchemist's Bones.jpg Alchemist's Bones
  • Recipe cost increased from {650 Gold to 750 Gold}.
Grave Locket.jpg Grave Locket
  • Bonus Stats when charged increased from {2 to 3}.
Lightbrand.jpg Lightbrand and components
Post Haste.jpg Post Haste
  • When teleporting to ally buildings, can now teleport at most 400 units away from the target building.
    • Mimics the functionality of Homecoming Stone in this manner.
    • Also destroys trees around the target location if targeting ground.
    • Still does not disarm an ally building.
    • Behaviour when targeting non-building units remains unchanged.
Plated Greaves.jpg Plated Greaves
  • Mana Cost decreased from {25 to 10}.
  • Hero Armor buff increased from {2 to 3}.
  • Hero and creep buff duration increased from {15 to 30 seconds}.
Spyglass.jpg Spyglass
  • Removed from the game.


Astrolabe.jpg Astrolabe
  • Bonus Agility increased from {5 to 8}.
Barrier Idol.jpg Barrier Idol
  • Bonus Agility increased from {2 to 5}.
  • Shield changed from blocking pre-mitigation Damage to blocking post-mitigation Damage.
    • This means that Magic Armor will now positively impact the amount of Magic Damage blocked by the barrier.
  • Magic Damage blocked by the barrier reduced from {400 to 300}.
  • Non-hero units affected receive a barrier that blocks 600 Magic Damage (instead of 300 Magic Damage).
Jade Spire.jpg Jade Spire
  • Now takes a Mark of the Novice.jpg Mark of the Novice (150) in the recipe in addition to Nome's Wisdom.jpg Nome's Wisdom and Acolyte's Staff.jpg Acolyte's Staff.
  • Now passively gives +10 Attack Damage.
  • Armor bonus on the aura increased from {2 to 3}.
  • Active state duration increased from {4.5 to 6 seconds}.
Kuldra's Sheepstick.jpg Kuldra's Sheepstick
  • Cast Range reduced from {800 to 650}.
Lex Talionis.jpg Lex Talionis
  • Recipe cost reduced from {250 Gold to 150 Gold}.
Nome's Wisdom.jpg Nome's Wisdom
  • Now passively grants 10 Attack Damage (not on the aura).
  • Bonus Armor on the aura increased from {2 to 3}.
  • Bonus Mana Regeneration on the aura increased from {0.75 to 1}.
Ring of Sorcery.jpg Ring of Sorcery
  • Mana Cost reduced from {40 to 0}.
Refreshing Ornament.jpg Refreshing Ornament
Soultrap.jpg Soultrap
  • Recipe cost reduced from {600 Gold to 400 Gold}.
  • Cast Range increased from {800 to 1500}.
  • Max number of charges stored increased from {2 to 3}.
  • Now only dispels when taking damage from player-controlled units.
Spell Sunder.jpg Spell Sunder
  • Debuff damage per second increased from {5 + 3% of Current HP to 5 + 5% of Current HP}.
  • Debuff duration reduced from {3.5 to 3 seconds}.
  • Damage-over-Time (DoT) effect now works for 33% of the default values (down from 50%).
Stormspirit.jpg Stormspirit
  • Cast Range reduced from {650 to 450}.


Daemonic Breastplate.jpg Daemonic Breastplate
  • Recipe cost decreased from {900 Gold to 500 Gold}.
  • Bonus Armor increased from {6 to 7}.
    • This is on the base item, not on the aura.
Sacrificial Stone.jpg Sacrificial Stone
  • When charged, Armor buff now also gives allies +3 to all Stats (but not to yourself).
  • Buff duration increased from {30 to 45 seconds}.
  • Mana cost decreased from {25 to 10}.
  • Cooldown increased from {25 to 30 seconds}.
  • No longer reduces the amount of gold you lose on death.
  • No longer leaves behind a shard that collects Experience or grants Clearvision.
  • Death timer reduction increased from {12 to 20 seconds}.
Shield of the Five.jpg Shield of the Five
  • Bonus Armor on the buff increased from {2 to 3}.
  • Buff duration increased from {30 to 60 seconds}.
  • Cooldown increased from {25 to 30 seconds}.
Sol's Bulwark.jpg Sol's Bulwark
  • Increased the amount of Armor given/removed by the Ally/Enemy auras from {3 to 4}.
Ultor's Heavy Helm.jpg Ultor's Heavy Plate
  • Recipe cost decreased from {1200 Gold to 1000 Gold}.


Arclight Crown.jpg Arclight Crown
  • Number of hits required to proc decreased from {5 to 4}.
  • Magic Damage per proc decreased from {225 to 180}.
  • Proc effect now propagates to illusions for 33% power.
Bloodborne Maul.jpg Bloodborne Maul
  • The wielder will now only lose Health when attacking enemy heroes.
Brutalizer.jpg Brutalizer
  • New buildup: Slayer.jpg Slayer (2200) + Mighty Blade.jpg Mighty Blade (1000) + Recipe (300) = 3500.
  • Attack Damage increased from {35 to 40}.
  • Damage proc now propagates to illusions for 33% power.
    • Stun proc does not propagate to illusions.
Elder Parasite.jpg Elder Parasite
  • Attack Speed bonus from the active state decreased from {85 to 80}.
  • Movement Speed bonus from the active state decreased from {20% to 15%}.
  • Damage Amplification on self from the active state increased from {15% to 20%}.
  • Lifesteal bonus from the active state decreased from {30% to 25%}.
Grimoire of Power.jpg Grimoire of Power
  • 15% extra Spell Damage changed to 15% extra Spell Damage against heroes.
  • Now grants 20% extra Spell Damage vs non-hero units.
Insanitarius.jpg Insanitarius
  • Recipe cost increased from {500 Gold to 550 Gold}.
  • Health Regeneration increased from {3 to 5}.
  • Health removed per second increased from {35 to 45}.
Savage Mace.jpg Savage Mace
  • Components changed to consist of: Slayer.jpg Slayer, Warhammer.jpg Warhammer and a 1000 Gold recipe.
  • Damage decreased from {80 to 64}.
  • Now passively grants True Strike.
  • Chance to proc the bonus Physical Damage & Stun decreased from {35% to 33%}.
  • Bonus Physical Damage from a proc increased from {100 to 120}.
  • Damage proc now propagates to illusions for 33% power.
    • Stun proc does not propagate to illusions.
Spiked Bola.jpg Spiked Bola
  • Cast type changed to Physical.
  • Damage from the activation changed from {200 Magic Damage to 250 Physical Damage}.
  • Spiked Bola debuff is now purgeable.
  • 200 Gold recipe removed.
Thunderclaw.jpg Thunderclaw
  • New buildup: Voltstone.jpg Voltstone (600) + Alacrity Band.jpg Alacrity Band (1200) + Gloves of the Swift.jpg Gloves of the Swift (500) + Recipe (600) = 2900.
  • No longer grants Attack Damage.
  • Now grants a passive 45 Attack Speed.
  • Proc effect now propagates to illusions for 33% power.

Morph Attack[]

Shieldbreaker.jpg Shieldbreaker
  • Armor reduction decreased from {4/6/8 to 3/5/7}.
Symbol of Rage.jpg Symbol of Rage
  • Active state’s Lifesteal magnitude increased from {150% to 200%}.
  • Recipe cost decreased from {1100 Gold to 1000 Gold}.

Mobility interaction streamlining with Immobilize & Restrain[]

The following skills can no longer be activated while you are immobilized or restrained (only applies to the mobility-related activation of the skill):

Ultimate Abilities:

Map Changes[]

The Forests of Caldavar map has been revamped!

  • In general, more juke spots and Ward spots have been added to the map due to extensive revamping.
Legion Base
  • Area of the base is larger.
  • Now has less number of filler buildings (Shrines & Huts).
  • Lanes are now further apart.
  • World Tree has been moved further back.
These changes were made to make the overall building and lane placement more fair when comparing the Legion Base and the Hellbourne Base, while still being unique and different enough for the players.
Legion Jungle
  • Now has more paths so that players have more options to navigate through the Legion Jungle.
  • The bottom-right area of the Legion Jungle is more open to allow for more engagements without vision loss occurring.
  • The Tier 1 & Tier 2 Hellbourne Towers are now further apart in the top & bottom lane.
  • Minor adjustments have been made to the other Tier 1 & Tier 2 Tower positions.
Previously, the Tier 1 & Tier 2 Hellbourne Towers were much closer together than the Tier 1 & Tier 2 Legion Towers. These changes were made to balance out the map advantages that Hellbourne had over Legion.
Middle Lane
  • Tree area above the middle Hellbourne Tier 1 Tower changed to encompass more juke spots & gank routes.
  • Middle Hellbourne Tier 1 Tower shifted upwards to be closer to the tree line.
Previously, the placement of the middle Hellbourne Tier 1 tower & the lack of pathing through the tree area above it prevented players from ganking Hellbourne's middle lane effectively with that route. Now, the vision of that area is more limited, and ganking Hellbourne middle lane will be more similar compared to ganking Legion middle lane, equalizing the positional power of Hellbourne's middle Tier 1 Tower compared to Legion's middle Tier 1 Tower.
Ward Spots
  • New ward spots have been introduced as a result of the map changes.
  • 3 small, high cliffs have been added to the map for high ground ward spots.
    • 2 of these are in the Legion jungle, 1 of these are in the Hellbourne jungle. Can you find them?

Jungle Changes[]

Kongor.jpg Kongor
  • Removed the passive stun ability from Kongor.
  • Null Stone effect on Kongor is now visible.
  • Added a new ability to Kongor in the first slot: Pebbles Chuck.jpg Boulder Toss
    Cooldown: 5 seconds
    Mana Cost: 100
    • Throws rock at target location (200 radius). Shows a red circle on the ground, lands after 2 seconds. Deals [150 + 10% of target's Max Health] in Magic Damage and stuns for 2 seconds.
    • Kongor will randomly use this ability as long as he is fighting at least 1 enemy hero (20% chance every second).
New Ancient Creeps
Dreadbeetle Queen.jpg Dreadbeetle Queen & 2x Dreadbeetle.jpg Dreadbeetles
  • Dreadbeetle Queen.jpg Dreadbeetle Queen: 1600 Health, 110-130 Gold, 60-70 Attack Damage, 6 Armor, 3 Magic Armor, 310 Movement Speed.
    • Emits a 900 radius aura that increases the Attack Speed of affected allies by 15.
  • Dreadbeetle.jpg Dreadbeetle: 1000 Health, 65-70 Gold, 30-35 Attack Damage, 3 Armor, 3 Magic Armor, 320 Movement Speed.
  • Gold gained from jungle camps has been reduced by ~8% overall.
    • Camps previously had a ratio of ~17.5 Health/Gold, whereas the new ratio is ~18.7 Health/Gold on average.

The following neutral creeps had their Health adjusted:

Mid Wars[]

  • Starting level of all heroes in the game increased from {1 to 3}.
  • Starting gold increased from {603 to 853}.

Bug Fixes & Optimizations[]


Numerous options and improvements have been implemented into the game!

  • The Scoreboard has been updated to more clearly & easily convey information to players at a glance.
    • The Gold, Inventory, and Ping of other players are shown in the new Scoreboard.
    • Your opponents' inventories are only shown in the scoreboard when they are not in fog.
    • Your opponents' Gold will not be shown to you or your team.
    • Hold the button down to show the scoreboard. Default hotkey: X. Found in Options -> Controls -> Advanced Keybindings (or use the Search feature to locate this keybind).
  • The Unit Selection Indicator has been updated and polished to clearly indicate which direction a selected unit is facing.
  • Quick Cast / Smart Casting Menu
    • Players can now select the Smart Casting Type (On Release or On Press), as well as individually select which skills they want to have Smartcast turned on for.
    • This can be found in the Options -> Controls menu.
  • Mini-Map Hero Portraits
    • If enabled, each hero's location indicator on the minimap will display that hero's portrait. The colored ring around each hero will be your team color or a player-specific color, based on your choice.
    • Enabled by Default (located in the Options -> Interface -> Assistance menu).
  • Unique Health Bar Color
    • If enabled, your hero's Health Bar will be easily identified with a unique color (yellow for Solid Green/Red bar colors, green for Solid Yellow/Blue bar colors).
    • Enabled by Default (located in the Options -> Interface -> Health Bars menu).
  • Draw Minimap Path
    • If enabled, the path your main hero takes will be displayed on the minimap (only for yourself) when your hero moves.
    • Enabled by default (located in the Options -> Interface -> Assistance menu).
  • In general, visual obstructions in the Game Overlays have been removed while you are in-game.
    • The opaque bricks that block the bottom middle part of your screen have been removed.
    • A large portion of the opaque dark sections of the Hero Info UI in the top-left corner have been removed.
  • The HoN Store user interface has been completely revamped and polished!


  • Ring of the Teacher.jpg Ring of the Teacher will no longer be randomly toggled on & off by bots.
    • The toggle behaviour is temporarily disabled until further notice.


  • The Sanguo Set Dragon pet no longer persists incorrectly after using Geometer's Bane.jpg Geometer's Bane & your illusions die.


Accursed.jpg Accursed
Adrenaline.jpg Adrenaline
  • Adrenaline Ember Shard.jpg Ember Shard now displays charges to represent Adrenaline's current Mana as a percentage of his Max Mana.
  • Frostwolf's Skull.jpg Frostwolf's Skull's projectile now has the correct offset when Adrenaline attacks.
Empath.jpg Empath
  • Empath As One.jpg As One: if your host is stealthed and you have Staff of the Master.jpg Staff of the Master, Empath's auras (from items) will now reapply properly after her host exits stealth.
Legionnaire.jpg Legionnaire
  • Argentus.jpg Argentus Legionnaire now says the proper voice line when killing a Taunted opponent.
    • Here, "Taunt" refers to the general Taunt, not his Legionnaire Taunt.jpg first ability.
Master of Arms.jpg Master of Arms
  • Master of Arms Master's Call.jpg Master's Call now displays a shield bar for Master of Arms while it is active.
Soulstealer.jpg Soulstealer
  • Fixed a bug where Soulstealer was doing 25% more damage than intended with Soulstealer Soul Burst.jpg Soul Burst when he had 40 Souls.
  • Soulsteal's Soulstealer Soulsteal.jpg Soul count will now round up to the nearest value after the charge loss calculation (instead of rounding down the Soul count).
Tarot.jpg Tarot's Tarot Luck of the Draw.jpg Luck of the Draw (R)
  • Critical multiplier equation changed from [Charges/20 + 1] to Charges/20.
  • Max charges changed from 60 to 80.
  • Now gains 30 charges when putting the first skill point into Luck of the Draw (instead of 10).
    • No gameplay changes. This change was made for easier visibility of your current Critical multiplier.


Homecoming Stone.jpg Homecoming Stone & Post Haste.jpg Post Haste
  • When teleporting directly to your ally well, you can now only teleport at most 90 units away from the center of the well.
    • This prevents the user from teleporting behind the fountain and getting stuck.