Classic Akai
We've slightly increased Classic Akai's damage and adjusted his Ultimate's knockback frequency to match that of the current Akai.
Increased the Ultimate's knockback frequency.
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Everything on Kazuki
As these hero adjustments involve updates to skill effects, corresponding skins are still being optimized. The following hero's skins are temporarily unavailable: Lunox.
The following uses (↑) (↓) (~) to indicate Buff, Nerf, Adjustment, and Changes.
Heroes with major changes in this patch: Classic Akai (↑), Lunox (↑), and Xavier (↑).
We've slightly increased Classic Akai's damage and adjusted his Ultimate's knockback frequency to match that of the current Akai.
Increased the Ultimate's knockback frequency.
We've noticed that Classic Zilong was a bit too strong, even proving hard to handle in Classic mode. As a result, we've reduced his damage and how often he gains Control Immunity.
That said. Even after these adjustments, Classic Zilong can still pick off enemy heroes amid the chaos of battle.
Belerick's Skill 1 cast frequency was too high. Therefore, we've increased its cooldown.
Eudora was too oppressive in the early to mid game, so we've reduced her Ultimate's damage at all levels.
Delayed Damage: 330-550 (+110% Magic Power)
Lunox's Passive kicked in too late and didn't have many good items to pair with it, so we've simplified her Passive.
We've also increased the early-game damage of Lunox's Skill 2 and improved the control feel of her Ultimate to ensure she has enough damage output in the early-to-mid game.
We've also removed the area damage dealt to nearby enemies after using her Ultimate (Power of Chaos) to dash, in order to keep her balanced. Since we didn't want Lunox to lose out on damage when dashing backward or sideways, we've shifted that damage into Skill 2 and her Passive instead.
When the balance is shifted to the Power of Order, immediately gain 10% Magic Penetration.
When the balance is shifted to the Power of Chaos, immediately gain 10% Spell Vamp.
Removed the damage dealt to nearby enemies after the dash.
Reduced the dash's foreswing time by 50%.
We want Masha's Passive to scale more with her level.
Rafaela's Skill 1 cast frequency and Movement Speed income were too high. We've increased Skill 1's cooldown and reduced the conversion efficiency of Skill 2's Movement Speed bonus.
To help Xavier deal more substantial AOE damage in team fights, we've shifted the damage of Skill 2 (Mystic Barrier) to the activation of Mystic Field. We've also smoothed out the movement speed boost from his Passive to improve his mobility.
Removed Mystic Barrier's direct damage.
Fixed an issue where Mystic Field Damage could not trigger the passive's Movement Speed bonus.
To better accommodate player preferences, we've added custom Setups for the left-hand medium and large buttons in the Custom UI.
Removed the [Additional] option from Attack Method due to its low usage rate.
Players who previously selected the [Additional] mode will automatically switch to the [Advanced] mode.
Thank you for your support! In this test, we've made adjustments to a large number of Card Brawl cards, including value adjustments to several existing cards. The details are as follows:
When the Ultimate is cast and enters cooldown, grants Control Immunity for 4s, plus 50 Physical Defense and 50 Magic Defense for 8s. A kill or assist against an enemy hero reduces the remaining cooldown of the Ultimate and this effect by 15%. Cooldown: 40s.
Damaging an enemy hero with a skill launches 1 homing Planetary Sphere toward them. Each Sphere deals 600 Magic Damage to the first enemy hit. Its damage increases by 7.5% for every unit traveled, up to 150%. After traveling more than 10 units, it also stuns any enemy hero hit for 1.5s. Cooldown: 15s.
Each Basic Attack summons 3 Split Arrows to strike other nearby enemies. If there are no other nearby targets, no Split Arrows are summoned. Each Split Arrow deals 35% of the Basic Attack's damage and applies Attack Effects at 35% effectiveness.
Basic Attacks deal extra Magic Damage equal to 2% of the target's Max HP. With a 25% chance, fire 1 extra missile, dealing 100 Magic Damage to the target and triggering full Attack Effects.
Inflicting a control effect on enemy heroes within 4.5 units creates a binding field for 3s. Neither the caster nor the enemies inside can leave. While the field lasts, gain 20 Physical Defense, 20 Magic Defense, and a 500 shield for each enemy hero bound (up to 3). Cooldown: 20s.
Casting a hero skill has a 50% chance to summon 5 Starlit Spheres that last 10s. Each Starlit Sphere automatically attacks the nearest enemy hero, dealing 400 Adaptive Damage each.
Casting a hero skill grants a 1000 shield for 6s. Gaining a new shield refreshes the duration of the old one. All damage dealt increases by 10% while the shield is active.
Taking fatal damage triggers the Second Wind state, resetting the cooldowns of all normal skills, recovering HP to 100% Max HP, and increasing Movement Speed by 40%. During this state, loses 10%/15%/20%/25% Max HP in sequence every 0.5s, dying when HP reaches 0. A kill or assist during this state reduces the respawn time after this death by 70%. While this effect is on cooldown, each enemy hero kill reduces its current cooldown by 10s, down to a minimum of 20s. Cooldown: 60s.
When the Ultimate is cast and enters cooldown, its remaining cooldown is randomly reduced by one of the following amounts: 30% (40% chance), 50% (30% chance), 70% (20% chance), or 95% (10% chance).
On hit, applies 1 stack of Burn to the target, up to 10 stacks. Each target can gain up to 1 stack per second. Applying another stack refreshes the effect's duration to 5s. Each stack deals 25 (+0.25% target's Max HP) Magic Damage per second. At 10 stacks, this damage converts to True Damage.
Casting a hero skill randomly triggers one of the following: the remaining cooldowns of all normal skills are reduced by 1s (45% chance), 2s (30% chance), or 3s (20% chance); or the hero gains Transcendence for 5s (5% chance). While in Transcendence, the cooldown recovery speed of all hero skills increases to 300%. This effect can trigger up to 1 time per second.
Damaging an enemy hero whose HP is below 50% marks them for 3s. When the mark expires, it detonates, dealing True Damage to the target and nearby enemies equal to 100% of the total damage the target took from heroes while marked. If the target dies while marked, the mark detonates immediately and reduces this effect's current cooldown by 7.5s. Cooldown: 15s.
Every 10s, the next Basic Attack becomes a cone-shaped Enhanced Basic Attack, dealing extra Adaptive Damage equal to 35% of the total Gold earned in the match to enemies within the cone. The cone has an initial radius of 2 units, increasing by 0.5 units for every 2,500 Gold earned (up to 2.5 units). (Melee heroes only)
Casting a hero skill grants 2 stacks of Dragon's Rage, while landing a Basic Attack grants 1 stack. At 4 stacks, consumes all stacks to unleash a slash, dealing 600 Adaptive Damage to nearby enemies. Unleashing another slash within 5s increases the damage of subsequent slashes by 25% and their range by 0.5 units. This enhancement stacks up to 2 times.
Grants Camouflage. While active, grants 15% Movement Speed. Dealing or taking damage removes Camouflage, granting 30% extra Physical Penetration and 30% extra Magic Penetration for 3s. After 5s without dealing or taking damage, re-enters the Camouflage state.
Each kill or assist against an enemy hero reduces the current cooldown of all normal skills by 60%.
Grants 20% Healing Effect. When healing an allied hero, fires a healing Starlit Sphere at another allied hero within 6 units with the lowest HP, recovering 500 HP for them. This effect has a 20% chance to fire healing Starlit Spheres at all allied heroes in range instead. Cooldown: 8s.
After casting the Ultimate, gains 25% Attack Speed, 40% Movement Speed, and 20% Hybrid Lifesteal for 8s. A kill or assist refreshes the duration. Cooldown: 30s.
Dealing damage to an enemy hero with a skill summons an energy charge at the target's location. It explodes after 1s, dealing 1200 Magic Damage. It has a 10% chance to summon a massive energy charge instead, which has a larger blast radius, explodes after 3s, and deals extra Magic Damage equal to 20% of the target's Max HP. Cooldown: 10s.
Every 10s, the next skill that damages an enemy hero marks the target and their current location for 4s. If the target moves beyond 4 units from the marked location, they are pulled back, dealing 750 Magic Damage and removing the mark.
Casting a skill grants 40% Attack Speed for 3s. After a Basic Attack hits, the next normal skill cast refunds 30% of its final cooldown. This effect can stack up to 1 time.
Every 3 Basic Attacks grants Charge for 6s. Charge increases the direct damage of the next damage skill against the first enemy hero hit by 50%. This effect can stack up to 1 time.
Inflicting a control effect on an enemy hero grants a 1000 shield, plus 40 Physical Defense and 40 Magic Defense, for 4s. Cooldown: 10s.
When inflicting a control effect on an enemy hero, increases 40% Movement Speed of self and nearby allied heroes within 5 units for 3s. Cooldown: 10s.
For the current match, casting a hero skill permanently increases Max Mana by 10 (up to 1 time per second).
Every 100 Max Mana grants 1 Magic Power, up to 80.
Grants 40% Movement Speed and 80 Adaptive Attack when there are enemy heroes within 5 units whose HP is below 50%. This effect does not stack with multiple qualifying heroes.
Every 10s, the next skill that hits an enemy hero causes an explosion at their location, dealing 750 (+ 15% target's current HP) Magic Damage to enemies in the area.
Basic Attacks deal an extra 10 True Damage to the target. Consecutive hits on the same target increase this damage by 10 each time. The bonus resets to 10 after attacking a different target or not attacking the current target for 3s.
Basic Attacks have a 30% chance to trigger 3 bounces, each dealing 80 Adaptive Damage to the target.
Casting a skill grants Charge for 5s. The next Basic Attack releases Lightning Chain, dealing 350 Magic Damage to the target, then bounces to up to 2 other nearby enemies. Cooldown: 5s.
Casting a hero skill grants Rewind for 5s. The next Basic Attack that hits reduces the current cooldown of all hero skills by 30%. Cooldown: 5s.
Landing a Basic Attack increases hero skill damage by 8%, up to 5 stacks. Casting a hero skill increases Basic Attack damage by 8%, up to 5 stacks. Each stack lasts 5s.
Casting the Ultimate grants a 1000 shield for 4s. For every 10s since this effect was last triggered, the shield amount increases by 20%, up to a maximum increase of 100%. The first trigger always grants the maximum shield amount. Cooldown: 10s.
After dashing with an active skill, creates a fire zone with a 2.5-unit radius at the destination for 4s. Enemies within take 200 Magic Damage per second and have their Physical and Magic Defense reduced by 25%. Cooldown: 8s.
After dashing with an active skill, gains a 1000 shield for 4s. Gains 40 Physical Defense and 40 Magic Defense while the shield is active. Cooldown: 10s.
Upon landing, the barrel stuns enemies within 3.5 units for 1.5s.
Enters Conceal for 3s when an enemy hero dies within 3s after taking damage. While Concealed, gains 20% Movement Speed and gradually recovers 15% Max HP. The first control effect received while Concealed is removed. Conceal ends immediately upon dealing damage.
When affected by a removable hard control effect, or when HP drops below 50%, removes all control effects and enters Conceal for 1s. Conceal ends immediately upon dealing damage. Cooldown: 30s.
Every 10s, the next Basic Attack deals 200 True Damage to the target and nearby enemies, stunning them for 0.5s. When triggered, there is a 2% chance to unleash Super Slam on the primary target, knocking them airborne off-screen for 1.5s instead of the regular stun.
Increases Adaptive Attack by 60. Casting the Ultimate speeds up the cooldown recovery of all normal skills by 100% for 10s. Cooldown: 20s.
Grants Adaptive Attack equal to 1%-2.5% of Extra HP based on lost HP. The more HP lost, the higher the bonus ratio. This bonus reaches its maximum when Lost HP reaches 60% of Max HP.
Grants 10% Movement Speed. Deals extra damage to enemy heroes with lower Movement Speed.
For every 10 Movement Speed difference, damage increases by 1%, up to 100%.
Healing or shielding an allied hero grants them 40 Physical Defense and Magic Defense for 5s. Cooldown: 10s.
Basic Attacks deal 40 extra Adaptive Damage to the target.
Increases Magic Power by 30 and base Mana Regen by 100%.
When healing an allied hero with HP below 30%, grants them an extra 500 shield for 3s. Triggering this effect again refreshes the shield.
After taking damage from an enemy hero, recovers a total of 500 HP over the next 5s. Cooldown: 10s.
Grants 20% Crit Chance. Hero skill damage can now Crit.
Gains 30% Crit Chance. On Crit, fires 2 extra missiles at the target, each dealing 100 Adaptive Damage (can Crit).
Gains 25% Crit Chance. On Crit, reduces the target's Movement Speed by 20% for 1s, plus 1% for every 25 damage dealt by the crit (up to 60%). Has a 25% chance to stun the target for 1s and knock them back slightly. Cooldown: 3s.
Grants 50% Crit Chance. Each 1% of extra Attack Speed is converted to 2% Crit Damage.
Critical hits trigger an explosion at the target's location, dealing 200 Adaptive Damage to nearby enemies (can Crit).
Increases Attack Speed by 50% and raises the Attack Speed cap to 1.5 times its original value.
Increases Attack Speed by 40%. Each Basic Attack reduces the current cooldown of all normal skills by 10%.
Increases Movement Speed by 75. For every 10 units moved, reduces the current cooldown of all hero skills by 1s.
Gains 1 Movement Speed for every 1% of extra Attack Speed (up to 300).
Grants 75 Movement Speed. For every 7.5 Movement Speed, grants 1% Attack Speed.
Hitting enemies with Basic Attacks increases Movement Speed by 8 for 5s (up to 50 stacks).
Upon skill hit, fires a bullet that deals 500 Magic Damage to the target. The bullet then bounces backward, hitting all enemy heroes in a cone behind the target for 750 Magic Damage. Cooldown: 10s.
Every 10s, the next skill that hits an enemy hero throws Molina Smooch at their feet, transforming them for 1.5s. While transformed, the target's Movement Speed is reduced by 50%, and their Physical & Magic Defense is reduced by 30%.
Gains 5 Orbiting Swords every 10s that orbit for 5s. Dealing damage triggers 1 Orbiting Sword to strike the damaged target, dealing an extra 300 Adaptive Damage. A kill or assist immediately grants 5 Orbiting Swords.
When dealing damage to an enemy hero with HP below 40%, instantly cast Execute on them, dealing True Damage with no extra bonus and marking the target. After 1s, deals 300 (+ 17% of the target's lost HP) True Damage to the target and nearby enemies. If the target dies before then, this damage instantly triggers on nearby enemies. Cooldown: 20s.
Gains 90 Adaptive Attack. Using a skill increases Attack Speed by 400% for the next 2 Basic Attacks.
After casting a skill, the next Basic Attack also hits all nearby enemies, dealing Physical Damage equal to 5% (+ 0.2% per hero level) of each enemy's [C6Max HP] and triggering Attack Effect. (Melee heroes only)
Increases Energy and Rage / Wrath / Feral regen by 200%.
For every 1000 damage taken (calculated before reduction), the current cooldowns of all hero skills are reduced by 10%. Excess damage beyond 1000 counts toward the next trigger.
When casting the Ultimate and entering cooldown, self and nearby allied heroes within 4 units gain Control Immunity and a 500 (+80 per hero level) shield for 2s. Cooldown: 30s.
Upon taking fatal damage, gains Death Immunity for 3s, during which HP cannot drop below 1. After Death Immunity ends, recovers HP equal to 50% of the total damage dealt to enemy heroes during that time. Cooldown: 60s.
A kill or assist on an enemy hero grants 1 stack of enhancement. Each stack increases Attack Speed by 25% and Movement Speed by 40% for 6s (up to 3 stacks). Gaining a new stack refreshes the duration of all stacks. Once at max stacks, repeated triggers only refresh the duration.
Gains 25% Crit Chance. After a critical hit, gains 25% Attack Speed for 3s (up to 3 stacks).
Grants 50% Crit Chance. Each 1% of excess Crit Chance is converted to 1% Crit Damage.
Gains 50% Crit Chance. Each 1% of excess Crit Chance is converted into 1 Adaptive Attack.
Gains 25% Crit Chance. On Crit, fires 1 extra missile at the target, dealing 100 Adaptive Damage (can Crit).
On Crit, has a 25% chance to gain a 1000 shield for 3s. Repeated triggers refresh the shield. The shield cannot be regained for 5s after it breaks or expires.
Gains 25% Crit Chance. After a critical hit, gains 10% Movement Speed, plus 1% for every 40 damage dealt by the crit (up to 30%), for 2s. Cannot stack.
Basic Attacks deal extra Physical Damage equal to 2% of the target's Max HP.
When a skill deals damage to an enemy hero, summons Lord's Aura to strike the target, dealing 500 Magic Damage. After a brief delay, a current forms beneath the target, knocking them airborne for 1s. Cooldown: 15s.
Permanently gains 1 Magic Power when a skill hits an enemy hero.
Increases Adaptive Attack by 60. When a skill deals damage to an enemy, gains 30% extra Physical & Magic Penetration for 4s. The hit that triggers this effect also benefits from the extra Penetration. Cooldown: 6s.
Dealing damage to an enemy inflicts Fissure, dealing 200 (+8% of their lost HP) True Damage after 3.5s. This effect is calculated independently for each target. Cooldown: 5s.
Gains 1 Static Charge stack for 6s (up to 3 stacks) after a dash. Dealing damage to an enemy hero consumes all stacks, dealing 350 Adaptive Damage per stack.
After using a skill, the next Basic Attack deals an extra 150 True Damage and recovers an equal amount of HP. Cooldown: 3s.
Gains 30 Adaptive Attack. After casting a skill, the next Basic Attack gains 2.5 units of Attack Range and reduces the target's Movement Speed by 40% for 1s. (Melee heroes only)
Gains 50 Adaptive Attack. Casting Skill 2 refunds 50% of its final cooldown.
Gains 50 Adaptive Attack. Casting Skill 1 refunds 50% of its final cooldown.
Gains 15 Adaptive Attack each time a skill is cast, up to 10 stacks. Lasts 6s.
Gains 50 Adaptive Attack. Casting Skill 1 reduces Skill 2's current cooldown by 50%. Casting Skill 2 reduces Skill 1's current cooldown by 50%.
For 5s after dealing damage, gains 1 stack of a buff every second, up to 20 stacks. Each stack increases all damage dealt and Spell Vamp by 2%.
For each enemy hero within 5 units, gains 30 Physical Defense and 30 Magic Defense.
For every 1% Max HP lost, increases damage dealt and Spell Vamp by 0.5%, up to 30% each.
Gains 20% Crit Chance.
Each Basic Attack increases Attack Speed by 10% for 4s (up to 5 stacks).
Gains 30% Attack Speed.
Gains 10% Cooldown Reduction and restores 10 Mana per second near Turrets or their ruins.
Gains 30 Adaptive Penetration.
Gains 20 Adaptive Attack and 20% Hybrid Lifesteal.
Gains a permanent 600 (+40 per hero level) shield that grants 20 Adaptive Attack while active. It is restored after being broken, or 10s after leaving combat.
Gains 60 Adaptive Attack.
Gains 1000 Max HP.
Gains 10% Cooldown Reduction and 40 Movement Speed.
Get 1,200 Gold.
Heal or shield an allied hero while granting both the caster and the target 20% Movement Speed and 30 Adaptive Attack for 5s. Repeated triggers refresh the duration.