Heroes of Newerth Wiki

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New Content[]

New Alt Avatar & New Login Screen[]

New Monkey King.jpg Monkey King Avatar: Jade Macaque

  • This higher-definition Monkey King.jpg Monkey King avatar (originally Six Eared Macaque) was taken from the HoN China client. Refined with jade visual effects, Jade Macaque is ready to dazzle Newerth!

New Animated & Static Wallpaper for the Login Screen: King Klout.jpg King Klout

  • This may not show up for some clients due to technical issues. This will be resolved in the future.

New Items[]

New Item (Supplies): Golden Apple.jpg Golden Apple

  • Cost: 70 Gold
  • Non-stackable, non-shareable consumable item. Cannot be placed in a Consumable item slot.
  • Passive effect: +0.3 Mana Regeneration per second.
  • Active effect: instantly restores 80 Health to self.
    • Cooldown: 5 seconds

+ This item provides some extra burst healing in the laning phase, while providing a tiny amount of Mana Regeneration utility if not consumed. _______________________________________________

New Item (Supplies): Lunar Tear.jpg Lunar Tear

  • Cost: 90 Gold
  • Non-stackable, non-shareable consumable item. Cannot be placed in a Consumable item slot.
  • Passive effect: +0.4 Health Regeneration per second.
  • Active effect: instantly restores 100 Mana to the target (can be double-activated to use on self).
    • Range: 350
    • Cooldown: 5 seconds

+ This item provides an extra burst of mana when needed during the laning phase, while providing a tiny amount of Health Regeneration utility if not consumed.

Forests of Caldavar ("New")[]

+ The main goal of the changes to the "new" Forests of Caldavar map is to make the viability of each laning setup choice to be more on par with one another, while retaining their own unique benefits and disadvantages.

  • Legion bottom lane and Hellbourne top lane trees were rearranged significantly.
  • Legion's southeastern most pull camp: a tree to the left of the camp (and to the right of the Observatory) has been removed to allow heroes to move through the nearby path.

+ There were far too many spots near the lane that made it nearly impossible to find a hero unless you were right next to the hero (and even then, sometimes it was nearly impossible to do so)., which led to unhealthy play patterns by solo unsafe lane heroes.

+ These changes address that issue, while still allowing for some niche hiding spots to be discovered. While this may appear to be a nerf to solo unsafe lane heroes, the jungle changes will more than compensate for that.

Jungle Changes[]

Hellbourne bottom lane - Medium pull camp (unsafe lane)

  • Camp is now more accessible to the unsafe lane to be pulled into the lane
  • Trees in this area now allow for better vision from the unsafe lane, while the vision of that camp ends up being more obscured for the safe lane
  • Also reworked tree patch in this area to more closely mirror the Hellbourne side of the map.

Legion Ancients camp

  • Now spawns a Hard Neutral camp instead of an Ancients neutral camp.
  • The other central Hard neutral camp has been replaced with a Medium neutral camp.
  • A few trees have been removed to allow for more visibility & to allow for a slightly easier double stack.

Legion left-most Medium & Hard neutral camps

  • Camps were shifted slightly towards the bottom-right.
  • Leash range of these camps have been reverted to normal.
  • Path between both camps are now more cleared of obstructions.
  • Distance between both camps are now more similar to the Hellbourne equivalent (top-right-most) camps.
    • These changes prevent the camps from being pulled towards the Legion middle lane, while simultaneously solving the difficulties of being difficult to double-stack these camps (due to a prior temporary fix).

Legion top lane - Medium pull camp (unsafe lane)

  • Camp is now more accessible to the unsafe lane to be pulled into the lane.
  • Trees in this area now allow for better vision from the unsafe lane, while the vision of that camp ends up being more obscured for the safe lane.

Hellbourne Ancients camp

  • Now spawns a Hard neutral camp instead of an Ancients neutral camp.
  • The other central Hard neutral camp has been replaced with a Medium neutral camp.
    • This camp has also been rotated to face the new Hard camp more directly.

Hellbourne top-right-most Hard camp

  • This neutral camp was shifted slightly downward.
  • Leash range of the camp has been reverted to normal.
  • This prevents the camps from being pulled towards the Hellbourne top lane.

+ Most of these jungle changes were done to balance the jungles between the Legion side and Hellbourne side, as well as make the top and bottom lanes slightly more equal in terms of the safe and unsafe lanes.

+ Overall, these changes (coupled with other changes in previous patches like the Merrick's Rune change) should make laning setup choices more balanced with regards to one another (any permutation/combination of 2-1-2 vs. 1-1-2-jungle and other dynamic variants involving partial/full roamers).

Neutral Creep Changes[]

Dragon.jpg Dragon

  • Gold Bounty: 28-36 -> 35-45
  • Physical Armor: 2-> 3
  • Attack Damage: 55-> 60

Dragon Master.jpg Dragon Master

  • Gold Bounty: 100-120 -> 130-145
  • Magic Armor: 12 -> 10

Dreadbeetle.jpg Dreadbeetle

  • Gold Bounty: 44-52 -> 55-65
  • Physical Armor: 3 -> 6
  • Base Attack Time: 1.4 -> 1.3

Dreadbeetle Queen.jpg Dreadbeetle Queen

  • Gold Bounty: 74-82 -> 90-105
  • Physical Armor: 6 -> 10
  • Base Attack Time: 1.4 -> 1.3

Predasaur.jpg Predasaur

  • Gold Bounty: 48-56 -> 60-70
  • Physical Armor: 3.5 -> 6
  • Max Health: 900 -> 1000

Predasaur Crusher.jpg Predasaur Crusher

  • Gold Bounty: 58-66 -> 70-85

+ The previous Gold Bounty nerfs have been reverted because there will now only be 1 Ancient Camp in the "new" Forests of Caldavar map.

+ Some stat adjustments were also made to make the camps more comparable to one another in terms of power, while still retaining their unique strengths and weaknesses.

Mid Wars Changes[]

The main goal of these changes to Mid Wars is to resolve some common frustrations encountered by players in this mode, while slowly leaning towards rewarding properly applied early/mid game aggressive plays & pushes.

  • Matchmaking constraints for Mid Wars are slightly less relaxed, which should result in increasing the chances of getting a more enjoyable match.
  • Earliest concede time availability reduced from 10 minutes to 5 minutes.
    • This vote still requires 5 votes from a single team to actually pass (at least until 15 minutes where the usual reduction in required votes occurs).
  • Backdoor Protection is now applied to the Melee and Ranged Barracks as well, and grants the Barracks 50% Damage Reduction against non-hero units while active (Main Base structure has 50% Damage Reduction against non-hero units by default already).
    • Additionally, the Backdoor Protection state on the Main Base Structure and Barracks now also grants 50% Damage Reduction against heroes.

+ This change should help slow down uncoordinated & uncommitted attempts to end the game by backdooring to the point where the defending team can react and take action before the Main Base Structure falls.

+ The intention is not to remove backdooring (as it has its place to end the game when there are long stalemates for long periods of time), but to make it more of a committal and coordinated strategy to execute & introduce more opportunities to counterplay it. We understand that games ended abruptly without much means for counterplay makes for an anti-climatic ending, but having backdooring as an alternate game-ending option for long games is still necessary if the circumstances make it viable.

  • Main Base Structure's Health Regeneration per second reduced from 50 to 20 (when not damaged by an enemy within the last 10 seconds).

+ This change partially addresses the frustration of getting the base to a low Health value, only to see it regenerate to full Health too quickly.

+ This change provides minimal disruption to the current map, while making the Gold & Experience value of the neutral camp more suitable for the mid & late game (rather than something that can be tackled in the early game by 1-2 heroes) and simultaneously discourages raw jungling early on (to keep the spirit of the map's name - Mid Wars).

+ Furthermore, this change allows Ophelia.jpg Ophelia and Parasite.jpg Parasite to make use of Ancient Creeps if they have Staff of the Master.jpg Staff of the Master.

+ This also allows these heroes more variety of creeps they can take control of in the early game, though the Ancient creep has to be cleared (or the camp needs to be stacked) for them to spawn more neutral creeps they can take control of in the early game.

  • Respawn time equation has been changed.
    • Old equation: Respawn Time (s) = 0.6 * Hero_Level
    • New equation: Respawn Time (s) = (0.5 * Hero_Level) + 3.75 * (2 - Ally_Nonbase_Towers_Remaining)

+ The new respawn times allow for slightly faster early game respawns, while extending the respawn times by 3.75 seconds for each of your ally non-base towers that have been destroyed.

+ This gives pushing some tangible benefit in Mid Wars and disfavours turtling, without making early/mid game strategies too snowbally in nature.

+ Overall, this increases the respawn time at level 25 from 17 seconds (in all situations) to 12.5/16.25/20 seconds when 0/1/2 of your non-base towers are down. Further adjustments may be made in the future if this does not prove to be enough of a change.


  • Max Disconnection Time reduced from 5 minutes to 4 minutes.
  • AFK Timer duration reduced from 4 minutes to 2.5 minutes.
    • AFK Warning time reduced from 3 minutes to 1.5 minutes.

+ While we understand that real-life situations & technical difficulties can happen once in a blue moon, they should not be happening frequently in any capacity.

+ Players should be active in the game for as much time as possible without disrupting the gameplay for others, and these changes help encourage players to make sure that they exhibit due diligence on their part to do so.

Fortification of Sol / Demonic Fortification

  • Now goes on a 90 second cooldown when the game starts.
    • Prevents players from accidentally triggering it at the start of the game while typing & transitioning from the hero pick lobby to the in-game map.

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

Balphagore.jpg Balphagore

Balphagore Hell on Newerth.jpg Hell on Newerth

  • Staff of the Master.jpg Staff of the Master effect change (to pre-existing):
    • The initial application of Balphagore Demonic Pathogen.jpg Demonic Pathogen (through this ability) now only affects enemy heroes (instead of enemy heroes and creeps).
    • Balphagore Demonic Pathogen.jpg Demonic Pathogen (when applied through this ability) state duration reduced from 2 seconds to 1.5 seconds.


Keeper of the Forest.jpg Keeper of the Forest

Keeper of the Forest Strength in Numbers.jpg Strength in Numbers

  • Staff of the Master.jpg Staff of the Master effect change (to pre-existing):
    • Cooldown increased from 30 seconds to 60 seconds (for the Keeper of the Forest Tree Sight.jpg Tree Sight enchanting active ability).


Monkey King.jpg Monkey King

Monkey King Illusive Dash.jpg Illusive Dash

  • Staff of the Master.jpg Staff of the Master effect addition (new):
    • Can now dash up to 3 times (instead of 2).
    • The final dash instance deals 0.7x damage.


Tundra.jpg Tundra

Tundra Piercing Shards.jpg Piercing Shards


Wretched Hag.jpg Wretched Hag

Wretched Hag Bat Blast.jpg Bat Blast

  • Staff of the Master.jpg Staff of the Master changes (to pre-existing):
    • Cooldown reduced from 70 seconds to 60 seconds.


Amun-Ra.jpg Amun-Ra

  • Agility growth per level reduced from 1.8 to 1.5.

Amun-Ra Path of Destruction.jpg Path of Destruction

  • Cooldown increased from 12/11/10/9 seconds to 13/12/11/10 seconds.

Amun-Ra Ignite.jpg Ignite

  • Cooldown increased from 12/10/8/6 seconds to 13/11/9/7 seconds.


Arachna.jpg Arachna

  • Attack Range increased from 550 to 575.


Bushwack.jpg Bushwack

Bushwack Side Step.jpg Side Step

  • Mana Cost reduced from 30 to 20.

Bushwack Spiked Dart.jpg Spiked Dart

  • Stacks of Jungle Toxin applied to enemies within 300 radius of the target changed from 1 to 1/1/2/2.

Bushwack Jungle Toxin.jpg Jungle Toxin

  • Now Reveals affected targets.
    • Note that this does not grant innate Sight of the target, but simply means that affected targets are detected as though they are not Stealthed.


Doctor Repulsor.jpg Doctor Repulsor

  • Starting Attack Damage changed from 47-57 to 50-54.
  • Attack action time reduced from 500ms to 350ms.

Doctor Repulsor Magnetic Contraption.jpg Magnetic Contraption

  • Cooldown increased from 4 seconds to 10/8/6/4 seconds.
  • Cast backswing reduced from 400ms to 300ms.

Doctor Repulsor Opposite Charges.jpg Opposite Charges

  • Mana Cost reduced from 100 to 70/80/90/100.
  • Duration reduced from 1/1.5/2/2.5 seconds to 1/1.4/1.8/2.2 seconds.
  • No longer applies a Movement Speed Slow to self upon use.

Doctor Repulsor Electric Frenzy.jpg Electric Frenzy

  • Now also resets your autoattack cooldown upon using an ability.
  • Magic Damage increased from 30/50/70/90 to 40/60/80/100.
  • Now grants +50 Attack Speed for the boosted attack (helps make this one attack launch faster).

Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed

  • No longer resets your autoattack cooldown upon use (since Doctor Repulsor Electric Frenzy.jpg Electric Frenzy does that now).
  • No longer Stunned while travelling.
  • Instead, Doctor Repulsor.jpg Doctor Repulsor is Perplexed (unable to use items) while travelling.
  • Magic Damage dealt per 100 units travelled reduced from 15/20/25 to 6/12/18.
  • Max Magic Damage dealt per instance reduced from 300/400/500 to 200/300/400.
  • Cooldown increased from 0.3 seconds to 0.4 seconds.

+ Doctor Repulsor.jpg Doctor Repulsor has an odd power curve due to the nature of Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed. His laning presence has been virtually non-existent because of his long range ganking potential at level 6, so some raw damage was taken away from Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed, while giving him much better tools for laning & the early game in general.

+ These changes do weaken the raw damage output through his ultimate alone, but the autoattack reset mechanic on Doctor Repulsor Electric Frenzy.jpg Electric Frenzy opens up new combo routes & makes micromanaging his mana pool for Ludicrous Speed even more important. Player mechanical skill in terms of mouse speed & accuracy, cancelling the cast backswing of his abilities, as well as taking advantage of some returning mechanics on Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed will optimize the effectiveness of Doctor Repulsor.jpg Doctor Repulsor, while simultaneously retaining options for counterplay (e.g. the Perplex state on Doctor Repulsor.jpg Doctor Repulsor means item usage is not immediately available to him after exiting Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed).

+ Overall, these changes favour Doctor Repulsor.jpg Doctor Repulsor more in terms of getting that long range ganking power spike at level 6 (which is his unique strength compared to every other hero), without frontloading the power on Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed itself. The changes make him less effective when played as a raw carry if relying on the damage from Doctor Repulsor Ludicrous Speed.jpg Ludicrous Speed, and more of a core hero that focuses on capitalizing on the uniqueness of his ganker-carry role and playstyle. _______________________________________________

Electrician.jpg Electrician

Electrician Static Grip.jpg Static Grip

  • Duration reduced from 2/2.6/3.2/3.8 seconds to 1.5/2/2.5/3 seconds.
  • Magic Damage per second increased from 50 to 60.


Ellonia.jpg Ellonia Ellonia Flash Freeze.jpg Flash Freeze

  • Base Magic Damage increased from 50/70/90/110 to 55/80/105/130.


Emerald Warden.jpg Emerald Warden

Emerald Warden Silencing Shot.jpg Silencing Shot

  • Mana Cost increased from 50 to 60/70/80/90.

Emerald Warden Hunter's Command.jpg Hunter's Command

  • Wolves now deal 0.5x damage on impact if it hits targets that you do not actually have sight of.
  • Cooldown reduced from 18 seconds to 16 seconds.

Emerald Warden Overgrowth.jpg Overgrowth

  • Mana Cost increased from 60 to 60/70/80/90.
  • Cooldown increased from 9 seconds to 10 seconds.
  • The delay to activate the self-destruct ability (default hotkey "D") on the overgrowth after it spawns has been increased from 0.4 seconds to 0.5 seconds.


Engineer.jpg Engineer

Engineer Spider Mines.jpg Spider Mines

  • Cooldown increased from 5 seconds to 8 seconds.
  • Now has a max chase time of 3 seconds (will detonate if it has not done so at this point).


Gauntlet.jpg Gauntlet Gauntlet Grapple.jpg Grapple

  • Range increased from 725/850/975/1100 to 800/900/1000/1100.


Geomancer.jpg Geomancer

Geomancer Dig.jpg Dig

  • Magic Damage changed from 100/150/200/250 to 80/140/200/260.

Geomancer Geo Stalk.jpg Geo Stalk

  • Tremorsense pulses are now emitted every 2 seconds (frequency has been improved from 3 seconds).


Goldenveil.jpg Goldenveil

Goldenveil Perch.jpg Perch & Plunge

  • Goldenveil Plunge.jpg Plunge: delay before Goldenveil.jpg Goldenveil lands to apply the Magic Damage & Stun increased from 0.85 seconds to 0.9 seconds.


Grinex.jpg Grinex

Grinex Shadow Step.jpg Shadow Step

  • Collision Magic Damage increased from 40/70/100/130 to 60/90/120/150.
  • Stun duration on collision increased from 1/1.2/1.4/1.6 seconds to 1.35/1.5/1.65/1.8 seconds.

Grinex Rift Stalk.jpg Rift Stalk

  • Now applies -1/1.25/1.5/1.75 Armor to an enemy target for 5 seconds upon attacking out of Grinex Rift Stalk.jpg Rift Stalk.
    • This effect also applies to Grinex Shadow Step.jpg Shadow Step's impact effect on the main target.

+ With the solo unsafe lane ("suicide" lane) option being more viable this patch, Grinex.jpg Grinex has been adjusted accordingly to excel in this laning choice (just like in the past)!


Hellbringer.jpg Hellbringer

  • Intelligence growth per level reduced from 3.3 to 2.8.

Hellbringer Evil Presence.jpg Evil Presence

  • Range reduced from 1200 to 800.
  • Active state on enemies: healing for Hellbringer.jpg Hellbringer reduced from 15/20/25/30% to 10/15/20/25% of damage received by the affected enemy target.


Ichor.jpg Ichor

  • Strength growth per level increased from 2.4 to 2.6.
  • Attack Range increased from 350 to 475.


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

  • Now grants the affected ally unit +10% Movement Speed while active.
  • Root state duration on an enemy increased from 0.8/1.2/1.6/2 seconds to 1.2/1.6/2/2.4 seconds.
  • Root state now deals 40 Magic Damage per second to the affected enemy target while active.


Legionnaire.jpg Legionnaire

Legionnaire Whirling Blade.jpg Whirling Blade

  • Can now be toggled on and off.
    • Primarily intended for niche usages, such as last hitting creeps under your tower.


Lodestone.jpg Lodestone

Lodestone Headsmash.jpg Headsmash

  • Mana Cost increased from 0 to 50.
  • Cooldown increased from 6 seconds to 7 seconds.

Lodestone Shatterstorm.jpg Shatterstorm

  • Cooldown increased from 75/60/45 seconds to 90/75/60 seconds.


The Madman.jpg The Madman

The Madman Stalk.jpg Stalk

  • Mana Cost increased from 60 to 70.
  • State duration reduced from 4 seconds to 3.5 seconds.

The Madman Barrel Roll.jpg Barrel Roll

  • Can no longer be cast while Immobilized.
  • Magic Damage reduced from 100/165/230/295 to 100/160/220/280.

The Madman Gash.jpg Gash

  • Bonus damage per stack reduced from 6/7/8/9% to 5/6/7/8%.


Nitro.jpg Nitro

  • Strength growth per level increased from 1.5 to 2.0.
  • Base Agility increased from 22 to 25.

Nitro Ballistic.jpg Ballistic

  • No longer has a cooldown.

Blast Off

  • Mana Cost reduced from 110/120/130/140 to 90/100/110/120.

Three's a Crowd

  • While active, Nitro.jpg Nitro now gains 50% Evasion if there is an enemy within 300 radius of her.


  • Sight duration on the target now lasts for the full duration.
  • Damage penalty against the main target on autoattacks while active reduced from 65/55/45% to 60/50/40%.
  • Cooldown reduced from 90/75/60 seconds to 70/60/50 seconds.


Oogie.jpg Oogie

Oogie Kindled Fury.jpg Kindled Fury

  • Cooldown reduced from 8 seconds to 7 seconds.


Ophelia.jpg Ophelia

Ophelia Ophelia's Judgment.jpg Ophelia's Judgment

  • Magic Damage changed from 80/160/240/320 to 90/160/230/300.


Pollywog Priest.jpg Pollywog Priest

Pollywog Priest Morph.jpg Morph

  • Mana Cost reduced from 90/125/160/195 to 90/120/150/180.

Pollywog Priest Voodoo Wards.jpg Voodoo Wards

  • Mana Cost reduced from 200/350/500 to 150/275/400.


Predator.jpg Predator

Predator Stone Hide.jpg Stone Hide

  • Cooldown increased from 14 seconds to 16 seconds.
  • Duration reduced from 4/5/6/7 seconds to 3.75/4.5/5.25/6 seconds.


Qi.jpg Qi

Qi Ancestral Assault.jpg Ancestral Assault

  • Percentage of SuperiorMagic Damage dealt based on the target's Attack Damage increased from 60% to 60/67.5/75%.


Salomon.jpg Salomon

Salomon Wish for Power.jpg Wish for Power

  • Cooldown reduced from 20 seconds to 15 seconds.

Salomon Avenging Leap.jpg Avenging Leap

  • Cooldown reduced from 20 seconds to 15 seconds.


Shadowblade.jpg Shadowblade

Shadowblade Gargantuan's Blast.jpg Gargantuan's Blast

  • No longer receives a 20% Damage Penalty in this form.
  • Base Attack Time increased from 1.7 to 2 while in this form.
  • Movement Speed Slow applied to self in this form has been removed.
  • Armor and Magic Armor bonuses reduced from 1/2/3/4 to 0.75/1.5/2.25/3.

Shadowblade Feint's Siphon.jpg Feint's Siphon

  • No longer amplifies incoming damage to Shadowblade.

Shadowblade Soul's Sight.jpg Soul's Sight

  • Bonus Intelligence in this form increased from 4/8/12/16 to 5/10/15/20.


Tempest.jpg Tempest

  • Agility growth per level increased from 1 to 1.6.

Tempest Elemental.jpg Elemental

  • Mana Cost reduced from 180 to 150.
  • Cooldown reduced from 35 seconds to 30 seconds.

+ Tempest.jpg Tempest has been underperforming for a significantly long time. These buffs should help him out in the jungle. In particular, Tempest.jpg Tempest can spawn more Tempest Elemental.jpg Elementals by using one of his own Tempest Elemental.jpg Elementals if needed at a moment's notice!


Valkyrie.jpg Valkyrie

Valkyrie Call of the Valkyrie.jpg Call of the Valkyrie

  • Mana Cost increased from 80/90/100/110 to 80/100/120/140.


Warchief.jpg Warchief

Warchief Spirit Walk.jpg Spirit Walk

  • Duration increased from 3 seconds to 3.5 seconds.
  • Now has a 0.1 second delay before it can be activated again.
    • This particular change is intended to fix a bad packet error bug experienced by a small subset of players when re-activating Warchief Spirit Walk.jpg Spirit Walk too quickly (i.e. a bug we cannot willingly replicate).


Witch Slayer.jpg Witch Slayer

Witch Slayer Miniaturization.jpg Miniaturization

  • Mana Cost reduced from 110/140/170/200 to 90/120/150/180.


Arcane Bomb.jpg Arcane Bomb

  • Illusions can now only receive a maximum of 80% of their Max Health as damage from Arcane Bomb.jpg Arcane Bomb.

Astrolabe.jpg Astrolabe

  • Recipe Cost increased from 510 Gold to 710 Gold.
    • Total Cost increased from 1550 Gold to 1750 Gold.

Grave Locket.jpg Grave Locket

  • No longer requires a Guardian Ring in its recipe components list.
  • No longer grants +2 Armor.
  • Recipe Cost increased from 25 Gold to 200 Gold.
    • Total Cost remains unchanged at 800 Gold.
    • These changes also fix a bug in the item shop where the recipe icon does not show up as a component.

Harkon's Blade.jpg Harkon's Blade

  • Magic Armor reduction lowered from 5 to 4.

Mana Potion.jpg Mana Potion

  • State duration increased from 15 seconds to 20 seconds.
  • Bonus Mana Regeneration while active reduced from 6.67 to 6.25.
    • Total Mana restored over the state duration increased from 100 to 125.

Post Haste.jpg Post Haste

  • Recipe Cost reduced from 1900 Gold to 1800 Gold.
    • Total Cost remains unchanged (due to the Striders.jpg Striders change listed later on).

Restoration Stone.jpg Restoration Stone

  • Mana Cost increased from 300 to 375.

Spellshards.jpg Spellshards

  • Recipe Cost reduced from 825 Gold to 725 Gold.
    • Total Cost reduced from 2150/2975/3800 Gold to 2050/2775/3500 Gold.

Striders.jpg Striders

  • Recipe Cost increased from 100 Gold to 200 Gold.
    • Total Cost increased from 600 Gold to 700 Gold.

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
  • Single Draft

Bug Fixes & Optimizations[]

Forests of Caldavar ("New")[]

  • Removed some excessive & duplicate trees.
  • Lingering outdated tree models on some trees were updated to the new tree models.
  • Odd blocker locations have been adjusted for the new camps.
  • Fixed a few texture seams.
  • Fixed some more unintended cliffwalking spots.
  • Legion Kongor.jpg Kongor now properly changes its model to Plushie Kongor.jpg Kongor if 3 or more Plushie/Misfit heroes are in the game.

Mid Wars[]

  • Fixed an unintended cliffwalking spot.


Engineer.jpg Engineer

  • Engineer The Keg.jpg The Keg now properly affects Siege creeps.
  • Engineer Spider Mines.jpg Spider Mines will no longer trigger on Magic Immune targets when determining what to chase.
    • This does not apply if the target gains Magic Immunity after Engineer Spider Mines.jpg Spider Mines starts travelling.

Geomancer.jpg Geomancer

  • The visual expanding ring effects of Geomancer Geo Stalk.jpg Geo Stalk are no longer shown to the enemy team.

Goldenveil.jpg Goldenveil

  • Goldenveil Plunge.jpg Plunge can no longer be activated while immobilized.

Hammerstorm.jpg Hammerstorm

Hellbringer.jpg Hellbringer

  • Elementbringer's fire and ice variants of Hellbringer Summon Malphas.jpg Malphas will now properly have their leash range behaviour (relative to Hellbringer.jpg Hellbringer's location) applied when attacking towers.

The Madman.jpg The Madman

Martyr.jpg Martyr

Master of Arms.jpg Master of Arms

Nitro.jpg Nitro

  • Tesla Cannon Nitro.jpg Nitro's model now displays properly in the hero pick screen.
  • Nitro.jpg Nitro is now also categorized as a Ganker in the hero roles section (in addition to being a Carry).
  • Can no longer teleport to Mauser.jpg Mauser via Post Haste.jpg Post Haste (since Nitro.jpg Nitro's rework).

Silhouette.jpg Silhouette

  • Silhouette Shadow.jpg Shadow's "Silhouette Like a Ninja.jpg Like a Ninja" swap subability now displays charges on the ability icon. These charges represent the cast time equal to (seconds/100).
  • Silhouette Tree Grapple.jpg Tree Grapple no longer blocks neutral camps from respawning.


Bottle.jpg Bottle

  • Owner now receives the Bottle.jpg Bottle state for 3 seconds if picking up a Refreshment Rune (via right-clicking on it) while having a full Bottle.jpg Bottle (with or without a rune in it currently).

Icebrand.jpg Icebrand (and Frostburn.jpg Frostburn, Frozen Light.jpg Frozen Light, Dawnbringer.jpg Dawnbringer and Frostwolf's Skull.jpg Frostwolf's Skull)

  • Melee effect will now be prioritized over the Ranged effect on the slow state if different sources apply the state.

Icon of the Goddess.jpg Icon of the Goddess

  • Can no longer be dropped if you have taken damage within the last 8 seconds (prevents the player from losing charges on the ability in near-death situations).
  • Now grants the appropriate amount of bonus Max Health and Max Mana at 25 charges.
  • Now sets the appropriate bonus Max Health & Max Mana based on charges when picking it up from the ground.

Puzzlebox.jpg Puzzlebox

  • Tooltip has been slightly shortened so its tooltip box does not go past the top of the screen.

Spyglass.jpg Spyglass

  • Can now be moved to a consumables slot in your inventory (if the player wants to do so - however, this item should be manually used by the player as soon as possible for its original purpose).
  • Can no longer be dropped or shared to other units (to prevent it from taking up space in an ally hero's inventory without them being able to get rid of it).
    • You can still remove it from your inventory without using the item by selling it for 0 Gold, if you wish to do so.

Toxin Claws.jpg Toxin Claws

  • Heroes affected by Toxin Claws.jpg Toxin Claws' DoT state are no longer deniable (based on Toxin Claws.jpg Toxin Claws' state alone), as Toxin Claws.jpg Toxin Claws is considered direct Health removal.
  • Melee effect will now be prioritized over the Ranged effect on the state if different sources apply the state.