More bug fixes with a large balance pass!
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  • Full SFX Overhaul.


  • Full SFX Overhaul.

Bug Fixes


  • Gold bounties on hero kills now grant the intended amount of gold. Previously, the gold bounty increased too much for players on kill streaks.
  • Fixed an issue causing cleave damage to aggro towers and minions.
  • Fixed an issue causing Passives to be affected by Cooldown Reduction.
  • Fixed an issue causing Lock-on abilities to not aggro minions.
  • Fixed an issue causing melee minions to ignore the core.
  • Fixed multiple tooltip calculation errors for Heroes.
  • Fixed Learn Tab description errors.


Aergia’s Cataphract
  • Fixed aura from having 5% attack speed reduction when it should have had 10%.


  • Fixed an issue causing heroes to get health on minion kills, even if Hunter was not equipped.


Ranged basic attack projectiles were increased in a previous patch but did not take effect for certain heroes. Basic attack projectiles now move at the proper speed and are now 30% faster on the following heroes: Twinblast, Sparrow, Muriel, Murdock, Lt Belica, Gideon.
Maul (RMB):
  • Now correctly applies on-hit effects.

Shadow Slip (Q):
  • Fixed an issue causing Countess to turn invisible when killed while using Shadow Slip.

Lt. Belica
Void Drone (P):
  • Fixed an issue causing Void drone to not damage enemies with a spell shield.

  • Morigesh's dark heart skin doesn't have a blue face anymore.
  • Fixed an issue causing Rogue's bonus damage to apply on every Basic Attack.



We have noticed difficulties in sieging turrets into specific team compositions, to alleviate this issue we will be adding a small time period after minions die under turret for players to continue sieging turrets before their backdoor protection comes back up.
  • There is now a 3 second delay for when structure backdoor armour protections are enabled after minions are no longer within a structure’s radius.


Increasing this radius to slightly more than double ranged basic attack range will now help to disable ranged characters from freely farming the wave while also zoning away their enemies from lane experience.
  • Experience radius increased from 2000 to 2800 units.


Increasing the health pools of jungle camps to slightly reduce the time it takes to clear jungle camps. With the BAT increases, basic attack based Heroes should clear around the same speed while AOE clears should be a bit slower.
Jungle Minion
  • Health increased from 600 to 660.
Red & Blue Buffs
  • Health increased from 1800 to 1980.


Baleful Armour
Transitioning some of the gold value out of Armour and into Health while keeping the Effective Health gained from the item the same should still keep Bale Arm strong, but a bit less oppressive into heavy Physical Damage users.
  • Physical Armour reduced from 60 to 45.
  • Health increased from 400 to 475.
  • Force Shield component replaced with Green Thumb.

Devourer’s Blade
Currently ADC’s lack critical strike chance build paths and are mostly stuck into heavy Physical Power based builds. Trying a change to Devourer’s Blade that will give carries another option when itemizing into critical strike chance should make the build path feel stronger overall while lowering the confirmed damage off of the item slightly.
  • Now has 25% critical strike chance.
  • Physical Power reduced from 70 to 55.
  • Gold cost increased from 3200 to 3400.
  • New component of Targeting Adjuster.

Aergia’s Cataphract
Aergia’s seems to be a bit too weak currently and is being underutilized. Slightly increasing the size of the aura and having the item stack faster and more effectively to make it a more appealing option into heavy Physical Damage and basic attack based team compositions.
  • Reduced max stacks from 10 to 5
  • Increased duration from 2 to 3 seconds.
  • Increased attack speed reduction per stack from 1% to 3%.
  • Aura radius increased from 500 to 650.

Unyielding Mantle
Reducing the duration will require slightly more skillful use of such an impactful active ability and promote more healthy gameplay.
  • Invulnerable duration reduced from 2 to 1.5 seconds.

Fist of the Titan
  • Reduced percent max health physical damage from 2% to 1.5%.


Now that Hunter is not being granted to all players, increasing the health per last hit and attack speed should bring its equivalent gold value more in line with other Red aspects.
  • Last hit healing increased from 8 to 12
  • Attack speed increased from 20% to 25%
Given the amount of kills and assists that are occuring from those who take King, a small decrease in the bonus gold should bring it in-line with other aspects and help promote a more healthy economy.
  • Bonus gold on kills and assists reduced from 25% to 20%


In order to help improve the gameplay feel of Fault and make movement and combat more responsive and dynamic, the combat movement penalties are being reduced in efficacy, basic attack cooldowns are being reduced and other under-the-hood movement related changes have been made. Moving, changing direction, using basic attacks and general combat should all feel more fluid, responsive and immediate. While basic attack cooldowns are being reduced, attack speed gained per hero level for all heroes is being reduced so that at the end game, level 18 LMB damage output and basic attack cooldowns remain the same as they currently are.
  • Ranged basic attack movement speed penalty reduced from 25% to 22.5%.
  • Backpedaling movement speed penalty reduced from 20% to 15%.
  • Maximum and minimum movement speed penalties for ranged basic attacks and both melee basic attack hits and misses reduced by about 20%.
  • Hero acceleration increased by ~18%.

Slash (LMB):
  • BAT reduced from 1.2 to 1.05
  • Attack speed per hero level reduced from 2.8 to 1.3.

Lt Belica
Burst Assault (LMB):
  • Basic Attack Time reduced from 1.3 to 1.15.
  • Attack speed per hero level reduced from 2 to 0.6.
Neural Disruptor (R):
  • Percent Damage Increase per percent of missing mana increased from 1% to 1.5%.
  • Will now reach 100% bonus damage when the target is missing two thirds of their mana.

Feral Claw (LMB):
  • BAT reduced from 1.35 to 1.15.
  • Attack speed per hero level changed from 3 to 1.25.
Rocket Slam (R):
  • Execute threshold increased from 10/15/20% to 15/20/25%.

Ion Blast (LMB):
  • BAT reduced from 1.3 to 1.15
  • Attack Speed per hero level reduced from 2.5 to 1.
Ion Bomb (Q):
  • Maximum range increased from 2500 to 3500.
Ion Bot (E):
  • Radius increased from 390 to 420.
  • Cooldown changed from 12 seconds at all levels to 12/11.5/11/10.5/10.
Ion Boosters (RMB):
  • Movement speed radius increased from 900 to 1100.

The reduction in seek speed for her RMB and the cooldown increase should result in the ability being less oppressive given it will also proc her passive less often, while the damage and scaling decrease should make it less valuable and incentivize the upgrading and use of her Q ability at the same time.
Electron Blast (LMB):
  • BAT reduced from 1.3 to 1.15.
  • Attack speed per hero level from 2 to 0.4.
Electron Gate (E):
  • Movement speed boost and slow reduced from 30/35/40/45/50 to 20/24/28/32/36%.
Disruptor Drone (RMB):
  • Bot seek speed reduced from 200 to 100.
  • Base damage per tick reduced from 15/25/35/45/55 to 12/20/28/36/44 (total damage reduced from 105/175/245/315/385 to 84/140/196/252/308).
  • Energy power scaling per tick reduced from 15% to 7.5%.
  • Cooldown increased from 12/11.5/11/10.5/10 to 12 seconds at all levels.

Void Blast (LMB):
  • BAT reduced from 1.3 to 1.15.
  • Attack speed per hero level reduced from 2 to 0.6.

Greystone’s ultimate was proving to be a bit too reliable and the mana that it returned was a bit too useful for Greystone’s sustained presence and mobility. Increasing the RMB cooldown to match other mobility abilities will help focus Greystone and emphasize good decision making.
Slash (LMB):
  • BAT reduced from 1.2 to 1.1.
  • Attack speed per hero level reduced from 3 to 2.05.
Assault the Gates (RMB):
  • Cooldown increased from 14/13/12/11/10 to 16/15/14/13/12.
Heroic Rebirth (R):
  • Cooldown increased from 180/130/80 to 240/180/120.
  • Percent base mana gained when resurrected reduced from 50/60/70% to 15/20/25%.

FIRE.exe (LMB):
  • BAT reduced from 1.3 to 1.05.
  • Attack speed per hero level reduced from 3 to 1.5.
BLAST.exe (Q):
  • Acceleron Blast physical power scaling increased from 30% to 60%.
MODE.exe (E):
  • Electron Mode additional basic attack range increased from 130/195/260/325/390 to 200/250/300/350/400.
  • Cooldown reduced from 24/21/18/15/12 to 20/18/16/14/12.
  • Now scales with 60% Physical Power.

Grux’s base damage was proving a bit too much even when itemized with no damage. Reducing his base damage while reducing his charge range should incentivize him into a more Bruiser role that was intended for him all along.
Club (LMB):
  • BAT reduced from 1.3 to 1.15.
  • Attack speed per hero level reduced from 3 to 1.6.
Seismic Pull (Q):
  • Max range channel time reduced from 1 to 0.8
  • Max damage channel time reduced from 2 to 1.6 seconds.
Okeros Charge (E):
  • Range reduced from 1200 to 900
  • Base damage reduced from 60/100/140/180/220 to 50/85/120/155/190
Cleave (RMB):
  • Base damage reduced from 35/40/45/50/55 to 25/30/35/40/45

Base damages across the board have been reduced and scalings increased to incentivize Kallari to build more damage oriented items. Her mobility cooldowns have also been increased to require more thoughtful use of her abilities. Her damage output potential has increased with these changes but now requires the items to unlock this potential.
Slash (LMB):
  • BAT reduced from 1.2 to 1.05.
  • Attack speed per hero level reduced from 3 to 1.6.
Shadow Veil (Q):
  • On-hit damage over time reduced from 110/120/130/140/150 to 80/90/100/110/120% Basic Attack Damage.
Shadow Strike (E):
  • Cooldown increased from 12 at all levels to 16/15/14/13/12 seconds.
  • Physical power scaling increased from 80 to 90%.
Assassin’s Dagger (RMB):
  • Damage reduced from 75/105/135/165/195 to 55/85/115/145/175 damage.
Assassin’s Execution (R):
  • Base damage reduced from 150/200/250 to 100/150/200.
  • Scaling increased from 80 to 110%.
Assassin’s Tactics (P):
  • Double jump cooldown increased from 14/13/12/11/10 to 20/19/18/17/16.
  • Double jump height reduced slightly.
  • Predation percent bonus ability damage reduced from 10/12.5/15/17.5/20 to 5/7.5/10/12.5/15%.
  • Evisceration bonus basic attack damage changed from 5/7.5/10/12.5/15 to 7.5% of physical power.

Hack (LMB):
  • BAT reduced from 1.2 to 1.1.
  • Attack speed per hero level reduced from 3 to 2.

Slice (LMB):
  • BAT reduced from 1.2 to 1.1
  • Attack speed per hero level reduced from 2.5 to 1.5.

Morigesh has proven to be more of a burst mage than desired and the following changes should shift some of her power away from her main abilities and over to her passive. Her Swarm has been tweaked to help become more of a staple of her kit, while her passive has been made to refresh from basic attacks and abilities. All of these changes should result in Morigesh being able to do the same or more damage output as before but simply over a longer duration of time, emphasizing and bringing out her combat mage identity.
Shiv (LMB):
  • BAT reduced from 1.3 to 1.1.
  • Attack speed per hero level reduced from 2 to 0.6.
Pestilence (Q):
  • Damage lowered from 60/100/140/180/220 to 55/90/125/160/195
  • Bonus damage on Marked targets reduced from 25% to 20%.
Swarm (E):
  • Cooldown reduced from 18/17/16/15/14 to 16/15/14/13/12
  • Damage reduced from 80/110/140/170/200 to 75/100/125/150/175.
  • Health per Stack reduced from 5 to 4 and Healing Energy Power scaling increased from 3 to 5%.
Mark (RMB):
  • Damage reduced from 60/95/130/165/200 to 55/85/115/145/175
  • Range decreased from 1450 to 1350.
  • Cast time increased from 0.22 to 0.3 seconds.
Festering Toxins (P):
  • Total base damage reduced from 9-45 to 6-30.
  • Total energy power scaling increased from 6% to 15%.
  • Basic Attacks and Abilities now refresh the duration.

X270 Rail Gun (LMB):
  • BAT reduced from 1.3 to 1.1.
  • Attack speed per hero level reduced from 2.5 to 0.85.
Buckshot (Q):
  • Physical Power scaling reduced from 120% to 100%.

Energy Blast (LMB):
  • BAT reduced from 1.3 to 1.15.
  • Attack speed per hero level reduced from 2 to 0.45.
Consecrated Ground (E)
  • Shield increased from 50/70/90/110/130 to 60/80/100/120/140.
Reversal of Fortune (R):
  • Knockup radius increased from 600 to 650.
  • Knockup reduced slightly.


Mallet Strike (LMB):
  • BAT reduced from 1.5 to 1.2.
  • Attack speed per hero level reduced from 2.5 to 0.5.
March (Q):
  • Radius increased from 1300 to 1450.
  • Movement speed increased from 25/30/35/40/45 to 35/40/45/50/55%.
  • Mana cost reduced from 80 to 65.
Crash Bang Boom! (R):
  • Channel can now be cancelled by the player.

Shock Whip (LMB):
  • BAT reduced from 1.2 to 1.1.
  • Attack speed per hero level reduced from 1.5 to 0.55.
Electro Whip (Q):
  • Damage reduced from 70/115/160/205/250 to 65/110/155/200/245.
Chain Pull (RMB):
  • Cooldown decreased from 20/19.5/19/18.5/18 to 20/19/18/17/16.
  • Mana cost increased from 70 at all levels to 70/75/80/85/90.

Sevarog was always intended to be a flex pick between jungle and offlane, so increasing the amount of passive stacks Sevarog receives from Jungle Buffs, Hero, Raptor and Prime Helix kills now helps Sevarog scale in the jungle like he does in the offlane. Reducing the range of his Phantom Rush slightly and increasing the cooldown will help Sevarog be a bit more vulnerable in the early game and require more awareness from players before he scales into the mid and late game.
Colossal Strike (LMB):
  • BAT reduced from 1.4 to 1.2.
  • Attack speed per hero level reduced from 2 to 0.35.
Phantom Rush (RMB):
  • Cooldown increased from 16/15/14/13/12 to 18/16.5/15/13.5/12.
  • Range per Passive tier reduced from 900/975/1050/1125/1200 to 800/900/1000/1100/1200.
Reaper’s Gain (P):
  • Stacks from Jungle Buffs increased from 1 to 4.
  • Stacks per Hero, Raptor and Orb Prime kills increased from 3 to 8.

Sparrow has received a slight rework to most of her abilities. Her Mark of Precision was proving to be underwhelming, so an attack speed steroid was added to the ability and the number of attacks to reach maximum stacks from a marked target was increased. Her passive is now a buff to herself, granting bonus basic attack damage on consecutive hits against any enemy hero. Her ultimate now grants additional attack range and physical power, while her Q now has a slight slow to help tie all her abilities together.
Arrow Shot (LMB):
  • BAT reduced from 1.2 to 1.
  • Attack speed per hero level reduced from 3.8 to 1.8.
Hail of Arrows (Q):
  • Now slows units within its radius by 15/18/21/24/27%.
Mark of Precision (E):
  • Now also grants 20/25/30/35/40% attack speed for 3 seconds.
  • Passive stacks on empowered basic attack reduced from 1/2/3/4/5 to 3.
  • Bonus Passive stacks from basic attacks on marked target reduced from 4 to 1.
Inner Fire (R):
  • Now also grants 270 additional Basic Attack Range and bonus Physical Power equal to 15% of Physical Power for the duration.
Relentless (P):
  • She now gains percent bonus Basic Attack Damage on consecutive Basic Attacks against any enemy hero instead of bonus Basic Attack Damage on a singular enemy hero.

Fist Bash (LMB):
  • BAT reduced from 1.2 to 1.15.
  • Attack speed per hero level reduced from 3 to 2.
Forceshield (E):
  • Max lifetime reduced from 4/5/6/7/8 to 3.5/4/4.5/5/5.5 seconds
Shield Slam (R):
  • Total knockup and stun time reduced from 1.6/2.1/2.6 to 2 seconds at all ranks.

Twinblast’s Rapid Fire didn’t have the impact and feel-good potential that it could, while his ultimate was proving a bit too volatile in late game considering on-hit effects are being triggered at full effect on both projectiles. Power has been shifted from his ultimate to his RMB, making both abilities more healthy and good feeling overall.
Pistol Shot (LMB):
  • BAT reduced from 1 to 0.9.
  • Attack speed per hero level reduced from 1.5 to 0.55.
Rocket Dash (E):
  • Now grants Ghosting while dashing.
Rapid Fire (RMB):
  • Attack speed increased from 10/12.5/15/17.5/20% to 20/30/40/50/60%.
  • Attack speed per passive stack decreased from 3% to 2%.
  • Duration changed from 4 seconds all levels to 3/3.5/4/4.5/5.
Ventilate (R):
  • Percent Basic Attack Damage for side projectile reduced from 30/40/50% to 15/25/35%.
  • Additional dash charges reduced from 3 to 2.

— Strange Matter Team