In Update 2.9, become the terrifying Churnwalker. Experience two new items in a reworked crystal gameplay experience. Test the boundaries of survivability with teamfight-extending health, armor & shield buffs. Reap the benefits of a clearer vision system. It's a packed update with plenty to chew on. Keep reading for all the details...
Churnwalker is a disruptor who throws multiple skillshot hooks, chaining victims to him. This playmaking captain has some of the highest damage and self-healing capabilities in the game... if you can tap into his full potential.
Churnwalker is unlockable with ICE only for the first seven days. Afterward, you will be able to unlock him with ICE or Glory.
Hero Abilities
Futility Of Life (Heroic Perk)
- Whenever chained victims take damage from any source, Churnwalker regenerates a percentage of that damage as health.
- Whenever any chained victim takes damage, a percentage of that damage is conferred on all other chained victims.
Hook & Chain (A)
Churnwalker throws a skillshot hook that chains victims to him and damages heroes over time. Hitting a hook resets this ability's cooldown.
Torment (B)
Torment yanks all chained victims toward Churnwalker a fixed distance, damaging them.
Trespass (Ultimate)
Churnwalker channels churn power for a short time, then travels to the target location, stunning all chained victims and breaking all chains. Churnwalker can only target a location near a chained victim. Leveling this ability increases its stun duration and lowers its cooldown.
Hero Talents
Churn Tank (Rare)
Futility of Life (Perk) has significantly increased healing but decreased damage share.
Cloud Of Torment (Epic)
Activating Torment (B) releases a powerful Churn Cloud that damages enemies over time, making Churnwalker a dangerous threat at close range. Cooldown increased.
Grappling Hook (Legendary)
Churnwalker's Hook & Chain (A) gains a grappling hook. This ability has dramatically increased range and can grapple to targets, pulling Churnwalker to the hooked location.
Crystal Tree Rework: Distinct Item Identities & More Diversity
"Welcome to the crystal tree rework! There were two large goals we wanted to hit with this project: First, we wanted to create clear item identities - items should be distinct from each other and be clear what kind of playstyle they support, which makes it clear for opponents facing these items, as well. Second, we wanted to create more meaningful decisions when purchasing crystal items; it should never be about building the same items over and over again every game.
"With these changes, players should be able to piece together a completed crystal build that best complements their style, their hero and their team composition, as well as effectively counterbuilding against how their opponents are playing." -Sonata
Clockwork "The old Clockwork had a mismatched item identity and lacked meaningful decision-making. The new Clockwork brands itself as the premier cooldown reduction item for mages and can be purchased early game for an aggressive power spike or late game to complement other crystal items. It's a great purchase for players who want to deal consistent damage or poke. -Sonata"
Total cost: 2500
Recipe: Void Battery and Chronograph
+60 crystal power
+35% cooldown speed
+250 max energy
+7.5 energy regen
Passive: Upon damaging an enemy hero with an ability, reduce all cooldowns by 7.5%. This can only occur once every 2 seconds.
Frostburn "The old Frostburn provided unreliable slows, so it wasn't clear when you should opt into it or when it was available. The new Frostburn provides a hero with reliable slows at the cost of damage potential, and it is great for players who want to opt into a kite or dueling-oriented playstyle, or players who want to support their team through providing an additional source of slow. -Sonata"
Total cost: 2800
Recipe: Heavy Prism and Eclipse Prism
+85 crystal power
Passive: Crystal damage abilities slow enemy heroes by 30% for 1 second.
Broken Myth "With the addition of Dragon's Eye, Broken Myth lost its passive but hones in on its shield-piercing properties. Broken Myth is now defined as the go-to item for players who want to punch a hole in enemies with heavy amounts of shield. -Sonata"
Total cost: 2700
Recipe: Heavy Prism and Piercing Shard
+80 crystal power
Shieldbreaker: +30% shield pierce
New Items!
Dragon's Eye "The old Broken Myth passive amplified crystal damage and had a longer time until stack decay, which made it only desired by crystal carries and made fighting against poke more oppressive. As the descendent of the old Broken Myth passive, Dragon's Eye is a great buy for players who want to go in and stay in, including supports! The dance of keeping stacks up also emphasizes skillful play from those who want to kite. -Sonata"
Total cost: 3000
Recipe: Heavy Prism and Eclipse Prism
+85 crystal power
Passive: Gain 20 crystal power for each second you are damaging enemy heroes. After 2.5s, lose 3 stacks per second. 9 stacks max.
Spellfire "Spellfire is an item meant to complement players who want to opt into a more poke- and disengage-oriented playstyle. At the cost of max damage potential, this item allows players to deal more damage in multiple segmented skirmishes instead of burst or prolonged engagements. -Sonata"
Total cost: 2700
Recipe: Heavy Prism and Eclipse Prism
+90 crystal power
Passive: Abilities dealing crystal damage to enemies (excluding lane minions) deal 100% of your crystal power as bonus crystal damage over 4s.
New Hero Skins
'Fly or Die' Baron (Legendary)
Skye isn't the only hero sporting a sweet new ride. Baron has a brand-new mech that converts into a helicopter for high-tech, speedy fun!
AVAILABILITY
Oct. 11: Rare Mystery Chest for 199 ICE. The chances of pulling his skin are 1/20.
Oct. 18: Direct purchase for 3599 ICE
MODEL, ANIMATION & SFX CHANGES
Transforms into a helicopter while sprinting & Jump Jetting
Redesigned cherry-red mech with helicopter nacelles
All new air-to-ground missile launcher
Checks his rotor while idling
Whistling sound for falling Porcupine Mortars & Ion Cannons
Zoom! mechanical sounds during Jump Jets
Improved Head-up Display sunglasses
Hand-signals to start engines, transforms and flies on recall
Time Porcupine Mortars during Jump Jets for a sweet heli-flip!
The moon bunnies can't decide: is Lyra a Queen, an Empress or a Goddess? Either way, the ruler of the moon lives there all alone. She needs a friend to help her celebrate the Autumn Festival. Read more about 'Moon Queen,' 'Moon Empress' and 'Moon Goddess' Lyra below!
AVAILABILITY (ALL THREE SKINS)
Oct. 11 at 5PM PDT: Direct purchase for 900 ICE (limited-time only)
Release of Update 2.10: Available for 150 Opals each (skins become Opals only)
MODEL CHANGES
Each 'Moon' Lyra skin has a brand-new look, including distinctive antlers!
'Moon Empress' Lyra
Flowered violet silk hanfu robes
Knotted & rolled hairstyle with golden rings and medallion
Violet & gold, moon bunny embossed book
'Moon Queen' Lyra
Royal red & green silk dangui hanbok
Ornamented eoyeo meori hairstyle
Red & gold, moon bunny embossed book
'Moon Goddess' Lyra
Peach-pink & flowered, formal kimono and stone necklace
"In conjunction with the crystal tree rework, the teamfight health update is meant to clearly differentiate burst damage, sustained damage, poke, etc., across all heroes. These changes should give you more opportunities to stretch your hero's limits, while making defensive choices more meaningful." -Sonata
See heroes and items affected by these changes in the balance sections below.
Vision Changes: Game-Changing Clarity
"We're making changes to our in-game visibility systems to improve the look and feel of combat in Vainglory. Hero vision range has been significantly increased to enhance visual clarity and reduce the need for Flares in stand-off skirmishes where stealthed heroes are not present. Landing a blind skillshot on an enemy in brush or otherwise out of your line-of-sight will now grant you vision of the target, and vice versa, preventing any instances of invisible damage from occurring. We hope these new interactions will allow players to create more moments of opportunistic gameplay when using their abilities in creative manners." -s4v0r
Vision Radius
Hero vision radius increased by 50%
Unit Revealer
BASIC ATTACKS
Will reveal the attacker to the defender for 2.2 seconds.
Will not reveal the defender.
ABILITY DAMAGE
Will reveal the attacker and defender for 1.5 seconds.
Will reveal jungle minions, including Kraken
Will not reveal lane minions or summons
Lingering damage-over-time effects will not reveal
Example: Skaarf's initial Spitfire impact damage will reveal, but the burn will not.
STEALTH
The new revealer does not impede stealth.
Example: Before Update 2.9, some attack or ability debuffs would apply an over-the-head "revealed" state to enemies, making them fully visible. This is no longer the case with any of the new unit reveals.
Damage Type Consistency & Lane-Minion Damage Normalization
Damage Type Consistency
"There were a few instances of abilities being considered other types of damage. This has now been remedied and effects that trigger on ability damage will now function properly in the following cases." -Zekent
See heroes affected by these changes in the balance change section below.
Lane-Minion Damage Normalization
"There are many abilities that deal less damage to lane minions, preventing the hero from clearing minion waves too quickly. The damage reduction was not consistent; however, and some abilities had unique calculations to determine how much damage the lane minions would receive. We're simplifying this by making the aforementioned abilities deal 50% less damage to lane minions and, in some cases, to structures and bosses as well. The only exception is Baron's Rocket Launcher (perk), which will still deal 80% less damage to minions." -Doomnyr
See heroes affected by these changes in the balance change section below.
Additional Meta Changes
Experience Share
Two heroes: Increased from 75/65% to 85/75%
Three heroes: Increased from 51/47/47% to 60/50/50%
Lifesteal
Weapon lifesteal and crystal lifesteal have been unified to simply lifesteal, which affects both types of damage unless otherwise specified.
Piercing
Piercing will no longer be as effective as it was in previous updates. Armor and shield on items and heroes has been adjusted to compensate for this change. -Zekent
Piercing now ignores a percentage of defenses on a target instead of having a percentage of damage bypass it completely.
Kraken
Kraken base health decreased 20%
Captured Kraken base health increased 25%
Capturing the Kraken no longer stops minions from spawning
Melee Lane Minion
Attack range increased from 1.0 to 1.2
Blitz Changes
Jungle Sentry
Now, sentries are very dangerous, especially if you try to solo them as a glass-cannon. But if you're a jungler or a team, they are much safer to take.
Sentries now have higher defense & damage when you first start attacking, but their stats decay at the rate of 1 stack per second over 15 seconds while in combat. Stacks are recovered at the rate of 1 stack per 3 seconds.
15 stacks max
25% defense boost per stack
6% offense boost per stack
Decay 1 stack per 1.0 seconds when being attacked
Regains 1 stack per 3 seconds when not being attacked
Middle Sentry
Max health and armor decreased by 10%
Turrets
Max health and armor decreased by 10%
Energy Recharge
Global energy recharge bonus increased from 20% to 25%
Chromebook Keyboard & Mouse Support
Experience Vainglory's powerful E.V.I.L. game engine using touch, stylus or mouse & keyboard controls on any Chromebook with Android 7.1.1 or higher.
Optimized for keyboard & mouse play on Android operating systems
Uses QWER ability keys & numeric item activations
Hero Balance
"Both of Adagio's paths have been having a hard time in recent patches. These changes will bring a little love to both of them. -Nivmett"
General
- Attack speed raised from 100-116% to 100-122%
- Adagio's health changed to 685-2308; armor and shield to 20-50
Gift of Fire
- Healing ratio increased from 10% to 12%
- Now deals an additional tick of damage on application
- Adagio's Gift of Fire's first tick is now considered ability damage
Verse of Judgement
- Fortified health increased from 100-175-250 to 125-225-325
"Alpha has been out of competitive play for quite some time. These tuneups will help her get to where she needs to be. -Nivmett"
General
- Health changed to 761-2493; armor and shield to 20-60
Infinite Reboot
- Reboot health increased from 325-1800 to 400-2250
- Energy to reboot health ratio increased from 50% to 65%
- Energy recharge to reboot health ratio increased from 15% to 20%
Prime Directive
- Cooldown decreased from 12-11-10-9-8 to 11-10-9-8-7
- Damage to lane minions decreased from 65% to 50%
Core Charge
- Self damage decreased from 2.5% to 2%
- Heal per stack increased from 5-6-7-8-10 to 9-10-11-12-14
- Lifesteal weapon ratio increased from 2% to 3%
- Bonus Damage per stack increased from 10-10-10-10-15% to 12-12-12-12-18%
"The across-the-board changes to hero health hit Ardan hard. These changes will keep him a solid pick. -Nivmett"
General
- Health changed to 838-2738; armor and shield to 20-70
Vanguard
- Barrier increased from 50-80-110-140-170 to 80-120-160-200-240
- Health ratio increased from 25% to 30%
Blood for Blood
- Damage increased to 30-70-110-150-190 to 40-90-140-190-240
"These changes follow alongside the damage and health changes. -Nivmett"
General
- Health changed to 739-2323; armor and shield to 20-60
Fearsome Shade
- Now considered ability damage
- Damage to lane minions increased from 35% to 50%
Bad Mojo
- Damage to lane minions decreased from 60% to 50%
Reap
- Heal per soul increased from 15-70 to 20-86
- Crystal Ratio increased from 20% to 25%
General
- Health changed to 679-2054; armor and shield to 20-50
Porcupine Mortar
- Now deals 50% of damage to lane minions instead of 40-100-160-220-280 damage per level
Ion Cannon
- Now deals 50% damage to lane minions instead of 150-225-300 damage per level
General
- Now deals bonus 10-20-30-40-50 crystal damage
- Health changed to 737-2467; armor and shield to 20-60
Feint of Heart
- Now deals bonus 10-20-30-40-50 crystal damage
- Execute damage decreased from 15-16-17-18-20% to 11-12-13-14-16%
On Point
- Barrier increased from 125-150-175-200-250 to 125-165-205-245-325
- Health ratio increased from 10% to 13%
- Now deals 50% damage to lane minions instead of 80-120-160-200-240 damage per level
Rose Offensive
- Health increased from 60-100-140 to 75-125-175
General
- Health changed to 808-2673; armor and shield to 20-60
- Catherine's Captain of the Guard perk bonus armor and shield decreased from 2 to 1
Merciless Pursuit
- Merciless Pursuit is now considered ability damage
Stormguard
- Stormguard is now considered ability damage
General
- Health changed to 649-2028; armor and shield to 20-50
Heliogenesis
- Impact and Supernova now deal 50% to lane minions, respectively, instead of 100-135-170-205-240 damage per level for both
"These changes, in addition to his new tankier stats, will give him a lot more pressure and survivability in fights. -Nivmett"
General
- Health changed to 797-2648; armor and shield to 20-70
Binding Light
- Damage increased from 75-150-225-300-375 to 80-160-240-320-400
Fairy Dust
- Cooldown decreased from 15-14-13-12-11 to 14-13-12-11-10
"Fortress' percent damage was dealing more than intended. This change will keep his damage about the same overall. -Nivmett"
General
- Health changed to 761-2581; armor and shield to 20-60
Law of the Claw
- Damage decreased from 10-12-14-16-20% to 8-10-12-14-18%
Attack of the Pack
- Fortified health increased from 300-425-550 to 400-525-650
"Glaive was healing more than desired with his lifesteal. -Nivmett"
General
- Health changed to 724-2393; armor and shield to 20-60
Bloodsong
- Lifesteal per stack decreased from 1% to 0.8%
"With the changes to damage and health, Grace's damage reduction impact became a bit too much. These changes will bring her closer to where she was. -Nivmett"
General
- Health changed to 740-2483; armor and shield to 20-60
Benediction
- Damage reduction decreased from 10% to 8%
- Holy Shield damage reduction decreased from 40% to 30%
Divine Intervention
- Heal increased from 400-500-600 to 500-650-800
Retribution
- Damage to lane minions decreased from 65% to 50%
"With the changes to damage and health, Grumpjaw became overly tanky. These changes will make him tankier than before but not immovable. -Nivmett"
General
- Health changed to 783-2592; armor and shield to 20-60
Living Armor
- Damage reduction decreased from 6% to 5%
General
- Gwen's health changed to 661-2072; armor and shield to 20-50
Buckshot Bonanza
- Now deals 50% damage to lane minions instead of 60-100-140-180-220 damage per level
Aces High
- Pass-through damage now deals 50% damage to lane minions instead of 60-100-140-180-220 damage per level
"Idris's crystal path has been popular, and with the addition of the crystal items and reworks, he had a bit too much damage at his disposal. -Nivmett"
General
- Health changed to 697-2257; armor and shield to 20-50
Divergent Paths
- Crystal ratio down from 100% to 90%
Chakram
- CP ratio reduced from 120% to 110%
- Now deals 50% damage to lane minions instead of 75-100-125-150-175 damage per level
General
- Health changed to 742-2487; armor and shield to 20-50
- Joule's Heavy Plating perk bonus armor and shield decreased from 50-175 to 15-90
Thunder Strike
- Now deals 50% damage to lane minions instead of 80-120-160-200-240 damage per level
General
- Kestrel's health changed to 647-2020; armor and shield to 20-50
Glimmershot
- Impact and splash damage now deals 50% damage to lane minions, respectively, instead of 30-60-90-120-150 damage per level
General
- Health changed to 711-2367; armor and shield to 20-60
"Changes to Krul's lifesteal was healing him more than desired and the barrier was weaker than before. -Nivmett"
General
- Health changed to 748-2494; armor and shield to 20-60
Dead Man's Rush
- Now deals bonus 5-10-15-20-25 crystal damage
- Barrier increased from 80-160-240-320-400 to 80-180-280-380-480
Spectral Smite
- Lifesteal decreased from 12.5% per stack to 10% per stack
"The damage reduction on Lance - much like Grace - was a bit too strong; since Lance is a captain who relies on damage, we upped Impale and Combat Roll damage. -Nivmett"
General
- Health changed to 742-2487; armor and shield to 20-60
Impale
- Damage increased from 120-230-340-450-560 to 120-240-360-480-600
- Now considered ability damage
- Now deals 50% damage to lane minions instead of 80-120-160-200-240 damage per level
Gythian Wall
- Passive damage resistance decreased from 10-12-14-16-20% to 8-10-12-14-18%
Combat Roll
- Damage increased from 125-200-275 to 150-250-350
- Combat Roll's empowered hit is now considered ability damage
"Crystal Lyra was the intended path for Lyra when she was released; these changes should make crystal builds more feasible. The remaining modifications coincide with her previous damage and health updates. -Nivmett"
General
- Range increased from 5.1 to 5.6
- Lyra's health changed to 674-2153; armor and shield to 20-50
Principle Arcanum
- Crystal ratio increased on light attack from 40% to 50%
- Crystal ratio increased on heavy attack from 60% to 70%
Imperial Sigil
- Heal per second increased from 40-60-80-100-140 to 40-65-90-115-165
- Health ratio increased from 12% to 13%
Arcane Passage
- Bonus attack range decreased from 1.0-1.5-2.0 to 0.5-1.0-1.5
"Our previous changes to health and damage hurt Ozo as a hero who relied on healing as a main part of his playstyle. Equalizing that while maintaining the power of his perk should give him a boost. -Nivmett"
General
- Health changed to 769-2536; armor and shield to 20-60
Three-Ring Circus
- Healing vs. heroes increased from 15-30-45-60-75 to 20-40-60-80-100
- Now considered ability damage
Acrobounce
- Fortified health increased from 20-40-60-80-100 to 25-50-75-100-125
- Damage to lane minions reduced from 60% (first bounce), 60% (second bounce and 80% (final bounce), to 20%, 20%, and 50%
"More health but lower defense lowered the effect of heals, so we increased Petal's healing to compensate. -Nivmett"
General
- Health changed to 636-1983; armor and shield to 20-50
Spontaneous Combustion
- Heal increased from 60-100-140 to 75-125-175
- Crystal ratio increased from 20% to 30%
Brambleboom Seeds
- No longer considered ability damage
General
- Health changed to 892-2781; armor and shield to 20-70
- Phinn's Unstoppable perk bonus defensive stats from items increased from 15% to 18%
Quibble
- Now deals 50% to lane minions instead of 160-220-280-340-400 damage per level
"Reim has been an amazing counter pick for a long time. These tunedowns will help make him killable at melee range. -Nivmett"
General
- Health changed to 746-2499; armor and shield to 20-60
Frostguard
- Fortified health generation decreased from 25% to 18%
Winter Spire
- Crystal ratio decreased from 140% to 130%
- First and second hits now deals 50% to lane minions, instead of 90-105-120-135-165 damage per level
Chill Winds
- Now deals 50% to lane minions instead of 80-95-110-125-140 damage per level
"Reza has been out for just a few updates. We want people to really utilize his ult to its full potential. -Nivmett"
General
- Health changed to 718-2306; armor and shield to 20-60
Scorcher
- Damage to lane minions decreased from 65% to 50%
Troublemaker
- Charge time decreased from 17-16-15-14-12 to 15-14-13-12-10
- Now considered ability damage
Netherform Detonator
- The damage of this ability will still trigger even if Reza is stunned as he is landing
- Fixed a bug where the duration of Reza's transformation was a bit shorter than intended when he landed after casting this ability
- Fortified health increased from 120-180-240 to 120-220-320
- Duration increased from 4-5-6 to 6-7-8
"This change ensures Ringo has a clear form of crystal damage instead of randomly adding crystal damage when he builds blue. -Nivmett"
General
- Health changed to 673-2077; armor and shield to 20-50
Twirling Silver
- Now deals 5 base bonus crystal damage
"Rona hasn't been feeling very tanky, especially at earlier levels. These health updates should reward her aggressive playstyle. -Nivmett"
General
- Health changed to 778-2563; armor and shield to 20-60
Into the Fray
- Fortified health per target increased from 30-45-60-75-105 to 30-50-70-90-130
- Impact and Rupture damage now deals 50% to lane minions, respectively, instead of 20-35-50-65-110 and 40-70-100-130-220 damage per level
Red Mist
- Fortified health generated per second increased from 40-70-100 to 60-100-140
"Samuel has a decent amount of healing that is core to his survivability; we tuned up his healing to ensure he maintains this. -Nivmett"
General
- Health changed to 652-2040; armor and shield to 20-50
Corrupted Genius
- Heal increased from 50-160 to 50-200
- Energy restored increased from 50-160 to 50-200
Drifting Dark
- Heal per target increased from 2-4-6-8-10 to 4-6-8-10-12
- Heal per target crystal ratio increased from 10% to 12%
- Deals 50% to lane minions instead of 20-35-50-65-80 damage per level
"SAW has had a tough rep for a long time. We are giving SAW players some love by making his ult more usable with weapon - and even better when crystal! In addition, SAW had particularly low weapon scaling that we decided to tune up to bring him more in line with other weapon carries late game. -Nivmett"
General
- Weapon power increased from 50-87 to 50-127
- Health changed to 683-2078; armor and shield to 20-60
Roadie Run
- Execute damage decreased from 20-25-30-35-45% to 15-20-25-30-40%
- Now considered ability damage
Mad Cannon
- Execute damage decreased from 15-15-15% to 12-12-12%
"With the global increase to health, Skaarf's percent life damage burned a lot more damage with his opponents than desired. -Nivmett"
General
- Health changed to 638-1992; armor and shield to 20-50
Spitfire
- Now deals 50% to lane minions instead of 75-125-175-225-325 damage per level
Fan the Flames
- Max health damage decreased from 3% to 2%
- Crystal ratio decreased from 3% to 2%
"While the previous change to Skye had the desired effect, it was a little more 'feast or famine' than preferred. This change should equalize her normal vs lock-on damage a bit better. -Nivmett"
General
- Health changed to 668-2060; armor and shield to 20-50
Forward Barrage
- Crystal ratio increased from 120% to 160%
- Lock-on ratio decreased from 35% to 20%
- Damage to structures and bosses increased from 40% to 50%
Suri Strike
- Now considered ability damage
- Now deals 50% to lane minions instead of 90-120-150-180-210 damage per level
"Taka's healing is core to his skirmishing playstyle, allowing him to recover before reengaging on his enemies. These changes will equalize with the changes to health we have made. -Nivmett"
General
- Health changed to 702-2287; armor and shield to 20-60
Kaku
- Heal increased from 25-40-55-70-100 to 25-50-75-100-125
- Crystal ratio increased from 25% to 30%
General
- Health changed to 667-2054; armor and shield to 20-50
Additional Item Changes: Named Passives
"We have unified a few stats and passives that were on multiple items to instead become named passives. These will take the highest value of the passive that is currently equipped and have it override all other instances of that passive." -Zekent
"In addition, we have tuned sources of healing and pierce in the item tree to compensate with the healing/damage changes, as well as the changes to pierce damage calculations. We are also making teamfights more easily readable." -Nivmett
Aegis
- Aegis shield decreased from 125 to 100
- Aegis armor decreased from 30 to 25
- Aegis max health increased from 200 to 250
Atlas Pauldron
- Atlas Pauldron armor decreased from 85 to 70
- Atlas Pauldron shield decreased from 35 to 25
Barbed Needle
- Vampirism: +8% lifesteal
- Heal from minions increased from 20/40 to 25/50 (ranged/melee)
Bonesaw
- Passive: Your basic attacks shred 5% of the target's armor for 3s. Max 8 stacks.
- Armorbreaker: +18% armor pierce
Book of Eulogies
- Heal from minions increased from 20/40 to 25/50 (ranged/melee)
- Vampirism: +4% lifesteal
Chronograph
- Cooldown speed decreased from 25% to 20%
Coat of Plates
- Armor decreased from 75 to 65
- Shield decreased from 30 to 20
Contraption
- Cooldown speed decreased from 40% to 30%
- Number of charges increased from 3 to 4
- Max health increased from 350 to 450
Crucible
- Max health increased from 600 to 650
Dragonheart
- Max health increased from 400 to 500
Echo
- Moved from Crystal to Utility
Eve of Harvest
- Vampirism: +10% lifesteal
Flare Gun
- Max health increased from 250 to 300
Fountain of Renewal
- Cooldown reduced from 75 seconds to 65 seconds
- Healing increased from 2 health per 1% missing life to 2.5 health per 1% missing life
- Max health increased from 200 to 300
- Shield decreased from 75 to 65
- Armor decreased from 30 to 20
Halcyon Chargers
- Max health increased from 200 to 250
Hourglass
- Cooldown speed decreased from 15% to 10%
Journey Boots
- Max health increased from 250 to 300
Kinetic Shield
- Shield decreased from 75 to 65
- Armor decreased from 30 to 20
Lifespring
- Max health increased from 200 to 300
- Passive regeneration decreased from 2.5% to 1.5% of missing health
Light Armor
- Armor decreased from 40 to 30
- Shield decreased from 10 to 5
Light Shield
- Shield decreased from 40 to 30
- Armor decreased from 10 to 5
Metal Jacket
- Armor decreased from 170 to 140
- Shield decreased from 35 to 25
Nullwave Gauntlet
- Max health increased from 400 to 500
Oakheart
- Max health increased from 200 to 250
Piercing Shard
- Shieldbreaker: +12% shield pierce
Piercing Spear
- Armorbreaker: +10% armor pierce
Poisoned Shiv
- Vampirism: +8% lifesteal
Reflex Block
- Max health increased from 200 to 250
Serpent Mask
- Vampirism: 10% lifesteal
Shiversteel
- Max health increased from 500 to 650
Slumbering Husk
- Max health increased from 500 to 650
- Fortified health proc increased from 20% to 25%
Spellsword
- Now builds out of Heavy Steel and Chronograph
- Upgrade cost decreased from 1150 to 650
Stormcrown
- Cooldown speed decreased from 30% to 20%
- Stormguard: Basic attacks deal 40-140 bonus true damage over 1.2s. 20% effectiveness against heroes
- Damage to heroes increased from 20% to 25%
- Max health increased from 200 to 300
Stormguard Banner
- Stormguard: Basic attacks deal 20-70 bonus true damage over 1.2s. 20% effectiveness against heroes
- Damage to heroes increased from 20% to 25%
- Max health increased from 200 to 250
Tension Bow
- Passive: Every 6s, your next basic attack will deal 180 bonus damage.
- Armorbreaker: +10% armor pierce
Travel Boots
- Max health increased from 100 to 125
War Treads
- Max health increased from 500 to 650
Talents Balance
GIFT OF LIFE
Heal to fortified health base increased from 75% to 80%
Heal to fortified health scaling increased from 7.5% to 10%
AVENGING WRATH
Bonus burn damage base increased from 110% to 130%
Bonus burn damage scaling increased from 4% to 10%
HEALING VERSE
Damage base decreased from 70% to 60%
Max health to heal base increased from 40% to 65%
Max health to heal scaling increased from 10% to 15%
Cooldown base decreased from 60% to 55
KNOCKOUT PUNCH
Knockback distance base increased from 5 to 10 meters
ENDLESS MORTARS
Damage base increased from 45% to 75%
POINT GUARD
Barrier strength base increased from 125% to 130%
Barrier strength scaling increased from 5% to 7.5%
LONGTOOTH
Bonus range base decreased from 4 to 3 meters
STUNNING BLOODSONG
Cooldown base increased from 75% to 80%
Cooldown scaling increased from -2.5% to -5%
RECONSTITUTION
Bonus lifesteal base increased from 20% to 25%
Bonus lifesteal scaling increased from 3% to 4%
BIG APPETITE
Bonus duration base increased from 0.5 to 1 second
Bonus duration scaling increased from 0.25 to 0.5 seconds
HANGRY
Hangry's first hit is now considered ability damage
PATH OF THE SEEKER
Bonus weapon power base decreased from 1.5% to 1%
Bonus weapon power scaling decreased from 1.5% to 1%
Bonus crystal power base decreased from 1.5% to 1%
Bonus crystal power scaling decreased from 1.5% to 1%
CHA-CHA-CHAKRAM
Damage base decreased from 75% to 60%
ACTIVE RELOAD
Cooldown base increased from 95% to 100%
Damage base increased from 85% to 110%
Damage scaling increased from 5% to 10%
SECOND WIND
Fortified health base increased from 100% to 155%
Fortified health scaling increased from 5% to 7.5%
Damage scaling decreased from 4% to 2%
CREEPING COLD
Damage base decreased from 45% to 35%
SPLITFIRE
Damage base decreased from 80% to 65%
RAINING DEATH
Damage base increased from 90% to 110%
Damage scaling increased from 5% to 10%
Bug Fixes & Improvements
Bug Fixes
Heroes will now be considered the highest priority when tapping on targets within close proximity to each other. For example, a hero will be prioritized over hitting minions.
Fixed a bug where jungle monster mini-map icons would briefly appear when they spawn
Fixed a bug where enemy scout traps and flares would not display on the mini-map if revealed
Fixed a bug where the Crystal Miners and Gold Miners were not getting pinged when the "Jungle has Intensified" announcement came up
Fixed a bug where Samuel's Malice and Verdict cooldown was reset when stepping into and back out of Drifting Dark
Updated a few ability descriptions to display damage per second instead of total damage
Updated a number of item descriptions
Updated recommended builds for all heroes
Fixed a bug where buying a second copy of an item while the first was on cooldown would not put the second one on cooldown
Selling and repurchasing an item with an active ability no longer resets the cooldown
The number of charges on ability icons is now displayed more clearly
Ability icon displays for crowd control or "out of energy" are now prioritized over cooldown
The tutorials and bots now utilize Healing Flask
That's a wrap! Jump into this packed update and make incredible plays with Churnwalker beginning Oct. 11.
Hey guys, sorry for the late post on this one. I figure it's better late than never. Hopefully some of you guys still find this thread useful for checking out the 2.9 changes. :)
"Taka's healing is core to his skirmishing playstyle, allowing him to recover before reengaging on his enemies. These changes will equalize with the changes to health we have made. -Nivmett"
Hey Remember when Taka passive gave Lifesteal and his weapon power kit was actually decent? WELL GUESS WHAT, THEY HELPING UR SH8TY T4 COUSIN SO HE CAN PLAY MORE CP TAKA, wee -_-
"Taka's healing is core to his skirmishing playstyle, allowing him to recover before reengaging on his enemies. These changes will equalize with the changes to health we have made. -Nivmett"
Hey Remember when Taka passive gave Lifesteal and his weapon power kit was actually decent? WELL GUESS WHAT, THEY HELPING UR SH8TY T4 COUSIN SO HE CAN PLAY MORE CP TAKA, wee -_-
Ikr... WP taka was lit back in the day. Now.... all the Takas I see are CP and easily counterable with vision since they all build Glass Cannon.
WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Are you looking for a guild of people to play with?
Then join The 13th Legion!
We are a NA guild that recently went through and purged our guild of inactives, so we are looking for new recruits!
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We only ask that you be active at least once every 14 days and to be respectful of your fellow guild members.
To join, send me a PM on VG fire with your IGN, and I'll send you an invite in game.
VaingloryFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite VG hero’s build and strategy.
PsiGuard
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PsiGuard
<Retired Admin>
Notable (6)
Posts: 141
Takuisgud
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Then join The 13th Legion!
We are a NA guild that recently went through and purged our guild of inactives, so we are looking for new recruits!
No Fame requirement
No Skill requirement
We only ask that you be active at least once every 14 days and to be respectful of your fellow guild members.
To join, send me a PM on VG fire with your IGN, and I'll send you an invite in game.
Join The 13th Legion, WE HAVE COOKIES.
CrazyAsianNinja
Notable (3)
Posts: 85