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HoNmas (Christmas) Updates[]

Community Events[]

Heroes of Newerth celebrates its 11th HoNmas with its players!

  • Note that all of the listed community events below are for the NAEU/International Client only. Other regional clients may have their own events running.


  • Earn prizes by logging in & playing HoN!
  • HoNmas events will take place from December 2, 2021 (8am EST) to January 8, 2022 (11:59am EST).


Cosmetic Updates[]

  • The in-game Heads-Up Display (HUD) has been winterized in the spirit of Christmas! Enjoy the holidays in 2021 in Newerth!
    • Note: only applies for the Razor and Classic HUD styles.


  • The Forests of Caldavar ("New") and Mid Wars maps have also been winterized with snow, glaciers, festive decorations and presents!
  • Christmas-themed music tracks & songs have returned to Newerth!
  • Kongor.jpg Kongor also dressed up in the spirit of HoNmas!
    • Unfortunately, Hellbourne Kongor.jpg Kongor on the "New" Forests of Caldavar Map is too cranky to do that - only the Legion Kongor.jpg Kongor has changed his outfit!
  • Runes have also been updated to their Christmas variants!
  • New loading screens have also arrived in Newerth!

New Content[]

New Ellonia.jpg Ellonia Avatar: Frostshard Ellonia.jpg Ellonia

  • Frostshard Ellonia.jpg Ellonia will have their vengeance on those who did them wrong in Newerth!


New Tremble.jpg Tremble Avatar: Throwback Tremble

  • Relive Tremble.jpg Tremble's earliest moments in Newerth with this throwback avatar!

Design[]

Hero Reworks[]

Magebane.jpg Magebane (Reworked)

  • Primary attribute changed from Agility to Strength.
  • Base Strength increased from 16 to 21.
    • Starting Attack Damage remains the same (48-52).
  • Strength growth increased from 1.8 to 2.4.
  • Agility growth reduced from 3.1 to 1.4.
  • Base Agility reduced from 25 to 16.
  • Base Intelligence increased from 15 to 17.
  • Intelligence gain per level increased from 1 to 1.5.
  • Base Attack Time increased from 1.45 to 1.6.
  • Base Movement Speed reduced from 315 to 310.
  • Starting Armor increased from 1.5 to 1.8.
  • Model size increased by 15%.

Magebane Mana Combustion.jpg Mana Combustion

  • Now applies 0.33x of its effects if the target is Magic Immune.

Magebane Flash.jpg Flash of Anti-Magic (Reworked)

  • Range: 500/600/700/800
  • Mana Cost: 75/70/65/60
  • Radius: 350
  • Cooldown: 12 seconds
    • Target a location to teleport there, applying a 15/20/25/30% Movement Speed Slow for 2 seconds to enemy units within radius and dealing 30/60/90/120 Physical Damage to them.
    • If an enemy hero is within radius, the cooldown of this ability is reduced by 4 seconds, and you gain a 30/60/90/120 post-damage-mitigation shield that absorbs 50% of incoming Magic Damage for 7 seconds.


  • These changes allows Magebane.jpg Magebane to be mobile in offensive scenarios if he is actively engaging with his foes, while reducing the frequency of using Magebane Flash.jpg Flash outside of actual combat.
  • These changes also take the focus off of Magebane.jpg Magebane's flash-farming capabilities and encourages him to participate in teamfights and ganks early on.
  • Although the listed shield values are low, it is deceptively strong against Magic Damage in actual combat, due to how it stacks with Magic Armor and Magebane Master of the Mantra.jpg Master of the Mantra's Magic Damage reduction.

Magebane Master of the Mantra.jpg Master of the Mantra (Reworked)

  • Passively grants Magebane 10/15/20/25% Magic Damage Reduction.
  • Attacking an enemy hero adds 1 charge to this ability for 7 seconds. Max of 2/3/4/5 charges.
  • Each charge grants 10 Attack Speed to Magebane.jpg Magebane, and grants 3% Magic Damage reduction to other ally player-controlled units within 900 radius.
    • Note that the Magic Damage reduction from this ability stacks multiplicatively with other sources of Magic Damage mitigation, like Magic Armor.
  • Activate to apply Mantra of Anti-Magic on Magebane.jpg Magebane for 10 seconds. While active, fires a Mana Flare at an enemy hero if they use an ability within 900 radius of Magebane.jpg Magebane, dealing Magic Damage equal to 30/50/70/90% of an ability's Mana Cost to them.
    • This effect now has appropriate visual effects to indicate that a player took damage from this ability. In the past, this ability had no visual feedback, which resulted in nobody noticing how effective this effect was or when you actually took damage from this effect.
  • Mana Cost: 65/80/95/110
  • Cooldown: 35 seconds

Magebane Mana Rift.jpg Mana Rift

  • Magic Damage reduced from 100/130/160% to 80/110/140% of the main target's missing Mana.
  • Mana Cost reduced from 120/200/275 to 100/160/220.
  • Cooldown changed from 120/100/80 seconds to 100/85/70 seconds.


  • Magebane.jpg Magebane's design has been flawed from its conception, even from its WC3 DotA days. He had a contradictory role of being a flash-farmer and fragile early-game carry. In the late game, he has ridiculous amounts of mobility and high damage reduction against both Physical Damage (due to his former Agility primary attribute) and against Magic Damage, and did not actually counter mages at their strongest phase (early game). His playstyle was also generally linear for optimal play, as he had to farm Runed Cleaver.jpg Runed Cleaver and flashfarm to have any hopes of winning the game. This led to high levels of frustration for your ally team (because he is typically useless in the early to mid game and causes your team to fight 4v5 early on) and for the enemy team (late-game when reaching critical mass, there is no realistic counterplay to him because he has too much mobility, overall survivability, and insane damage output with high split push power).
  • In fact, Magebane.jpg Magebane's analog (Anti-Mage) is one of the most frustrating heroes to play against and play with on your team in Dota 2.
  • After shifting Magebane.jpg Magebane's primary attribute to Strength and reworking 2 of his abilities, he has now become a vanguard/frontliner for his team against Magic Damage and giving him some actual presence in the early to mid game (at the expense of having a weaker late-game scaling).
  • Magebane Master of the Mantra.jpg Master of the Mantra's changes in the Magic Damage mitigation mechanics allows Magebane.jpg Magebane to properly protect against Magic Damage and Spellshards.jpg Spellshards' Magic Armor Penetration effect, as well as purchase Magic Armor for himself if he requires even more protection from Magic Damage.
  • Magebane.jpg Magebane is encouraged to be proactive to benefit his team due to how Magebane Master of the Mantra.jpg Master of the Mantra gains charges. Pair Magebane.jpg Magebane up with another initiator and your team will have great protection against Magic Damage if your opponents choose to engage!
  • In the laning phase, you can actually use Magebane Flash.jpg Flash and Magebane Mana Combustion.jpg Mana Combustion to effectively harass enemy laners and trade efficiently, unlike before where you risk dying.
  • Magebane.jpg Magebane is intended to be drafted against teams with heavy bursts of Magic Damage. He punishes enemy heroes with high Max Mana and cast spells with high Mana Costs.
  • It should now be less frustrating to deal with Magebane.jpg Magebane, as he has now been given a weakness in the form of low Armor. His Magebane Flash.jpg Flash has overall lower range and only has a low cooldown if you use it offensively, so chasing Magebane.jpg Magebane will also be much easier compared to before.
  • Overall, Magebane.jpg Magebane's design flaws and frustrations have been resolved for all players, he's still fun to play, and he has a good level of contribution to the team for all phases of the game.
  • The overall feel when playing the hero remains largely the same, but his overall playstyle has been changed.

Staff of the Master & Master's Legacy Changes[]

Staff of the Master.jpg Staff of the Master visual effects were added for the following heroes:


Credits go to Whyzozerious for creating the visual effects!

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Artesia.jpg Artesia

Artesia Essence Projection.jpg Essence Projection

  • Staff of the Master.jpg Staff of the Master effect change (to pre-existing):
    • Check radius for an enemy Well (for cooldown adjustment purposes) increased from 1600 units to 2200 units.
    • Cooldown is now reduced to 60 seconds (was previously 50 seconds).

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Blacksmith.jpg Blacksmith

Blacksmith Chaotic Flames.jpg Chaotic Flames
  • Staff of the Master.jpg Staff of the Master effect changes (to pre-existing):
    • Mana Cost increased from 20% Max Mana to 30% Max Mana.
    • Blacksmith Fireball.jpg Fireball and Blacksmith Frenzy.jpg Frenzy, when triggered by the passive autoattack portion of this ability, can no longer multicast.
    • Mana spent on this ability no longer triggers effects that occur when mana is spent (e.g., Nome's Wisdom.jpg Nome's Wisdom).

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Moraxus.jpg Moraxus

Moraxus Matraxe.jpg Matraxe
  • Staff of the Master.jpg Staff of the Master effect change (to pre-existing):
    • Internal cooldown for throwing an axe when attacking an enemy reduced from 1 second to 0.8 seconds.

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Rampage.jpg Rampage

Rampage Stampede.jpg Stampede

Rampage Horned Strike.jpg Horned Strike

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Soulstealer.jpg Soulstealer

Soulstealer Soul Burst.jpg Soul Burst

Forests of Caldavar[]

  • Tower Bounty for the killer changed from 460/510/560/610 to 380/460/560/610.
  • Tower Bounty for other teammates changed from 150/200/300/350 to 200/250/300/350.
    • Total Gold given across the team changed from 1060/1310/1760/2010 to 1180/1460/1760/2010.
  • Tower Bounty consolation for pllayers on the team of the killer (when the Legion/Hellbourne faction gets the kill) changed from 265 to 285 for level 1 Towers.
    • Total Gold given across the team in this manner increased from 1325 to 1425 for level 1 Towers.


  • These changes reduce the gold bounty difference between the solo killer and their teammates, and generally increase the overall amount of gold a team gains when killing a tower.
  • Credits to w3wstarboy for the suggestion!

Mid Wars[]

  • Rune spawn location has been moved to be more equidistant between the Legion-side cliff and the Hellbourne-side cliff.

Structures[]

Towers

  • Armor Penetration changed from 25% to 20%/35%/50%.

Well/Tarpit

  • Attack Range increased from 800 to 1000.
  • Attack Damage reduced from 200 to 175.
  • Attacks now have 50% Armor Penetration.

Store at the Main Base

  • Radius in which you can purchase items increased from 500 to 600.


  • Towers and the Well/Tarpit attack structures are now a little more lethal to enemies as they gain Armor.
  • In general, the Well/Tarpit lacked a little bit of attack range. Players should now feel slightly safer within their Well/Tarpit area.
  • The store item purchase radius was not covering the staircase to the well, so this small quality-of-life change should make purchasing items at the base more consistent.

General[]

Camera Distance

  • The in-game default and max camera distances (i.e., zoom level) have been increased by approximately 7%.

Kongor.jpg Kongor Boss Enchantment - Stats

  • Renamed to "Kongor.jpg Kongor Boss Enchantment - Vitality"
  • Grants a bonus 100 Max Health per charge.
  • Grants a bonus 50 Max Mana per charge.
  • Grants a bonus 2% Healing Received per charge.
  • Grants 2 Health Regeneration (per second) per charge.
  • Grants 0.6 Mana Regeneration (per second) per charge.

Kongor.jpg Kongor Boss Enchantment - Speed

  • Bonus Movement Speed per charge reduced from 12 to 8.


  • For the Kongor.jpg Kongor permanent buff rewards, nobody took the stats bonus and almost everyone took the Speed bonus (because most sources of Movement Speed from items do not stack).
  • To resolve these issues and also introduce more survivability options in the game, the stat bonus was changed to a vitality-based bonus (as the stat bonus was chosen for the +4 Strength bonus anyway, which translated to 76 Max Health).
  • The Vitality boss enchantment allows for an option to increase your hero's survivability and helps with Health and Mana sustain.

Lane Creeps

  • Ranged lane creeps (including ranged siege creeps) will now have True Strike when attacking enemy lane creeps.


  • This change was done to improve the consistency of last-hitting creeps, particularly in the laning phase in middle lane when ranged creeps are attacking uphill.


Single Draft

  • Picking phase duration increased from 60 seconds to 70 seconds.

Heroes[]

Adrenaline.jpg Adrenaline

Adrenaline Shard Blast.jpg Shard Blast
  • Bonus Magic Damage dealt based on your primary attribute increased from 20/30/40/50% to 30/40/50/60%.
  • Touch radius increased from 80 to 100.

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Aluna.jpg Aluna

Aluna Emerald Lightning.jpg Emerald Lightning
  • Attack Speed steal increased from 20/30/40/50 to 30/40/50/60.

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Artesia.jpg Artesia

Artesia Arcane Missile Healing.jpg Arcane Missile Healing
  • Healing amount increased from 40/50/60/70 to 40/50/65/80.

Artesia Essence Projection.jpg Essence Projection

  • When the projection is damaged, cooldown for repositioning the projection increased from 2 seconds to 3 seconds.


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Blacksmith.jpg Blacksmith

  • Strength growth per level reduced from 3.2 to 3.

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Blitz.jpg Blitz

  • Attack Range reduced from 475 to 450.


  • Blitz.jpg Blitz has been surging in performance since the general attack range adjustments across most ranged heroes. His attack range has been further reduced to put him in line with other ganker-support heroes.

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Bombardier.jpg Bombardier

Bombardier Boom Dust.jpg Boom Dust
  • Magic Damage per proc increased from 15/25/35/45 to 20/30/40/50.

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Bramble.jpg Bramble

Bramble Chomp.jpg Chomp!
  • Bonus Magic Damage dealt to enemy units is now capped at 300.

Bramble Entangling Vine Wall.jpg Entangling Vine Wall

  • No longer applies Restrain to enemies when the Vine Walls attack.
  • Upon spawning, the File:Vine Wall.jpg Vine Wall will apply the Movement Speed Slow and Restrain to enemies within 300 radius of them for 2.5 seconds.


  • The change to Bramble Chomp.jpg Chomp! is more tailored towards keeping Bramble.jpg Bramble within a reasonable limit for modes like Mid Wars, where stacks are prevalent and are more problematic than that of other linear scaling permanent buff mechanics.
  • Otherwise, the restrain on Bramble.jpg Bramble's Bramble Entangling Vine Wall.jpg Entangling Vine Wall was made much less oppressive & does not let Bramble.jpg Bramble lock down mobile heroes for a long period of time.

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Cthulhuphant.jpg Cthulhuphant
  • Strength growth per level reduced from 3.2 to 2.8.

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Deadwood.jpg Deadwood

Deadwood Rotten Grasp.jpg Rotten Grasp
  • Damage effect type changed from Magic to Physical.
    • The immobilize effect type is still Magic.

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Defiler.jpg Defiler

Defiler Wave of Death.jpg Wave of Death
  • Cooldown reduced from 8.5/7.5/6.5/5.5 seconds to 8/7/6/5 seconds.

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Doctor Repulsor.jpg Doctor Repulsor

Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed

  • Cooldown increased from 0.4 seconds to 0.5 seconds.
  • Passive Mana Regeneration changed from 2/4/6 + 0/50/100% to 2/3/4 + 0/40/80%.
  • Mana spent from this ability no longer triggers effects that occur when mana is spent (e.g., Nome's Wisdom).


+ Doctor Repulsor.jpg Doctor Repulsor received too much healing from Nome's Wisdom.jpg Nome's Wisdom. After these changes, his performance should return back to an acceptable level.

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Draconis.jpg Draconis

  • Strength growth per level reduced from 2.5 to 2.4.

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Drunken Master.jpg Drunken Master

Drunken Master Magic Brew.jpg Drink

  • Critical Damage multiplier reduced from 1.5/1.6/1.7/1.8x to 1.3/1.4/1.5/1.6x.


  • Drunken Master.jpg Drunken Master had a little too much of everything to make him viable. His damage output has been reduced to better balance his overall performance in higher level skill brackets.

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Electrician.jpg Electrician

Electrician Electric Shield.jpg Electric Shield

  • Mana spent on this ability no longer triggers effects that occur when mana is spent (e.g., Nome's Wisdom.jpg Nome's Wisdom).

Electrician Energy Absorption.jpg Energy Absorption

  • Mana gained per enemy hit increased from 12/16/20/24 to 15/20/25/30.
  • Cooldown reduced from 15 seconds to 13 seconds.


  • Electrician.jpg Electrician has been underperforming in the lower-to-middle skill brackets. Improving his mana sustain should ease some of his issues throughout the game.

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Engineer.jpg Engineer

Engineer The Keg.jpg The Keg

  • Cast Range increased from 750 to 800.

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Fayde.jpg Fayde

Fayde Reflection.jpg Reflection

  • Magic Damage dealt based on the target's current Health reduced from 10/20/30% to 10/17/24%.

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Flint Beastwood.jpg Flint Beastwood
  • Starting Attack Damage increased from 36-42 to 37-44.

Flint Beastwood Dead Eye.jpg Dead Eye

  • Percentage chance of proccing True Strike for self and allies affected by the Dead Eye aura changed from 25/50/75/100% to 30/40/50/60%.


  • Flint Beastwood.jpg Flint Beastwood's performance has dropped ever since his Attack Range was reduced. He received some numeric buffs for the laning phase without bringing back his previous levels of frustration.
  • The changes of Wingbow.jpg Wingbow and Snake Bracelet.jpg Snake Bracelet prompted Flint Beastwood.jpg Flint Beastwood's True Strike mechanic to be toned down a bit.

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Hellbringer.jpg Hellbringer

  • Base Agility increased from 10 to 12.
  • Agility Growth increased from 1.2 to 1.4 (per level).
  • Strength Growth increased from 2.1 to 2.2 (per level).

Hellbringer Evil Presence.jpg Evil Presence

  • Active effect: Healing to self on active state increased from 10/15/20/25% to 15/20/25/30% of Damage the affected enemies receive.
  • Passive effect: Healing based on damage dealt when off cooldown increased from 3/6/9/12% to 4/8/12/16%.


  • Hellbringer.jpg Hellbringer has fallen out of the meta. Increasing his overall survivability should make him viable again.

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Ichor.jpg Ichor

Ichor Life Leech.jpg Life Leech

  • Heal effect now also applies to non-hero ally units attacking the affected target.
    • Note that this heal effect will still not apply to certain attackers, like towers and gadgets.

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Jeraziah.jpg Jeraziah

Jeraziah Righteous Strike.jpg Righteous Strike

  • Cooldown reduced from 8 seconds to 7 seconds.

Jeraziah Sol's Blessing.jpg Sol's Blessing

  • If state is dispelled before it expires naturally, then its current duration is reduced by 80% and becomes unpurgeable.


  • Dispel has been hard countering Jeraziah.jpg Jeraziah and preventing him from seeing any meaningful presence in competitive play. By making the effect less binary upon being dispelled, Jeraziah Sol's Blessing.jpg Sol's Blessing will still partially retain their effectiveness when dispelled.

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Keeper of the Forest.jpg Keeper of the Forest

Keeper of the Forest Nature's Guidance.jpg Nature's Guidance

  • Bonus armor and Health Regeneration for ally structures reduced from +3 to +1.
  • Magic Damage per second for the rooted state increased from 40 to 70.
  • Root state duration increased from 1.2/1.4/1.6/1.8 seconds to 1.25/1.5/1.75/2 seconds.

Keeper of the Forest Root.jpg Root

  • If state is dispelled before it expires naturally, then its current duration is reduced by 80% and becomes unpurgeable.


  • Keeper of the Forest.jpg Keeper of the Forest's defensive play patterns for structures was a little too frustrating to play against, so its bonuses have been reduced on ally structures.
  • To compensate for this, he gains more offensive power on Keeper of the Forest Nature's Guidance.jpg Nature's Guidance when rooting an enemy unit.
  • Similar to the changes for Jeraziah.jpg Jeraziah, Keeper of the Forest.jpg Keeper of the Forest is being hard-countered by heroes with Dispel (particularly Monarch.jpg Monarch because of her large AoE dispel). By making the effect less binary upon being dispelled, Keeper of the Forest.jpg Keeper of the Forest's Keeper of the Forest Root.jpg Root ability will still partially retain its effectiveness when dispelled.

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Kinesis.jpg Kinesis

Kinesis Telekinetic Control.jpg Telekinetic Control

  • Lifted objects now teleport to Kinesis.jpg Kinesis if they are too far away.

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Lodestone.jpg Lodestone

Lodestone Headsmash.jpg Headsmash

  • Mana Cost reduced from 50 to 40.

Lodestone Lodestone Plates.jpg Lodestone Plates

  • Cooldown reduced from 12/10/8/6 seconds to 11/9/7/5 seconds.

Lodestone Shatterstorm.jpg Shatterstorm

  • Mana Cost reduced from 150/200/250 to 125/175/225.


+ Lodestone.jpg Lodestone has been underperforming in lower-to-middle skill brackets. Slightly improving some of his abilities should make him smoother to play without affecting his performance much in higher level skill brackets.

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Lord Salforis.jpg Lord Salforis

Lord Salforis Mors Certissima.jpg Mors Certissima

  • Magic Damage increased from 120/200/280/360 to 130/210/290/370.

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Maliken.jpg Maliken

Maliken Possession.jpg Possession

  • Feared units' Movement Speed buff reduced from 40% to 20%.


  • The change to Maliken Possession.jpg Possession makes it a little easier for players to click on the units that have the fear effect.

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Monarch.jpg Monarch

Monarch Crippling Pollen.jpg Crippling Pollen

  • Total Magic Damage dealt over its duration reduced from 110/160/195/230 to 100/150/180/210.

Monarch Noxious Nightcrawler.jpg Noxious Cloud

  • Magic Damage per second reduced from 15/25/35/45 to 15/22/28/35.
  • Monarch Noxious Nightcrawler.jpg Noxious Nightcrawler's ward duration reduced from 6 minutes to 4 minutes.
  • Max ward count from Monarch Noxious Nightcrawler.jpg Noxious Nightcrawler reduced from 1/2/3/4 to 1/2/2/3.


  • Monarch.jpg Monarch's defensive niche is excellent, though she is too good at average to higher level of play because she also has a formidable offense for being a defensive specialist.
  • Reducing her overall damage potential and her overall vision uptime from her Noxious Nightcrawlers will allow for more reasonable counterplay against her, while making her offense notably weaker than other support heroes.

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Moraxus.jpg Moraxus

Moraxus More Axes.jpg More Axes

  • Projectile Speed increased from 1200 to 1300.

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Myrmidon.jpg Myrmidon

Myrmidon Forced Evolution.jpg Forced Evolution

  • While Myrmidon Forced Evolution.jpg Forced Evolution is active, Myrmidon.jpg Myrmidon's attacks gain 70% of his excess Attack Damage above the static Attack Damage values.
    • For clarification: each point of Attack Damage Myrmidon.jpg Myrmidon has above 125/175/225 will grant 0.7 bonus Attack Damage (instead of granting 0 bonus Attack Damage).


  • Currently, Myrmidon.jpg Myrmidon's Myrmidon Forced Evolution.jpg Forced Evolution sets his Attack Damage to be a static value (125/175/225), which makes building Attack Damage on him incredibly inefficient.
  • This simple change makes it so that in case Myrmidon.jpg Myrmidon somehow gets more than that static value of Attack Damage, the extra Attack Damage will not be wasted on him.

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Nomad.jpg Nomad

Nomad Edge Counter.jpg Edge Counter

  • Damage Reduction decreased from 20/25/30% to 20%.

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Nitro.jpg Nitro

  • Starting Attack Damage increased from 43-50 to 46-53.

Nitro Ballistic.jpg Ballistic

  • Magic Damage dealt per shrapnel increased from 6/12/18/24 to 7/14/21/28.

Nitro Overdrive.jpg Overdrive

  • Initial Attack Speed bonus increased from 100 to 200.


  • Nitro.jpg Nitro has still been underperforming. As a hero that is strong in lane, some changes have been made to ensure that momentum is better carried past the laning phase.

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Oogie.jpg Oogie

Oogie Conflagrate.jpg Conflagrate

  • Mana spent on this ability no longer triggers effects that occur when mana is spent (e.g., Nome's Wisdom.jpg Nome's Wisdom).


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Ophelia.jpg Ophelia

Ophelia Nature's Wrath.jpg Nature's Wrath

  • Mana Cost reduced from 90/100/110/120 to 75/90/105/120.

Ophelia Ophelia's Judgment.jpg Ophelia's Judgment

  • Mana Cost reduced from 175 to 100/115/130/145.

Ophelia Command.jpg Command

  • Mana Cost reduced from 100/105/110/115 to 95/100/105/110.

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Parallax.jpg Parallax

Parallax Earthshatter.jpg Earthshatter

  • Mana consumed over time no longer triggers effects that occur when mana is spent (e.g., Nome's Wisdom.jpg Nome's Wisdom).
    • Mana spent on initial cast still triggers these effects, as it is a static number.

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Pebbles.jpg Pebbles

Pebbles Stalagmites.jpg Stalagmites

  • Total base Magic Damage done by the ability (without considering Pebbles Chuck.jpg Chuck) increased from 85/145/205/265 to 100/160/220/280.
    • Damage increase by Pebbles Chuck.jpg Chuck is unaffected (it was already increasing the Magic Damage from Pebbles Stalagmites.jpg Stalagmites by 100/160/220/280).

Pebbles Chuck.jpg Chuck

  • Cooldown reduced from 14/13/12/11 seconds to 13/12/11/10 seconds.


  • After readjusting other heroes, Pebbles.jpg Pebbles has been slightly underperforming again. These small buffs should let him keep up with the current meta.

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Prophet.jpg Prophet

Prophet Debilitate.jpg Debilitate

  • Now applies a tapering 30% Movement Speed Slow.
  • Projectile speed increased from 1350 to 2250 units per second.

Prophet Raven Form.jpg Invigorate

  • Cast effect type changed from Magic to True.

Prophet Decelerate.jpg Persecution

  • Projectile speed increased from 1350 to 2250 units per second.

Prophet Shared Fate.jpg Shared Fate

  • Targeting scheme changed from self-position to target position.
  • Now has a cast range of 600.
  • Radius reduced from 1000 to 800.


  • Prophet.jpg Prophet's Prophet Shared Fate.jpg Shared Fate is problematic for the intended role that Prophet.jpg Prophet is played in (support/semi-carry). Reverting Prophet Shared Fate.jpg Shared Fate's targeting scheme should resolve this issue.
  • Prophet Debilitate.jpg Debilitate is lacking as a standalone harass tool. By adding a tapering slow to the effect, it will somewhat rival Prophet Decelerate.jpg Persecution as a harass tool in the laning phase.
  • The projectile speed of the initial projectiles from Prophet Debilitate.jpg Debilitate and Prophet Decelerate.jpg Persecution were increased to match that of his Prophet Raven Form.jpg Invigorate ability. These projectile speed changes makes Prophet feel much more responsive to play.

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Puppet Master.jpg Puppet Master

Puppet Master Voodoo Puppet.jpg Voodoo Puppet

  • After becoming unkillable, increased Puppet Master Voodoo Puppet.jpg Voodoo Puppet's lifetime from 1.4/1.8/2.2 seconds to 1.5/2/2.5 seconds.

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Qi.jpg Qi

Qi A Thousand Cuts.jpg A Thousand Cuts

  • Mana spent over time on this ability no longer triggers effects that occur when mana is spent (e.g., Nome's Wisdom.jpg Nome's Wisdom).
    • Mana spent on initial cast still triggers these effects, as it is a static number.

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Revenant.jpg Revenant

Revenant Defile.jpg Defile

  • Bonus Magic Damage per attack increased from 40/70/100/130 to 50/80/110/140.

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Riptide.jpg Riptide

Riptide Undertow.jpg Undertow

  • Magic Damage increased from 30/45/60/75 to 40/60/80/100.

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Sapphire.jpg Sapphire

Sapphire Quickshield.jpg Quickshield

  • Cooldown reduced from 18 seconds to 17 seconds.
  • Quickshield's Attack Speed buff now persists for the remainder of the state duration if the shield dissipates.

Sapphire Crystallize.jpg Crystallize

  • Now deals 20/40/60 True Damage and applies a 1 second Restrain to affected enemies when Crystallize's duration ends.


  • Sapphire.jpg Sapphire has been underperforming for a long period of time. Prior to her initial nerfs, she had too much utility in her kit.
  • With every other hero being rebalanced, she can now receive some quality of life changes to keep up with other semi-carry and carry heroes.

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Scout.jpg Scout

Scout Vanish.jpg Vanish

  • Attack Speed bonus while active increased from 75/150/225/300 to 90/170/250/320.

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Silhouette.jpg Silhouette

Silhouette Shadow.jpg Shadow

  • Silhouette Like a Ninja.jpg Like a Ninja's cast action time for the first 1000 units of her Silhouette Shadow.jpg Shadow illusion's distance away from her has been reduced from 0.15 seconds to 0.1 seconds.
    • Overall, this reduces the cast action time of Silhouette Like a Ninja.jpg Like a Ninja by 0.05 seconds for each 1000 unit distance threshold between herself and her Silhouette Shadow.jpg Shadow illusion.

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Tremble.jpg Tremble

Tremble Dark Swarm.jpg Dark Swarm

  • Physical Damage per second reduced from 32/48/64/80 to 30/45/60/75.
  • Damage Reduction from enemies outside of Tremble Dark Swarm.jpg Dark Swarm's radius decreased from 30/40/50/60% to 20/30/40/50%.

Tremble Hive Mind.jpg Hive Mind

  • Cooldown reduced from 60 seconds to 60/50/40 seconds.
    • Effective cooldown reduced from 100 seconds to 100/90/80 seconds.

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Tundra.jpg Tundra

Tundra Call of Winter.jpg Call of Winter

  • Cooldown for Shiver.jpg Shiver respawn increased from 60/50/40/30 seconds to 80/70/60/50 seconds.
  • Detection radius for enemy heroes increased from 400 units to 500 units.


  • Shiver's vision benefits were a little too good with little counterplay and no risk. These changes will reduce Shiver's overall uptime if killed and make it slightly easier to detect Shiver.

Items[]

Faux Bow and Wingbow Changes[]

Faux Bow.jpg Faux Bow (Reworked)

  • Components: Alacrity Band.jpg Alacrity Band (1200 Gold.png) + Fleetfeet.jpg Fleetfeet (450 Gold.png) + Recipe (550 Gold.png) = 2200 Gold.png Total
  • Grants: 30 Attack Speed, 6 Agility, +4 Attack Damage
  • Passively grants 100 Attack Range for ranged heroes.
    • Does not stack with Wingbow.
  • Faux Bow does not have an active ability anymore.

Snake Bracelet.jpg Snake Bracelet

  • Cost reduced from 1100 Gold.png to 1000 Gold.png.
  • Passive Evasion chance reduced from 25% to 15%.


  • Snake Bracelet.jpg Snake Bracelet was offering too much mitigation against autoattacks for its price point.

Wingbow.jpg Wingbow

  • Component buildup changed to: Dancing Blade.jpg Dancing Blade (3000 Gold.png) + Faux Bow.jpg Faux Bow (2200 Gold.png) + Snake Bracelet.jpg Snake Bracelet (1000 Gold.png) = 6200 Gold.png Total
    • Total Cost increased from 5700 Gold.png Gold to 6200 Gold.png.
  • Agility bonus increased from 30 to 32.
  • Evasion mechanics changed:
    • For Melee heroes who wield the item: 35%
    • For Ranged heroes who wield the item: 20%
  • Passive Attack Range bonus for ranged heroes increased from 100 to 150.
    • Does not stack with Faux Bow.
  • Passive Movement Speed bonus for melee heroes increased from 20 to 25.


  • Faux Bow.jpg Faux Bow's original concept was flawed from its inception.
  • By making it grant bonus Attack Range early and making it upgrade to Wingbow.jpg Wingbow, it opens up more item options and build paths for agility heroes.
  • To make Wingbow.jpg Wingbow's benefits less polarizing when comparing melee to ranged heroes, Wingbow.jpg Wingbow now grants more Evasion to melee heroes compared to ranged heroes.

Savage Mace and Riftshards Changes[]

Halberd.jpg Halberd (New)

  • This item has returned to Newerth!
  • Cost: 1000 Gold.png
  • On attack impact, has a 30% chance to gain True Strike and deal 60 Physical Damage.
    • Does not stack with Savage Mace.

Riftshards.jpg Riftshards

  • Component buildup changed to: Broadsword.jpg Broadsword (1200 Gold.png) + Broadsword.jpg Broadsword (1200 Gold.png) + Recipe (925 Gold.png) = 3325 Gold.png Total for level 1 of the item
    • Total Cost increased from 2625 Gold.png/3550 Gold.png/4475 Gold.png/5400 Gold.png to 3325 Gold.png/4250 Gold.png/5175 Gold.png/6100 Gold.png.
  • Critical Strike proc chance increased from 20% to 25%.

Savage Mace.jpg Savage Mace

  • Component buildup changed to: Slayer.jpg Slayer (2200 Gold.png) + Halberd.jpg Halberd (1000 Gold.png) + Recipe (1100 Gold.png) = 4300 Gold.png Total
    • Total Cost reduced from 4800 Gold.png to 4300 Gold.png.
  • Physical Damage dealt upon proccing reduced from 140 to 120.
  • Proc chance increased from 33% to 40%.
  • Attack Damage bonus reduced from 64 to 55.
  • Proc effects do not stack with Halberd.jpg Halberd.
    • True Strike chance remains at 100%.


  • Savage Mace.jpg Savage Mace has been underperforming in comparison to Riftshards.jpg Riftshards.
  • The buildup change and overall cost reduction should enable it to be picked up more, particularly since Wingbow is receiving a change as well.
  • Overall damage gained per gold spent has been slightly improved compared to before.
  • Riftshards.jpg Riftshards in particular was also a little too powerful for its ease of buildup, so its cost was increased according to its power level.

Brand-type Item Changes[]

Dawnbringer.jpg Dawnbringer

  • Strength bonus reduced from 18 to 16.
  • Agility bonus reduced from 18 to 16.
  • Intelligence bonus reduced from 18 to 16.
  • Attack Damage bonus reduced from 15 to 12.
  • Attack Speed bonus reduced from 25 to 20.
  • Passive Movement Speed bonus reduced from 12% to 10%.


  • Dawnbringer.jpg Dawnbringer's passive attribute bonuses were reduced to be the sum of its parts. Only its brand-specific benefits now have a minor bonus when upgrading to Dawnbringer.jpg Dawnbringer.

Frostwolf's Skull.jpg Frostwolf's Skull

  • Attack Damage bonus increased from 10 to 15.

Geometer's Bane.jpg Geometer's Bane

  • Recipe Cost reduced from 900 Gold.png Gold to 700 Gold.png.
    • Total Cost reduced from 5200 Gold.png to 5000 Gold.png.
  • Passive Movement Speed bonus increased from 10% to 12%.
  • Attack Speed bonus increased from 15 to 25.
  • Illusion lifetime reduced from 20 seconds to 15 seconds.
  • Cooldown reduced from 70 seconds to 60 seconds.


  • Geometer's Bane.jpg Geometer's Bane illusions have a lower lifetime in exchange for a slightly lower cooldown.

Grimoire of Power.jpg Grimoire of Power

  • Intelligence bonus increased from 26 to 30.
  • Mana Regeneration increased from 3 to 4.


  • Each of the Brand/Blessed Orb.jpg Blessed Orb combination items were adjusted accordingly to better contrast them against Dawnbringer's general all-rounder benefits.

Damage Block Item Changes[]

Iron Shield.jpg Iron Shield

  • Chance to block damage against enemy heroes increased from 70% to 80%.

Helm of the Black Legion.jpg Helm of the Black Legion

  • Max Health bonus increased from 250 to 270.
  • Health Regeneration per second increased from 6 to 7.
  • Block chance increased from 50% to 60%.

Ultor's Heavy Helm.jpg Ultor's Heavy Helm

  • Max Health bonus increased from 250 to 300.
  • Health Regeneration per second increased from 6 to 8.
  • Block chance increased from 50% to 60%.


  • This line of items has been underperforming in the current meta, so they have been buffed slightly (with care that the meta will not shift to be too favourable for tanky heroes).

Other Item Changes[]

Armor of the Mad Mage.jpg Armor of the Mad Mage

  • Recipe Cost increased from 800 Gold.png to 1000 Gold.png.
    • Total Cost increased from 3200 Gold.png to 3400 Gold.png.
  • Activation now dispels debuffs from self.
  • Cannot be used while Stunned, Perplexed, or while in a state of being unable to act.
  • Intelligence bonus increased from 18 to 20.
  • Health Regeneration per second increased from 5 to 8.


  • Armor of the Mad Mage.jpg Armor of the Mad Mage's defensive niche was made better on the heroes who can make use of all its aspects (self-purge, negative Magic Armor aura to foes, and Armor for physical survivability).

Codex.jpg Codex

  • Magic Damage for level 1 Codex reduced from 350 to 330.


  • Codex.jpg Codex's level 1 price point and amount of damage being offered of the item is the primary point of contention in terms of balancing the item. It is still generally overperforming very slightly, so a small nerf to its damage is warranted.

Golden Apple.jpg Golden Apple

  • Healing amount reduced from 80 Health to 75 Health.
  • Passive Attack Damage bonus reduced from 2 to 1.5.

Grave Locket.jpg Grave Locket

  • Recipe Cost reduced from 200 Gold.png to 150 Gold.png Gold.
    • Total Cost reduced from 800 Gold.png to 750 Gold.png.


  • Grave Locket.jpg Grave Locket cost just a tad much for supports to want to pick it up due to their naturally low GPM. This change should help supports consider upgrading Orb of Zamos.jpg Orb of Zamos to Grave Locket.jpg Grave Locket a little more often.

Insanitarius.jpg Insanitarius

  • Recipe Cost reduced from 550 Gold.png to 500 Gold.png.
    • Total Cost reduced from 2750 Gold.png to 2700 Gold.png.
  • Attack Damage bonus while active increased from 31 to 32.
  • Health loss per second while active reduced from 45 to 40.


  • Insanitarius.jpg Insanitarius has not been frequently seen for a while. Slightly buffing the item should increase its visibility and encourage more Strength heroes to pick up the item for opportunities to outplay their opponents.

Mana Potion.jpg Mana Potion

  • Cost reduced from 50 Gold.png to 45 Gold.png.

Nome's Wisdom.jpg Nome's Wisdom

  • Max Shield Health reduced from 300 to 200.

Matchmaking Maps & Modes[]

Champions of Newerth (CoN)

  • Map: Forests of Caldavar ("New" for NAEU/International region, "Old" for SEA region)
  • Mode: Ranked Pick


Mid Wars

  • Hero Ban
  • Balanced Random
  • Single Draft


  • Note: for those using the new User Interface, the first option ("Hero Ban") is hidden within a collapsible menu.
  • You have to hover your mouse over the available mode options for Mid Wars to get all options to show.

Bug Fixes & Optimizations[]

General[]

  • Repicking a hero in a mode that forces the repick to be random will now exclude your original hero from the available pool of heroes to repick from.
  • Removed/renamed files with entity name collisions. This removes error printouts for name collisions in the console when loading game assets.
  • Rift Beasts set visual effects now appear properly in-game on avatars from the set if you own the whole set.
    • Visual effects from owning the entire Rift Beasts set also applies to Rift Devourer.jpg Rift Devourer and Rift Ravenor.jpg Rift Ravenor, even though they are not part of the Rift Beasts set anymore.

Heroes[]

Circe.jpg Circe

Deadlift.jpg Deadlift

Deadlift Onslaught.jpg Onslaught

  • Affected units can now chase the target through fog without directly sighting or revealing the target.
  • The summoned Undead units will no longer run back to Deadlift.jpg Deadlift while Deadlift Onslaught.jpg Onslaught is active.


  • Credits to CarryByKilln for the bug fixes!

Emerald Warden.jpg Emerald Warden

Hammerstorm.jpg Hammerstorm

Items[]

Orb of Zamos.jpg Orb of Zamos & Grave Locket.jpg Grave Locket

  • When the penalty for the amount of Gold gained from this item is active, its state will display a charge.

Pegasus Boots.jpg Pegasus Boots

  • Target is no longer affected by an ally's no-help setting.

Restoration Stone.jpg Restoration Stone

  • Now correctly calculates the cooldown without compensating for the item cooldown reduction mechanics of Grimoire of Power.jpg Grimoire of Power or Mystic Illusion Rune.

Riftshards.jpg Riftshards

  • Fixed a damage calculation bug when damage is increased by a "bonusdamageadd" event.
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