Heroes of Newerth Wiki

New Content[]

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

New "Login Animation" tickbox option available on the Login Screen in the bottom-left corner (ticked by default).

  • This change allows the user the choice of seeing an HD image or a video animation on the Login Screen.
    • This option requires the HoN Client to be restarted to take effect.

New Loading Screens have been implemented into the game based on some fan art!

New Bombardier.jpg Bombardier Avatar: Santa Bombardier

New Artillery.jpg Artillery Avatar: Demon Hunter Artillery

  • For there to be no evil, you must seek evil - and destroy it! Demon Hunter Artillery enters the fray to LRM those pesky demons away!

New Base Avatar Updates: The following avatars have had their models and icons updated to their high-definition (HD) variants from the legacy HoN China Client:

+ These amazing base avatars will be available for everybody to use!

HoNmas (Christmas) Updates[]

Community Events[]

Heroes of Newerth celebrates its 10th 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!
  • Participate in community events on our official forums with us to celebrate this special milestone in history! https://forums.heroesofnewerth.com/
  • HoNmas events will take place from December 1, 2020 (8am EST) to January 10, 2021 (11:59am EST).
  • Players will also be able to Gift other players items from the HoN Store during this event period!
    • Limit of 5 Gifts sent from an account.
  • More information can be found on our official forums and on our official landing page: https://www.heroesofnewerth.com/honmas-2020
  • Further updates will also be shown in-game via the Message of the Day (MotD) panels.

Pricing Changes[]

The following changes apply only for the NAEU/International Client only (other regional clients have their own pricing set):

Enjoy the holidays with avatar sales!

  • 20% Gold Coin discount on all store avatars.
  • All avatars have received a permanent 10-30% Gold Coin price reduction.

Cosmetic Updates[]

  • The in-game Heads-Up Display (HUD) has been winterized in the spirit of Christmas! Enjoy the holidays in 2020 in Newerth!
  • The Forests of Caldavar ("New") and Mid Wars maps have also been winterized with snow, glaciers, festive decorations and presents!
    • Thank you to you all for helping us with this feat!
  • Christmas-themed music tracks & songs have returned to Newerth!
    • Each of the above cosmetic updates are scheduled to stay in Newerth for Version 4.9.0 and Version 4.9.1.
  • All Christmas-themed avatars are now available to be purchased!
  • Kongor.jpg Kongor also dressed up in the spirit of HoNmas!
    • Unfortunately, Hellbourne Kongor on the "New" Forests of Caldavar Map is too cranky to do that - only the Legion Kongor has changed his outfit!
  • Runes have also been updated to their Christmas variants!


Hero Rework - Adrenaline[]

+ Adrenaline.jpg Adrenaline has been reworked to have a completely new niche, specializing in catching heroes with high mobility.

+ Adrenaline Death's Halo.jpg Death's Halo is the crux of the rework, essentially being changed to act as an "Arena" skill. This skill forces all units to essentially be confined within a space for a duration, essentially locking down a teamfight to take place in an area.

+ As a result, Adrenaline.jpg Adrenaline also acts as a true counter to heroes with escape abilities (or the recipient of mobility sources like Rally.jpg Rally's Rally Compel.jpg Compel or Tablet of Command.jpg Tablet of Command) by forcing them to stay within Adrenaline Death's Halo.jpg Death's Halo.

+ Adrenaline.jpg Adrenaline also has a new playstyle that favours engaging multiple heroes at once, while aiming to catch and trap as many heroes as possible to prevent their escape & give his team an advantage.

+ In the process, Adrenaline.jpg Adrenaline lost his key frustration factors when his opponents were playing against him. These frustration factors include (but are not limited to): True Damage % based on Max Health with no actual counterplay, having too much uptime on his lane harass, and having way too many dashes available at once, gated only by Mana Cost rather than Mana Cost and cooldown.

+ Because of all these changes, Adrenaline.jpg Adrenaline's "energy" mechanic has been removed from the game. It allowed Adrenaline.jpg Adrenaline to have infinite harass in the laning phase & his skills had to be much weaker to compensate for that, and was overall too difficult to properly balance for the scope of the entire game. The "energy" mechanic just does not have a place in HoN where Health Sustain sources are costly to obtain in the laning phase.

Adrenaline.jpg Adrenaline (Reworked)

  • Attack Range changed from 450 to 150.
    • Now considered a Melee hero.
  • Movement Speed increased from 290 to 310.
  • Base Strength increased from 19 to 20.
  • Strength growth per level increased from 1.9 to 2.
  • Agility growth per level reduced from 2.5 to 2.4.
  • Base Intelligence increased from 10 to 18.
  • Intelligence growth per level increased from 1 to 1.5.
  • Model size increased by approximately 30%.

Ability 1: Adrenaline Shard Blast.jpg Shard Blast (Reworked)

Range: 800
Mana Cost: 80/90/100/110
Touch Radius: 90 (110 on tooltip for cast range indicator accuracy)
Cooldown: 4 seconds
  • Target a direction to throw a fast piercing Shard, dealing Magic Damage equal to 80/115/150/185+ 20/30/40/50% of your Agility to enemy units hit (0.75x damage to non-hero units).
  • The Shard applies a base 15% Movement Speed Slow that lasts 2 seconds. Each Shard increases the slow by 5%, stacking up to 1/2/3/4 times.
  • If the Shard hits 2 or more enemy heroes, the cooldown is reduced to 0.6 seconds and 60% of the Mana Cost is refunded.
  • Reduces the cooldown of Adrenaline Rush.jpg Rush by 1.5 seconds for each enemy hero hit.

Ability 2: Adrenaline Rush.jpg Rush (Reworked)

Range: 700
Mana Cost: 70
Cooldown: 14/13/12/11 seconds
  • Target a location to charge towards it, destroying trees and consuming all Adrenaline Rush.jpg Dread Stacks from enemies you pass through and dealing Magic Damage equal to (20 + 10 Magic Damage per Adrenaline Rush.jpg Dread Stacks consumed).
  • Adrenaline.jpg Adrenaline gains 16/24/32/40% Movement Speed for 3 seconds upon dashing through an enemy hero.

Ability 3: Adrenaline Ember Shard.jpg Ember Shard (Reworked)

Mana Cost: 70/80/90/100
Cooldown: 15 seconds
  • Activate to empower your next attack within 4 seconds with your Adrenaline Ember Shard.jpg Ember Shard, cleaving for 100% of your Attack Damage in a 250/300/350/400 radius, and Restrains + tethers affected enemy heroes for the next 1.8/2.2/2.6/3 seconds.
  • If the distance between a tethered enemy hero and Adrenaline.jpg Adrenaline exceeds 750 units, the hero is pulled to Adrenaline.jpg Adrenaline. The enemy hero is Stunned & Restrained while being pulled towards Adrenaline.jpg Adrenaline, then Restrained for 1 second afterwards.
    • Max pull distance of 1000 units.

Ability 4: Adrenaline Death's Halo.jpg Death's Halo (Reworked)

Mana Cost: 100/150/200
Cooldown: 100/90/80 seconds
Radius: 750
  • Activate to spawn Adrenaline Death's Halo.jpg Death's Halo around Adrenaline.jpg Adrenaline for 5/6/7 seconds, surrounding the area with shard walls.
  • All units caught within Adrenaline Death's Halo.jpg Death's Halo cannot escape its area (including teleportation or "blink" skills of any kind).
    • Units who do end up outside of Adrenaline Death's Halo.jpg Death's Halo will be forcefully teleported to a point back inside Adrenaline Death's Halo.jpg Death's Halo within half of this ability's radius.
  • While active, Adrenaline.jpg Adrenaline gains 100% Slow Resistance, 100% Movement Speed, and 6/8/10 Agility and 1 Magic Armor per real hero caught (2x for enemy heroes).
  • Adrenaline.jpg Adrenaline can cancel Adrenaline Death's Halo.jpg Death's Halo prematurely 2 seconds after it is cast.
  • Adrenaline Death's Halo.jpg Death's Halo is destroyed if Adrenaline.jpg Adrenaline dies.
  • Duration of Adrenaline Death's Halo.jpg Death's Halo is reduced by 1 second every time Adrenaline.jpg Adrenaline receives cumulative damage equal to 20% of his Max Health.

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

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 changed from 60% of your current Mana to 33% of your Max Mana.
  • Cooldown increased from 8 seconds to 30 seconds.

  • Blacksmith.jpg Blacksmith is receiving numerous buffs (mentioned later in the patch notes), so the boosted Blacksmith Chaotic Flames.jpg Chaotic Flames ability (Risky Cast) had to be severely limited in its usage, as it was used as a "free" second proc of Blacksmith Fireball.jpg Fireball most of the time with generally unlimited availability.
  • Risky Cast is truly an ultimate-like ability that is worthy of a cooldown appropriate for an ultimate ability.
  • Fear not - Blacksmith.jpg Blacksmith's other buffs in this patch will more than make up for this nerf!


Bramble.jpg Bramble

Bramble Chomp.jpg Chomp!

Staff of the Master.jpg Staff of the Master effect addition (to pre-existing):

  • Cooldown reduced to 3 seconds.


Dampeer.jpg Dampeer

Dampeer Consume.jpg Consume

Staff of the Master.jpg Staff of the Master effect (to pre-existing):

  • Essence loss on death reduced from 4 to 3.


Electrician.jpg Electrician

Electrician Electric Shield.jpg Electric Shield

Staff of the Master.jpg Staff of the Master effect addition (new):

Electrician Cleansing Shock.jpg Cleansing Shock

Staff of the Master.jpg Staff of the Master effect (new):

  • Mana Cost reduced to 0.
  • Also spawns an ally area instance of Electrician Cleansing Shock.jpg Cleansing Shock when targeting an enemy (and an enemy instance of Electrician Cleansing Shock.jpg Cleansing Shock when targeting an ally).
  • Effect radius around the target increased to 700.


Engineer.jpg Engineer

Engineer Energy Field.jpg Energy Field

Staff of the Master.jpg Staff of the Master effect addition (new):

  • Engineer Energy Field.jpg Energy Field can now be thrown up to 800 units away from Engineer.jpg Engineer.
    • Can still be double-activated to cast at your current position instead.
  • Engineer Energy Field.jpg Energy Field now procs its effects on affected enemy units immediately upon spawning.
  • Now also deals 1.5% of the enemy hero's Max Health per second as Magic Damage.

+ Credits to ozilla for his suggestion on the official Heroes of Newerth forums!


Pyromancer.jpg Pyromancer

Pyromancer Blazing Strike.jpg Blazing Strike

Staff of the Master.jpg Staff of the Master effect change (to pre-existing):

  • Magic Damage increased from 650/875/1150 to 750/1000/1250.


Rhapsody.jpg Rhapsody

Rhapsody Protective Melody.jpg Protective Melody

Staff of the Master.jpg Staff of the Master effect change (to pre-existing):


Witch Slayer.jpg Witch Slayer

Witch Slayer Silver Bullet.jpg Silver Bullet

Staff of the Master.jpg Staff of the Master effect change (to pre-existing):

  • Magic Damage increased from 600/800/1025 to 750/925/1100.

Captain's Pick[]

  • The lobby host can now manually designate a team to get the First Ban before the game starts.
  • Number of Rounds in the first Banning Phase increased from 2 to 3.
    • Total number of Hero Bans in the first Banning Phase increased from 4 to 6.
  • Hero Pick alternation method changed.
    • Current method: 1-1-1-1-1-1 (total of 6 picks, 3 per team) for the first Hero Pick Phase, then 1-1-1-1 (total of 4 picks, 2 per team) for the second Hero Pick Phase.
    • New method: 1-2-2 (total of 5 hero picks, 3 for the team that has First Ban and 2 for the other team) for the first Hero Pick Phase, then 2-2-1 (total of 5 picks, 3 for the team did not have First Ban and 2 for the other team) for the second Hero Pick Phase.
  • Base time per Hero Pick Phase increased from 30 seconds to 35 seconds.
  • Second Banning Phase now begins with the team that did not have First Ban at the start of the game.

  • These changes should reduce the advantages of the team that has the first hero pick and gives the team that goes second some opportunity to counter pick in the drafting phase of the game.
  • Overall, these changes allow for increased hero pick diversity in competitive tournaments!


  • Towers: Bonus Attack Damage dealt to heroes changed from 20 to 20 + (1 per game minute elapsed).
  • Heal Output increase mechanic now functions properly with Lifesteal.


  • Now has a base 30% Slow Resistance.
  • Enrage state: now also grants Kongor.jpg Kongor +30% Slow Resistance.
    • These changes only apply for the Legion & Hellbourne Kongors on the Forests of Caldavar ("New") map.
  • Bonus Siege Damage from the 2x Kongor.jpg Kongor Kill state now scales with time:
    • Grows linearly from 20 minutes to 45 minutes.
    • Minimum of 20% bonus Siege Damage, maximum of 60% bonus Siege Damage.

Mid Wars[]

  • Hellbourne ramp that is closest to the Merrick's Rune spawn point has been adjusted to more closely resemble the angle that its Legion-side analog faces Merrick's Rune.
  • Merrick's Rune can no longer be attacked in Mid Wars.
  • Main Base Structure's Health Regeneration per second increased from 20 to 30 (when not damaged by an enemy within the last 10 seconds).


Aluna.jpg Aluna

Aluna Emerald Lightning.jpg Emerald Lightning

  • Attack Speed steal reduced from 50 to 20/30/40/50.
    • The Attack Speed steal with Aluna Emerald Red.jpg Emerald Red's effect remains unchanged.


Arachna.jpg Arachna

Arachna Webbed Shot.jpg Webbed Shot

  • Magic Damage per second increased from 8/16/24/32 to 10/20/30/40.

Arachna Precision.jpg Precision

  • No longer grants True Strike to allies.

  • This change should help Arachna.jpg Arachna be a slightly better lane bully, without bringing back all of the frustration factors associated with the hero.
  • Arachna Precision.jpg Precision's aura effect also overloaded the ability with utility. This effect is now transferred to Flint Beastwood.jpg Flint Beastwood's Flint Beastwood Dead Eye.jpg Dead Eye instead.


Artillery.jpg Artillery

Artillery LRM.jpg LRM

  • No longer deals reduced damage to non-hero units.
  • Artillery.jpg Artillery is now Sighted for 1 second if Artillery LRM.jpg LRM hits an enemy player-controlled unit.

Artillery Precision Targeting Protocols.jpg Special Ammunition

  • Bonus Cast Range on abilities reduced from 200/400/600/800 to 150/300/450/600.
  • Movement Speed Slow applied by abilities changed from 15% to 13/16/19/22%.

  • Artillery.jpg Artillery's premise for being a long range hero has been one of the main causes of the frustration in playing against the hero.
  • Artillery.jpg Artillery was buffed in certain areas, while simultaneously reducing his max spell Cast Range values slightly until there is more time to properly address his hero design more thoroughly.


Blacksmith.jpg Blacksmith

Blacksmith Flaming Hammer.jpg Flaming Hammer

  • Duration changed from 7.5 seconds to 5/6/7/8 seconds.
  • Magic Damage per second rescaled from 10/20/30/40 to 20/25/30/35.
    • Overall Magic Damage dealt (before factoring in the negative Magic Armor from this ability) changed from 75/150/225/300 to 100/150/210/280.

Blacksmith Frenzy.jpg Frenzy

  • Now grants an additional 10% Movement Speed for self.
  • Now grants an additional 10/15/20/25 Attack Speed for self.

Blacksmith Chaotic Flames.jpg Chaotic Flames

  • Chance for a strict 1x Multicast (i.e. no Multicast) reduced from 75/60/40% to 70/45/30%.
  • Chance for a strict 2x Multicast increased from 25/20/30% to 30/35/35%.
  • Chance for a strict 3x Multicast increased from 0/20/15% to 0/20/20%.
  • Chance for a strict 4x Multicast remains unchanged at 0/0/15%.
    • Overall long-term average Multicast multiplier increased from 2.05x to 2.2x.
    • For Level 3 Blacksmith Chaotic Flames.jpg Chaotic Flames, average damage distribution for 1x/2x/3x/4x changed from approximately 20/29/22/29% to 14/32/27/27%, respectively.

  • These changes to Blacksmith.jpg Blacksmith should considerably bolster his early game performance, giving him more early game reliability, roaming power and laning power (and thus, increasing his competitive viability).
  • Additionally, these changes even open up other laning options and more dynamic roles for Blacksmith depending on how the game is going.
  • The changes to Blacksmith Chaotic Flames.jpg Chaotic Flames resulted in a more normalized damage distribution while keeping the chance mechanic/flavour on Blacksmith.jpg Blacksmith, and also reduced the likelihood of getting only a 1x Multicast when Blacksmith Chaotic Flames.jpg Chaotic Flames is at max level.
  • Credits to MacroHard for assistance with the mathematics!


Bramble.jpg Bramble

Bramble Spore Breath.jpg Spore Breath

  • Now heals Bramble.jpg Bramble for 0.5x the Magic Damage dealt to an enemy hero.
    • Overhealing will grant Bramble.jpg Bramble a Shield state for 5 seconds. Max Shield Health of 400. Shield states are shared between abilities.

Bramble Chomp.jpg Chomp!

  • Cooldown reduced from 12/10/8/6 seconds to 11/9/7/5 seconds.
  • Now heals Bramble.jpg Bramble for 0.5x the bonus Magic Damage dealt by this ability.
    • Overhealing will grant Bramble.jpg Bramble a shield state for 5 seconds. Max Shield Health of 400. Shield states are shared between abilities.

  • These changes should allow Bramble.jpg Bramble to remain more durable in the front lines and allow Bramble Rejuvenating Growth.jpg Ensnaring Shrubbery to be used on allies (instead of herself) more frequently.


Calamity.jpg Calamity

Calamity Dragon's Path.jpg Dragon's Path

  • Mana Cost increased from 40 to 45/50/55/60.


Dampeer.jpg Dampeer

Dampeer Consume.jpg Consume

  • Upon death, Essence count now goes to minimum of 1 if he has more than 1 Essence Count.
    • Dampeer.jpg Dampeer still loses his Essence if he only had 1 Essence before death.


Demented Shaman.jpg Demented Shaman

Demented Shaman Entangle.jpg Entangle

  • Base Movement Speed Slow increased from 40% to 55%.
  • Movement Speed Slow rescaled from 40/60/80/100% to 55/70/85/100%.
  • Stun duration rescaled from 0/0.4/0.8/1.2 seconds to 0.3/0.6/0.9/1.2 seconds.

Demented Shaman Unbreakable.jpg Unbreakable

  • Mana Cost reduced from 150 to 100/110/120/130.

  • These changes help Demented Shaman.jpg Demented Shaman a little bit more when played as a primary support.


Draconis.jpg Draconis

Draconis Draconic Defense.jpg Draconic Defense

  • Damage Reduction for Draconis reduced from 15/30/45/60% to 15/20/25/30%.
  • Damage Reduction for ally buildings increased from 15/30/45/60% to 30/40/50/60%.


Drunken Master.jpg Drunken Master

Drunken Master Stagger.jpg Stagger

  • Movement Speed bonus increased from 5/10/15/20 to 15/20/25/30.

Drunken Master Magic Brew.jpg Drink

  • Cooldown reduction of Drunken Master Lunge.jpg Lunge and Drunken Master Stagger.jpg Stagger increased from 0.25 seconds to 0.5 seconds per 0.25 seconds channeled.
    • Max cooldown reduction for Drunken Master Lunge.jpg Lunge and Drunken Master Stagger.jpg Stagger increased from 2 seconds to 4 seconds (if the skill was channeled for the full duration).
  • Mana Cost reduced from 50 to 20.
  • Healing from the natural expiration of a Drunk Charge increased from 5 Health to 6 Health.
  • Extra Movement Speed Slow granted to Drunken Master Lunge.jpg Lunge increased from 20% to 30%.
  • Extra Movement Speed granted to Drunken Master Stagger.jpg Stagger increased from 30 to 50.
  • Now gains 10 Drunk Charges upon obtaining a Kill or an Assist on a real enemy hero.


Empath.jpg Empath

Empath Illusory Veil.jpg Illusory Veil

  • Duration increased from 3 seconds to 3/3.4/3.8/4.2 seconds.
  • Magic Damage per second reduced from 30/45/60/75 to 30/40/50/60.

Empath Synergy.jpg Synergy

  • Percentage-based Health Regeneration increased from 0.05/0.1/0.15/0.2% to 0.1/0.2/0.3/0.4% of your Max Health per second.


Engineer.jpg Engineer

  • Base Strength reduced from 22 to 20.

Engineer The Keg.jpg The Keg

  • Magic Damage changed from 110/160/205/240 to 90/150/210/270.

Engineer Steam Turret.jpg Steam Turret

  • Movement Speed Slow per charge changed from 3.5% to 2.5/3/3.5/4%.
    • Max Movement Speed Slow changed from 35% to 25/30/35/40%.
  • Push distance per bullet hit increased from 10/15/20/25 to 15/25/35/45.
  • Magic Damage per bullet changed from 10/18/26/34 to 14/18/22/26.
    • Max Potential Damage changed from 100/180/260/340 to 140/180/220/260 (though the realistic damage from this ability is pitiful due to how the mechanics work).

  • In practical situations, heroes only get hit by maybe 6-12 bullets, not 50. Engineer Steam Turret.jpg Steam Turret was never really used for its damage anyway and was more used for its zoning properties.
  • Furthermore, the damage has been shifted more towards Engineer The Keg.jpg The Keg as it is a skillshot that should yield high rewards, while Engineer Steam Turret.jpg Steam Turret should remain more focused as a utility spell.
  • In fact, Engineer Steam Turret.jpg Steam Turret's push effect is now much more formidable compared to before & has gained a big overall net buff in terms of utility.

Engineer Spider Mines.jpg Spider Mines

  • Now automatically detonate upon their initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x Magic Damage when detonated in this manner.
  • Can now only be detonated manually once they have successfully been planted.
  • Cooldown reduced from 8 seconds to 6.5 seconds.
  • Max number of Engineer Spider Mines.jpg Spider Mines placed on the map at once reduced from 6 to 3/3/4/5.
  • No longer has a stacking limit mechanic.

  • The Magic Damage on Engineer Spider Mines.jpg Spider Mines has been reduced when used as an on-demand nuke so that the ability is less of a stellar reliable ranged nuke compared to other support heroes.
  • Engineer.jpg Engineer had way more damage than other support heroes prior to these changes (he is secretly a hero with 3 nukes), so these changes put him on a more even power level relative to other support heroes, while frontloading more of the Magic Damage on Engineer The Keg.jpg The Keg (a skillshot) instead.
  • The overall changes here should let Engineer.jpg Engineer have a smoother distribution of Magic Damage between his abilities & over time, rather than having him get all the meaningful Magic Damage in a reliable manner only through Engineer Spider Mines.jpg Spider Mines.
  • With the changes to the max number of Engineer Spider Mines.jpg Spider Mines placed at once, there is no need for a stack limit mechanic any longer. By the time Engineer.jpg Engineer maxes out Engineer Spider Mines.jpg Spider Mines, there is a small time window where 5 Engineer Spider Mines.jpg Spider Mines can 1-shot an enemy hero, but this still needs considerable setup time & takes away from potential scouting uses for said time period. Once this short time period passes by, Engineer.jpg Engineer should use Engineer Spider Mines.jpg Spider Mines as a scouting tool and an on-demand nuke when it comes down to practical usage.
  • The changes to the detonate mechanic removes a great discrepancy between lower & mid skill level brackets vs. high skill brackets in terms of hero performance statistics, so it should be much easier to appropriately balance Engineer.jpg Engineer for all skill brackets from this time onward.
  • Overall, Engineer.jpg Engineer is now more in line with the damage progression of a ganker/nuker, while having support-like utility once he gets access to Engineer Energy Field.jpg Energy Field and higher levels of Engineer Steam Turret.jpg Steam Turret.


Flint Beastwood.jpg Flint Beastwood

Flint Beastwood Hollowpoint Shells.jpg Hollowpoint Shells

  • Bonus Physical Damage increased from 15/30/45/60 to 20/40/60/80.

Flint Beastwood Dead Eye.jpg Dead Eye

  • Now grants allies within 900 radius a 25/50/75/100% chance to gain True Strike.
    • Level 4 of the ability is considered to grant True Strike.


Gauntlet.jpg Gauntlet

Gauntlet Gauntlet Blast.jpg Gauntlet Blast

  • Target scheme changed from Physical to SuperiorMagic.


Geomancer.jpg Geomancer

Geomancer Earth's Grasp.jpg Earth's Grasp

  • Magic Damage per proc increased from 30/35/40/45 to 35/40/45/50.

Geomancer Geo Stalk.jpg Geo Stalk

  • Radius increased from 1200/1500/180/2100 to 1200/1800/2400/3000.

  • Slight number tweaks to increase Geomancer.jpg Geomancer's niche, while not making him too obnoxious to deal with in the laning phase.


Glacius.jpg Glacius

  • Intelligence gain per level increased from 2.9 to 3.0.

Glacius Tundra Blast.jpg Tundra Blast

  • Magic Damage changed from 110/150/180/210 to 110/170/190/210.

Glacius Ice Imprisonment.jpg Ice Imprisonment

  • Cast Range increased from 500 to 550.
  • Mana Cost increased from 120/130/140/150 to 130/140/150/160.
  • Magic Damage per second increased from 70 to 90.
    • Max Magic Damage dealt by this ability increased from 105/140/175/210 to 135/180/225/270.

  • Glacius.jpg Glacius' early game is now even more powerful, at the cost of slightly increased mana consumption.
  • The hero has basic core fundamentals, mechanics and function, and competitively it is difficult to find reasons to pick him over other heroes.
  • The increased early game viability coupled with the Glacius Chilling Presence.jpg Chilling Presence changes in the previous patch should make him competitively viable.


Grinex.jpg Grinex

Grinex Rift Stalk.jpg Rift Stalk

  • Armor debuff value changed from -0.8 Armor to -0.4 Armor.


Klanx.jpg Klanx

Klanx B.A.N.G..jpg B.A.N.G.

  • Enemies facing the flashbang now also receive a 15/20/25/30% Miss Chance for the duration.
  • State duration reduced from 3 seconds to 1.5 seconds.
    • Tapering Movement Speed now tapers off a bit more slowly to compensate for the reduced slow duration.

  • This minor change gives Klanx a little bit more relevance & niche as a hero pick.


Lord Salforis.jpg Lord Salforis

Lord Salforis Life Tap.jpg Life Tap

  • Lifesteal reduced from 70/80/90/100% to 55/70/85/100%.

  • This small change should make Lord Salforis.jpg Lord Salforis slightly less snowbally & slightly easier to deal with in the laning phase.


Magebane.jpg Magebane

Magebane Mana Combustion.jpg Mana Combustion

  • Base Mana Burn value increased from 6/12/18/24 to 15/20/25/30.

  • A small buff to make Magebane.jpg Magebane more relevant during the laning phase.


The Madman.jpg The Madman

The Madman Stalk.jpg Stalk

  • Mana Cost reduced from 70 to 60.

The Madman Barrel Roll.jpg Barrel Roll

  • Magic Damage increased from 100/160/220/280 to 100/165/230/295.

  • The Madman.jpg The Madman was overnerfed in the previous patches. These changes should rebolster his early game while still toning down his late game.


Monarch.jpg Monarch

Monarch Crippling Pollen.jpg Crippling Pollen

  • Projectile speed increased from 1000 to 1400 units per second.

  • Monarch Crippling Pollen.jpg Crippling Pollen was simply way too slow in today's meta. It is no longer as easily disjointable compared to before after receiving this change.


Monkey King.jpg Monkey King

Monkey King Illusive Dash.jpg Illusive Dash

  • The second dash will no longer automatically trigger when the timer expires naturally.

Monkey King Heavenly Vault.jpg Heavenly Vault

  • Projectile speed for the initial jump on Monkey King Heavenly Vault.jpg Heavenly Vault (before impacting the enemy) increased from 1000 to 1200.
  • Projectile lifetime (before Monkey King.jpg Monkey King lands, after Vaulting off the enemy) reduced from 0.6 seconds to 0.4 seconds.

  • These changes should allow Monkey King.jpg Monkey King to minimize unwanted interactions & allow him to land slightly faster to enable him to autoattack foes sooner.


Moraxus.jpg Moraxus

Moraxus More Axes.jpg More Axes

  • Max charges increased from 1/2/3/4 to 2/3/4/5.
  • Cooldown reduced from 1.5 seconds to 1.25 seconds.

  • Moraxus.jpg Moraxus is pretty dependent on doing well in his lane to maintain relevance throughout the game. Having even Moraxus More Axes.jpg More Axes (pun) available to him should help him maintain his relevance in the early/mid game.


Nitro.jpg Nitro

Nitro Ballistic.jpg Ballistic

  • Damage reduced from 10/16/22/28 to 6/12/18/24.
  • Mana Cost increased from 10 to 15.

Nitro HEAT Round.jpg Blast Off

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

  • Nitro.jpg Nitro was a little bit too powerful when soloing the middle lane. These changes should make laning against her a little more bearable.


Oogie.jpg Oogie

Oogie Kindled Fury.jpg Kindled Fury

  • Cooldown increased from 7.5 seconds to 8 seconds.


Pebbles.jpg Pebbles

  • Base Intelligence reduced from 18 to 16.

Pebbles Stalagmites.jpg Stalagmites

  • Cooldown increased from 20/18/16/14 seconds to 21/19/17/15 seconds.

Pebbles Chuck.jpg Chuck

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

  • Pebbles.jpg Pebbles now regains a bit of his legacy laning phase weakness of having a limited mana pool. He can still cast both Pebbles Stalagmites.jpg Stalagmites and Pebbles Chuck.jpg Chuck without boosting his Mana Pool in the laning phase, but his mana pool will be nearly empty if he does this.
  • Pebbles Chuck.jpg Chuck's cooldown has also been slightly increased to slightly reduce the frequency of harassing his lane opponent with just Pebbles Chuck.jpg Chuck.


Prophet.jpg Prophet

Prophet Raven Form.jpg Invigorate

  • Heal increased from 75/100/125/150 to 80/120/140/160.

Prophet Shared Fate.jpg Shared Fate

  • Cooldown reduced from 120/105/90 seconds to 90/80/70 seconds.

  • These changes should help Prophet.jpg Prophet more when played as a primary support hero.


Puppet Master.jpg Puppet Master

Puppet Master Puppeteer's Hold.jpg Puppeteer's Hold

  • Mana Cost reduced from 110/130/150/170 to 100/115/130/145.

Puppet Master Puppet Show.jpg Puppet Show

  • Mana Cost reduced from 125/140/155/170 to 115/130/145/160.

Puppet Master Whiplash.jpg Whiplash

  • Now also passively grants 10/20/30/40 Attack Speed.

Puppet Master Voodoo Puppet.jpg Voodoo Puppet

  • Leash Range reduced from 1500 to 1000.
  • Puppet Master Voodoo Puppet.jpg Voodoo Puppet's Max Health reduced from 500/750/1000 to 500/700/900.

  • These changes make Puppet Master.jpg Puppet Master just a tad less burst-oriented, while increasing his overall damage output over time and improving the availability of his spells.


Pyromancer.jpg Pyromancer

  • Starting Attack Damage increased from 43-49 to 46-50.

Pyromancer Dragonfire.jpg Dragonfire

  • Magic Damage increased from 80/120/160/200 to 80/130/180/230.
  • Cooldown reduced from 10 seconds to 8 seconds.

Pyromancer Blazing Strike.jpg Blazing Strike

  • Magic Damage increased from 450/650/850 to 450/725/1000.

  • Pyromancer.jpg Pyromancer has been underperforming ever since the game's power level has been readjusted to be more reasonable. His scaling towards late-game and the availability of Pyromancer Dragonfire.jpg Dragonfire has been improved to help with this.


Qi.jpg Qi

Qi Enlightenment.jpg Enlightenment

  • Mana Cost to reposition his Qi A Thousand Cuts.jpg Spirit Shredder reduced from 50 to 25.
  • SuperiorMagic Damage per second dealt increased from 20/35/50/65/80% to 20/40/60/80/100% of an enemy hero's Extra Autoattack Damage per Second (DPS).
  • Placement cooldown while Qi A Thousand Cuts.jpg Spirit Shredder is active reduced from 4 seconds to 4/3.5/3/2.5/2 seconds.

  • The increased damage change should amplify Qi.jpg Qi's niche against strong autoattacking heroes without affecting his performance too much against heroes that have less items.
  • The extra ease of repositioning the Qi A Thousand Cuts.jpg Spirit Shredder around will make Qi.jpg Qi more flexible in Qi A Thousand Cuts.jpg Spirit Shredder usage and placement as well.


Rampage.jpg Rampage

Ability 4: Rampage The Chains That Bind.jpg The Chains That Bind (Reworked)

Range: 200
Mana Cost: 150/200/250
Cooldown: 100/85/70 seconds
  • Binds the target to Rampage.jpg Rampage for 2.5/3/3.5 seconds and drags the target behind Rampage.jpg Rampage as he moves.
  • The dragged target will take 25/35/45% of the distance they are dragged in Physical Damage.
  • If Rampage.jpg Rampage and the dragged target gets separated by more than 600 units, the chains are broken.

  • Rampage.jpg Rampage's Rampage Greater Rhino.jpg Greater Rhino lacked uniqueness and function when compared to other heroes.
  • By giving Rampage.jpg Rampage one of his iconic abilities back, he can once again controllably reposition a foe against their will.


Rhapsody.jpg Rhapsody

  • Attack Range increased from 550 to 600.

Rhapsody Disco Inferno.jpg Disco Inferno

  • Enemies take 0.75x damage while they are moving on the Dance Floor (instead of taking no damage).
  • Allies heal for 1.25x more while they are moving on the Dance Floor (instead of receiving no healing).
  • Heal per second changed from 15/25/35/45 to 13/22/31/40.
  • Rhapsody.jpg Rhapsody now has the option of attaching Rhapsody Disco Inferno.jpg Disco Inferno to herself by pressing the ability hotkey for Rhapsody Arcane Hymn.jpg Arcane Hymn (hotkey "E" by default).

Arcane Hymn

  • Rhapsody.jpg Rhapsody has been falling behind in the meta as other supports proved to be more versatile and reliable than her, so her abilities have been adjusted to compensate for that.
  • Rhapsody Disco Inferno.jpg Disco Inferno has a new option that properly rewards movement with Rhapsody.jpg Rhapsody & heroes in general, should the player choose to use that option.
  • Note that Rhapsody Arcane Hymn.jpg Arcane Hymn's aura radius will no longer match Rhapsody Protective Melody.jpg Protective Melody's radius. You will have to have more spatial awareness to know when Rhapsody Protective Melody.jpg Protective Melody will affect an ally!


Sapphire.jpg Sapphire

Sapphire Unstable Shard.jpg Unstable Shard

  • Shard Duration reduced from 10 seconds to 7 seconds.
  • Cooldown reduced from 20 seconds to 17 seconds.

Sapphire Crystallize.jpg Crystallize

  • Cast action time reduced from 1 second to 0.8 seconds.


Shadowblade.jpg Shadowblade

  • Base Strength, Agility and Intelligence increased from 18 to 25.
  • Strength, Agility and Intelligence growth per level reduced from 2.5 to 1.5.
  • Starting Attack Damage readjusted from 50-53 to 55-58.

Shadowblade Gargantuan's Blast.jpg Gargantuan's Blast

  • Bonus Armor increased from 0.75/1.5/2.25/3 to 3/6/9/12.
  • Bonus Magic Armor increased from 0.75/1.5/2.25/3 to 1/2/3/4.
    • The bonus Armor and Magic Armor now only lasts for 3.5 seconds after entering Gargantuan Form (instead of lasting for the full duration of Gargantuan Form).
    • The bonus Strength still persists for the full duration of Gargantuan Form.

Shadowblade Feint's Siphon.jpg Feint's Siphon

  • Now only steals Attack Damage when used against enemy player-controlled units.

  • Shadowblade.jpg Shadowblade had many frustration factors, and most of them stem from the long defensive bonuses from Gargantuan Form throughout the entire duration.
  • Buffing the Armor & Magic Armor bonus substantially while reducing the duration means that the player only gains the mass Armor/Magic Armor bonuses for a brief duration when using Shadowblade Gargantuan's Blast.jpg Gargantuan's Blast to damage & slow enemies.
  • Shadowblade Feint's Siphon.jpg Feint's Siphon no longer steals Attack Damage to avoid him speed farming neutrals when he obtains a Runed Cleaver.jpg Runed Cleaver.
  • Ideally, Shadowblade.jpg Shadowblade should be a more true jack-of-all-trades hero, so his base stats have been substantially increased to bolster his early game performance, at the cost of his scaling (and thus, his carry capability) in the mid/late game.
  • Shadowblade.jpg Shadowblade should now perform much better as a semi-carry jack-of-all-trades hero, even in the laning phase (where his starting Attack Damage has been considerably increased, particularly in Shadowblade Soul's Sight.jpg Soul's Sight form). Because of this change, he can be played as a support hero too!


Shellshock.jpg Shellshock

Shellshock Rolling Thunder.jpg Rolling Thunder

  • Now allows you to cancel the roll by activating the ability again (without the need to have Staff of the Master.jpg Staff of the Master).
  • Allies can no longer enter Shellshock Rolling Thunder.jpg Rolling Thunder if they are Stunned or Rooted.


Skrap.jpg Skrap

Skrap Unleash Vorax.jpg Unleash Vorax

  • Now gains 2 Attack Damage, 0.3 Armor and 20 Max Health per game minute elapsed when spawned.

  • These changes should help Vorax.jpg Vorax maintain relevance throughout the game as time passes by.


Wildsoul.jpg Wildsoul

Wildsoul Bear Form.jpg Bear Form

  • Now has a cooldown of 1 second once Wildsoul.jpg Wildsoul finishes morphing into Wildsoul Bear Form.jpg Bear Form (reverting forms does not trigger the cooldown).
  • Now has a Mana Cost of 20.

  • These changes are not intended to be nerfs, but rather to implement a mechanism to deter players from endlessly spamming the visual/sound effects.


Witch Slayer.jpg Witch Slayer

Witch Slayer Graveyard.jpg Graveyard

  • Magic Damage changed from 80/140/200/260 to 100/160/210/260.

Witch Slayer Silver Bullet.jpg Silver Bullet

  • Magic Damage increased from 500/650/850 to 650/750/850.
  • Cooldown changed from 105/80/55 seconds to 120/85/50 seconds.

  • Witch Slayer.jpg Witch Slayer is now more differentiated from Pyromancer.jpg Pyromancer with a much higher early game damage on Witch Slayer Silver Bullet.jpg Silver Bullet (at the cost of an increased cooldown).
  • These changes also increase Witch Slayer.jpg Witch Slayer's power when played as a support hero to be more comparable to other supports, while still not taking away his niche option to solo the middle lane (depending on the matchup) for a quick Portal Key.jpg Portal Key to control the game's tempo.


Xemplar.jpg Xemplar

Xemplar Fractal Field.jpg Fractal Field

  • Now only triggers on illusions within 900 radius of Xemplar.

Xemplar Wall of Mirrors.jpg Wall of Mirrors

  • Magic Damage increased from 30/60/90/120 to 60/90/120/150.
  • Each subsequent dash from the same cast instance after the third dash deals 0.7x Damage of the previous dash.

Xemplar Schism.jpg Schism

  • For the first 5 seconds, the Xemplar Schism.jpg Schism illusions now only receive 66% of the damage they would normally receive (i.e. the same damage they would receive as if they were a regular hero).

  • Arcane Bomb.jpg Arcane Bomb is intended to counter illusion heroes, but Xemplar.jpg Xemplar relies on his illusions quite a bit.
  • By making his Xemplar Schism.jpg Schism illusions less vulnerable to being killed right away, Xemplar.jpg Xemplar should be able to output his damage more reliably before his Xemplar Schism.jpg Schism illusions die.


New Item: Pegasus Boots.jpg Pegasus Boots

  • Buildup: Post Haste.jpg Post Haste (2500 Gold.png) + Recipe (2000 Gold.png) = 4500 Gold.png Gold Total
  • Has the same properties as Post Haste.jpg Post Haste, with the following changes:
    Allows the user to also teleport to real ally heroes.
    Teleport target will not be disabled while the channel effect is happening.
    The teleport effect still cancels if the target hero dies before the channel ends.
    Base Movement Speed increased from 105 to 125.
    Max out-of-combat movement speed reduced from 45 to 35.

  • This item is meant to be a luxury upgrade from Post Haste.jpg Post Haste, allowing a hero to teleport to another ally hero for global ganks and pushes without relying on the presence of a creep wave or ally creep.

Armor of the Mad Mage.jpg Armor of the Mad Mage (Reworked)

  • New buildup: Luminous Prism.jpg Luminous Prism (1500 Gold.png) + Helm of the Victim.jpg Helm of the Victim (900 Gold.png) + Recipe (800 Gold.png) = 3200 Gold.png Total
  • Passive bonuses: 8 Armor, 5 Health Regeneration per second, 18 Intelligence
  • Passively applies -3 Magic Armor to enemies within 900 radius.
  • Active: activate to grant yourself 20 Armor that tapers off over 6 seconds.
    Mana Cost: 75
    Cooldown: 45 seconds

  • Armor of the Mad Mage.jpg Armor of the Mad Mage got its price point reduced so that it is a more viable midgame item that amplifies Magic Damage for the team while being near the middle of the teamfight.
  • As a result, its benefits were also slightly nerfed from before (and also had its self-purge effect removed).
  • However, its new buildup makes it easier to obtain & also grants some viable early Armor & Health Regeneration sustain. It is also no longer considered an item that uses an Activation Modifier.


Support-based Items

Nome's Wisdom.jpg Nome's Wisdom

  • Magic Armor granted by the aura reduced from 3 to 2.
    • Magic Armor to self increased from 2 to 3.
  • Armor granted by the aura reduced from 3 to 2.
  • Max Shield Health reduced from 500 to 300.
  • Shield duration reduced from 10 seconds to 7 seconds.
  • Adrenaline.jpg Adrenaline no longer receives a penalty for this item's shield/heal mechanic (as the hero has been reworked such that it is unable to abuse this mechanic like before).

  • Nome's Wisdom.jpg Nome's Wisdom was granting a little too much value for its price point and enabled deathball compositions a little too much. The changes should make it less of an all-around good item, while ensuring that it still gives a substantial increase in Magic Armor for the team.

Ophelia's Pact.jpg Ophelia's Pact

  • Cost reduced from 100 Gold.png to 80 Gold.png.
  • Can now be purchased at the Observatory.
  • Can now be placed in a Consumable Slot.

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

  • State linger duration after getting out of range increased from 10 seconds to 12 seconds.

Ring of the Teacher.jpg Ring of the Teacher

  • Now requires a 50 Gold.png recipe.

Stormspirit.jpg Stormspirit

  • No longer has Scarab.jpg Scarab in its buildup.
    • Mana Regeneration bonus reduced from 150% to 125%.
  • Now has Wind Whistle.jpg Wind Whistle in its buildup instead.
  • Now has a 100 Gold.png Recipe.
    • Total Cost reduced from 2675 Gold.png to 2650 Gold.png.
    • Can no longer be disassembled.

  • Just a minor component change, since Stormspirit.jpg Stormspirit already grants increased Movement Speed.
  • Wind Whistle.jpg Wind Whistle is now a viable early game item for support heroes to take if they plan on building Stormspirit.jpg Stormspirit!


Lightning Item Changes

Thunderclaw.jpg Thunderclaw

  • Area Magic Damage on proc reduced from 90 to 85.

Hypercrown.jpg Hypercrown

  • Attack Speed increased from 80 to 90.
    • The Attack Speed for Hypercrown.jpg Hypercrown previously did not add up to the Attack Speed bonus granted by its parts (at the minimum). This has been corrected.
  • Recipe Cost increased from 800 Gold.png to 1000 Gold.png.
    • Total Cost increased from 5600 Gold.png to 5800 Gold.png.
  • Active ability can now only target ally heroes.

  • Farming items that actually have an upgrade should be expensive, as farming items are normally obtained for the purposes of farming & not to substantially increase your actual hero combat ability.
  • Furthermore, the active ability was used to accelerate farm in a split pushing manner, and was just doing too much. As a result, Thunderclaw.jpg Thunderclaw and Hypercrown.jpg Hypercrown have received these minor (but important) changes so that their power and intention more closely match their Gold costs.


Lifesteal Item Changes

Elder Parasite.jpg Elder Parasite

  • Now also passively grants +10 Attack Damage.
  • Passive Attack Speed bonus increased from 15 to 20.
  • Damage Amplification for damage received for the active state reduced from 15% to 12%.
  • Attack Speed bonus for the active state increased from 85 to 90.

  • Elder Parasite.jpg Elder Parasite has been changed to be slightly more appealing to pick up as a midgame item that gives a burst of Attack Speed when required.

Whispering Helm.jpg Whispering Helm

  • +10 Attack Damage bonus removed.
  • Whispering Helm.jpg Whispering Helm is still way too good at enabling carries to stack easily.
  • As the +10 Attack Damage came out of nowhere & Whispering Helm.jpg Whispering Helm does not need to be any better at bolstering the hero's combat ability, it has been removed from the item.

Symbol of Rage.jpg Symbol of Rage

  • Cooldown increased from 35 seconds to 50 seconds.
  • Attack Damage bonus reduced from 20 to 10.


Icebrand.jpg Icebrand Item Line Changes & Frostfield Plate.jpg Frostfield Plate Changes

Icebrand.jpg Icebrand

  • Movement Speed Slow increased from 15% to 20% for Melee wielders.

Frostburn.jpg Frostburn and Frozen Light.jpg Frozen Light

  • Movement Speed Slow increased from 25% to 30% for Melee wielders.

Dawnbringer.jpg Dawnbringer

  • Movement Speed Slow increased from 35% to 40% for Melee wielders.

Frostwolf's Skull.jpg Frostwolf's Skull

  • No longer passively applies an Attack Speed Slow to affected enemy units.
  • Active mechanics reworked: activating it once will spawn 2 Scouting Frost Wolves that seek out the nearest enemy heroes within radius, Sighting and Revealing them and applying a 20% Movement Speed Slow for 3 seconds.
    Radius: 5000
    Mana Cost: 25
    Cooldown: 50 seconds
  • After activating it this way, can activate again within the next 50 seconds to send Dire Frost Wolves to impact nearby enemy player-controlled units, dealing 100 Magic Damage and applying a 50% Movement Speed Slow to enemies in radius for 4 seconds.
    Radius: 800
    Mana Cost: 0
    Cooldown: 30 seconds if the net cooldown is less than 30 seconds once the Scouting Frost Wolves have been sent out.

  • Frostwolf's Skull.jpg Frostwolf's Skull is now more differentiated from Frostfield Plate.jpg Frostfield Plate with a different active effect, as well as having a heavier focus on Movement Speed Slow.
  • Its scouting utility is a unique effect in the item pool, while still granting the same in-combat usage without directly tying it to the scouting part of the item.
  • Shoutout & thanks to Whyzozerious for the amazing visual effects on the Frost Wolves!

Frostfield Plate.jpg Frostfield Plate

  • Strength bonus reduced from 6 to 3.
  • Agility bonus reduced from 6 to 3.
  • Armor reduced from 15 to 14.
  • Attack Speed Slow Aura magnitude reduced from 20% to 10%.
  • Active state's Movement Speed Slow reduced from 50% to 20%.
  • Active state now also applies a 30% Attack Speed Slow (stacking additively with the aura's Attack Speed Slow).

  • Frostfield Plate.jpg Frostfield Plate is now much more focused on a heavy Attack Speed Slow on its active ability, at the cost of having less effective passive bonuses and a weaker Movement Speed Slow on the active state.
  • As a result, Frostfield Plate.jpg Frostfield Plate's usage and purpose is now even more differentiated from Frostwolf's Skull.jpg Frostwolf's Skull.


Lightbrand.jpg Lightbrand Item Line Changes

Lightbrand.jpg Lightbrand, Frozen Light.jpg Frozen Light, Searing Light.jpg Searing Light, Dawnbringer.jpg Dawnbringer, Grimoire of Power.jpg Grimoire of Power

  • Searing effect is now also applied by non-Returned, non-DoT Damage.

Lightbrand.jpg Lightbrand

  • Now also grants 6% non-DoT Magic Damage Lifesteal (2% against non-hero units).

Frozen Light.jpg Frozen Light and Searing Light.jpg Searing Light

  • Now also grants 10% non-DoT Magic Damage Lifesteal (3% against non-hero units).

Dawnbringer.jpg Dawnbringer

  • Now also grants 15% non-DoT Magic Damage Lifesteal (5% against non-hero units).
  • Searing effect's Magic Damage per second per charge increased from 16 to 18.

Grimoire of Power.jpg Grimoire of Power

  • Recipe Cost reduced from 800 Gold.png to 700 Gold.png.
    • Total Cost reduced from 5100 Gold.png to 5000 Gold.png.
  • Magic Damage Lifesteal no longer applies on Magic DoT effects.
  • Non-DoT Magic Damage Lifesteal increased from 15% to 20% (7% against non-hero units).
  • Ravenor.jpg Ravenor no longer receives a penalty for this item's non-DoT Magic Damage Lifesteal.
  • Active effect completely reworked:
    • Activate to instantly dispel Debuffs and Stuns on self, and grant 100% Debuff and Stun Duration reduction for the next 1 second. Note that this will not protect you from continuous area effects (such as Chronos.jpg Chronos' Chronos Chronofield.jpg Chronofield) or blue-bordered states like Succubus.jpg Succubus Succubus Cursed Embrace.jpg Cursed Embrace.
    • Grimoire of Power.jpg Grimoire of Power can be activated even while Stunned or Perplexed.
    Cooldown: 70 seconds
    Mana Cost: 100

  • Grimoire of Power.jpg Grimoire of Power's previous active effect (increased Magic Lifesteal) was too specific to heroes & it was hard to take advantage of that mechanic if you enter a battle at close to full HP & you need to use your important spells as soon as possible.
  • The item's active effect has been completely reworked to be more suitable for heroes that want to ensure their important spells/item usage go off even if they are caught by surprise (so long as they are not bursted down before having a chance to react).
  • This new effect is powerful enough such that it is generally usable on all heroes, but will benefit heroes with key abilities & items more often. The duration is short enough such that there is counterplay.
  • Finally, the Lightbrand.jpg Lightbrand item line now only works on non-DoT Magic Damage sources. This is due to some effects (like Mock of Brilliance.jpg Mock of Brilliance) synergizing too well with a cheap item like Lightbrand.jpg Lightbrand.


Ward Changes

Ward of Revelation.jpg Ward of Revelation

  • Reveal radius increased from 800 to 850.
    • The "clearvision" initial reveal radius has been increased from 400 to 425.

Ward of Sight.jpg Ward of Sight

  • Vision radius increased from 1600 to 1700.

  • This change was partially done to address the issues with vision regarding the bottom rune.


Other Item Changes

Arcane Bomb.jpg Arcane Bomb

  • Damage mechanic against illusions changed from Direct Health Removal to True Damage.
    • This should not make a difference in most circumstances & primarily only makes a difference against Xemplar.jpg Xemplar's Xemplar Schism.jpg Schism illusions.

Barbed Armor.jpg Barbed Armor

  • Returned Damage is now based on pre-mitigation damage (rather than post-mitigation damage).
  • Returned Damage reduced from 80% to 65% of the pre-mitigation damage received.

Barrier Idol.jpg Barrier Idol

  • Component change in buildup: Major Totem.jpg Major Totem (540 Gold) is now replaced with a Trinket of Restoration.jpg Trinket of Restoration (350 Gold).
  • Recipe Cost increased from 1060 Gold.png to 1250 Gold.png.
    • Overall Cost remains the same at 3650 Gold.png.
  • As a result of the component changes, no longer grants +5 Strength, Agility or Intelligence.
  • Passive bonus Health Regeneration per second increased from 10 to 12.

Geometer's Bane.jpg Geometer's Bane

  • Recipe Cost increased from 800 Gold.png to 900 Gold.png.
    • Total Cost increased from 5100 Gold.png to 5200 Gold.png.
  • Cooldown increased from 50 seconds to 60 seconds.

Health Potion.jpg Health Potion, Mana Potion.jpg Mana Potion, Bottle.jpg Bottle, Rejuvenation Potion.jpg Rejuvenation Potion

  • Damage from sources that are non-boss, non-player controlled (NPC) neutral creeps (when not owned by a player) no longer dispel these effects while they are active.

Kuldra's Sheepstick.jpg Kuldra's Sheepstick

  • If dispelled, the current duration of the Sheeped state is reduced by 80%, and the Sheeped state becomes unpurgeable for the remainder of its duration.

Spellshards.jpg Spellshards

  • Recipe Cost reduced from 725 Gold.png to 675 Gold.png.
    • Total Cost reduced from 2050 Gold.png/2775 Gold.png/3500 Gold.png to 2000 Gold.png/2675 Gold.png/3350 Gold.png.

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[]


  • The "No Response from Server" bug in the International NAEU Client has been fixed (please post in our official Bug Report forums if this still occurs after the patch).
  • Old User Interface: login screen now has its auto-login tickbox functionality working properly.
  • Max Frames Per Second (FPS) is now set to 240 by default for all players.
  • Higher resolution options will now be populated in the Resolution dropdown menu in the Graphics Options section (if your computer supports them).

Forests of Caldavar ("New")

  • Moved bottom rune spot slightly to the upper left so that other warding spots see the rune.
  • Moved Legion jungle high cliff ward spot ever so slightly closer to the rune such that it can see the new rune spot, while still only managing to see 2 Legion jungle camps.
  • Top-left tree area in the top lane has been fixed to allow heroes to move through the tree patch (similar analog to the bottom-right area).
  • Cliffwalking exploit spot has been fixed near the bottom-right Legion tower on the cliffs.


  • Now properly drops Token of Life.jpg Token of Life when killed by illusions or another player-controlled unit from the appropriate team (when all other appropriate conditions are considered valid for dropping this item).

Neutral Camps[]

Gadgets spawned by the following abilities will no longer block neutral camps from respawning:


Accursed.jpg Accursed

  • Accursed Fire Shield.jpg Fire Shield state now has charges to represent Shield Health.

Amun-Ra.jpg Amun-Ra

Blitz.jpg Blitz

Calamity.jpg Calamity

  • Calamity Sunder's Vault.jpg Sunder's Vault side blockers now last the correct duration (they were lasting much longer than intended prior to the bugfix).

Electrician.jpg Electrician

  • Electrician Electric Shield.jpg Electric Shield state (the non-SotM boosted version) now has charges to represent Shield Health.

Kinesis.jpg Kinesis

  • Kinesis Stasis Smash.jpg Stasis Smash no longer lifts allied player-controlled units.

Nymphora.jpg Nymphora

Qi.jpg Qi

Rampage.jpg Rampage

  • Rampage Stampede.jpg Stampede's charge project impact distance has been slightly increased to ensure that the correct knockback direction occurs upon impact.

Revenant.jpg Revenant

  • Revenant Defile.jpg Defile will no longer consume a charge if it hits an enemy Magic-Immune gadget or ward.

Salomon.jpg Salomon

  • Lane position has been updated to include a Jungle rating.

Valkyrie.jpg Valkyrie

Warchief.jpg Warchief

  • Warchief Spirit Walk.jpg Spirit Walk now properly plays the horn blowing animation on Warchief.jpg Warchief if used while standing still.


Nome's Wisdom.jpg Nome's Wisdom

  • Fixed a rare bug where Nome's Wisdom.jpg Nome's Wisdom can generate a Shield when your Max Health is reduced on the same frame that your Mana is reduced.

Ophelia's Pact.jpg Ophelia's Pact

  • Now properly disabled on Moira.jpg Moira's Moira Ephemeral Forge.jpg Ephemeral Forge Mimic.
  • No longer interrupts your current unit's command when consumed.