Infinite Crisis – The Patch That Fixes The Game

Infinite Crisis – The Patch That Fixes The Game

We’ve brought over 6,000 changes to Infinite Crisis in order to give you a better experience in almost every aspect of our game. From our UI to our new user experience and training, there is a lot in store for you the moment you open your patcher.

Construct, upload data file for the September Update! Protectors, hold onto your seats. You can check out rest of the September Patch Notes Down below. In case you haven’t played the game before or looking to try it again now its really good time to do so – https://www.infinitecrisis.com/en/account/registration?utm_source=0c276cc7-acc3-e211-b679-bc305b234d58&utm_medium=link&utm_campaign=IC_RAF

System Alerts: High Importance Updates

New Launcher: Online

The Infinite Crisis launcher has received a new look! You can now see additional content in a more graphically pleasing format.

Construct Interface: Revitalized

The entire out-of-match user interface has been updated! For those of you whom have been with us for a while, you’ll be welcomed to a brand new “experienced” interface mode that will detail your latest statistics, show the last champion you played as, track your achievements, and more!

We’ve also improved the design of the Queue Select screen, which now details what you can expect on each map in Infinite Crisis.

New players: You’ll receive a simplified version of our UI that features the six missions of our New User Experience. Speaking of that…

New User Experience: Enabled

If you’re new to Infinite Crisis, get ready to receive a helping hand from Earth Prime’s most powerful Champions. Superman, Wonder Woman, Green Lantern and more are ready to give you advice on how to compete in the Lost Sectors. Plus, follow along with the story of Gaslight Batman as he goes to great lengths to keep Gaslight Gotham safe during the beginnings of the Crisis.

As you complete the six missions of the New User Experience, you’ll permanently unlock Gaslight Batman, Wonder Woman, Green Lantern, Doomsday, Harley Quinn, and Batman. If you’re a returning Protector, we encourage you to try out the new missions, watch the brand new motion comic vignettes, learn more about the story behind the Crisis, and unlock a few champions for your own collection!

If you’ve owned one of those six champions prior to the September Update, we’re offering you a refund depending on how you purchased them. You can learn more about the refunds in our forums.

Graphical Update: Completed

Our teams have polished up the environments on all of our maps! Take a spin under the lights of Gotham City, count the cobblestones on Gaslight Gotham, or enjoy the parks of the Gotham Divided jungle. Whatever map you choose, keep an eye out for a new take on your old, favorite locations.

Eager to get a taste of the changes? Check out this video that compares the old and new versions of Gotham Divided.

  • Made performance improvements to the Intro and End-of-Match cinematics. These improvements have allowed us to re-enable cinematics on all systems no matter their performance specs.

Protector/Champion Link: Responsiveness Increased

Our team has gone through and updated all of the animations in the game. All Protectors should now find that Champions respond more quickly when their skills are used, and that they can link their skills together more fluidly.

For more information on these changes, check out Chris “Hakai” Clay’s video explanation!

Champion and Artifact Assessment: Complete

The Infinite Crisis team has completed a substantial re-balance to the game’s Artifacts, Champions, and Amplifiers. We highly encourage you to check over these sections of the release notes before entering the Lost Sectors, as some Champions have completely changed their roles and some Artifacts and Amplifiers are functionally different than before.

New Sector Located: Crime Alley

The Construct’s sensors have locked onto a new location: Gotham City’s Park Row, better known as “Crime Alley.” This is the infamous walk where Thomas and Martha Wayne were murdered, and it’s the newest training ground for Protectors of all skill levels.

Crime Alley is a 1 player vs. AI map where you can test your new champions and artifact builds against a mechanical version of Gaslight Batman. Plus, take a detour into the back alleys to try your skills against a few foes who make their home in Gotham Divided’s jungle!

General Changes

  • The entire soundtrack has been rerecorded by a 78 piece orchestra! In the words of our Audio Director, “So awesome!”
  • For this release, we welcome Green Lantern to the login screen! Enjoy Hal Jordan as he floats in space accompanied by his technoriffic musical theme.
  • We’ve updated the wallpaper art for Gaslight Batman, Green Lantern, Cyborg, Atomic Green Lantern, Nightmare Batman, and Arcane Green Lantern.
  • The options menu now contains the ability to set one resolution for the out-of-match menus and a different one for in-game. Now you have the option to put your menus into a windowed mode, but leave your games in full screen.
  • Changing your graphics settings now results in a decrease in the level of destruction. Lower graphics setting will have less active destruction, which should result in a performance increase on lower-end systems.
  • The visual effects of Iron Will on Steel’s Breastplate will now appropriately play around the waist of the Champion.
  • Champions that are immune to crowd control are now immune to the Cripple effect.
  • We have added additional music on Gotham Divided! New dynamic themes now play when one of your team’s dampeners are deactivated, or when your power core or power core turrets are being attacked.
  • The game’s minimaps have been updated to reflect the new terrain upgrades, as well as to more clearly define passable and impassable areas.
  • Thrown objects no longer cause destruction after making contact with an enemy champion.
  • We’ve updated the visual effects for Rip Hunter’s Time Pack’s Time Anchor.
  • We’ve fixed a bug that could sometimes cause the status icon for certain effects (mostly Auras) to show the wrong Champion as the source.
  • Players should no longer be able to get inside of the power core by using certain abilities. Monitor technology is just too dangerous for you to be inside of it.
  • Deployables in Gotham Divided now properly play Teleport effects when the Teleport power is used on them.
  • The setting to show FPS has been removed from the Graphics tab of the Preferences and added to the Interface tab.
  • All maps now have ambient sound effects near specific locations. Keep an ear open for them!
  • Fixed an issue in draft modes where a player’s turn could be skipped when drafting a Champion.

All Maps

  • Fixed an issue where a turret would not hit with full strength if it was defeated while a shot was still in the air.

Gotham Heights

  • Cars and other large environmental objects will phase back in after being gone for 6 minutes. Previously, they never returned.

Coast City

  • We’ve increased the surrender time on Coast City to 12 minutes from 10 minutes.
  • The six cars that provide short cuts to team objectives will phase back in after being gone 6 minutes. Previously, they never returned.
  • Pace of ambient credits & EXP has been increased.
  • Power Core Turrets have been replaced with a stronger Power Core that will fire at enemies.
  • Doomsday Guardian difficulty has been reduced.
  • Raider now gives shared credits instead of team credits.
  • Doomsday Device Skill deals more damage. It also no longer applies a damage debuff to structures, but instead disables their AI for 10 seconds.
  • Being attacked by a champion while holding the DD skill prevents it from being used for 3 seconds.
  • The range you can use the Doomsday Device skill at has been reduced.
  • Recall time has been decreased from 8 to 4 seconds.

Gotham Divided

  • Cars and other large environmental objects will phase back in after being gone for 6 minutes. Previously, they phased back in after 8 minutes.
  • Turret health has been reduced by approximately 20%.
  • Turret Armor has been normalized across Tier 1 to Tier 3.
  • Turret Hardening no longer has scaling attack damage or armor. The armor is now flat at 70. Attack Penetration no longer applies.
  • We’ve changed the turret’s consecutive hit stacking to reset after 30 seconds of no more hits. Previously, it did not reset until attacking a minion.
  • The turret that guards the base pad has been replaced with The Construct herself. She now acts as your guardian, smiting any foes that dare venture onto the Foundry’s pad.

Match Resolution Changes

Following the previous August patch changes, the September Update has a few more changes to help expedite match resolution:

  • Moved the drone spawns up to the dampeners from the area around the base. This reduces the travel time from base to base, and speeds up the drone flow a bit.
  • A movement speed aura has been integrated into the base pads. These base pads will provide a 45% movement speed buff while on the pad, in addition to a tailing buff when leaving the base. The tailing buff lasts for 6 seconds, or until the player takes damage or gets crowd controlled by an enemy.
  • Capped all drones at level 20, or 30 minutes into the game. This will allow for Controllers and Enforcers to have an easier time clearing normal waves towards the end of the game.

Raider and Leviathan Changes

  • Raider / Leviathan debuff no longer reduces attack damage. The Wounding remains at 50%.
  • Raider and Leviathan will now automatically spawn upon reaching the 20 minute mark in the match. If the Raider is spawned already, the Leviathan will spawn in the opposite pit. If neither the Raider nor Leviathan is spawned, the Raider will always spawn top, and Leviathan will spawn bottom.
  • Leviathan’s Health and attack power have been reduced.
    • Attack armor reduced from 120 to 110
    • Power armor reduced from 70 to 50
    • Base Health reduced from 8000 to 5000.
    • Basic attack damage reduced from 250 to 220.
    • Removed immunity to Blind.

New Match Timeline

We have made some adjustments to the start of the match to reduce the period of inactivity, and balance early jungling from the top and bottom laners.

Timeline:

  • -01:00 — Pre-Match
  • 00:00 — Match Start
  • 00:30 — Drones Spawn
  • 00:50 — Large Creature Camps Spawn (Regen / Agile)
  • 01:00 — Small Creature Camps Spawn (Tripod / Scrapper / Mauler)
  • 03:00 — Destroyer Camps Spawn (Top / Bottom Surveillance Tower spawns)
  • 05:00 — Phase Pod Impact (Raider)

Jungle Experience Balance

This was aimed at bringing down the experience of Junglers a bit to bring them more in line with Solo laners.

  • Surveillance Destroyer (formerly EMP) Base XP is now 110 reduced from 135, the exp gained per level is now 4 reduced from 13.5.
  • Health and Agile destroyer Base XP is now 180, reduced from 200. XP gained per level is 9 reduced from 20.
  • Big Mauler XP gained per level is now 5, down from 12.5.
  • Big Scrapper Base XP is now 100, down from 110. XP Gained per level is now 4.5, down from 12.
  • Big Tripod Base XP is now 90, reduced from 100. XP gained per level is now 3.5 down from 10.
  • Pushed out the respawn of the Destroyers top and bottom to 7.5 minutes, up from 5.

Introducing: Deployable Generators

We’ve gotten rid of having to pick up the tactical skills in Gotham Divided. Say hello to the brand new generator pads! These new map areas feature icons indicating what Tactical Skill they’ll drop upon defeating the Jungle creature closest to it.

Health and Speed creatures now drop two Tactical Skills when killed. One in the base of the killer’s team, and one in jungle near the camp that was killed.Because of this change, Tier 2 Tactical Skills have been removed.

When a tactical skill drops from a Deployable Generator, you also won’t have to right-click to pick it up. Instead, just walk over the skill and it will be automatically equipped to your Champion. Champions may only have one tactical skill equipped at a time, and they will not be able to pick up another one until they use it or lose it through death. The orbs that float around a champion will also display the generator’s icon, making it easy to identify what type of tactical skill a champion may be carrying.

Deployable Balance

  • Leviathan Lockdown has been removed from the game. Leviathan now possesses an EMP instead of this skill.
  • Health and Speed Pads are now attackable.

EMP

  • Now possessed by the raider instead of the top and bottom Destroyers.
  • Always lasts 5 seconds (Previously, T1 was 4, and T2 was 6.)
  • Takes three basic attacks to kill.

Surveillance Tower

  • Now located on the top and bottom Destroyers
  • Range has been reduced to 12m from 20m.
  • Now only lasts for 5 minutes instead of forever.
  • Now takes five basic attacks to be destroyed, down from 10.

Leviathan Core (Meteor)

  • Now has half the duration but double the damage (200 true damage/sec over 5 seconds).
  • Also applies a 35% movement speed debuff to enemies in the area.

Speed Deployable

  • Now applies a slow when dropped directly on an enemy player. The damage component has been removed.
  • Slow is 50% for 3 seconds.

Base Cameras

  • Upon being deployed, these cameras will be visible and attackable for 2 seconds before moving into stealth.

Stolen Power Changes

Consume

  • Consume cooldown reduced from 120s to 60s.
  • True damage to drones and creatures reduced from 225 + 30/level to 75 + 10/level.
  • Heal reduced from 40 + 10/level to 30 + 7.5/level.

Detonate

  • Using Detonate no longer interrupts Champion movement.

Surveillance Camera

  • Cast range increased from 500 to 600.

Teleport

  • Attempting to teleport to the Predator will now throw an error sound.

As stated in the Champion Balance stream, the September Update is focused on creating more refined role definitions so that champions have clearly defined strengths and weaknesses.

TL:DR

Here’s a quick summary of changes:

  • Power Armor per Level
    • All roles now gain varying amounts of Power Armor per level.
  • Will & Will Regen Changes
    • Will Regen now behaves like Attack Speed and is a percent multiplier of your Base Will Regen.
    • Some roles are now better suited to build Will Regen, while others net larger gains from Max Will.
  • Some Champions have changed Role or Damage Type
    • We want to be sure we are providing a strong/varied set of artifacts for each role, and to accomplish this we have focused each role on a primary damage type:
      • Power Damage: Enforcers, Blasters, Controllers.
      • Attack Damage: Bruisers, Assassins, Marksmen
  • Assassins
    • Skill damage and damage ratios have increased.
    • Base Attribute adjustments
  • Blasters
    • Effective Health reduced.
    • Skill damage and damage ratios have increased.
    • Base Attribute adjustments.
  • Bruisers
    • Some skills now scale on Bonus Health.
    • Base Attribute adjustments.
  • Controllers
    • Disables (Stuns, Roots, etc) no longer have their durations scale on Will.
    • Skill Damage has increased, while skill damage ratios have decreased.
    • Primary damage skill now scales on both Power Damage and Will.
    • Base Attribute adjustments.
  • Enforcers
    • Primary damage skill now scales on both Power Damage and Health.
    • Base Attribute adjustments
  • Marksmen
    • Effective Health increased.
    • Base Attribute adjustments

Will & Will Regen Changes

As part of the redefining of roles, we wanted to create more distinct build paths for Will and Will Regen users. As such, we have fundamentally changed how Will Regen functions by having be a multiplier on base Will Regen (similar to how Attack Speed works). This creates a more clear set of benefits for building Will vs Will Regen artifacts based on role.

  • Roles that benefit from Max Will:
    • Controllers
    • Enforcers
    • Marksmen
  • Roles that benefit from Will Regen:
    • Blasters
    • Assassins
    • Bruisers

It’s important to note that Will and/or Will Regen can be built on any role for gains – the difference is in magnitude. Additionally, some roles (like Assassins) will not find themselves needing to purchase either for optimal play.

Power Armor per Level

As we modified damage and scaling of champions we examined their innate defenses. Initial we discussed the idea of giving Power Armor to the melee champions only, as they need it to soak damage to deliver their output, but ultimately decided that all champions need Power Armor and opted to create a three tier structure. Champions are assigned their Power Armor tier based on role and kit.

There are three tiers of Power Armor:

  • High: 1.25 per level (Enforcers & Bruisers.)
  • Moderate: .9 per level (Marksmen & Assassins.)
  • Low: .4 per level (Blasters & Controllers.)

Role or Primary Damage Changes

Batman

Batman has embraced his years with the League of Assassins and traded his durable Bruiser ways for the high impact life of an Assassin.

With a kit heavily focused on single target skill damage, this was a logical and easy change. Our goal was to capture Batman’s brutal and efficient combat style, as he strikes from the shadows and then vanishes before anyone realizes what happened.

Role/Damage Type

  • Changed from Bruiser to Assassin

Attributes

  • Attack Damage base changed from 61 to 55
  • Attack Damage gained per level changed from 2.8 to 3
  • Attack Armor gained per level changed from 3.5 to 3.3
  • Power Armor gained per level is now .9
  • Health base changed from 500 to 465
  • Health gained per level changed from 88 to 82
  • Attack Speed base changed from .7 to .6
  • Attack Speed gained per level changed from 1.9% to 2.3%

Watching, Waiting

  • No longer grants Armor or Healing
  • Now grants Batman 5/10/15/20 % Bonus Attack Damage while in Stealth.

Batarang

  • Changed from Unit Targeted to a Skill Shot.
  • Range increased from 525 to 700
  • Damage changed from 50/90/130/170 to 60/100/140/180
  • Ratio increased from .5 to .6

Batarang Mark

  • No longer applies a Slow
  • Now deals 30/60/90/120 with a .3 Attack Damage Ratio
  • Energy refund increased from 20 to 40
  • Now triggers on basic attack or skill damage from Batman.

Martial Arts

  • Now a charge based skill with 2 charges max.
  • Charges are generated every 15/13/11/9s
  • Whenever Batman gets a Kill or Assist he regains 1 Charge and 20 Energy.
  • Energy cost reduced from 30 to 20
  • Damage reduced from 65/105/145/195 to 60/85/110/135
  • Damage ratio reduced from .7 to .5
  • Basic Attacks no longer reduce the cooldown.

Cape Sweep

  • Damage increased from 40/75/110/145 to 50/85/120/185
  • Damage ratio increased from .4 to .6

Dark Knight

  • No longer a charge based skill
  • No longer blocks line of sight
  • Radius increased from 250 to 300
  • Now applies Cripple to all enemies in the area.
  • Acts a Stealth pad for allies.
  • Grants Batman 12.5/15/17.5/20 Attack Penetration and 10/13.333/16.333/20% Move Speed
  • Activates Watching, Waiting while in the cloud
  • Cloud buffs now linger for 2s on exiting the cloud.

Green Lantern

Green Lantern’s passive has always been functional, but seemed out of place on for both his kit and his lore. Gaining Power Damage based on his Will made sense, but it was not something a player could effectively appreciate or react to. Additionally, healing when his enemies died didn’t make sense for Hal as a character, and gave him overwhelming sustain in lane.

Attributes

  • Attack Damage base changed from 53 to 46
  • Attack Damage gained per level changed from 2.4 to 2.1
  • Attack Armor gained per level changed from 3.3 to 3.6
  • Power Armor gained per level is now .4
  • Will base changed from 335 to 450
  • Will gained per level changed from 45 to 30
  • Will Regen base changed from 1.6 to 1.8
  • Will Regen gained per level changed from .19 to .05
  • Health base changed from 451 to 450
  • Health gained per level changed from 78.1 to 74
  • Attack Speed base changed from .68 to .61
  • Attack Speed gained per level changed from 1.6% to 1.7%

Indomitable Will

  • Passive has completely changed!
  • Green Lantern regains 0.5/1.0/1.5/2.0% of his Max Will whenever he gets a kill or assist on a drone or creature. He regains 5/6/7/8% if the target is a Champion.
  • Every 12s, Green Lantern’s next Basic Attack deals 7/8/9/10% of his Total Will as Power Damage.

Slam

  • Damage change from 40/75/120/155 to 60/100/140/180
  • Added a 6% Bonus Will scaling to damage.
  • Shattered Will bonus now scales on 2% Bonus Will instead of Power Damage
  • Shatter Will damage changed from 15/30/45/60 10/20/30/40
  • Cost changed from 40/65/90/115 to 45/70/95/120

Constrict

  • Damage reduce from 60/110/160/210 to 50/75/100/125
  • Damage ratio changed from .5 to .6
  • Cost changed from 60/80/100/120 to 100/30/160/190

Missile Barrage

  • Cooldown changed to 16/14/12/10
  • Cost changed from 60/80/100/120 to 70/90/110/130
  • Time to cast missiles reduced from 10s to 5s.
  • Shattered Will duration reduced from 6s to 4s

Green Lantern’s Light

  • Damage ratio changed from .6 to .7
  • Added 10% Bonus Will to damage scaling.
  • Cost is now a flat 100 Will

Arcane Green Lantern

Arcane Green Lantern always functioned as an aggressive Controller who ultimately played and built like an Enforcer. With Enforcer artifacts granting less Will and Controller artifacts less defenses, it was clear that Arcane GL would need adjustments. Changing him to an Enforcer made the most sense as it had no impact on his play.

Role

  • Changed from Controller to Enforcer.

Attributes

  • Attack Damage base changed from 58 to 59.
  • Attack Damage gained per level changed from 2.5 to 3.2.
  • Attack Armor gained per level changed from 3.3 to 3.4.
  • Power Armor gained per level is now 1.25.
  • Will base changed from 280 to 400.
  • Will gained per level changed from 30 to 30.
  • Will Regen base changed from 1.4 to 2.
  • Will Regen gained per level changed from .17 to .06.
  • Health base changed from 531 to 515 .
  • Health gained per level changed from 89.1 to 85.
  • Attack Speed base changed from .68 to .6.
  • Attack Speed gained per level changed from 1.5% to 1.8%.
  • Move Speed base changed from 380 to 370.

Emerald Light

  • Heal changed from 30/45/60/75 to 30/40/50/60.
  • Ratio changed from Bonus Will to 2% Bonus Health .

Construct Champion

  • Increase damage from 50/90/130/170 to 60/95/130/175.
  • Will cost changed from 50/60/70/80 to 65/75/85/95.
  • Cooldown changed from 16/14/12/10 to 13/12/11/10.
  • Reduce Power damage ratio from 60% to 40%.
  • Added a 6% Health scaling ratio to damage.
  • Knockdown Duration is now a flat 1.25s.
  • Cost changed from 50/60/70/80 to 65/75/85/95.

Shackles

  • Cooldown increased from 12 to 15s.
  • Slow changed from 10/20/30/40 to 25/30/35/40%.
  • Root duration changed from .5/.75/1/1.25 to 8/.95/1.1/1.25s.
  • Cost changed from 60 to 70/75/80/85.
  • Radius reduced from 425 to 325.

Emerald Lantern

  • Damage changed from 50/100/150/200 to 50/90/130/170.
  • Damage ratio increased from 40% to 60%.
  • Cooldown changed from 12 to 8s.
  • Cost changed from 40/50/60/70 to 30/40/50/60.
  • Range reduced from 850 to 600.

Deny the Black

  • Now has a 1.2 Power Damage ratio instead of Bonus Will.

Atomic Green Lantern

Bruisers are now exclusively Attack Damage and, as such, Atomic Green Lantern needed to be evaluated. While we could have swapped him to Attack Damage, it would have significant impact on how he played and what he built – putting more emphasis on Basic Attacking and less on landing each of his skills to successful build his Rad stacks. As such, we opted to move him into an Enforcer role as it allowed him to maintain his flow and artifact builds while only requiring small adjustments to his potency.

Role:

  • Changed from Bruiser to Enforcer.

Attributes:

  • Attack Damage base changed from 62 to 63.
  • Attack Damage gained per level changed from 2.9 to 3.1.
  • Attack Armor base changed from 18 to 23.5.
  • Attack Armor gained per level changed from 3.4 to 3.8.
  • Power Armor gained per level is now 1.25.
  • Will base changed from 229 to 400.
  • Will gained per level changed from 26 to 30.
  • Will Regen base changed from 1.6 to 2.
  • Will Regen gained per level changed from .19 to .06.
  • Health base changed from 475 to 500 .
  • Attack Speed base changed from .66 to .61.
  • Attack Speed gained per level changed from 1.5% to 2.2%.
  • Move Speed base changed from 390 to 380.

Radiation Sickness:

  • Slow reduced from 50% to 40% for 3s.

Grab

  • Reduce damage from 70/115/160/205 to 60/100/140/180.
  • Cost changed from 65 to 75/80/85/90.

Shards of Will

  • Cost changed from 40/50/60/70 to 35/45/55/65.

Meltdown

  • Damage per pulse changed from 30/50/70/90 to 30/45/60/75.
  • Range reduced from 650 to 600.

Flash

Okay, brace yourselves… Flash is now an Attack Damage champion!!!! This change puts Flash in alignment with our goals of having Assassins be Attack Damage and has the added benefit of allowing F=MA to take its place as his primary damage output.

Role/Damage Type:

  • Now deals and scales on Attack Damage.

Attributes

  • Attack Damage base changed from 55 to 53.
  • Attack Damage gained per level changed from 2.5 to 1.7.
  • Attack Armor gained per level changed from 3.2 to 3.5.
  • Power Armor gained per level is now .9.
  • Will base changed from 303 to 200.
  • Will gained per level changed from 39 to 20.
  • Will Regen base changed from 1.4 to 5.
  • Will Regen gained per level changed from .09 to .35.
  • Health base changed from 462 to 490 .
  • Health gained per level changed from 86.9 to 80.
  • Attack Speed base changed from .68 to .58.
  • Attack Speed gained per level changed from 3% to 3.9%.

Speed Force:

  • Move Speed per stack changed from 4/5/6/7% to 2.5/3.5/4.5/5.5%.
  • Now grants 1% Skill Damage for every 10 Move Speed.

Flash Attack:

  • Deals and scales on Attack Damage instead of Power Damage.
  • Damage ratio changed from 70% to 90%.
  • Cost changed from 40/50/60/70 to 25/40/55/70.

F=MA

  • Damage changed from 20/25/30/35 to 20/30/40/50.
  • Ratio changed from 17.5% to 20%.
  • Cost changed from 50/65/80/95 to 75/100/125/150.
  • Now resets the Basic Attack cooldown.
  • Applies on-hit effects.

Hyper Vibration

  • No longer grants Armors.
  • Cooldown changed from 14/13/12/11 to 14/11/8/5.
  • Duration now scales with rank 3/4/5/6s.
  • Cost changed from 60/70/80/90 to 55/60/65/70.

Speed Storm

  • Add an initial pulse on creation of hotspot.
  • Pulse Damage changed from 30/50/70/90 to 40/70/100/130.
  • Pulse Damage ratio changed from 30% to 50%.
  • Final Damage changed from 40/70/100/130 to 60/100/140/180.
  • Fina Damage Gained per level ratio changed from 50% to 70%.
  • Cost is now a flat 70 Will.

Catwoman

Catwoman has always walked a line between Assassin and Blaster. With our new definitions of each role, her ability to deal large amount of skill damage from range clearly pushed her into the Blaster category. As such, we have changed her Damage Type from Attack Damage to Power Damage.

Role/Damage Type:

  • Now deals and scales on Power Damage.

Attributes:

  • Attack Armor base changed from 15 to 12.
  • Attack Armor gained per level changed from 3.2 to 3.75.
  • Power Armor gained per level is now .4.
  • Will base changed from 286 to 375.
  • Will gained per level changed from 36 to 25.
  • Will Regen base changed from 1.2 to 4.5.
  • Will Regen gained per level changed from .1 to .3.
  • Health base changed from 462 to 440.
  • Health gained per level changed from 74.8 to 73.
  • Attack Speed base changed from .72 to .6.
  • Attack Speed gained per level changed from 1.5% to 1.75%.

Whip Strike:

  • Damage ratio changed from 80% to 75%.
  • Sweet spot damage amplification changed from 10/20/30/40% to 10/15/20/25%.
  • Cost changed from 25/30/35/40 to 30/40/50/60.

Cat’s Paw

  • Cost changed from 55/65/75/85 to 85/105/125/145.

Acrobat

  • Cost changed from 15/20/25/30 to 30/35/40/45.

Savage Acrobat

  • Damage reduced 45/80/115/150 to 40/70/100/130.
  • Damage ratio changed from 60% to 50%.

Bad Kitty

  • DoT damage changed from 60/95/130/165 to 60/90/120/150.
  • DoT ratio changed from 50% to 45%.
  • Cost is now a flat 80 Will.

Nightmare Batman

*Nightmare Batman’s kit has always driven him towards heavy Basic Attacking and sustain, which is essentially the definition of a Bruiser. Changing his role from Assassin to Bruiser had almost no impact on his kit. *

Role/Damage Type

  • Changed from Assassin to Bruiser.

Attributes:

  • Attack Damage base changed from 61 to 53.
  • Attack Armor base changed from 16 to 17.
  • Attack Armor gained per level changed from 3.5 to 3.3.
  • Power Armor gained per level is now 1.25.
  • Health base changed from 479 to 480 .
  • Health gained per level changed from 88 to 85.5.
  • Attack Speed base .68 to .62.
  • Attack Speed gained per level 3% to 2.1%.

Batswarm

  • Now deals and scales on Attack Damage instead of Power Damage.
  • The swarm now drops on next Basic Attack or Feral Embrace.

Savagery

  • Move Speed bonus is now a flat 15%.
  • Move Speed now scales on Bonus Health (+1% for every 100 Bonus Health).

Aquaman

Aquaman has changed from a Hybrid to Attack Damage. Previously, players had to choose between playing as a Power Damage Assassin or an Attack Damage Bruiser. By unifying his damage type his full kit is now viable to he player, however they choose to play.

Role/Damage Type

  • Now deals and scales on Attack Damage.

Attributes

  • Attack Damage base changed from 60 to 55.
  • Attack Damage gained per level changed from 2.5 to 2.9.
  • Attack Armor base changed from 16 to 18.5.
  • Attack Armor gained per level changed from 3.5 to 3.6.
  • Power Armor gained per level is now 1.25.
  • Will base changed from 237 to 250.
  • Will gained per level changed from 28 to 20.
  • Will Regen base changed from 1.32 to 3.
  • Will Regen gained per level changed from .09 to .25.
  • Health base changed from 475 to 490.
  • Health gained per level changed from 88 to 85.
  • Attack Speed base .68 to .65.
  • Attack Speed gained per level 1.8% to 2.24%.

Rising Tide

  • Damage changed from 25/35/45/55 to 20/30/40/50.
  • Damage ratio changed from .25% to 20%.
  • Heal now scales on 3% Bonus Health

Trident of the King

  • Min Damage changed from 50/85/120/155 to 50/75/100/125.
  • Min Damage ratio changed from 40% to 30%.
  • Max Damage changed from 100/170/240/310 to 100/150/200/250.
  • Max Damage ratio changed from 80% to 60%.
  • Cost changed from 30/40/50/60 to 30/45/60/75.

Stagger

  • Damage changed from 40/80/120/160 to 40/65/90/115.
  • Damage ratio changed from 50% to 35%.
  • Knockdown duration changed from .7/.8/.9/1s to .6s.
  • Knockdown duration now increases by .1s for every 250 Bonus Health.
  • Cost changed from 40/45/50/55 to 55/65/75/85.

Undertow

  • Damage ratio changed from 65% to 45%.
  • Cost changed from 40/50/60/70 to 40/60/80/100.
  • Dash speed increased from 1200 to 1500.

Surge

  • Damage ratio changed from 1.0 Attack Damage to 15% Bonus Health.

Wrath

  • Damage changed from 45/75/105/135 to 50/75/100/125.
  • Missing Health changed from 20% to 17.5/20/22.5/25%.

Capsize

  • Damage ratio reduced from 70% to 55%.

Harley Quinn

We are fully embracing Harley as a Controller and as such, we have removed her Attack Damage scaling from her skills. This does not mean that Harley cannot play as a Marksman, but in choosing that path you are opting to have weaker skill plays and utility.

Attributes:

  • Attack Damage base changed from 52 to 56.
  • Attack Damage gained per level changed from 2.2 to 2.6.
  • Attack Speed gained per level change from 1.5% to 1.9%.
  • Move Speed base change from 3.6 to 3.65.
  • Health gained per level changed from 84.7 to 73.5.
  • Will base changed from 327 to 550.
  • Will gained per level changed from 40 to 35.
  • Power Armor gained per level changed from 0 to .4.

Pies

  • Removed Attack Damage ratio.
  • Added a 4% Bonus Will ratio to the damage.
  • Cooldown changed from 11/10/9/8 to 8/7/6/5s.
  • Cost changed from 35/50/65/80 to 25/30/35/40.

Back Off

  • Applies a 25% Slow for 1.5s after the knockback.
  • Slow increases by 1% for every 100 Bonus Will.
  • Removed Attack Damage ratio.
  • Added a 40% Power Damage ratio.
  • Damage changed from 60/105/150/195 to 80/140/200/260.
  • Cost changed from 60 to 65/70/75/80.

Best Medicine

  • Heal changed from 45/90/135/180 to 40/80/120/160.
  • Heal ratio changed from 17.5% to 10% Bonus Will.
  • Cooldown changed from 20/18/16/14 to 10.
  • Cost changed from 40/60/80/100 to 45/65/85/105.

Puddin’ Time

  • Damage changed from 100/175/250/325 to 175/225/275/325.
  • Damage ratio changed from 60% to 70%.
  • Knockdown duration is now a flat 1.5s.
  • Cooldown changed from 125/135/145/155 to 120/130/140/150.
  • Cost is now a flat 80 Will.

Shazam

Shazam has filled a few Roles in his time, but now he’s finally going back to his roots: Enforcer!

We wanted to keep the things we loved most about Shazam: SHAZAM! (Of course) and Lightning Field. We also wanted to eliminate some of the frustrations of playing against Shazam: Lightning Field constantly slowing people for all eternity, the difficulty of counter Speed of Mercury’s reliable CC and Damage, and his ability to leap over a wall and burst someone to smithereens, assassin-style.. With that in mind: skills have been shifted around, removed, and new ones created! The biggest change is that Shazam will now have to make a decision between his high impact CC and going highly defensive.

Role/Damage Type * Changed from Bruiser to Enforcer

Attributes * Attack Damage base changed from 57 to 55 * Attack Damage gained per level changed from 2.6 to 2.9 * Attack Armor base changed from 18 to 20 * Power Armor gained per level is now .9 * Health base changed from 529 to 520 * Health gained per level changed from 79 to 83 * Attack Speed base changed from .7 to .56 * Attack Speed gained per level changed from 2.5% to 2.1% * Move Speed base changed from 380 to 370

Power of Zeus (New)

  • Every 4th Skill use is Empowered and costs 0 Energy
    • Mystic Power: First enemy hit is Stunned for .5/.75/1/1.25s
    • Mystic Defense: Armor is multiplied by 1.25/1.5/1.75/2
    • Lighting Field: Slows enemies for 40/50/60/70%
  • Ranking this Skill up will rank up the Potency for these Empowered benefits

Mystic Power (New)

  • Shazam fires a ball of lightning dealing damage to the first target hit, then lightning will chain to other enemies dealing secondary damage (Similar chain lightning to how it previously worked)
  • Damage is 40/90/140/190
  • Power Damage Ratio is .5
  • Secondary Damage is 30/60/90/120
  • Power Damage Ratio is .35
  • Cost is 50 Energy
  • Cooldown is 10/9/8/7

Mystic Defense (Changed)

  • Shazam gains 40/55/70/85 Attack and Power Armor
  • Cost is 60/50/40/30
  • Cooldown is 8s

Lightning Field

  • No longer Slows by default
  • Damage is now 75/120/165/210
  • Power Damage Ratio is now .3
  • Bonus Health Ratio of .06 is added
  • Cost is now 45/40/35/30
  • Cooldown is now 4s
  • Skill will not go on Cooldown until after the Lightning Field affect is over

SHAZAM! (New Functionality)

  • Enemies hit will be Silenced for 1s
  • Damage based on Range fired is removed
  • Damage is now 150/225/300/375
  • Damage ratio is .7

Assassins

We have further incentivized skill play for our assassins. Taking away some of the DPS potency of their auto attacks and how they scale and giving back more into their skills.

Atomic Wonder Woman

Attributes

  • Attack Damage base changed from 61 to 53.
  • Attack Damage gained per level changed from 2.7 to 3.2.
  • Power Armor gained per level is now .9.
  • Health base changed from 462 to 460.
  • Health gained per level changed from 88 to 82.5.
  • Attack Speed base changed from .67 to .59.
  • Attack Speed gained per level changed from 2% to 2.8%.

Vault

  • Damage ratio changed from 35% to 50%.

Sweep

  • Gained per level changed from 35/55/75/95 to 35/65/95/125.
  • Damage ratio changed from 40% to 60%.
  • DoT duration changed from 3s to 2s.

Gaslight Catwoman

Attributes

  • Attack Damage base changed from 59 to 50.
  • Attack Damage gained per level changed from 2.4 to 3.1.
  • Power Armor gained per level is now .9.
  • Will base changed from 248 to 200.
  • Will gained per level changed from 29 to 20.
  • Will Regen base changed from 1.07 to 5.
  • Will Regen gained per level changed from .07 to .35.
  • Health base changed from 462 to 460.
  • Attack Speed base changed from .625 to .58.
  • Attack Speed gained per level changed from 3% to 2.5%.

Steam Claws

  • Cost changed from 30/40/50/60 to 55/75/95/105.

Shred

  • Reduce damage from 60/100/140/180 to 10/20/30/40.
  • Increased Ratio from 50% to 100% Total AD.
  • Now applies on-hit effects.
  • Cost changed from 40/50/60/70 to 35/55/75/95.
  • Cooldown changed from 11/10/9/8 to 12/10/8/6.

Blood Hunt

  • Cost changed from 65 to 80/90/100/110.

Predator’s Grace

  • Cost changed from 50/60/70/80 to 35.

Blasters

As a role that can deliver their damage quickly from a safe distance, we have reduced the Effective Health of Blasters. This change mostly impacts their early game, allowing them to overcome their weakness through leveling. Damage for blasters has increased across the board.

Green Lantern

Attributes

  • Attack Damage base changed from 53 to 46.
  • Attack Damage gained per level changed from 2.4 to 2.1.
  • Attack Armor gained per level changed from 3.3 to 3.6.
  • Power Armor gained per level is now .4.
  • Will base changed from 335 to 450.
  • Will gained per level changed from 45 to 30.
  • Will Regen base changed from 1.6 to 3.
  • Will Regen gained per level changed from .19 to .02.
  • Health base changed from 451 to 450.
  • Health gained per level changed from 78 to 74.
  • Attack Speed base .68 to .61.
  • Attack Speed gained per level 1.6% to 1.7%.

Slam

  • Damage changed from 40/75/110/145 to 60/90/120/150.
  • Power Damage Ratio changed from .6 to .75.
  • Bonus Will Ratio of .06 added.
  • Base Damage/Stack changed from 15/30/45/60 to 10/20/30/40.
  • Damage/Stack Ratio changed from 20%(PD) to 2%(Bonus Will).
  • Cost changed from 40/65/90/115 to 45/70/95/120.

Constrict

  • Base DoT changed from 60/11/160/210 to 50/75/100/125.
  • Ratio increased from 50% to 60%.
  • Cost changed from 60/80/100/120 to 100/130/160/190.

Missile Barrage

  • Cost changed from 80/95/110/125 to 70/90/110/130.

Ultimate

  • Power Damage Ratio increased from 60% to 70%.
  • Bonus Will Ratio of 10% added.
  • Cost changed from 100/110/120/130 to 100.

Joker

Attributes

  • Attack Damage base changed from 53 to 50.
  • Attack Damage gained per level changed from 2.3 to 2.1.
  • Attack Armor base changed from 15 to 13.
  • Attack Armor gained per level changed from 3.5 to 3.7.
  • Power Armor gained per level is now .4.
  • Will base changed from 335 to 375.
  • Will gained per level changed from 45 to 25.
  • Will Regen base changed from 1.6 to 4.5.
  • Will Regen gained per level changed from .2 to .3.
  • Health base changed from 446 to 437.
  • Health gained per level changed from 77 to 72.
  • Attack Speed base .68 to .6.
  • Attack Speed gained per level 1.5% to 1.75%.

Mr. Punchy

  • Cost changed from 45/55/65/75 to 40/55/70/85.

Surprise!

  • Damage changed from 50/75/100/125 to 60/90/120/150.
  • Present Ratio changed from 40% to 60%.
  • Cost changed from 60/75/90/105 to 75/100/125/150.
  • Cooldown changed from 18/16/14/12 to 16/14/12/10.

Vanish

  • Cost changed from 50/55/60/65 to 100.
  • Cooldown changed from 24/22/20/18 to 22/20/18/16.

Last Laugh

  • Cost changed from 100/130/160/190 to 100.

Sinestro

Attributes

  • Attack Damage base changed from 53 to 47.
  • Attack Damage gained per level changed from 2.2 to 2.3.
  • Attack Armor base changed from 15 to 14.
  • Attack Armor gained per level changed from 3.2 to 3.65.
  • Power Armor gained per level is now .4.
  • Will base changed from 335 to 375.
  • Will gained per level changed from 45 to 25.
  • Will Regen base changed from 1.6 to 4.5.
  • Will Regen gained per level changed from .19 to .3.
  • Health base changed from 440 to 425.
  • Health gained per level changed from 71 to 70.5.
  • Attack Speed base .68 to .63.
  • Attack Speed gained per level 1.6% to 1.5%.

Yellow Impurity

  • Cull Bonus Damage base increased from 25 to 30.

Scythe

  • Base damage increased from 40 to 50.
  • Cost changed from 65/80/95/110 to 70/85/100/115.

Cull the Weak

  • Base damage increased from 50 to 60.
  • Cost changed from 60/80/100/120 to 80/85/90/95.

Star Sapphire

Bonds of Love is losing the Damage over Time on the Bonded targets. We’ve been noticing Bonds being used as a high damage skill instead of for its utility. This skill was making it easy to turn a 2v1 gank into a double kill for Star Sapphire. Instead, Bonds of Love now Cripples targets.. We like the idea of Star Sapphire being a zone control Blaster, so we’ve moved the DoT to Violet Harvest, dropping a hotspot after the initial explosion. There is a lot of interesting play that can be combo’d with her other skills to keep enemies inside of the damage hotspot along with the zone control it gives her.

Attributes

  • Attack Damage base changed from 53 to 46.
  • Attack Damage gained per level changed from 2.4 to 2.3.
  • Attack Armor base changed from 15 to 12.
  • Attack Armor gained per level changed from 3.2 to 3.5.
  • Power Armor gained per level is now .4.
  • Will base changed from 335 to 375.
  • Will gained per level changed from 45 to 25.
  • Will Regen base changed from 1.6 to 4.5.
  • Will Regen gained per level changed from .19 to .3.
  • Health base changed from 451 to 440.
  • Health gained per level changed from 78 to 72.
  • Attack Speed base .68 to .6.
  • Attack Speed gained per level 1.6% to 1.8%.

Glimpse of the Predator

  • Dash Damage changed from 30/55/80/105 to 20/60/100/140.
  • Ratio changed from 45% to 25%.

Crystal Bomb

  • Damage changed from 30/55/80/105 to 20/50/80/110.
  • Ratio changed from 30% to 25%.
  • Cost changed from 30/40/50/60 to 35/45/55/65.

Violet Harvest (New Functionality)

  • Damage changed from 50/85/120/155 to 40/80/120/160.
  • Ratio changed from 35% to 20%.
  • DoT Hotspot now lingers for 3s after initial burst of damage.
  • DoT Damage is 60/105/150/195.
  • DoT ratio is 45%.
  • Champions ‘Hit Bonus’ changed from Power Damage to Will
  • Will Return is 15/20/25/30 per Champion hit.
  • Cost changed from 40/50/60/70 to 80/100/120/140.

Bonds of Love (New Functionality)

  • Base damage changed from 40 to 70.
  • Ratio changed from 50% to 80%.
  • Bonds no longer deals DoT, now Cripples enemies who are Bonded.
  • Cost changed from 40/50/60/70 to 100/105/110/115.

Predator

  • Predator Base damage changed from 50 to 60.
  • Extra Dash Damage changed from 15/25/35/45 to 15/30/45/60.
  • Cost changed from 100/115/130/145 to 100.

Bruisers

Some bruisers were given health scaling to help clarify and support certain build paths.

Doomsday

Attributes

  • Attack Damage base changed from 62 to 55.
  • Attack Damage gained per level changed from 2.4 to 3.1.
  • Attack Armor base changed from 18 to 20.
  • Attack Armor gained per level changed from 3.45 to 3.4.
  • Power Armor gained per level is now 1.25.
  • Health changed from 516 to 490.
  • Health gained per level changed from 88 to 85.5.
  • Attack Speed base changed from .72 to .62.
  • Attack Speed gained per level changed from 2.5% to 2.8%.
  • Move Speed base changed from 385 to 380.

Revenge (New Functionality)

Revenge was an unpredictable passive that sometimes would leave Doomsday in awkward situations. We strived to change that by giving him a passive he could actually play around more reliably.

  • Revenge mark now applies to the first enemy Champion that damages Doomsday. The mark lasts for 15s and refreshes whenever Doomsday damages the target.
  • If Doomsday gets a kill or assist on a Revenge target he gains 10/15/20/25 Max Health (up to cap of 300) and 10/20/30/40 Rage.
  • No longer grants Max Health per rank.
  • Damage amplification/reduction changed from 2.5/5/7.5/10 to 3/4/5/6%
  • Damage amplification/reduction increases by 1% for every 300 Bonus Health.

Pummeling Assault

  • Damage ratio changed from 40% to 30%.
  • Removed the Stun from the non-empowered version.
  • Cooldown changed from 11/10/9/8 to 9/8/7/6s.

Berserk

  • Now scales on Bonus Health instead of Power Damage (2% per pulse).
  • Damage changed from 100/160/220/280 to 80/120/160/200.
  • No longer grants Attack Speed.
  • Now grants 10/15/20/25 Attack Damage.

Charge

  • Initial Damage Ratio changed from 45% to 40%.
  • Wall Hit damage changed from 55/90/125/160 to 60/100/140/180.
  • Wall Hit ratio changed from 65% to 50%.
  • Knockdown duration changed from .75/1/1.25/1.5 to .8s.
  • Knockdown now increases by .1 for every 250 Bonus Health.

Kryptonian Rage (New Functionality)

  • While active, any enemy champion that damages Doomsday becomes a Revenge target.
  • No longer grants bonus Attack Damage.
  • Attack Damage Reflect changed from 20% to 10/12/14/16%.
  • Rage generation changed from 10 per hit/skill to 7/8/9/10.

Superman

Attributes

  • Attack Damage base changed from 61 to 53.
  • Attack Damage gained per level changed from 2.8 to 3.1.
  • Attack Armor base changed from 15 to 19.
  • Attack Armor gained per level changed from 3.5 to 3.35.
  • Power Armor gained per level is now 1.25.
  • Will changed from 237 to 250.
  • Will gained per level changed from 28 to 20.
  • Will Regen changed from 1.32 to 3.
  • Will Regen gained per level changed from .09 to .25.
  • Health changed from 510 to 490.
  • Health gained per level changed from 88 to 85.
  • Attack Speed base changed from .7 to .65.
  • Attack Speed gained per level changed from 1.9% to 2.2%.

Man of Steel

  • Scales on 2% Bonus Health instead of Attack Armor.
  • Shield changed from 20/35/50/65 to 15/30/45/60.

Frost Breath

  • Damage changed from 50/90/130/170 to 40/75/110/145.
  • Slow changed from 30/35/40/45% to 30%.
  • Slow increases by 1% for every 100 Bonus Health.
  • Cost changed from 40/50/60/70 to 50/65/80/95.

Heat Vision

  • Cost changed from 40/50/60/70 to 60/70/80/90.

Speeding Bullet

  • Cost changed from 75 to 80.

Supergirl

Attributes

  • Attack Damage base changed from 61 to 55.
  • Attack Damage gained per level changed from 2.7 to 3.
  • Attack Armor base changed from 15 to 18.
  • Attack Armor gained per level changed from 3.5 to 3.3.
  • Power Armor gained per level is now 1.25.
  • Will changed from 237 to 250.
  • Will gained per level changed from 28 to 20.
  • Will Regen changed from 1.32 to 3.
  • Will Regen gained per level changed from .09 to .25.
  • Health changed from 490 to 480.
  • Health gained per level changed from 87.5 to 87.
  • Attack Speed base changed from .68 to .62.
  • Attack Speed gained per level changed from 2.5% to 2.6%.

Solar Furnace

  • True Damage changed from 7/12/17/22 to 5/10/15/20.
  • True Damage now increases by 1 for every 100 Bonus Health.

Worldbreaker

  • Damage ratio changed from 25% to 50%.
  • Cost changed from 40/45/50/55 to 30/35/40/45.

Bounding Blow

  • Damage changed from 35/60/85/110 to 60/100/140/180.
  • Cost changed from 40/50/60/70 to 60/70/80/90.

Determination

  • Cost changed from 35/45/55/65 to 40/60/80/100.

Comet

  • Damage ratio changed from 70% to 80%.
  • Cost changed from 65 to 80.

Robin

Attributes

  • Attack Damage base changed from 60 to 56.
  • Attack Damage gained per level changed from 2.7 to 2.95.
  • Attack Armor base changed from 17 to 17.5.
  • Power Armor gained per level is now 1.25.
  • Will changed from 278 to 250.
  • Will gained per level changed from 34 to 20.
  • Will Regen changed from 1.4 to 3.
  • Will Regen gained per level changed from .125 to .25.
  • Health changed from 515 to 475.
  • Health gained per level changed from 86 to 86.5.
  • Attack Speed base changed from .69 to .66.
  • Attack Speed gained per level changed from 1.45% to 2.9%.

Vault Kick

  • Damage changed from 65/110/155/200 to 70/115/160/205.
  • Damage ratio changed from 65% to 75%.
  • Cost changed 40/50/60/70 to 50/70/90/110.

Bo Master

  • Cost changed from 50 to 65/75/85/95.

Dynamic Duo

  • Cost changed from 50/65/80/95 to 30/40/50/60.

Emergent Leader

  • Damage changed from 120/200/280/360 to 175/255/335/415.
  • Cost changed from 100 to 80.

Controllers

  • Disable durations no longer scale on Will, making these skills more potent at all points of match.
  • Skill Damage has been increased while Damage ratios have been reduced.
  • Primary offensive ability scales on both Power Damage and Will.

We want Controllers to have a strong lane presence, in terms of both damage and utility. As the game progresses, the Controller’s damage output will gradually lose potency while their utility gains in strength through their artifacts, making them late-game playmakers.

In addition to enhancing their utility, Will is also enhancing the damage of one of their skills. This allows them to maintain their threat level, without turning completely into Blasters.

Nightmare Superman

Attributes

  • Attack Damage base changed from 52 to 49.
  • Power Armor gained per level is now .4.
  • Will base changed from 335 to 550.
  • Will gained per level changed from 45 to 35.
  • Will Regen base changed from 1.6 to 1.8.
  • Will Regen gained per level changed from .19 to .05.
  • Health gained per level changed from 71.5 to 73.
  • Attack Speed base changed from .65 to .58.
  • Attack Speed gained per level changed from 1.5% to 2.6%.
  • Move Speed base changed from 375 to 385.

Phantom Collector

  • Power Damage ratio changed from 65% to 40%.
  • Added a 5% Bonus Will scaling to the damage.
  • Cost changed from 50/65/80/95 to 20/25/30/35.

Vortex

  • Fuse time changed from .75 to .5s.
  • Min Damage changed from 30/55/80/105 to 30/50/70/90.
  • Cost changed from 60/75/90/105 to 55/65/75/85.

Siphon/Infuse

  • Primary Damage changed from 60/90/120/150 to 60/110/160/210.
  • Primary Damage ratio changed from 50% to 30%.
  • Bounce Damage changed from 30/45/60/75 to 35/60/85/110.
  • Bounce Damage ratio changed from 70% to 55%.
  • Primary Shield changed from 60/90/120/150 to 70/120/170/220.
  • Primary Shield ratio changed from 17.5% to 15%.
  • Bounce Shield changed from 30/45/60/75 to 35/60/85/110.
  • Bounce Shield ratio changed from 24% to 19%.
  • Cost changed from 60 to 35/50/65/80.
  • Cooldown changed from 14 to 12s.

Condemn

  • Cost is now a flat 80 Will.

Poison Ivy

Poison Ivy has strong//potent utility in each one of her skills. Because of this we have decided not to give her a will ratio that buffs her damage output. Instead we gave her slightly more potency in the base/scaling of each of her skills.

Attributes

  • Attack Damage base changed from 52 to 48.
  • Attack Damage gained per level changed from 2.2 to 2.3.
  • Power Armor gained per level is now .4.
  • Will base changed from 303 to 550.
  • Will gained per level changed from 39 to 35.
  • Will Regen base changed from 1.47 to 1.8.
  • Will Regen gained per level changed from .13 to .05.
  • Health gained per level changed from 72 to 72.6.
  • Attack Speed base changed from .65 to .58.
  • Attack Speed gained per level changed from 1.5% to 2.7%.

Root Strike

We have changed the targeting type of Root Strike to ground targeted. You can now choose where you want Root Strike to explode from the initial cast. You can still choose to detonate the root early by pressing Root Strike again during its travel path. * Damage Changed from 50/95/140/185 to 70/120/170/220. * Ratio Changed from 70% to 55%. * Blow Kiss ♣ Damage Changed from 55/100/145/190 to 60/110/160/210. ♣ Ratio Changed from 65% to 40%.

Thorn Shield

  • Potency Changed from 60/105/150/195 to 55/100/145/190.
  • Ratio changed from 17.5 to 15%.

Deadly Flora

  • Power Damage ratio Changed from 200% to 150%
  • Slow increased from 15% to 40%.

Healthy Glow

  • Heal Changed from 75/125/175/225 to 70/98/126/154.

Zatanna

Attributes

  • Attack Damage base changed from 52 to 48.
  • Attack Damage gained per level changed from 2.2 to 2.3.
  • Power Armor gained per level is now .4.
  • Will base changed from 335 to 550.
  • Will gained per level changed from 45 to 35.
  • Will Regen base changed from 1.6 to 1.8.
  • Will Regen gained per level changed from .19 to .05.
  • Health gained per level changed from 74.8 to 72.8.
  • Attack Speed base changed from .65 to .58.
  • Attack Speed gained per level changed from 1.5% to 2.7%.

Skewer

  • Damage changed from 45/80/115/150 to 50/90/130/170.
  • Damage ratio changed from 45% to 30%.
  • Cooldown changed from 2.2 to 4/3.5/3/2.5s.
  • Cost changed from 35/40/45/50 to 15/20/25/30.

Dash/Dazzle

  • Haste/Slow changed from 25/30/35/40% to 30/37/44/51%.
  • Haste/Slow now gains 1% for every 100 Bonus Will.
  • Cooldown changed from 20/18/16/14 to 18/17/16/15.
  • Cost changed from 70 to 55/60/65/70.
  • Haste/Slow duration is now a flat 4s.

Punish/Protect

  • Shield changed from 50/90/130/170 to 60/110/160/210.
  • Shield ratio changed from 17.5% to 15%.
  • Range changed from 550 to 500.
  • Heal is now a flat 55% of the remaining shield.
  • Damage changed from 25/50/75/100 to 35/70/105/140.
  • Damage ratio changed from 32.5% to 30%.
  • Damage now has a 3% Bonus Will scaling.
  • We have decided to place the will damage ratio on Protect/Punish to really make it so the combo of detonating the skill with Skewer remains the biggest damage moment regardless of the build path one chooses to pursue.
  • Cooldown changed from 11 to 10s.
  • Cost changed from 75/85/95/105 to 45/60/75/90.

Be a Rabbit

  • Range reduced from 600 to 400.
  • Cost is now a flat 80.

Enforcers

Enforcers have had their damage adjusted across the board to better suit their role and intended build paths.

  • Base and Scaling damage of auto attacks has been increased.
  • Base and Scaling attack speed has been decreased.
  • Base skill damage has been refocused to give Enforcers more presence in team fights off of their base stats and skill numbers.
  • If enforcers want to build more damage they must sacrifice durability to do so. This is reflected in new ratios and artifacts.

Atrocitus

Attributes

  • Attack Damage base changed from 58 to 61.
  • Attack Damage gained per level changed from 2.5 to 3.1.
  • Attack Armor base changed from 19 to 24.
  • Attack Armor gained per level changed from 3.3 to 3.9.
  • Power Armor gained per level is now 1.25.
  • Health base changed from 531 to 535.
  • Health gained per level changed from 89.1 to 83.5.
  • Attack Speed base changed from .68 to .58.
  • Attack Speed gained per level changed from 1.5% to 2.1%.
  • Move Speed gained per level changed from 380 to 375.

Red Lantern’s Rage

Atrocitus’ passive was providing too much free damage early game, but was working out just right late. We have adjusted the skill to better curve its power for all phases of the game. * Damage changed from 20/40/60/80 to 30/40/50/60. * Delay between procs changed to from 2s to 5/4/3/2s.

Overwhelming Rage

  • Damage changed from 35/60/85/110 to 30/50/70/90.
  • Damage ratio changed from 35% to 30%.
  • Slow changed from 25/30/35/40% to 30/33.33/36.33/40%.
  • Cooldown changed from 8 to 8/7/6/5s.

Come At Me

  • Cooldown changed from 15/14/13/12 to 12s.

Overwhelming Rage

  • Damage changed from 40/65/90/115 to 65/100/135/170.
  • Damage ratio changed from 40% to 50%.
  • Cooldown changed from 16 to 15s.

Plasma Wave

  • Damage changed from 160/220/280/340 to 200/270/340/410.
  • Damage ratio changed from 60% to 70%.

Mecha Superman

Attributes

  • Attack Damage gained per level changed from 2.9 to 3.4.
  • Attack Armor base changed from 18 to 20.
  • Attack Armor gained per level changed from 3.3 to 3.4.
  • Power Armor gained per level is now .09.
  • Will base changed from 220 to 400.
  • Will gained per level changed from 23 to 30.
  • Will Regen base changed from 1.26 to 2.
  • Will Regen gained per level changed from .08 to .06.
  • Health gained per level changed from 91.3 to 84.5.
  • Attack Speed base changed from .66 to .56.
  • Attack Speed gained per level changed from 1.5% to 2.1%.
  • Move Speed gained per level changed from 375 to 370.

Agent of Hope

  • Heal changed from 2/4/6/8 to 2/3/4/5s.
  • Heal ratio changed from 1% to 0.5% Bonus Health.

Drill Thrust

  • Damage changed from 50/100/150/200 to 55/100/145/190.
  • Damage ratio changed from 55% to 50%.
  • Cost changed from 20/25/30/35 to 30/40/50/60.

Sunstone Eruption

  • Damage changed from 70/105/140/175 to 60/120/180/240.
  • Damage ratio changed from 45% to 40%.
  • Cost changed from 35/40/45/50 to 45/55/65/75.

Fissure

  • Cost changed from 55/65/75/85 to 85/90/95/100.

Terraformer

  • Damage changed from 30/50/70/90 to 40/60/80/100.

Wonder Woman

Attributes

  • Attack Damage gained per level changed from 2.5 to 3.2.
  • Attack Armor gained per level changed from 3.7 to 3.5.
  • Will base changed from 221 to 400.
  • Will gained per level changed from 22 to 30.
  • Will Regen base changed from 1.24 to 2.
  • Will Regen gained per level changed from .08 to .06.
  • Health gained per level changed from 89 to 80.
  • Attack Speed base changed from .69 to .62.
  • Attack Speed gained per level changed from 1.4% to 2.1%.
  • Move Speed gained per level changed from 385 to 380.

Lasso Grab

  • Increase Damage from 60/110/160/210 to 75/125/175/225.

Amazonian Prowess (New Functionality)

Amazonian Prowess suffered from a few usability problems, so we’ve made some changes to make it more reliable and impactful. Previously it was a self-buff where she gained AOE damage on her Basic Attacks for several seconds. It is now a charge-based skill, and activating it causes Wonder Woman to immediately deal a single pulse of damage in an area around her. This gives Wonder Woman more control over when and where her AOE damage occurs, and it means that, played well, she will always gain the full benefit of the skill’s damage. This also synergizes better with the across-the-board decreases to Enforcer attack speed.

  • When Amazonian Prowess is activated Wonder Woman deals Power Damage in an area around her.
  • Skill is now dependent on Charges.
    • You can hold 2 Charges.
    • Charges are recharged over 14/12/10/8s.
  • Increase damage from 40/60/80/100 to 50/75/100/125.
  • Power Damage Ratio changed from 40% to 20%.
  • Bonus Health Ratio of 5% added.
  • Cost changed from 40/50/60/70 to 30/35/40/45.
  • Cooldown changed from 14 to 1s.

Atomic Poison Ivy

Attributes

  • Attack Damage changed from 61 to 60.
  • Attack Damage gained per level changed from 2.5 to 3.4.
  • Power Armor gained per level is now 1.25.
  • Will base changed from 221 to 400.
  • Will gained per level changed from 22 to 30.
  • Will Regen base changed from 1.27 to 2.
  • Will Regen gained per level changed from .08 to .06.
  • Health changed from 450 to 490.
  • Health gained per level changed from 80 to 84.
  • Attack Speed base changed from .69 to .56.
  • Attack Speed gained per level changed from 1.4% to 2.1%.
  • Move Speed gained per level changed from 380 to 375.

Toxic Growth

  • Shield now scales on 10% Bonus Health instead of Attack Armor.

Poisoned Earth

  • Damage changed from 50/65/80/95 to 40/70/100/130.
  • Damage ratio changed from 30% to 20%.
  • Added a 3% Bonus Health scaling to damage.
  • Cooldown changed from 3.5s to 4/3.66/3.33/3s.

Bramble Rapture

  • Damage ratio changed from 40% to 50%.
  • Root duration changed from 1.25/1.5/1.75/2 to 1.25s.
  • Cost changed from 45/55/65/75 to 70/80/90/100.

Wall of Thorns

  • Damage changed from 60/100/140/180 to 70/110/150/190.
  • Damage ratio changed from 50% to 60%.
  • Cost changed from 30/40/50/60 to 45/50/55/60.

Secrets of the Forest

  • Power Armor buff now scales on 2% Bonus Health instead of Attack Armor.
  • Cost changed from 90 to 70.
  • Cooldown changed from 130/120/110/100 to 90/80/70/60s.

Marksmen

Marksmen have had their damage adjusted across the board.

  • Base and scaling damage of auto attacks has been decreased.
  • Base and scaling attack speed has been increased.
  • Skill damage has been modified.

Skill Damage in general is higher. However its scaling into late game is now focused more on what utility it brings to the marksmen as their auto attacks become more and more relevant. (Utility being: Bonus Range/CC/Kit Combo, etc.) When a skill is used late game… marksmen are giving up their highest moment of DPS for a moment of high “utility” impact. We wanted to make sure this was captured.

Mecha Wonder Woman

We have embraced Mecha Wonder Woman’s marksman path and have pulled her off the path of a hybrid blaster. While some power damage remains it is no longer the optimal path.

Attributes

  • Attack Damage changed from 58 to 46.
  • Attack Damage gained per level changed from 2.6 to 2.9.
  • Attack Armor gained per level changed from 3.2 to 3.1.
  • Power Armor gained per level is now .9.
  • Will base changed from 271 to 350.
  • Will gained per level changed from 33 to 30.
  • Will Regen base changed from 1.4 to 1.3.
  • Will Regen gained per level changed from .09 to .06.
  • Health changed from 440 to 455.
  • Health gained per level changed from 71.5 to 76.
  • Attack Speed base changed from .675 to .685.
  • Attack Speed gained per level changed from 3% to 2.97%.

Implacable Judgment

  • Damage ratio changed from 30% to 25%.

Glaive Storm

Glaive Storms scaling was changed from Bonus to Total Attack Damage… In the old world, Glaive Storm had “odd” moments. Where it either did damage that was very disappointing, or abnormally high pending on its level and time in the game. We tried to normalize this some so it always had relevance & utility at all stages in the game.

  • Damage changed from 40/80/120/160 to 10/30/50/70.
  • Damage ratio changed from 60% to 100%.
  • No longer has a Power Damage ratio.
  • Cost changed from 40/50/60/70 to 50/55/60/65.

After Burn

  • Cost changed 50/55/60/65 to 85/95/105/115.

Celerity

  • Cost changed from 40/50/60/70 to 60/75/90/105.

Tempest

  • Cost changed from 110/120/130/140 to 90.

Blue Beetle

Attributes

  • Attack Damage changed from 59 to 49.
  • Attack Damage gained per level changed from 2.6 to 3.
  • Attack Armor gained per level changed from 3.2 to 3.4.
  • Power Armor gained per level is now .9.
  • Will base changed from 271 to 275.
  • Will gained per level changed from 33 to 22.5.
  • Will Regen base changed from 1.4 to 2.75.
  • Will Regen gained per level changed from .09 to .21.
  • Health changed from 446 to 475.
  • Health gained per level changed from 72.6 to 80.
  • Attack Speed base changed from .68 to .63.
  • Attack Speed gained per level changed from 3% to 3.6%.

The initial damage of Blue Beetle’s skills has been increased some to better match damage numbers expected at that point in the game.

Energy Cannon

  • Damage changed from 70/115/160/205 to 75/120/165/210.
  • Damage ratio changed from 70% to 100%.
  • Cost changed from 30/40/50/60 to 40/55/70/85.

Lethal Measures

  • Damage changed from 65/100/135/170 to 90/120/150/180.
  • Damage ratio changed from 75% to 80%.

Stick and Move

  • Cost changed from 60/70/80/90 to 70/80/90/100.

Mandible Taser

  • Damage changed from 75/115/155/195 to 85/120/155/190.

Green Arrow

Attributes

  • Attack Damage changed from 58 to 46.
  • Attack Damage gained per level changed from 2.6 to 2.9.
  • Attack Armor gained per level changed from 3.2 to 3.
  • Power Armor gained per level is now .9.
  • Will base changed from 271 to 350.
  • Will gained per level changed from 33 to 30.
  • Will Regen base changed from 1.4 to 1.3.
  • Will Regen gained per level changed from .09 to .06.
  • Health changed from 440 to 450.
  • Health gained per level changed from 71.5 to 75.
  • Attack Speed base changed from .68 to .69.
  • Attack Speed gained per level changed from 3% to 2.79%.

Superform Arrows

  • Cost changed from 40/50/60/70 to 70/80/90/100.

Ballistic Arrows

  • Ratio decreased from 35% to 30%.
  • Cost changed from 30/40/50/60 to 25/30/35/40.

Thermite Arrows

  • Ration increased from 35% to 40%.
  • Cost changed from 30/40/50/60 to 25/30/35/40.

Bullseye

  • Minimum Damage changed from 50/100/150/200 to 65/110/155/200.
  • Maximum Damage changed from 75/150/225/300 to 85/160/235/310.
  • Cost changed from 25/35/45/55 to 40/45/50/55.

Gaslight Batman

Attributes

  • Attack Damage changed from 58 to 47.
  • Attack Damage gained per level changed from 2.6 to 2.8.
  • Attack Armor gained per level changed from 3.2 to 3.1.
  • Power Armor gained per level is now .9.
  • Will base changed from 271 to 350.
  • Will gained per level changed from 33 to 30.
  • Will Regen base changed from 1.4 to 1.3.
  • Will Regen gained per level changed from .09 to .06.
  • Health changed from 435 to 455.
  • Health gained per level changed from 70.4 to 76.
  • Attack Speed base changed from .685 to .65.
  • Attack Speed gained per level changed from 3% to 3.06%.

Sonic Batarang

  • Damage changed from 50/75/100/125 to 60/85/110/135
  • Cost changed from 30/40/50/60 to 40/50/60/70

Sonic Shell

We have changed the targeting type of Sonic Shell to ground targeted. You can now choose where you want Sonic Shell to explode from the initial cast. You can still choose to detonate the shell early by pressing sonic shell again during its flight path.

  • Damage changed from 50/90/130/170 to 70/110/150/190.
  • Cost changed from 45/50/55/60 to 50/55/60/65.

Bat Flight

  • Cost changed from 65/75/85/95 to 75/85/95/105.

Bat Scream

  • Cost changed from 150 to 90.

Cyborg

Attributes

  • Attack Damage changed from 59 to 46.
  • Attack Damage gained per level changed from 2.6 to 3.1.
  • Attack Armor gained per level changed from 2.6 to 3.25.
  • Power Armor gained per level is now .9.
  • Will base changed from 271 to 350.
  • Will gained per level changed from 33 to 30.
  • Will Regen base changed from 1.4 to 1.3.
  • Will Regen gained per level changed from .09 to .06.
  • Health changed from 445 to 475.
  • Health gained per level changed from 71.8 to 79.
  • Attack Speed base changed from .675 to .71.
  • Attack Speed gained per level changed from 3% to 2.52%.

Tracer Shot

  • Damage changed from 35/70/105/140 to 50/70/90/110.
  • Damage ratio changed from 60% to 50%.
  • Cost changed from 35/45/55/65 to 40/50/60/70.

Paralyzing Shock

  • Cost changed from 45/55/65/75 to 55/60/65/70.

Cascade

  • Cost changed from 40/50/60/70 to 75/90/105/120.

Plasma Cannon

  • Cost changed from 150 to 90.

Attack Artifacts

Nil Weapon – Target: Starting

  • 500 credits
  • 75 Health
  • 10 Attack Damage
  • Attack Syphon: Basic Attacks against drones or champions restore health.

Cheetah’s Claw – Target: Marksman, Utility

Tier 1

  • 250 Credits
  • 8% Attack Speed

Tier 2

  • 750 Credits
  • 3% Attack Lifesteal
  • 15% Attack Speed

Tier 3

  • 1250 Credits
  • 6% Attack Lifesteal
  • 25% Attack Speed

Tier 4

  • 2250 Credits
  • 12% Attack Lifesteal
  • 30% Attack Speed
  • Frenzy: Activate to gain 50% Attack Speed for 4s (60s Cooldown).

Zeiss Goggles – Target: Marksman, Aggressive

Tier 1

  • 500 Credits
  • 7 Attack Damage
  • 7% Attack Speed

Tier 2

  • 1000 Credits
  • 15 Attack Damage
  • 15% Attack Speed

Tier 3

  • 1750 Credits
  • 25 Attack Damage
  • 25% Attack Speed

Tier 4

  • 2500 Credits
  • 30 Attack Damage
  • 30% Attack Speed
  • Enhanced Aim: You gain 8 stacks of Enhanced Aim each time you hit with a basic attack and 4 stacks every second. Whe you reach 100 stacks, your next basic against an enemy Champion attack will deal 100 + 25% Bonus Attack Damage as Power Damage. After, Enhanced Aim stacks will reset to 10% of your Bonus Attack Damage.

Shade’s Cane – Target: Hybrid

Tier 1

  • 500 Credits
  • 9 Attack Damage
  • 9 Power Damage
  • Darkness Manipulation 1: Your basic attacks and skill uses grant 1 Attack Damage and 1 Power Damage for 7s (max 7 stacks).

Tier 2

  • 1250 Credits
  • 21 Attack Damage
  • 21 Power Damage
  • Darkness Manipulation 2: Your basic attacks and skill uses grant 2 Attack Damage and 2 Power Damage for 7s (max 7 stacks).

Tier 3

  • 2500 Credits
  • 42 Attack Damage
  • 42 Power Damage
  • Darkness Manipulation 3: Your basic attacks and skill uses grant 3 Attack Damage and 3 Power Damage for 7s (max 7 stacks).
  • Desperate Endurance: Falling below 50% Health, gain 10% Attack and Power Lifesteal until you do not take or deal damage for 5s (30s Coodlown).

Rip Hunter’s Time Pack – Target: Assassin, Utility

Tier 1

  • 500 Credits
  • 12 Attack Damage

Tier 2

  • 1000 Credits
  • 20 Attack Damage
  • 5% Cooldown Reduction

Tier 3

  • 1750 Credits
  • 35 Attack Damage
  • 10% Cooldown Reduction

Tier 4

  • 50 Attack Damage
  • 15% Cooldown Reduction
  • Time Anchor: Activate once to record a position. Activate again within 5 seconds to return to that position (60s cooldown). If you are stunned or interrupted before the second activation, your current anchor is destroyed and this skill goes on cooldown.

Sword of Beowulf – Target: Situational/Counter

Tier 1

  • 750 Credits
  • 15 Attack Damage
  • 10 Power Armor

Tier 2

  • 1750 Credits
  • 25 Attack Damage
  • 20 Power Armor
  • Response Shield 1: When you take Power Damage that puts you below 30% Health, gain a Shield that lasts 5s and blocks 250 Power Damage (60s cooldown).

Tier 3

  • 3000 Credits
  • 45 Attack Damage
  • 30 Power Armor
  • Response Shield 2: When you take Power Damage that puts you below 30% Health, gain a Shield that lasts 5s and blocks 400 Power Damage (60s cooldown).

Claw of Horus – Target: Bruiser, Aggressive

Tier 1

  • 750 Credits
  • 50 Health
  • 10 Attack Damage
  • 10 Attack Armor

Tier 2

  • 1750 Credits
  • 150 Health
  • 25 Attack Damage
  • 15 Attack Armor

Tier 3

  • 3000 Credits
  • 200 Health
  • 40 Attack Damage
  • 20 Attack Armor
  • Kinect Armor: Your basic attacks steal 3 Attack Armor for 5s (max 5 stacks).

Mega Rod – Target: Bruiser, Passive

Tier 1

  • 750 Credits
  • 10 Health Regen per 10s
  • 10 Attack Damage
  • Shockwave 1: Your basic attacks explode, dealing 15 damage + 2% Bonus Health to other enemies nearby.

Tier 2

  • 1750 Credits
  • 15 Move Speed
  • 15 Health Regen per 10s
  • 20 Attack Damage
  • Shockwave 2: Your basic attacks explode, dealing 25 damage + 4% Bonus Health to other enemies nearby.

Tier 3

  • 3000 Credits
  • 15 Move Speed
  • 15 Health Regen per 10s
  • 30 Attack Damage
  • Shockwave 3: Your basic attacks explode, dealing 35 damage + 6% Bonus Health to other enemies nearby.
  • Desperate Strength: Gain +1 Attack Damage for every 2% Health you are missing (Max 30 Attack Damage).

Velocity 9 Implants – Target: Marksman, Aggressive, Passive

Tier 1

  • 750 Credits
  • 20% Attack Speed

Tier 2

  • 1500 Credits
  • 5 Move Speed
  • 15% Critical Chance
  • 25% Attack Speed

Tier 3

  • 2250 Credits
  • 10 Move Speed
  • 20% Critical Chance
  • 35% Attack Speed

Tier 4

  • 3250 Credits
  • 10 Move Speed
  • 25% Critical Chance
  • 40% Attack Speed
  • Attack Fervor: Basic attacks grant 5% Move Speed for 15s.

Huntress’ Crossbow – Target: Marksman, Utility

Tier 1

  • 1250 Credits
  • 20 Attack Damage
  • 15% Attack Speed

Tier 2

  • 2250 Credits
  • 40 Attack Damage
  • 20% Attack Speed

Tier 3

  • 3000 Credits
  • 50 Attack Damage
  • 30% Attack Speed
  • Slayer: Your basic attacks deal 5% of your target’s current Health as bonus Attack Damage. (Max 100 vs creatures and drones.)

Joe Chill’s Revolver – Target: Marksman, Core

Tier 1

  • 1500 Credits
  • 20 Attack Damage
  • 15% Critical Chance

Tier 2

  • 2750 Credits
  • 45 Attack Damage
  • 20% Critical Chance

Tier 3

  • 3750 Credits
  • 50 Attack Damage
  • 25% Critical Chance
  • Deadly 2: +50% Critical Damage.

Marauder Knife – Target: Jungle

Tier 1

  • 250 Credits
  • Marauder Burst 1: +10% Damage to creatures
  • Marauder Edge 1: Basic attacks to creatures deal +10 Damage (bypasses armor) and restores 5 Health.

Tier 2

  • 750 Credits
  • 10 Attack Damage
  • Marauder Burst 2: +20% Damage to creatures
  • Marauder Edge 2: Basic attacks to creatures deal +30 Damage (bypasses armor) and restores 5 Health.

Tier 3

  • 1250 Credits
  • 20 Attack Damage
  • Marauder Burst 3: +30% Damage to creatures
  • Marauder Syphon: When you damage a creature, regain Health equal to 5% of the damage dealt and Will equal to 3% of the damage dealt.

Tier 4

  • 2250 Credits
  • 40 Attack Damage
  • 5% Attack Lifesteal
  • Marauder Burst 3: +30% Damage to creatures
  • Marauder Syphon: When you damage a creature, regain Health equal to 5% of the damage dealt and Will equal to 3% of the damage dealt.

Atlantis Gambit – Target: Bruiser, Utility

Tier 1

  • 250 Credits
  • 5 Health Regend per 10s
  • 5 Attack Damage

Tier 2

  • 750 Credits
  • 10 Health Regen per 10s
  • 10 Attack Damage
  • Investment: When sharing drone credits with one or more allies, the overall value is increased by 20%. As with all credit charing, this bonus is distributed equally between yourself and nearby allies. Investments do not stack with other Investments, the maximum bonus is 20%.

Tier 3

  • 1750 Credits
  • 15 Health Regen per 10s
  • 20 Attack Damge
  • Atlantis Aura: +10% Attack Speed and +10% Attack Lifesteal for all nearbly allies.

Tier 4

  • 2500 Credits
  • 15 Health Regen per 10s
  • 30 Attack Damage
  • Atlantis Aura: +10% Attack Speed and +10% Attack Lifesteal for all nearbly allies.
  • Targeting System: Activate on a target to Slow them by 25% and mark them for 4s. Allies who basic attack marked targets are healed 1.5% of that ally’s Max Health each hit (60s Cooldown).

Coda Blade – Target: Assassin, Aggressive, Utility

Tier 1

  • 500 Credits
  • 12 Attack Damage

Tier 2

  • 1000 Credits
  • 25 Attack Damage

Tier 3

  • 1750 Credits
  • 40 Attack Damage
  • Piercing 1: +10 Attack Penetration.

Tier 4

  • 2500 Credits
  • 40 Attack Damage
  • Wounding Attack: Targets hit by your basic attacks have their healing and regeneration reduced by 20% for 2s. (Stacks up to 3 times, healing and regeneration cannot be reduced below 50%.)
  • Piercing 2: +15 Attack Penetration.

Lobo’s Chain – Target: Bruiser, Aggressive

Tier 1

  • 500 Credits
  • 75 Health
  • 5 Attack Damage

Tier 2

  • 1250 Credits
  • 175 Health
  • 15 Attack Damage

Tier 3

  • 2000 Credits
  • 250 Health
  • 25 Attack Damage

Tier 4

  • 3000 Credits
  • 300 Health
  • 30 Attack Damage
  • Attack Harrier: Basic attacks Slow your target’s Move Speed by 30%, decaying over 2s (20% Slow for ranged basic attacks.)

Batman’s Utility Belt – Target: Situational & Counter

Tier 1

  • 750 Credits
  • 100 Health
  • 10% Attack Speed

Tier 2

  • 1500 Credits
  • 100 Health
  • 20% Attack Speed
  • Purge: Activate to purge negative status effects and gain 50% Resilience for 5s after (60s Coodlown).

Tier 3

  • 2250 Credits
  • 200 Health
  • 10% Attack Speed
  • 5% Cooldown Reduction
  • Purge: Activate to purge negative status effects and gain 50% Resilience for 5s after (60s Coodlown).

Tier 4

  • 3250 Credits
  • 10 Move Speed
  • 300 Health
  • 20% Attack Speed
  • 10% Cooldown Reduction
  • Purge: Activate to purge negative status effects and gain 50% Resilience for 5s after (60s Coodlown).

Deadshot’s Visor – Target: Marksman, Utility

Tier 1

  • 750 Credits
  • 75 Will
  • 10 Attack Damage
  • 8% Attack Speed

Tier 2

  • 1750 Credits
  • 150 Will
  • 25 Attack Damage
  • 15% Attack Speed

Tier 3

  • 3250 Credits
  • 300 Will
  • 40 Attack Damage
  • 30% Attack Speed
  • Intensity: When toggle don, basic attacks and single-target skills cost an additional 4% Current Will and deal bonus Attack Damage equal to 150% of the Will consumed. When toggled off, basic attacks restore 0.5% of Max Will on hit.

Soultaker Katana – Target: Marksman, Passive

Tier 1

  • 750 Credits
  • 10 Attack Damage
  • 4% Attack Lifesteal

Tier 2

  • 1500 Credits
  • 20 Attack Damage
  • 8% Attack Lifesteal

Tier 3

  • 2250 Credits
  • 20 Attack Damage
  • 8% Attack Lifesteal
  • Attack Damage Collector: +.5 Attack Damage and .15% Attack Lifesteal when you collect a coin (max 20 Attack Damage and 6% Attack Lifesteal, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights.

Tier 4

  • 3250 Credits
  • 40 Attack Damage
  • 12% Attack Lifesteal
  • Attack Damage Collector: +.5 Attack Damage and .15% Attack Lifesteal when you collect a coin (max 20 Attack Damage and 6% Attack Lifesteal, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights.

Deathstroke’s Claymore – Target: Assassin, Core

Tier 1

  • 750 Credits
  • 15 Attack Damage
  • 5% Cooldown Reduction

Tier 2

  • 1750 Credits
  • 25 Attack Damage
  • 10 Attack Penetration
  • 10% Cooldown Reduction

Tier 3

  • 3250 Credits
  • 50 Attack Damage
  • 15 Attack Penetration
  • 10% Cooldown Reduction
  • Terminate: Activate to deal 5% of your target’s maximum Health as Attack Damage (Max 600 vs creatures and drones) and increase further damage you deal to them by 5% for 3s (120s Coodlown).

Atomic Axe – Target: Many, Situational & Counter

Tier 1

  • 1500 Credits
  • 20 Attack Damage
  • Razor 1: +15% Attack Penetration.

Tier 2

  • 3000 Credits
  • 40 Attack Damage
  • Razor 2: +35% Attack Penetration.

Health Artifacts

Nil Cloak – Target: Starting

  • 500 Credits
  • 100 Health
  • 10 Health Regen per 10s
  • Toughness: Blocks 8 damage from Champion basic attacks.

Olympus Gambit – Target: Enforcer, Passive

Tier 1

  • 250 Credits
  • 75 Health

Tier 2

  • 750 Credits
  • 100 Health
  • 5 Attack Armor
  • 5 Power Armor
  • Investment: When sharing drone credits with one or more allies, the overall value is increased by 20%. As with all credit sharing, this bonus is distributed equally between yourself and nearby allies. Investments do not stack with other Investments, the maximum bonus is 20%.

Tier 3

  • 1750 Credits
  • 150 Health
  • 10 Attack Armor
  • 5 Power Armor
  • Olympus Aura: +15 Attack Armor, +15 Power Armor, and +10 Health Regen per 10s for all nearby allies.

Tier 4

  • 2500 Credits
  • 200 Health
  • 10 Attack Armor
  • 10 Power Armor
  • Olympus Aura: +15 Attack Armor, +15 Power Armor, and +10 Health Regen per 10s for all nearby allies.
  • Bastion: Activate to reduce damage taken by 25% and reduce damage dealt by 25% for 3s (60s Coodlown).

Phantom Stranger’s Necklace – Target: Enforcer, Passive

Tier 1

  • 250 Credits
  • 5 Attack Armor
  • 5 Power Armor

Tier 2

  • 1000 Credits
  • 10 Attack Armor
  • 5 Power Armor
  • Armor Collector: +.5 Attack and Power Armor when you collect a coin (max 20 Attack and Power Armor, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights.

Tier 3

  • 2000 Credits
  • 20 Attack Armor
  • 10 Power Armor
  • 10% Cooldown Reduction
  • Armor Collector: +.5 Attack and Power Armor when you collect a coin (max 20 Attack and Power Armor, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights.

Amulet of Isis – Target: Enforcer, Utility

Tier 1

  • 500 Credits
  • 75 Health
  • 75 Will

Tier 2

  • 1250 Credits
  • 5 Move Speed
  • 100 Health
  • 100 Will
  • 10% Cooldown Reduction

Tier 3

  • 2500 Credits
  • 5 Move Speed
  • 200 Health
  • 200 Will
  • 10% Cooldown Reduction
  • Mercury’s Gift: Grant a 25% Move Speed buff to all nearby allies for 2s (60s Cooldown).

Suit of Sorrows – Target: Enforcer, Utility

Tier 1

  • 500 Credits
  • 50 Health
  • 10 Attack Armor

Tier 2

  • 1250 Credits
  • 125 Health
  • 25 Attack Armor

Tier 3

  • 2000 Credits
  • 150 Health
  • 40 Attack Armor
  • Mirror Defense 1: +10% Attack Reflect.

Tier 4

  • 3000 Credits
  • 200 Health
  • 60 Attack Armor
  • Mirror Defense 1: +15% Attack Reflect.

Ruby of Life – Target: Enforcer, Passive

Tier 1

  • 500 Credits
  • 75 Health
  • 7 Health Regen per 10s

Tier 2

  • 1250 Credits
  • 75 Health
  • 7 Health Regen per 10s
  • Health Collector: +5 Health and +.25 Health Regen per 10s when you collect a coin (max 200 Health, 10 Health Regen per 10s, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights

Tier 3

  • 2000 Credits
  • 225 Health
  • 15 Health Regen per 10s
  • Health Collector: +5 Health and +.25 Health Regen per 10s when you collect a coin (max 200 Health, 10 Health Regen per 10s, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights

Tier 4

  • 3000 Credits
  • 400 Health
  • 20 Health Regen per 10s
  • Health Collector: +5 Health and +.25 Health Regen per 10s when you collect a coin (max 200 Health, 10 Health Regen per 10s, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights

Diana’s Bracers – Target: Enforcer, Aggressive

Tier 1

  • 750 Credits
  • 10 Health Regen per 10s
  • 20 Attack Armor

Tier 2

  • 1500 Credits
  • 15 Health Regen per 10s
  • 20 Attack Armor
  • Health Balance: Gain +1% Health Regen per 2% of Health missing.

Tier 3

  • 2500 Credits
  • 20% Resilience
  • 20 Health Regen per 10s
  • 20 Attack Armor
  • Health Balance: Gain +1% Health Regen per 2% of Health missing.
  • Mounting Defense: When you take damage from Champions, gain a stack of 0.5% Damage Reduction that lasts for 3s (maximum of 5% Damage Reduction). New stacks refresh the duration.

Spear of Destiny – Target: Bruiser, Passive

Tier 1

  • 1000 Credits
  • 100 Health
  • 10 Attack Damage
  • 10 Power Armor

Tier 2

  • 2500 Credits
  • 150 Health
  • 20 Attack Damage
  • 20 Power Armor
  • Enforcement 1: Gain 2% of your Bonus Health as additional Attack Damage.

Metallo’s Heart – Target: Situational & Counter

Tier 1

  • 750 Credits
  • 100 Health
  • 15 Attack Armor

Tier 2

  • 1500 Credits
  • 200 Health
  • 30 Attack Armor

Tier 3

  • 3000 Credits
  • 250 Health
  • 40 Attack Armor
  • 10% Cooldown Reduction
  • Dampening Aura: -20% Attack Speed for all nearby enemy Champions.

Fragment of Mogo – Target: Bruiser, Enforcer, Utility

Tier 1

  • 750 Credits
  • 100 Health
  • 15 Attack Armor

Tier 2

  • 1500 Credits
  • 200 Health
  • 30 Attack Armor

Tier 3

  • 2750 Credits
  • 250 Health
  • 40 Attack Armor
  • Burning Core: Activate to deal damage over time to all nearby enemies. Deals 20 Power Damage (20 + 4% Bonus Health) and then 10 Power Damage (10 + 2% Bonus Health) each second decaying to 5 Power Damage (5 + 1% Bonus Health) over 10s (90s Cooldown).

Booster Gold’s Power Suit™ – Target: Bruiser, Aggressive

Tier 1

  • 1000 Credits
  • 100 Health
  • 20 Attack Armor

Tier 2

  • 2000 Credits
  • 150 Health
  • 30 Attack Armor
  • 10% Cooldown Reduction

Tier 3

  • 3000 Credits
  • 250 Health
  • 40 Attack Armor
  • 10% Cooldown Reduction
  • Real Hero: You take 20% reduced damage from turrets. Be a hero.

Marauder Shield – Target: Jungle

Tier 1

  • 250 Credits
  • 25 Health
  • Marauder Burst 1: +10% Damage to creatures.
  • Marauder Defense: Bocks 5 damage from creature attacks.

Tier 2

  • 750 Credits
  • 75 Health
  • Marauder Burst 2: +20% Damage to creatures.
  • Marauder Defense: Bocks 5 damage from creature attacks.
  • Marauder Syphon: When you damage a creature, regain Health equal to 5% of the damage dealt and Will equal to 3% of the damage dealt.

Tier 3

  • 1250 Credits
  • +10% Resilience
  • 100 Health
  • Marauder Burst 3: +30% Damage to creatures.
  • Marauder Defense: Bocks 5 damage from creature attacks.
  • Marauder Syphon: When you damage a creature, regain Health equal to 5% of the damage dealt and Will equal to 3% of the damage dealt.

Tier 4

  • 2250 Credits
  • +30% Resilience
  • 250 Health
  • Marauder Burst 3: +30% Damage to creatures.
  • Marauder Defense: Bocks 5 damage from creature attacks.
  • Marauder Syphon: When you damage a creature, regain Health equal to 5% of the damage dealt and Will equal to 3% of the damage dealt.

Oa Gambit – Target: Enforcer, Utility

Tier 1

  • 250 Credits
  • 6 Power Damage
  • 6 Power Armor

Tier 2

  • 750 Credits
  • 15 Power Damage
  • 15 Power Armor
  • Investment: When sharing drone credits with one or more allies, the overall value is increased by 20%. As with all credit charing, this bonus is distributed equally between yourself and nearby allies. Investments do not stack with other Investments, the maximum bonus is 20%.

Tier 3

  • 1750 Credits
  • 25 Power Damage
  • 25 Power Armor
  • Oa Aura: -10 Power Armor for all nearby enemies.

Tier 4

  • 2500 Credits
  • 40 Power Damage
  • 40 Power Armor
  • Oa Aura: -10 Power Armor for all nearby enemies.

The Medusa Mask – Target: Controller, Utility

Tier 1

  • 500 Credits
  • 10 Health Regen per 10s
  • 25% Will Regeneration

Tier 2

  • 1000 Credits
  • 12 Health Regen per 10s
  • 30% Will Regeneration
  • Medisys: On leveling up, regain 75 Health and Will over 20s.

Tier 3

  • 1750 Credits
  • 12 Health Regen per 10s
  • 35% Will Regeneration
  • Medisys: On leveling up, regain 75 Health and Will over 20s.

Tier 4

  • 2500 Credits
  • 200 Health
  • 12 Health Regen per 10s
  • 40% Will Regeneration
  • Medisys: On leveling up, regain 75 Health and Will over 20s.
  • Psychosis: If used on an enemy, applies Wounding and deals 100 Power Damage plus 5% of the enemy’s maximum health as Power Damage over 5s. If used on an ally, it heals for 100 immediately plus 10% of the ally’s maximum health over 5s (120s Coodlown).

Mirror Master’s Prism – Target: Enforcer, Utility

Tier 1

  • 500 Credits
  • 50 Health
  • 10 Power Armor

Tier 2

  • 1250 Credits
  • 125 Health
  • 25 Power Armor

Tier 3

  • 2000 Credits
  • 150 Health
  • 40 Power Armor
  • Deadly Mirror 1: +15% Power Reflect

Tier 4

  • 3000 Credits
  • 200 Health
  • 60 Power Armor
  • Deadly Mirror 2: +25% Power Reflect

Steel’s Breastplate – Target: Controller, Utility

Tier 1

  • 500 Credits
  • 125 Will
  • 10 Attack Armor

Tier 2

  • 1250 Credits
  • 100 Health
  • 200 Will
  • 20 Attack Armor

Tier 3

  • 2500 Credits
  • 200 Health
  • 300 Will
  • 30 Attack Armor
  • Iron Will: Activate to redirect 20% of damage taken to your Will for the next 5s (60 Coodlown).

Helm of Fate – Target: Blaster, Utility

Tier 1

  • 500 Credits
  • 10 Power Damage
  • 10 Power Armor

Tier 2

  • 1250 Credits
  • 30 Power Damage
  • 20 Power Armor

Tier 3

  • 2250 Credits
  • 60 Power Damage
  • 30 Power Armor
  • Mystic Surge: Activate to grant Power Damage equal to 30% of your Bonus Power Armor for 10s (90s Cooldown).

Entropy Aegis – Target: Situational & Counter

Tier 1

  • 750 Credits
  • 100 Health
  • 15 Power Armor

Tier 2

  • 1500 Credits
  • 200 Health
  • 30 Power Armor

Tier 3

  • 3000 Credits
  • 250 Health
  • 40 Power Armor
  • Skill Block 1: Grants a Skill Shield that prevents the damage and effects of the next enemy skill (90s Cooldown).

Kryptonian War Armor – Target: Situational & Counter

Tier 1

  • 750 Credits
  • 50 Health
  • 8 Health Regen per 10s
  • 15 Power Armor

Tier 2

  • 1500 Credits
  • 10 Move Speed
  • 75 Health
  • 10 Health Regen per 10s
  • 30 Power Armor

Tier 3

  • 3000 Credits
  • 20 Move Speed
  • 200 Health
  • 15 Health Regen per 10s
  • 40 Power Armor
  • Vitality 1: +20% Healing Received.

Ra’s al Ghul’s Robe – Target: Situational & Counter

Tier 1

  • 1250 Credits
  • 35 Attack Armor
  • 25 Power Armor

Tier 2

  • 2750 Credits
  • 45 Attack Armor
  • 30 Power Armor
  • Lazarus Effect 1: If you would fall to 0 Health, you instead gain a shield worth 250 + 85/level, your Attack Armor is set to 45 and your Power Armor is set to 35, and you become Suppressed. If the shield is unbroken after 4s, the remaining shield is converted to Health and you regain 50% Will (4 minute Cooldown).

Power Artifacts

Nil Ring – Target: Starting

  • 500 Credits
  • 75 Health
  • 10% Will Regeneration
  • 15 Power Damage
  • Will Restore 1: Restores 10 Will when you collect a coin.

Gorilla Grodd’s Helmet – Target: Controller, Utility

Tier 1

  • 250 Credits
  • 125 Will

Tier 2

  • 750 Credits
  • 200 Will
  • 5% Cooldown Reduction
  • Investment: When sharing drone credits with one or more allies, the overall value is increased by 20%. As with all credit charing, this bonus is distributed equally between yourself and nearby allies. Investments do not stack with other Investments, the maximum bonus is 20%.

Tier 3

  • 1750 Credits
  • 10% Resilience
  • 300 Will
  • 10% Cooldown Reduction
  • Gorilla City Aura: +15% Resilience for all nearby allies.

Tier 4

  • 2500 Credits
  • 10% Resilience
  • 400 Will
  • 10% Cooldown Reduction
  • Gorilla City Aura: +15% Resilience for all nearby allies.
  • Psychic Shield: Applies a Shield that blocks 40 damage (40 + 7/level + 10% Bonus Will) to a target for 3s. While the shield lasts, the target is immune to Disables. (60s Cooldown).

The Logoz – Target: Controller, Passive

Tier 1

  • 250 Credits
  • 75 Will
  • 5 Power Damage

Tier 2

  • 1000 Credits
  • 75 Will
  • 10 Power Damage
  • Power Damage Collector: +.75 Power Damage and .25% Cooldown Reduction when you collect a coin (max 30 Power Damage and 10% Cooldown Reduction, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights.

Tier 3

  • 2000 Credits
  • 300 Will
  • 30 Power Damage
  • Power Damage Collector: +.75 Power Damage and .25% Cooldown Reduction when you collect a coin (max 30 Power Damage and 10% Cooldown Reduction, lose 50% of your stacks on death). Coins give double stacks on Gotham Heights.

Mr. Terrific’s T-Mask – Target: Controller, Aggressive

Tier 1

  • 250 Credits
  • 100 Will

Tier 2

  • 750 Credits
  • 200 Will
  • 10 Power Damage

Tier 3

  • 1250 Credits
  • 300 Will
  • 10 Power Damage
  • ECM Burst: After a short fuse, disables all enemy cameras in a 600 area up to 1,500 away for 10s. Permanently disables Stealth on effected cameras. (60s Cooldown.)

Tier 4

  • 2000 Credits
  • 400 Will
  • 20 Power Damage
  • Devastating 1
  • ECM Burst: After a short fuse, disables all enemy cameras in a 600 area up to 1,500 away for 10s. Permanently disables Stealth on effected cameras. (60s Cooldown.)

Eye of Ekron – Target: Controller, Aggressive

Tier 1

  • 500 Credits
  • 100 Will
  • 12 Power Damage

Tier 2

  • 1000 Credits
  • 200 Will
  • 25 Power Damage

Tier 3

  • 1750 Credits
  • 10 Move Speed
  • 300 Will
  • 35 Power Damage

Tier 4

  • 2500 Credits
  • 10 Move Speed
  • 400 Will
  • 40 Power Damage
  • Will Force: Grants Power Damage equal to 2% Bonus Will.

Abin Sur’s Lantern – Target: Controller, Passive

Tier 1

  • 500 Credits
  • 100 Will
  • Shining Will Aura: +25% Will Regen for all nearby allies.

Tier 2

  • 1250 Credits
  • 100 Will
  • 10 Power Damage
  • Shining Will Aura: +25% Will Regen for all nearby allies.
  • Will Harvest: Gain 10 Will every 75s and with each Champion kill or assist (max 400 Will). At maximum stacks, gain 10% Cooldown Reduction.

Tier 3

  • 2000 Credits
  • 200 Will
  • 20 Power Damage
  • 10% Cooldown Reduction
  • Shining Will Aura: +25% Will Regen for all nearby allies.
  • Will Harvest: Gain 10 Will every 75s and with each Champion kill or assist (max 400 Will). At maximum stacks, gain 10% Cooldown Reduction.

Tier 4

  • 2750 Credits
  • 400 Will
  • 30 Power Damage
  • 10% Cooldown Reduction
  • Shining Will Aura: +25% Will Regen for all nearby allies.
  • Will Harvest: Gain 10 Will every 75s and with each Champion kill or assist (max 400 Will). At maximum stacks, gain 10% Cooldown Reduction.

Neron’s Contract – Target: Blaster, Utility

Tier 1

  • 500 Credits
  • 10 Attack Armor
  • 10 Power Damage

Tier 2

  • 1000 Credits
  • 15 Attack Armor
  • 25 Power Damage

Tier 3

  • 1750 Credits
  • 20 Attack Armor
  • 50 Power Damage

Tier 4

  • 3000 Credits
  • 30 Attack Armor
  • 60 Power Damage
  • Blood Bargain: Activate to gain a massive Shield that blocks 100 damage (100 + 50/level + 150% Bonus Power Damage) and be Suppressed for 3s. (120s Cooldown.)

Blue Scarab – Target: Hybrid

Tier 1

  • 750 Credits
  • 10% Attack Speed
  • 20 Power Damage

Tier 2

  • 1750 Credits
  • 20% Attack Speed
  • 30 Power Damage
  • Charged Attack: Your basic attacks deal bonus Power Damage equal to 10 + 10% of your Power Damage.

Tier 3

  • 3000 Credits
  • 30% Attack Speed
  • 40 Power Damage
  • Charged Armor: Your basic attacks steal 3 Power Armor for 5s (max 5 stacks).
  • Charged Attack: Your basic attacks deal bonus Power Damage equal to 10 + 10% of your Power Damage.

Atlantean Royal Seal – Target: Enforcer, Aggressive

Tier 1

  • 750 Credits
  • 75 Health
  • 20 Power Damage

Tier 2

  • 1500 Credits
  • 200 Health
  • 30 Power Damage

Tier 3

  • 2250 Credits
  • 300 Health
  • 40 Power Damage

Tier 4

  • 3000 Credits
  • 300 Health
  • 50 Power Damage
  • Skill Harrier: Targets damaged by your skills lose 20% Move Speed for 1.5s (10% for multi-target skills).

Cosmic Staff – Target: Controller, Aggressive

Tier 1

  • 750 Credits
  • 30 Power Damage

Tier 2

  • 1750 Credits
  • 45 Power Damage
  • 5% Cooldown Reduction
  • Wounding Skill: Targets of your skills are Wounded (healing and regeneration reduced by 50%) for 2s. Targets below 50% health are Wounded for 4s.

Tier 3

  • 3000 Credits
  • 70 Power Damage
  • 10% Cooldown Reduction
  • Disintegration: Dealing damage from skills applies an effect dealing 2% of the target’s current Health each second as Power Damage for 4s. (Max 120 per second vs creatures and drones).
  • Wounding Skill: Targets of your skills are Wounded (healing and regeneration reduced by 50%) for 2s. Targets below 50% health are Wounded for 4s.

The Book of Eternity – Target: Many, Situational & Counter

Tier 1

  • 1500 Credits
  • 40 Power Damage
  • Arcane 1: +15% Power Penetration

Tier 2

  • 2750 Credits
  • 50 Power Damage
  • Arcane 2: +35% Power Penetration

Marauder Ring – Target: Jungle

Tier 1

  • 250 Credits
  • Marauder Burst 1: +10% Damage to creatures
  • Marauder Edge 1: Basic attacks to creatures deal + 10 Damage (bypasses armor) and restores 5 health.

Tier 2

  • 750 Credits
  • 15 Power Damage
  • Marauder Burst 2: +20% Damage to creatures
  • Marauder Edge 2: Basic attacks to creatures deal + 30 Damage (bypasses armor) and restores 5 health.

Tier 3

  • 1250 Credits
  • 35 Power Damage
  • Marauder Burst 3: +30% Damage to creatures
  • Marauder Syphon: When you damage a creature, regain Health equal to 5% of the damage dealt and Will equal to 3% of the damage dealt.

Tier 4

  • 2250 Credits
  • 60 Power Damage
  • 10% Cooldown Reduction
  • Marauder Burst 3: +30% Damage to creatures
  • Marauder Syphon: When you damage a creature, regain Health equal to 5% of the damage dealt and Will equal to 3% of the damage dealt.

Qward Gambit – Target: Controller, Passive

Tier 1

  • 250 Credits
  • 125 Will

Tier 2

  • 750 Credits
  • 150 Will
  • 15 Power Damage
  • Investment: When sharing drone credits with one or more allies, the overall value is increased by 20%. As with all credit charing, this bonus is distributed equally between yourself and nearby allies. Investments do not stack with other Investments, the maximum bonus is 20%.

Tier 3

  • 1750 Credits
  • 200 Will
  • 20 Power Damage
  • Qward Aura: +20 Power Damage and +10% Power Lifesteal for all nearby allies.

Tier 4

  • 2500 Credits
  • 300 Will
  • 30 Power Damage
  • Qward Aura: +20 Power Damage and +10% Power Lifesteal for all nearby allies.
  • Protection Field: Grants a Shield that blocks 40 damage (40 + 7/Level + 5% Bonus Will) to you and nearby allies for 4s. (90s Cooldown).

Doctor Destiny’s Dreamstone – Target: Blaster, Passive

Tier 1

  • 250 Credits
  • 25% Will Regeneration

Tier 2

  • 750 Credits
  • 25% Will Regeneration
  • Will Balance: Gain +1% Will Regen per 1% of Will missing.

Tier 3

  • 1750 Credits
  • 40% Will Regeneration
  • 20 Power Damage
  • 10% Cooldown Reduction
  • Will Balance: Gain +1% Will Regen per 1% of Will missing.

Tier 4

  • 3000 Credits
  • 50% Will Regeneration
  • 40 Power Damage
  • 15 Power Armor
  • 15% Cooldown Reduction
  • Will Balance: Gain +1% Will Regen per 1% of Will missing.

Fatality’s Energy Lance – Target: Blaster, Aggressive

Tier 1

  • 500 Credits
  • 20 Power Damage

Tier 2

  • 1000 Credits
  • 30 Power Damage
  • 5% Coodlown Reduction

Tier 3

  • 1750 Credits
  • 60 Power Damage
  • 10% Cooldown Reduction

Tier 4

  • 3250 Credits
  • 85 Power Damage
  • 10% Cooldown Reduction
  • Energy Blast: Activate to fire a blast of energy that deals damage to the first enemy hit equal to 15% of their current Health as Power Damage (Max 600 vs creature and drones) and increases further damage you deal to them by 10% for 5s (30s Cooldown).

Cosmic Belt – Target: Blaster, Enforcer, Aggressive

Tier 1

  • 500 Credits
  • 75 Health
  • 5 Power Damage

Tier 2

  • 1250 Credits
  • 125 Health
  • 15 Power Damage
  • Devastating 1: +10 Power Penetration

Tier 3

  • 2000 Credits
  • 200 Health
  • 30 Power Damage
  • Devastating 2: +15 Power Penetration

Pandora’s Box – Target: Blaster, Utility

Tier 1

  • 500 Credits
  • 15% Will Regeneration
  • 15 Power Damage

Tier 2

  • 1000 Credits
  • 5 Move Speed
  • 15% Will Regeneration
  • 30 Power Damage

Tier 3

  • 1750 Credits
  • 5 Move Speed
  • 35% Will Regeneration
  • 50 Power Damage
  • 5% Cooldown Reduction

Tier 4

  • 2750 Credits
  • 5 Move Speed
  • 50% Will Regeneration
  • 60 Power Damage
  • 10% Cooldoown Reduction
  • Blood Spirit 1: Release a restless spirit to seek out the nearest enemy Champion, traveling up to 3,500. If the spirit reaches them, the Champion will be Slowed by 20% and Revealed for 3s. Holds 1 charge(s) which regenerate every 60s.

Psi-Scimitar – Target: Blaster, Aggressive

Tier 1

  • 750 Credits
  • 10 Attack Damage
  • 20 Power Damage

Tier 2

  • 1750 Credits
  • 25 Attack Damage
  • 40 Power Damage

Tier 3

  • 2750 Credits
  • 35 Attack Damage
  • 60 Power Damage
  • Skilled Attack 1: After skill use, your next attack deals (25 + 25% Power Damage) or (100% base Attack Damage) (2s Cooldown). Activate to toggle.

Eclipso’s Diamond – Target: Blaster, Passive

Tier 1

  • 1250 Credits
  • 30 Power Damage
  • 15% Power Lifesteal

Tier 2

  • 2750 Credits
  • 60 Power Damage
  • 30% Power Lifesteal
  • Desperate Power: Gain +1.5 Power Damage for every 2% Health you are missing (Max 45 Power Damage).

The Starheart – Target: Blaster, Core

Tier 1

  • 1250 Credits
  • 50 Power Damage

Tier 2

  • 2500 Credits
  • 100 Power Damage

Tier 3

  • 3750 Credits
  • 100 Power Damage
  • Power Feedback: +30% Power Damage

Mod Changes

General Enhanced Attack Damage Change:

  • All Enhanced Attack Damage mods that gave +9 now give +10.

General Gambit Change: No more Investment 2 mods

All Investment 2 mods have been changed to give additional stats at ####Tier 2 of the Gambit:

  • Enhanced Attack Armor Atlantis Gambit: +10 Attack Armor
  • Enhanced Power Armor Oa Gambit: +10 Power Armor
  • Enhanced Health Olympus Gambit: +50 Health
  • Enhanced Will Qward Gambit: +125 Will
  • Enhanced Cooldown Reduction Gorilla Grodd’s Helmet: +5% Cooldown Reduction

Changed Mod Behaviors or Stats:

  • Altered Booster Gold’s Power Suit is now Empowered Booster Gold’s Power Suit: Shield Boost: Increases the magnitude of temporary Health Shields you receive by 15%.
  • Enhanced Cooldown Reduction Huntress’ Crossbow is now Enhanced Attack Speed Huntress’ Crossbow: +10% Attack Speed.
  • Enhanced Critical Chance Zeiss Goggles is now Enhanced Attack Damage Zeiss Goggles: +10 Attack Damage.
  • Enhanced Health Diana’s Bracers is now Enhanced Attack Armor Diana’s Bracers: +15 Attack Armor.
  • Enhanced Move Speed Velocity 9 Implants is now Enhanced Critical Chance Velocity 9 Implants: +10% Critical Chance.
  • Enhanced Power Armor Doctor Destiny’s Dreamstone is now Enhanced Power Damage Doctor Destiny’s Dreamstone: +15 Power Damage.
  • Enhanced Power Armor Gorilla Grodd’s Helmet is now Enhanced Resilience Gorilla Grodd’s Helmet: +10% Resilience.
  • Enhanced Will Rip Hunter’s Time Pack is now Enhanced Cooldown Reduction Rip Hunter’s Time Pack: +5% Cooldown Reduction.
  • Optimized Deathstroke’s Claymore is now Empowered Deathstroke’s Claymore: +5% Cooldown Reduction.
  • Optimized Kryptonian War Armor is now Enhanced Move Speed Kryptonian War Armor: +10 Move Speed.
  • Optimized Rip Hunter’s Time Pack is now Enhanced Attack Damage Rip Hunter’s Time Pack: +10 Attack Damage.

Additional Mod Changes:

  • Altered Blue Scarab: Charged Attack: Your Basic Attacks deal bonus 15 Power Damage (+15% Power Damage).
  • Empowered Amulet of Isis: Mercury’s Gift 2: Activate to give nearby allies a 35% Move Speed boost for 4 seconds.
  • Empowered Cosmic Staff: Disintegration 2: Dealing damage from skills applies an effect dealing 2% of the target’s current Health each second for 4 seconds. If the target is hit when below 50% Health, the effect applied deals damage based on missing Health.
  • Empowered Deadshot’s Visor: Force of Will 2: Grants Attack Damage equal to 2% Bonus Will.
  • Empowered Deathstroke’s Claymore: Artifact gains Terminate: Activate to deal 10% of the targets maximum health as Attack Damage and increase further damage you deal by 5% for 3s (90s Cooldown).
  • Empowered Entropy Aegis: Skill Block 2: Grants a Skill Shield that prevents the damage and effects of the next enemy skill (45s cooldown).
  • Empowered Eye of Ekron: Grants Power Damage equal to 4% Bonus Will.
  • Empowered Eye of Ekron: Will Restore 2: Restores 15 Will when you collect a coin.
  • Empowered Marauder Knife: Piercing 2: +15 Attack Penetration.
  • Empowered Marauder Ring: Devastating 2: +15 Power Penetration.
  • Empowered Mega Rod: Shockwave 4: Your Basic Attacks explode, dealing 55 Attack Damage (+10% Bonus Health) to other enemies nearby.
  • Empowered Ra’s al Ghul’s Robe: Lazarus Effect 2:If you would fall to 0 Health, you instead gain a shield worth 300 + 100/level, your Attack Armor is set to 60 and your Power Armor is set to 45, and you become Suppressed for 4s (4 minute Cooldown).
  • Empowered Spear of Destiny: Enforcement 2: Gain Attack Damage equal to 3% Bonus Health
  • Empowered Suit of Sorrows: Mirror Defense 3: 25% Attack Reflect
  • Empowered Velocity 9 Implants: Deadly 2: +50% Critical Damage

Augment Changes

Critical Chance Augments have been replaced with Critical Damage Augments:

  • Each augment provides 6.25% Critical Damage. 4x maximum is 25% Critical Damage.

This hasn’t changed, but as a reminder, all Champions begin with a base Critical Damage bonus of 175% and there is a cap on Critical Damage of 250%.

This change is to reduce the “randomness” of an early laning crit from taking a single Critical Chance Augment and to give players multiple ways to reach maximum Critical Damage.

Cooldown Reduction (CDR) Augments:

  • Flat, Gold CDR Augments are increased to 1.97% CDR (was 1.87%), 4x maximum is 7.9% CDR.
  • Scaling, Gold CDR Augments are decreased to .2% (was .23%), 4x maximum is 15.2% CDR.

Attack Speed Augments:

  • Flat, Gold Attack Speed increased to 2.81% (was 1.87%), 4x maximum is 11.23% Attack Speed.
SugiStyle

SugiStyle

Sugi is Owner of MobaMonster. He likes to try/play different Moba games in the market and is very competitive gamer. Currently is looking forward to Strife and Core Masters. Sugi's grammar is bad.

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