Heroes of Newerth Wiki


  • Tributes to certain staff members have been put into some item flavour tooltips to thank them for all their hard work throughout the game!
    • Go look for them! =)


Forests of Caldavar[]

  • Added 3 more extra buildings to each base (for a total of 7 extra base buildings).
    • Slightly helps slow down being pushed by upgraded creeps.
  • The entire upper-left area of the map has been filled with trees.
    • Prevents the Legion team from having numerous approach options vs. Hellbourne top lane when ganking.
  • Top lane and bottom lane's side path tree line has been adjusted such that lane wards have more visibility and flexibility.
  • The tree space above Hellbourne's top lane Tier 1 tower has been adjusted so that its layout is more similar to the tree space below Legion's bottom lane Tier 1 tower.
    • Each of the above points have been adjusted to make lane performance more symmetrical between both teams.
  • Fixed a small pathing issue in a small tree patch to the bottom-right of Hellbourne's middle lane Tier 1 tower.
  • The side paths near Legion's top lane Tier 2 tower and Hellbourne's bottom lane Tier 2 tower have been completely removed.
    • There still exists a small side path near their respective Tier 1 towers to reward their opponents for destroying those Tier 1 towers and obtain a small edge in ganking near the respective Tier 2 towers. The level of ease to gank Tier 2 towers has been drastically reduced with the above change, however.
      • Overall, these changes lead to less areas with mass juking.

Concede Mechanics[]

  • Under regular game conditions, time threshold for requiring 4 votes to pass a Concede Vote has been reduced from 30 minutes to 20 minutes.
    • End Result: 15 minutes for 5 votes required to pass a Concede Vote, 20 minutes for 4 votes required to pass a Concede Vote.

Hero Reworks[]

Bramble.jpg Bramble (Partially Reworked)
  • Bramble Spore Breath.jpg Spore Breath (Reworked)
    • Mana Cost : 100
    • Cooldown: 14 seconds
      • Activate to spew out spores in front of you for 2.5 seconds, dealing up to 100/175/250/325 Magic Damage over 3 seconds. Damage effect lingers for 0.5 seconds.
      • After 2.5 seconds, anyone within the cone will be Stunned for 1.75 seconds.
  • Bramble Rejuvenating Growth.jpg Ensnaring Shrubbery (Reworked)
    • Mana Cost: 60
    • Radius: 275
    • Trail Radius: 200
    • Cooldown: 15 seconds
      • Target an Ally (or self) to enshroud them with shrubbery for 3/4/5/6 seconds. Enemies around the target receive a 30% Movement Speed Slow.
      • While affected by Ensnaring Shrubbery, taking hero damage Heals the target and all allies in a 400 unit radius for 40% of the damage taken.
      • Also spawns a trail that grants yourself and allies 40/50/60/70 Movement Speed and Unitwalking while they are on the trail. Each part of the trail remains on the ground for 6 seconds after spawning.
      • The ability can be double-activated to cast on self.
Bramble's previous iteration did not have a clear role. With the return of Ensnaring Shrubbery (while also having the ally speed boost effect of Enhanced Shrubbery) and Spore Breath, Bramble can now gank more frequently without his ultimate while serving as a durable frontline hero with the niche of mitigating Area of Effect damage through Ensnaring Shrubbery, all while maintaining reasonable damage with his current Chomp passive.
Note that some numbers on Ensnaring Shrubbery were reduced due to how powerful this skill is after the rework.
Engineer.jpg Engineer (Reworked)
  • Base Strength increased from 20 to 22.
  • Base Agility increased from 18 to 20.
  • Agility gain per level reduced from 3.0 to 2.3.
  • Base Intelligence increased from 20 to 24.
  • Base Armor increased from 1.5 to 4.2.
  • Engineer The Keg.jpg The Keg
    • Magic Damage changed from 70/140/210/280 to 80/140/200/260.
    • Stun Duration reduced from 2 seconds to 1.4/1.6/1.8/2 seconds.
The Mana Cost and Stun Duration are still a net buff compared to the pre-4.5.0 iteration of this ability.
  • Engineer Steam Turret.jpg Steam Turret (Reworked)
    • Range: 800
    • Mana Cost: 75
    • Cooldown: 15 seconds
    • Deploys a Steam Turret at target position facing the vector direction. The Turret fires 10 shots per second in a 800 distance, 400 radius cone while the Turret is active.
      • The Turret lasts 5 seconds.
    • Each bullet deals 10/20/30/40 Magic Damage, pushes 10/15/20/25 units away from the Turret, and applies a charge of Suppressed for 3 seconds.
      • Suppressed is capped at 10 charges and each charge has its own duration.
    • Each additional bullet (i.e. charge of Suppressed) causes the damage and push to be reduced by 10%.
    • The Turret provides 1000 day and night vision and is destroyed in 3 hits.
  • Engineer Spider Mines.jpg Spider Mines (Reworked)
    • Range: 450
    • Detection & Explosion Radius: 250
    • Stack Limitation Radius: 700
    • Mana Cost: 90/100/110/120
    • Cooldown: 5 seconds
    • Target a position to place a Spider Mine there.
      • Cannot place a mine if 2/2/2/3 mines already exist within target (Stack Limitation) radius.
    • Up to 6 may be placed at once, each dealing 100/175/250/325 Magic Damage.
    • Consume one charge to place a mine. Up to 1/2/3/4 charges may be stored, refreshing every 15 seconds.
    • Spider mines are stealthed and appear when an enemy comes near them, chasing them until contact.
      • Each mine grants vision around itself.
      • Does not block neutrals from respawning.
  • Engineer Energy Field.jpg Energy Field (Reworked)
    • Radius: 475
    • Mana Cost: 200
    • Cooldown: 105/95/85 seconds
    • Places a gadget at the Engineer's location that lasts 6/8/10 seconds.
    • The gadget takes 4 hits to destroy, and creates an Energy Field in a 475 radius around itself.
    • Enemies who enter or exit the field has their buffs dispelled, takes 100 True Damage, and receive a 2 second Silence & Perplex with a tapering 100% Movement Speed Slow.
    • Enemies inside the Energy Field take 50/75/100 Magic Damage per second.
Engineer's pre-4.5.0 kit was more versatile, enabled him to be one of the most viable support heroes, and gave him a good reason to be picked in a game. By reverting to this iteration, adding in some number adjustments, and adding a mechanic to Spider Mines that discourages stacking all of them into one general location (while still allowing for Spider Mine kills on enemy heroes that are injured enough), this iteration of Engineer aims to be the best one possible.
The reduced power of Spider Mines at level 1 should discourage Engineer players from stacking them up early on as well, and should encourage them to be used as a scouting and harassing tool early game instead of a kill tool.
As an additional note, the post-4.5.0's Steam Turret iteration was incredibly difficult to balance for a variety of situations. The pre-4.5.0 Engineer was much more stable for balance.
Geomancer.jpg Geomancer (Partially Reworked)
  • Geomancer Earth's Grasp.jpg Earth's Grasp
    • Magic Damage on initial impact reduced from 80/100/120/140 to 65/85/105/125.
    • Magic Damage per tick changed from 15/30/45/60 to 30/35/40/45.
    • Mana Cost reduced from 125 to 110/115/120/125.
    • Duration changed from 4 seconds to 2/3/4/5 seconds.
    • Cooldown changed from 19/16/13/10 seconds to 17/15/13/11 seconds.
  • Geomancer Crystal Field.jpg Crystal Field (Reworked)
    • Range: 1000
    • Radius: 350
    • Mana Cost: 200/250/300
    • Cooldown: 100/90/80 seconds
    • Creates a Crystal Field at target area, which is visible to all players. After 2.5 seconds, the field explodes and deals 300/450/600 Magic Damage to enemies in radius and Stuns for 2/2.5/3 seconds.
    • Staff of the Master.jpg Staff of the Master effect: Deals an additional 100/120/140 Magic Damage and applies a 50% Movement Speed Slow for 4 seconds in a 600 radius.
Geomancer's post-4.2.0-patch Crystal Field was too inflexible and was too easily counterplayed.
By reverting Crystal Field to its legacy iteration, Geomancer can take advantage of newly available tools (e.g. Sand Scepter, Stormspirit).
This can be combined with his Geo Stalk ability to grant Geomancer much more potential and overall flexibility in his kit and performance.
Tarot.jpg Tarot (Partially Reworked)
  • Strength gain per level reduced from 2.4 to 2.
  • Tarot Ricochet.jpg Ricochet (Reworked)
    • Range: 600
    • Area of Effect Radius for initial impact: 250
    • Bounce Radius: 650
    • Mana Cost: 100
    • Cooldown: 15 seconds
    • Target an enemy unit to fire a bolt that deals 75% of your Attack Damage + 30/60/90/120 Physical Damage and applies a 60% tapering Movement Speed Slow for 4 seconds to all units around the initial target within radius.
    • The Bolt will bounce up to 2/4/6/8 times to nearby enemies within the bounce radius, dealing 10/20/30/40 + (6 x Bounce #) in Physical Damage.
    • If Tarot Luck of the Draw.jpg Luck of the Draw is leveled, the initial impact and bounces can apply Critical Strike from Luck of the Draw.
  • Tarot Far Scry.jpg Far Scry (Reworked)
    • Range: 1000
    • Mana Cost: 30/35/40/45
    • Cooldown: 25/23/21/19 seconds
    • Target an enemy hero to Mark them for 8/10/12/14 seconds.
    • When you attack, your Attack will bounce to the Marked Target if they are within a 800 unit radius of your main target.
      • If attacking the Marked target, it will bounce to the closest nearby enemy hero within radius.
    • A Marked target cannot dodge attacks, has -10/20/30/40% Armor, and becomes Sighted and Revealed.
  • Tarot Bound by Fate.jpg Bound by Fate
    • No longer Reveals the primary target.
    • Killing one of the 2 Bound units will once again snap the Bind to apply the pull, Stun and Magic Damage to the other Bound unit.
    • Killing the Bound unit to snap the Bind will only apply 50% of the Magic Damage and Stun Duration to the other Bound target if the killed unit is a non-hero unit.
    • Stun duration reduced from 1.6/1.9/2.2/2.5 seconds to 1.25/1.5/1.75/2 seconds.
  • Tarot Luck of the Draw.jpg Luck of the Draw
    • Critical Damage Multiplier reduced from 2/3.25/4.5x to 2/2.75/3.5x.
Tarot gains a lot of power and utility by doing this partial revert to her old iteration.
Far Scry is now back to its vanilla iteration with some tweaks that actually doesn't let it lose out on an extra attack on another target if Tarots attack her main target (instead of forcing her to attack a different target to maximize its use).
This makes the ability actually intuitive compared to its vanilla iteration.
Tarot also gains some of her utility in Bound by Fate for laning power, except the effectiveness of the Stun is drastically reduced if she kills a creep to forcibly snap the Bind. This is a fair reward for the skill requirement to pull off - it was too ridiculous at 100% Stun Duration in the past.
Some of Tarot's power elsewhere in her kit has been reduced in power in exchange for better overall reliability, utility and damage scaling.


  • Most of the content in this section is maintenance numerical balance, with a few exceptions.
  • Note that some mechanical or hero ability reverts just aren't the best for HoN's current and future state. As much as certain players want those back, they cannot be brought back for the greater good of HoN.
Aluna.jpg Aluna
  • Aluna Power Throw.jpg Power Throw
    • Base Magic Damage reduced from 160/230/300/370 to 150/220/290/360.
Amun-Ra.jpg Amun-Ra
  • Base Armor increased from 2.1 to 2.5.
Apex.jpg Apex
  • Apex Fire Surge.jpg Fire Surge
    • Magic Damage reduced from 70/140/210/280 to 65/130/195/260.
  • Apex The Burning Ember.jpg The Burning Ember
    • Magic Damage per second reduced from 10/20/30/40 to 9/18/27/36.
Balphagore.jpg Balphagore
  • Balphagore Corpse Conversion.jpg Corpse Conversion
    • Max Health reduced from 275/350/425/500 to 250/325/400/475.
    • Movement Speed Slow per charge reduced from 2/3/4/5% to 1/2/3/4%.
  • Balphagore Hell on Newerth.jpg Hell on Newerth
    • Base Magic Damage reduced from 250/300/350 to 200/250/300.
This is still a net buff when compared to Patch 4.7.1.
Behemoth.jpg Behemoth
  • Behemoth Shockwave.jpg Shockwave
    • Magic Damage per extra shockwave spawned increased from 25/35/45 to 30/40/50 damage per unit.
Blacksmith.jpg Blacksmith
  • Blacksmith Chaotic Flames.jpg Chaotic Flames
    • Staff of the Master.jpg Staff of the Master change only: ability renamed to Risky Cast!
    • Staff of the Master.jpg Staff of the Master change only: in addition to its current effects, Risky Cast! can be activated to spend 60% of your Current Mana to cast an instance of level 4 Fireball on an enemy unit.
      • Cooldown: 8 seconds.
Blitz.jpg Blitz
  • Strength gain per level increased from 1.6 to 1.8.
Bushwack.jpg Bushwack
  • Bushwack Crippling Dart.jpg Crippling Dart
    • Movement Speed Slow duration increased from 1 second to 1.5 seconds.
Chi.jpg Chi
  • Chi Enlightenment.jpg Enlightenment
    • Superior Magic Damage increased from 15/25/35/45% to 20/30/40/50% of the target's Attack Damage.
Chipper.jpg Chipper
  • The Chipper Rocket Barrage.jpg Rocket Barrage
    • No longer deals bonus damage based on Max Health if it hits a boss unit at long distances.
      • Still functions as it currently does when hitting non-boss units.
Circe.jpg Circe
  • Circe Doppelganger.jpg Doppelganger
    • Cooldown increased from 8 seconds to 11 seconds.
Cthulhuphant.jpg Cthulhuphant
  • Turn rate increased from 450 to 900.
Deadwood.jpg Deadwood
  • Deadwood Willowmaker.jpg Willowmaker
    • Percentage of Strength dealt as damage to the enemy & taken by Deadwood reduced from 45% to 40%.
Deadlift.jpg Deadlift
  • Deadlift Unholy Strength.jpg Unholy Strength
    • Casting scheme changed from self position to target position.
    • Now has a Cast Range of 500.
    • Now has a Cast Action Time of 300ms.
    • Magic Damage changed from 20/40/60/80 to 25/50/75/100.
    • Damage multiplier against enemy non-hero units reduced from 3x to 2x.
Defiler.jpg Defiler
  • Defiler Unholy Expulsion.jpg Unholy Expulsion
    • No longer loses Spirits when Defiler receives damage.
    • Attack Damage for each Spirit reduced from 46 to 45.
    • Base number of Spirits spawned increased from 6/11/16 to 6/12/18.
      • Max number of Spirits with level 4 Defiler Power in Death.jpg Power in Death increased from 10/15/20 to 10/16/22.
Demented Shaman.jpg Demented Shaman
  • Demented Shaman Unbreakable.jpg Unbreakable
    • Bonus Attack Damage while active changed from 15/30/45/60 to 20/30/40/50.
    • Heal value when procced changed from 130/180/230/280 + 4/6/8/10% of the target's Max Health to 140/220/300/380.
Drunken Master.jpg Drunken Master
  • Drunken Master Stagger.jpg Stagger
    • Area Physical Damage increased from 40/60/80/100 to 45/70/95/120.
    • Area Physical Damage dealt is now 1.75x against non-hero units.
    • Now also grants 5/10/15/20 Movement Speed for 4 seconds.
      • This bonus does not stack with Drunken Master Magic Brew.jpg Magic Brew's Movement Speed bonus. Whichever one grants more Movement Speed will take priority.
    • Attack Damage bonus changed from 40/60/80/100 to 35/50/65/80.
    • Cooldown reduced from 8 seconds to 7 seconds.
Drunken Master's older skill iterations cannot be reverted because they caused a huge amount of frustration for the opponents. Drunken Master is already a hero that is versatile in laning and performance throughout the entire game and has a lot of utility in his kit, so his kit cannot be overloaded any further without a compromise.
That being said, Drunken Master's Stagger now brings back some of his out-of-hero-combat mobility and improved damage against creeps. These general adjustments facilitate his creep farming rotations, but not to the extent of breaking his kit.
Electrician.jpg Electrician
  • Electrician Electric Shield.jpg Electric Shield
    • Shield Health value 0.75/0.95/1.15/1.35x to 0.75/0.9/1.05/1.2x of the Mana Spent to use this ability.
Emerald Warden.jpg Emerald Warden
  • Emerald Warden Hunter's Command.jpg Hunter's Command
    • Number of Wolves spawned increased from 1 to 2.
    • Movement Speed Slow increased from 10% to 20%.
    • Movement Speed Slow, Sighted and Reveal duration reduced from 5 seconds to 4 seconds.
    • Cooldown increased from 12 seconds to 15 seconds.
    • Mana Cost increased from 80 to 80/90/100/110.
    • Movement Speed for Wolves increased from 550 to 600.
  • Emerald Warden Overgrowth.jpg Overgrowth
    • The delay to activate the self-destruct ability (default hotkey "D") on the overgrowth after it spawns has been reduced from 1.5 seconds to 0.4 seconds.
    • Cast Range reduced from 900 to 600.
    • Magic Damage per second reduced from 125 to 90.
    • Now deals 1.5x Magic Damage per second to non-hero units.
    • Cooldown increased from 5 seconds to 9 seconds.
    • No longer blocks neutral camps from spawning.
Emerald Warden now has his old 2 wolves on Hunter's Command back, as well as having the manual Overgrowth proc mechanic return to a realistically usable on-demand immobilize ability. There is still a small delay when activating Overgrowth manually to allow for a small amount of counterplay.
Note: Emerald Warden is still in a net buff state when compared to Patch 4.4.0 (where the wolf count on Hunter's Command was reduced from 2 to 1) and Patch 4.4.3 (before the overgrowth kill subability had a large delay before it can be activated after spawning an overgrowth).
Empath.jpg Empath
  • Empath Essence Link.jpg Essence Link
    • Removed initial instance of 10 True Damage & Heal.
      • Still deals a negligible amount of non-DoT True Damage upon cast to interrupt certain states (e.g. Succubus.jpg Succubus' Succubus Mesmerize.jpg Mesmerize).
  • Empath As One.jpg As One
    • Cast Range reduced from 500 to 400.
    • Bonus Attack Speed granted to her host reduced from 40/60/80 to 30/45/60.
    • Bonus Attack Damage granted to her host reduced from 40/60/80 to 35/55/75.
Fayde.jpg Fayde
  • Fayde Reflection.jpg Reflection
    • Duration changed from 20/40/60 seconds to 25/40/55 seconds.
Forsaken Archer.jpg Forsaken Archer
  • Forsaken Archer Crippling Volley.jpg Crippling Volley
    • Radius increased from 200 to 225.
      • The actual radius was 200 before, even though the cast indicator showed a radius of 225.
  • Forsaken Archer Call of the Damned.jpg Call of the Damned
    • Magic Damage inflicted by the Skeleton Archer increased from 10/20/30/40% to 20/30/40/50% of Forsaken Archer's Attack Damage.
Gauntlet.jpg Gauntlet
  • Gauntlet Infernal Instability.jpg Infernal Instability
    • Mana Cost increased from 70/80/90/100 to 80/95/110/125.
    • Cooldown increased from 11 seconds to 12 seconds.
    • Magic Damage reduced from 120/180/260/320 to 115/180/245/310.
    • Cooldown refund if the state expires naturally reduced from 100% to 50% of Infernal Instability's default cooldown value.
Gemini.jpg Gemini
  • Gemini Fire and Ice.jpg Fire and Ice
    • Ice Wolf can now purchase items from an item shop.
      • Items will be transferred to Gemini's inventory if there is enough space. Otherwise, it will go to the Stash as per regular behaviour.
      • In other words, purchase mechanics are the same as if Fire was purchasing items from an item shop.
      • Note that neither Fire nor Ice actually have their own item inventories.
Glacius.jpg Glacius
  • Glacius Tundra Blast.jpg Tundra Blast
    • Movement Speed Slow changed from 25/30/35/40% to 25/25/30/35%.
    • Duration of the Movement Speed Slow changed from 3/3.5/4/4.5 seconds to 3/3.5/3.5/4 seconds.
  • Glacius Chilling Presence.jpg Chilling Presence
    • Bonus Mana Regeneration for self increased from 0.75 to 1.
  • Glacius Glacial Downpour.jpg Glacial Downpour
    • Movement Speed Slow reduced from 30% to 25%.
    • Attack Speed reduction reduced from 30 to 25.
Gravekeeper.jpg Gravekeeper
  • Gravekeeper Corpse Explosion.jpg Corpse Explosion
    • Bonus Magic Damage radius no longer originates from each individual corpse's location.
    • Total Magic Damage (including the bonus Magic Damage for each corpse) is now applied to enemies within the originally targeted area.
This makes the ability's damage output more consistent, and is considered to be a reasonably impactful buff.
Grinex.jpg Grinex
  • Grinex Shadow Step.jpg Shadow Step
    • Now actually Stuns the second target if it is an enemy hero.
    • Stun duration increased from 1/1.2/1.4/1.6 seconds to 1.2/1.4/1.6/1.8 seconds.
    • Magic Damage on the second collision increased from 30/60/90/120 to 50/80/110/140.
  • Grinex Illusory Assault.jpg Illusory Assault
    • Shadow base Movement Speed increased from 560 to 600.
    • Shadow Attack Damage increased from 33/43/50 to 40/50/60.
Gunblade.jpg Gunblade
Hammerstorm.jpg Hammerstorm
  • Strength gain per level reduced from 3.0 to 2.8.
  • Hammerstorm Galvanize.jpg Galvanize
    • Armor bonus reduced from 2.5/5/7.5/10 to 2/4/6/8.
Hellbringer.jpg Hellbringer
  • Hellbringer Demon Strike.jpg Demon Strike
    • Charges per level changed from 1/1/1/2 to 1/1/2/2.
    • Magic Damage per impact lowered from 80/120/160/160 to 80/120/120/160.
Ichor.jpg Ichor
  • Ichor Transfusion.jpg Transfusion
    • Cast Range reduced from 800 to 700.
    • Cast Range is now halved for the second jump.
  • Ichor Saint's Blood.jpg Saint's Blood
    • Max total Damage Reduction from Saint's Blood reduced from 60/65/70/75% to 40/45/50/60%.
    • Damage reduction granted per debuff instance reduced from 10% to 8%.
Jeraziah.jpg Jeraziah
  • Base Movement Speed reduced from 305 to 300.
  • Strength gain per level reduced from 2.6 to 2.5.
  • Agility gain per level reduced from 1.7 to 1.5.
  • Intelligence gain per level reduced from 1.8 to 1.7.
  • Jeraziah Protective Charm.jpg Protective Charm
    • Movement Speed Slow on the aura reduced from 7/14/21/28% to 6/12/18/24%.
  • Jeraziah Righteous Strike.jpg Righteous Strike
    • In addition to its current effects, now deals 40% of the damage dealt to the primary target as a 250 radius True Damage Cleave to enemies around the primary target.
    • Now applies a 20% Movement Speed Slow for 2.5 seconds to the primary and cleaved enemy targets.
    • Bonus True Damage changed from 50/80/110/140% to 60/80/100/120%.
    • Cooldown reduced from 8 seconds to 7 seconds.
    • Illusions now deal 33% damage from this ability (instead of 100%).
  • Jeraziah Sol's Blessing.jpg Sol's Blessing
    • Damage Reduction increased from 60/80/100% to 80/90/100%.
    • In addition to its current effects, now grants ally units 15/20/25 Health Regeneration for the duration.
    • Staff of the Master.jpg Staff of the Master effect only: Will not grant ally buildings the bonus Health Regeneration.
Jeraziah should feel much more like his iteration in HoN Beta, while still keeping up with today's metagame.
Kane.jpg Kane
  • Kane Offensive Force.jpg Force of Balance
    • Missing Health Regeneration on the Defensive Might aura and Missing Mana Regeneration on the Offensive Force aura reduced from 1.5/2.5/3.5/4.5% to 1/1.5/2/2.5% of the unit's Missing Health and Mana, respectively.
  • Kane Steel Resolve.jpg Steel Resolve
    • 1 charge of Kane's Anguish is now also applied to enemy units hit by Kane Waylay.jpg Waylay.
  • Kane Face Off.jpg Face Off
    • Cooldown increased from 60/50/40 seconds to 70/65/60 seconds.
King Klout.jpg King Klout
  • King Klout Conscription.jpg Conscription
    • State duration upon proccing reduced from 1.5/2/2.5/3 seconds to 1/1.5/2/2.5 seconds.
Legionnaire.jpg Legionnaire
  • Legionnaire Whirling Blade.jpg Whirling Blade
    • Physical Damage when proccing reduced from 125/160/195/230 to 120/150/185/215.
Magebane.jpg Magebane
  • Base Agility reduced from 35 to 33.
  • Agility gain per level reduced from 4.0 to 3.5.
  • Magebane Master of the Mantra.jpg Master of the Mantra
    • Magic Armor changed from 4/8/12/16 to 4/7/10/13.
Martyr.jpg Martyr
  • Martyr Retribution.jpg Retribution
    • Base Magic Damage reduced from 100/125/150/175 to 75/100/125/150.
    • Max Magic Damage changed from 210/330/440/550 to 175/300/425/550.
  • Martyr Sol's Conviction.jpg Sol's Conviction
    • Cooldown increased from 45/35/25/15 seconds to 45/39/33/27 seconds.
Note that this is still a net buff from version 4.7.0, as Retribution still has the very slight scaling with Martyr's Intelligence for the Health Threshold to obtain max effectiveness.
Master of Arms.jpg Master of Arms
  • Master of Arms Master's Call.jpg Master's Call
    • Can now be cast on allies, but will only apply the Magnetic Shield state to them (and not the Attack Speed/Attack Damage bonus).
      • The Attack Speed/Attack Damage bonus will still be applied to Master of Arms regardless of which target receives the Magnetic Shield.
      • Double-activate if you wish to quickly cast on yourself.
    • Attack Speed bonus in Cheetah mode reduced from 100/200/300 to 100/150/200.
    • Attack Damage bonus in Bulldozer mode reduced from 40/70/100 to 40/50/60.
Midas.jpg Midas
  • Midas Elemental Warp.jpg Elemental Warp
    • Magic Damage per shockwave reduced from 80/110/140/170 to 65/90/115/140.
  • Midas Transmute.jpg Transmute
    • Bonus Attack Damage from Midas against affected targets reduced from 30/70/110 to 30/55/80.
Moira.jpg Moira
Monarch.jpg Monarch
  • Monarch Chrysalis.jpg Chrysalis
    • After the ability cast takes place, there now exists a 300ms activation delay before she can cancel the effect early.
  • Monarch Noxious Nightcrawler.jpg Noxious Cloud
    • Movement Speed Slow reduced from 25/30/35/40% to 20/25/30/35%.
    • Magic Damage per second reduced from 15/30/45/60 to 15/25/35/45.
  • Monarch Noxious Nightcrawler.jpg Noxious Nightcrawler (Subability of Monarch Noxious Nightcrawler.jpg Noxious Cloud)
    • Cooldown increased from 90 seconds to 100 seconds.
    • Gold Bounty (when destroyed by an enemy unit) increased from 50 to 80.
  • Monarch Cleansing Wind.jpg Cleansing Wind
    • Cooldown increased from 80/60/40 seconds to 85/75/65 seconds.
Monkey King.jpg Monkey King
Nomad.jpg Nomad
  • Nomad Mirage Strike.jpg Mirage Strike
    • Bonus Physical Damage reduced from 50/70/90/100 to 40/60/80/100.
Nymphora.jpg Nymphora
  • Nymphora Volatile Pod.jpg Volatile Pod
    • Radius reduced from 500 to 425.
    • Mana Cost reduced from 150/160/170/180 to 140/150/160/170.
    • Magic Damage & Heal Buildup changed from Base of 80 + 30/50/70/90 per second to Base of 30 + 40/60/80/100 per second.
      • Max potential Magic Damage & Healing reduced from 170/230/290/350 to 150/210/270/330.
  • Nymphora Grace of the Nymph.jpg Grace of the Nymph
    • Bonuses now fully expire upon being damaged by a player-controlled unit (instead of the Mana Regeneration bonus still persisting afterwards).
    • Mana Cost increased from 10/20/30/40 to 25/40/55/70.
      • As a side effect, net Mana recovered for self (if used on self) reduced from 75/140/200/260 Mana to 60/120/175/230 Mana.
    • Cooldown increased from 18/16/14/12 seconds to 21/19/17/15 seconds.
  • Nymphora Teleport.jpg Teleport
    • Cooldown increased from 95/80/65 seconds to 100/85/70 seconds.
Oogie.jpg Oogie
  • Oogie Primal Surge.jpg Primal Surge
    • Cooldown increased from 60 seconds to 70 seconds.
    • Duration reduced from 15 seconds to 12 seconds.
    • Amount of Health restored for Mana spent reduced from 40/50/60% to 30/40/50%.
    • Amount of Mana restored for Damage taken reduced from 40/50/60% to 30/40/50%.
Pearl.jpg Pearl
  • Base Strength reduced from 18 to 17.
  • Base Intelligence reduced from 27 to 25.
Prisoner 945.jpg Prisoner 945
  • Prisoner 945 Prison Break.jpg Prison Break
    • Now applies a 1.5/2/2.5 second Stun to enemies after they are pulled in by the chains.
    • No longer applies an 80% Movement Speed Slow for 3 seconds to enemies after they are pulled in by the chains.
    • Impact delay increased from 2 seconds to 2.5 seconds.
    • No longer receives reduced damage from enemies affected by the chains.
    • Staff of the Master.jpg Staff of the Master effect only: effect type changed from Physical to SuperiorPhysical.
Prophet.jpg Prophet
  • Prophet Debilitate.jpg Debilitate
    • Magic Damage changed from 80/140/200/260 to 80/130/180/230.
    • Damage Amplification reduced from 5/10/15/20% to 4/8/12/16%.
  • Prophet Decelerate.jpg Persecution
    • Magic Damage dealt per proc changed from 20/30/40/50 to 50.
    • Number of procs via autoattacks on an affected target reduced from 2/3/4/5 to 1/2/3/4.
Puppet Master.jpg Puppet Master
  • Puppet Master Puppet Show.jpg Puppet Show
    • Cast Range increased from 600 to 700.
  • Puppet Master Voodoo Puppet.jpg Voodoo Puppet
    • Damage amplification from the Voodoo Puppet increased from 120/150/180% to 130/155/180%.
Rally.jpg Rally
  • Turn rate increased from 450 degrees per second to 1800 degrees per second.
  • Rally Compel.jpg Compel
    • Now has a subability that allows Rally to use Compel on himself towards the direction he is currently facing.
      • Default hotkey is "E".
Rampage.jpg Rampage
  • Rampage Horned Strike.jpg Horned Strike
    • Bonus Physical Damage on proc changed from 60/90/120/150 to 55/85/115/145.
Ravenor.jpg Ravenor
  • Ravenor Storm Blades.jpg Storm Blades
    • Magic Damage increased from 50/70/90/110 to 50/75/100/125.
  • Ravenor Static Shock.jpg Static Shock
    • Number of autoattacks required to proc reduced from 3 to 2.
  • Ravenor Power Overwhelming.jpg Power Overwhelming
    • Movement Speed and bonus Superior Magic Damage gained per charge increased from 0.4/0.8/1.2 to 0.5/1/1.5.
Revenant.jpg Revenant
Rhapsody.jpg Rhapsody
  • Rhapsody Staccato.jpg Staccato
    • Initial Magic Damage reduced from 50/60/70/80 to 50/60/65/70.
  • Rhapsody Disco Inferno.jpg Disco Inferno
    • Magic Damage per second reduced from 20/40/60/80 to 20/40/50/60.
    • Healing per second reduced from 15/30/45/60 to 15/25/35/45.
    • Magic Damage & Healing multiplier against non-hero units increased from 0.75x to 0.85x.
Riftwalker.jpg Riftwalker
  • Riftwalker Rift Burn.jpg Rift Burn
    • Interval between each pulse of Magic Damage reduced from 0.75 seconds to 0.6 seconds.
Riptide.jpg Riptide
  • Riptide Undertow.jpg Undertow
    • Cooldown increased from 12 seconds to 15 seconds.
    • Silence duration reduced from 2.5/3/3.5/4 seconds to 2/2.4/2.8/3.2 seconds.
    • Puddles no longer play an annoying lingering sound throughout its lifetime.
  • Riptide In My Element.jpg In My Element
    • Agility bonus reduced from 15/30/45/60 to 15/25/35/45.
    • Puddles no longer play an annoying lingering sound throughout its lifetime.
Salomon.jpg Salomon
  • Salomon Wish for Power.jpg Wish for Power
    • Magic Damage dealt when an orb collides with an enemy hero increased from 10/20/30/40 to 15/25/35/45.
  • Salomon Avenging Leap.jpg Avenging Leap
    • Magic Damage increased from 30/60/90/120 to 40/80/120/160.
Sapphire.jpg Sapphire
  • Sapphire Unstable Shard.jpg Unstable Shard
    • Movement Speed Slow changed from 15% to 10/15/20/25%.
    • Damage multiplier vs. non-hero units increased from 0.5x to 0.75x.
  • Sapphire Crystallize.jpg Crystallize
    • Cooldown reduced from 180/150/120 seconds to 150/135/120 seconds.
Scout.jpg Scout
  • Scout Vanish.jpg Vanish
    • Fade time reduced from 0.75 seconds to 0.5 seconds.
Sir Benzington.jpg Sir Benzington
  • Sir Benzington Heart Piercer.jpg Heart Piercer
    • Magic Armor Penetration increased from 1/2/3/4 to 2/3/4/5.
Skrap.jpg Skrap
  • Skrap Unleash Vorax.jpg Unleash Vorax
    • Skrap only gains 40% Gold Bounty when Vorax kills an enemy (non-player-controlled) creep and if Skrap is more than 1000 units away from Vorax.
Skrap historically has high win rates throughout his lifetime in HoN. The amount of general reward he gains for splitpushing away from Vorax has been drastically reduced to help keep his numbers statistically balanced.
Slither.jpg Slither
  • Slither Toxicity.jpg Toxicity
    • Magic Damage per second increased from 5/10/15/20 to 6/12/18/24.
    • Movement Speed Slow increased from 3/6/9/12% to 6/9/12/15%.
Soul Reaper.jpg Soul Reaper
  • Attack action time reduced from 450ms to 400ms.
  • Soul Reaper Judgment.jpg Judgment
    • Heal projectile speed increased from 400 units per second to 600 units per second.
    • Magic Damage projectile speed increased from 500 units per second to 600 units per second.
    • Mana Cost reduced from 120/140/160/180 to 100/125/150/175.
  • Soul Reaper Demonic Execution.jpg Demonic Execution
    • Magic Damage dealt increased from 40/60/90% to 45/67.5/90% of the target's missing Health.
Soulstealer.jpg Soulstealer
  • Base Strength increased from 15 to 16.
  • Strength gain per level increased from 2 to 2.4.
  • Agility gain per level increased from 3 to 3.2.
Swiftblade.jpg Swiftblade
  • Swiftblade Blade Frenzy.jpg Blade Frenzy
    • Cooldown increased from 30/25/20/15 seconds to 33/28/23/18 seconds.
    • Magic Damage per second reduced from 80/100/120/140 to 75/95/115/135.
Tempest.jpg Tempest
  • Tempest Elemental.jpg Elemental
    • Max Health increased from 200/225/225/275 to 225/250/275/300.
  • Tempest Meteor.jpg Meteor
    • Cast Range changed from 600/900/1200/1500 to 800/1000/1200/1400.
    • Meteor now becomes disabled for 3 seconds when receiving damage from another player-controlled source.
      • This mechanic is not applied to the new subability, Meteor Strike. The mechanic is only applied to the base Meteor ability.
    • Now has a subability (File:Tempest Meteor Strike.jpg Meteor Strike) that has a 100ms cast delay (instead of a 1.2 second cast delay) that spawns a Meteor at the target location without Tempest travelling there.
      • Default hotkey is "D".
      • Shares cooldown with the base Meteor ability.
    • Staff of the Master.jpg Staff of the Master effect: for Meteor Strike only, allows the ability to be cast without breaking channeling.
Tundra.jpg Tundra
  • Tundra Cold Shoulder.jpg Cold Shoulder
    • The Cold Shoulder state on the target (the one that lasts 8 seconds) no longer applies a Movement Speed Slow to them when the target receives an attack.
    • Instead, Cold Shoulder now applies a 40% Movement Speed Slow for 2 seconds upon its initial impact.
Vindicator.jpg Vindicator
  • Base Strength increased from 18 to 19.
  • Strength gain per level increased from 1.7 to 1.8.
  • Base Agility increased from 16 to 17.
  • Agility gain per level increased from 2.1 to 2.2.
  • Base Intelligence increased from 21 to 22.
  • Intelligence gain per level increased from 2.6 to 2.8.
Voodoo Jester.jpg Voodoo Jester
  • Voodoo Jester Cursed Ground.jpg Cursed Ground
    • Cooldown reduced from 35 seconds to 35/32/29/26 seconds.
    • Magic Damage per second increased from 5/10/15/20 to 6/12/18/24.
    • Magic Damage applied every 4 seconds increased from 10/20/30/40% to 16/24/32/40% of total Health lost by the target since the initial infliction of the state.
War Beast.jpg War Beast
  • War Beast Summon Hellhounds.jpg Summon Hellhounds
    • Hellhound's Max Health increased from 400 to 475/500/525/550.
    • Hellhound's Attack Damage changed from 25/35/45/55 to 30/38/46/55.
    • Hellhound's Armor increased from 2 to 3.
    • Hellhound's Critical Bite's Critical Damage Multiplier changed from 1.2/1.4/1.6/1.8x to 1.5/1.6/1.7/1.8x.
    • Movement Speed changed from 400 to 325/350/375/400.
Warchief.jpg Warchief
  • Warchief Warcry.jpg Warcry
    • No longer reduces item cooldowns for other ally heroes.
      • Still reduces item cooldowns for self while active.
    • Cooldown changed from 160/120/80 seconds to 140/110/80 seconds.
Wretched Hag.jpg Wretched Hag
  • Base Armor increased from 1.52 to 1.7.
  • Agility gain per level increased from 2.2 to 2.4.
  • Wretched Hag Bat Blast.jpg Bat Blast
    • Mana Cost reduced from 250/360/500 to 225/350/475.
    • Superior Magic Damage increased from 290/420/550 to 300/425/550.
    • Staff of the Master.jpg Staff of the Master effect only: Superior Magic Damage increased from 350/540/730 to 350/550/750.
Witch Slayer.jpg Witch Slayer
  • Witch Slayer Silver Bullet.jpg Silver Bullet
    • Mana Cost reduced from 200/360/520 to 180/340/500.
Xemplar.jpg Xemplar
  • Xemplar Schism.jpg Schism
    • Cooldown reduced from 120/100/80 seconds to 100/90/80 seconds.
Zephyr.jpg Zephyr
  • Zephyr Cyclones.jpg Cyclones
    • Magic Damage per second per Cyclone reduced from 10 to 9.
  • Zephyr Wind Shield.jpg Wind Shield
    • Evasion changed from 12/24/36/48% to 15/25/35/45%.

New Items[]

Sacrificial Stone.jpg Sacrificial Stone New Initiation Item
  • Component Buildup: Power Supply.jpg Power Supply (300 Gold.png) + Pretender's Crown.jpg Pretender's Crown (165 Gold.png) + Recipe (435 Gold.png) = 900 Gold.png
  • Grants: 6 Strength, 6 Agility, 6 Intelligence, +10% Healing Done.
  • A charge is gained every time an enemy within 1200 radius casts a spell.
  • Active: When activated, all charges are removed.
    • Restores 10 Health and 15 Mana per charge consumed.
    • Max of 15 charges.
    • Cooldown: 17 seconds
  • On death, heals allies within 1200 radius for 50 Health.
  • Sacrificial Stone glows after getting a hero kill or assist.
  • While glowing, Sacrificial Stone grants +2 Strength, +2 Agility and +2 Intelligence, and reduces death timer by 8 seconds upon death.
    • The glow dissipates after death.
    • Death timer reduction does not occur in Mid Wars.
Sacrificial Stone returns in the form of the legacy Grave Locket with a few small extra touches, such as the increasing amount of Healing Done (from the second iteration of Jade Spire), as well as an area heal on death (tribute to the legacy Sacrificial Stone).
Its general purpose is to be a cost-and-slot-efficient early game stat item. It is slightly more expensive than legacy Grave Locket due to the improved baseline stats on it, having Power Supply's active, as well as having a few bonus perks on top of that.
Toxin Claws.jpg Toxin Claws New Weapons Item
  • Cost: 300 Gold.png
  • Passively applies Poison to enemies you attack for 3 seconds, applying a 12% Movement Speed Slow and dealing 6 Magic Damage per second.
  • Poison only applies a 4% Movement Speed Slow and deals 3 Magic Damage per second when wielded by a ranged hero.
  • This effect propagates to illusions for 33% of the duration.
  • This item has a Freeze modifier, preventing its Movement Speed Slow state from stacking with the Icebrand.jpg Icebrand line of items.
Toxin Claws is a cheap early game item to be picked up by melee heroes who could use the extra Movement Speed Slow and Magic DoT effects to either harass or help kill their foes.


Barbed Armor.jpg Barbed Armor
  • Cooldown increased from 30 seconds to 40 seconds.
  • Mid Wars change only: Duration reduced from 5 seconds to 3 seconds.
Elder Parasite.jpg Elder Parasite
  • Damage Amplification on self reduced from 20% to 15% while active.
  • Attack Speed bonus increased from 80 to 85 while active.
Grimoire of Power.jpg Grimoire of Power
  • Cooldown Reduction reduced from 25% to 20%.
  • Passive Magic Lifesteal vs. heroes reduced from 25% to 15% (10% to 5% vs. non-hero units)
  • Active additional Magic Lifesteal vs. heroes reduced from 50% to 35%.
  • Active additional Magic Lifesteal state duration reduced from 8 seconds to 5 seconds.
  • Searing Magic Damage per second reduced from 35 to 30.
  • Now only grants Ravenor.jpg Ravenor 0.75x the Magic Lifesteal.
    • This was the only hero of whom Grimoire of Power's effects were too polarizing on (not even Oogie.jpg Oogie was this polarizing), so a proper adjustment had to be made to make Ravenor's performance fair with this item.
Grave Locket.jpg Grave Locket
  • Bonus Attack Damage while synchronized reduced from 10 to 8.
Hypercrown.jpg Hypercrown
  • Recipe cost increased from 1000 Gold.png to 1300 Gold.png.
    • Total Cost increased from 4700 Gold.png to 5000 Gold.png.
Icon of the Goddess.jpg Icon of the Goddess
  • Base Health Regeneration per second increased from 2 to 3.
  • Base Mana Regeneration bonus increased from 20% to 30%.
Ioyn Stone.jpg Ioyn Stone
Orb of Zamos.jpg Orb of Zamos
  • Bonus Attack Damage while synchronized reduced from 5 to 4.
  • Bonus Movement Speed while synchronized reduced from 10 to 5.
  • Bonus Gold obtained from killing an enemy unit and granted to your synchronized partner reduced from 10 to 8.
Orb of Zamos has been improving the performance of supports, although it has been doing so a little too much such that supports are generally the highest statistical performers.
As a result, Orb of Zamos is receiving some minor adjustments for the laning phase. This also allows for a better reason for heroes to upgrade to Grave Locket earlier if they wish to maximize the rewards of the synchronization mechanic throughout the game.
Plated Greaves.jpg Plated Greaves
  • On the active state: Base Damage bonus granted to ally creeps reduced from 20% to 10%.
  • On the active state: Deflection granted to ally creeps reduced from 10 to 8.
Runed Cleaver.jpg Runed Cleaver
  • Recipe Cost increased from 600 Gold.png to 900 Gold.png.
    • Total Cost increased from 4100 Gold.png to 4400 Gold.png.
  • The bonus damage values against creeps have been changed from +60%/20% of your Attack Damage to +60/20 damage if the wielder is melee/ranged, respectively.
    • Addresses a numerical inconsistency when upgrading Logger's Hatchet to Runed Cleaver.
    • Note that this bonus damage value still does not apply to the Cleave damage. The only number that gets changed is the damage dealt to the primary target.
Spiked Bola.jpg Spiked Bola
  • Cooldown increased from 16 seconds to 22 seconds.
  • Cannot be used on a target that has been previously affected by Spiked Bola within the last 10 seconds.

Matchmaking Maps & Modes[]

  • Champions of Newerth (CoN)
    • Map: Forests of Caldavar
    • Mode: Ranked Pick
  • Mid Wars
    • Hero Ban
    • Single Draft

Bug Fixes & Optimizations[]

Forests of Caldavar[]

  • Units can no longer traverse through the cliff area to the east of the Top Lane Legion Tier 1 tower without cliffwalking or cliffwalking-like properties.


  • The Ladder button has been disabled due to players abusing an exploit.
    • Results on the ladder are meaningless since a few years ago anyway, so this change does not negatively affect players.
  • SEA Client only: MMR values visibility has been removed.
    • The NAEU/International Client will still have MMR value visibility.
  • Players should be able to 4-man queue again with the Old UI.
    • Disclaimer: this is one of the only bugfixes that will ever be made regarding the Old UI.
  • Fixed a bug with charging-related abilities from Deadlift.jpg Deadlift, Legionnaire.jpg Legionnaire, Nomad.jpg Nomad and Solstice.jpg Solstice where using items that can target another entity and insert their action at the front of your action queue (instead of the back of your action queue) will change the target of the charge ability to the entity targeted by the item usage, when done after the charging-related ability has activated but before the hero has reached their initial target.
    • As a result, these heroes are Perplexed while these skills are active.
    • To players exploiting these bugs: please stop exploiting these bugs, as doing so has the potential to gimp certain heroes/items/mechanics every time these are fixed. Some of them could have unintended consequences like nerfing your favourite heroes.
  • Icon Power.jpgPower Rune now properly applies the Mystic state to the hero that picked it up.


Arachna.jpg Arachna
Kinesis.jpg Kinesis
Master of Arms.jpg Master of Arms
  • Master of Arms Charged Shot.jpg Overcharged Shot now properly displays the overhead stun swirl visuals on the primary target.
  • Illusions now spawn with Master of Arms' current mode of Master of Arms Bulldozer.jpg Weapon Enhancement.
Monkey King.jpg Monkey King
Revenant.jpg Revenant
  • Revenant Mortification.jpg Mortification visuals now properly correspond to Revenant's alt avatar when affecting enemy units.
Rhapsody.jpg Rhapsody
Valkyrie.jpg Valkyrie


Hypercrown.jpg Hypercrown
  • Illusions now properly proc the Chain Lightning effect.
Logger's Hatchet.jpg Logger's Hatchet
Restoration Stone.jpg Restoration Stone
  • No longer resets its own cooldown to 0 seconds under certain conditions while Icon Illusion.jpgMystic Illusion Rune's Mystic state was active.
    • Also fixed with all variants/combinations with Grimoire of Power.jpg Grimoire of Power's cooldown reduction as well.
Runed Cleaver.jpg Runed Cleaver
Spellshards.jpg Spellshards
  • Now properly applies its bonus Spell Damage to creeps.