Balance pass, new items and skins!
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Hero Skins

NEW: Shogun Kallari


Ward Skins

NEW: Dawn Wards
  • Dawn Shadow Ward
  • Dawn Sentry Ward
NEW: Dusk Wards
  • Dusk Shadow Ward
  • Dusk Sentry Ward
NEW: Prime Wards
  • Prime Shadow Ward
  • Prime Sentry Ward


  • Steam Community Items now live.



NEW: Ring of Rejuvenation
  • Unique Passive - Heal for 8% of your Maximum Health over 4s after being affected by Hard Crowd Control.
  • Unique Passive - 25% Endurance (CC Duration Reduction).
  • 450 HP
  • 50 Energy Armor
  • 10 CDR
  • 2800 Gold
NEW: Fountain of Invigoration
  • Unique Passive - Increase all Healing received by 30% (Includes Health Regeneration and Lifesteal).
  • 450 HP
  • 1.5 Health Regeneration 
  • 50 Energy Armor
  • 10 CDR
  • 2800 Gold


Objective Timers
  • Objectives such as jungle camps, Shrines, Raptor and Prime Helix now have a 3D camp timer.


Bug Fixes


Devourers Blade
  • Fixed a bug causing Devourers Blade to refresh its shield permanently until broken.
Unyielding Mantle
  • Fixed an issue causing the active being unable to be used while under the effects of Crowd Control.


Assault the Gates (RMB):
  • Fixed an issued that caused the camera to offset slightly after using the ability.
  • Fixed an issue that caused GRIM.exe to be unable to Basic Attack or use abilities.
  • Fixed an issue causing the ability to not reduce the cooldown of BLAST.exe (Q) when successfully blocking an ability.
Festering Toxins (P):
  • Fixed an issue causing the ability to not scale properly with levels.
  • Fixed description errors found in both the in-game tooltip and learn tab. Should now state that Basic Attacks only refresh Festering Toxins (P) on Enemy Heroes.
Consecrated Ground (E)
  • Fixed an issue causing the second shield to sometimes be larger than it should.



CDR Formula Adjustment

Currently, CDR’s value stacks exponentially the more CDR you purchase. This creates a couple problems, such as CDR needing a fixed cap to make sure that CDR stacking is not too powerful as players get closer and closer to 100% CDR. To fix this issue and to open more diverse build options to players, we have decided to change the formula and use a more linear approach, like our Armour system currently uses. This means that for every CDR you now purchase, you should be gaining 1% faster cooldown. This also means that players should now be able to exceed the 40% CDR cap that was in place before, with about 65 CDR in the new system equalling out to 40% in the old system.
New Formula:

Cooldown = Base Cooldown x (100 / (100 + CDR))

Favor Mini-Rework

The current Favor system's value is increasing exponentially with the amount of completed items the player has, leading to the system feeling underwhelming in the early game and spiking too hard on certain roles later into the game. To fix this issue, we are moving to a more linear system that should give the player the same amount of stats, no matter what time it is in the game. Being able to use Favor leads without items should also increase the importance of getting Raptor early, as the Favor given to each ally can be used immediately to effect their power level in the game.
Individual Faction Bonuses Per One Favor
  • Blue Aspect: +2.5 Energy Power.
  • Red Aspect: +1.5 Physical Power.
  • White Aspect: +1 CDR.
  • Green Aspect: +20 Health.
  • Purple Aspect: +1 Physical Penetration.
Obtaining Favor
  • Raptor now grants 3 Favor to the entire team when slain.
  • Prime Helix now grants 2 Favor to the entire team when slain.
  • First Turret will now grant 1 Favor to the entire team when destroyed.
  • 5 Kills/Assists on enemy heroes will grant 1 Favor.
  • Killing 25 Minions will grant 1 Favor.


  • All Shrine Buff durations reduced from 90 to 60s.
Gold Shrine
  • Gold per Minion reduced from 15 to 10.
Green Shrine
  • Base Health Regeneration increased from 1.25 to 2.
  • Health Regeneration per minute reduced from 0.25 to 0.20.
  • Base Mana Regeneration reduced from 2.5 to 1.
  • Mana Regeneration per minute reduced from 0.20 to 0.10.


Maul (RMB):
  • Basic Attack Damage Percentage per Basic Attack reduced from 70/80/90/100/110% to 60/65/70/75/80%.
Rocket Slam (R):
  • Removed Bonus Damage from Missing Maximum Health.
  • Base Movement Speed increased from 540 to 550.
Anti-Personnel Mine (Q):
  • Mana cost reduced from 75/85/95/105/115 to 65/75/85/95/105.
  • Cooldown reduced from 10 to 8s at all levels.
Void Breach (RMB):
  • Base Damage reduced at earlier levels from 100/145/190/235/280 to 80/130/180/230/280.
  • Explosion Radius reduced by 20%.
Fiery Swords (Q):
  • Duration increased from 4s to 5s, increasing the total damage from 96/144/192/240/288 to 120/180/240/300/360.
  • Power scaling increased from 96% to 120%.
Assault the Gates (RMB):
  • Adjusted leap so that Greystone can now vault over more terrain.
  • Base Health reduced from 570 to 540.
  • Health per Level reduced from 93 to 87.
Judgement of the Law (P):
  • Radius changed from 4000/5500/7000/8500/10000 to 6000 at all ranks.
Song of my People (E):
  • Mana Cost increased from 10/15/20/25/30 to 20/25/30/35/40.
Shield Bash (RMB):
  • Base Damage increased from 70/100/130/160/190 to 70/110/150/190/230.
  • Energy Power Scaling increased from 30% to 60%.
Shield Crash (R):
  • Base Damage increased from 150/225/300 to 180/260/340.
Ventilate (R):
  • Second Attack Damage Percentage reduced from 15/25/35% to 15/22.5/30%.

— Strange Matter Team