Patch 0.12 will arrive on Tuesday May 2nd. The servers will be brought down for patching at 15:00 CEST (9:00 AM EDT / 6:00 AM PDT). The patching process can last up to 4 hours due to the change to Season 3.

Features & Content

New Map – Dragon Garden

With Patch 0.12 we bring you our latest arena; Dragon Garden. Located in the kingdom of Quna, the homeland of the exiled prince Raigon, battles fought in the arena are overseen by the Dragon King himself. This map is specifically made to cater to 3v3 matches, being bigger overall and allowing for more space to maneuver around the center of the map.


Shifu Graphical Update

Shifu has been updated with new ability icons, new visual and sound effects and a new 3D model.

Shifu now also has the “Quna’s Royal Champion ” outfit available, his first Legendary Outfit.


End of Season 2 – Tale of Heroes

With the end of Season 2, rewards will be handed out based on your highest attained league during it. The Grand Champion Mount will be handed out to all players who reached Grand Champion during season 2 (if you reached Grand Champion during season 1 but not season 2, you will no longer have the Grand Champion Mount available for season 3). The Grand Champion titles will be handed out to the top 5 of every team type.


Start of Season 3 – Rise of the Dragon

Season 3 is planned to last until late June.

League Changes

  • Teams who have played enough in previous seasons to have stable data will now be placed closer to where they finished last season
  • Round score difference will now have a slightly higher impact on visual rating change
  • Increased rating gains for teams/players which are far below their estimated skill
  • NEW FEATURE: Win Streak Bonus
    • Winning three or more games in a row will give bonus rating
    • Bonus is increased at 4 wins and at 5 wins. Additional wins after 5 will yield the same bonus
    • Win Streak Bonus can’t be obtained in Champion League or above
  • Players now has to complete 1 match before their quick placement position is revealed

Champion Updates

Stealth Mechanic Changes

As stealth has been a hot topic among our players for a while we have gradually been making changes to how the mechanic works. We believe it is an interesting mechanic which offers both excitement and potential mind games, but acknowledge it can also be frustrating to be put up against. These changes should still allow for those mind games to take place to some extent, while reducing the potential threat stealth exerted over large areas.

When a Champion enters stealth the opposing team will have individual indicators that show approximately how close the stealthed Champion is to them. The colors go from yellow, to orange to red based on distance. All stealth abilities where the champion can attack from stealth will now enter cooldown as soon as the stealth effect ends, rather than immediately when the ability is used.


Jumong – Reworked

Jumong previously suffered from one of the most one-sided Battlerite trees of all champions. With this rework, which also reduces some of the more aggravating aspects of playing against Jumong, he should have more viable and interesting Battlerite choices available to him.

Seeker’s Mark – Changed
  • No longer causes Incapacitate when consumed. Instead, consuming Seekers Mark now heals you for 10 health
  • Duration increased from 2.5s to 3s
Hunting Arrow (M1) – Updated
  • Damage reduced from 18 to 16
  • Cooldown reduced from 0.3s to 0.25s
  • Post-cast (duration between attacks, the time for the animation to follow through) reduced from 0.3s to 0.25s
  • Energy gain reduced from 9% to 8%
Guided Arrow (EX M1) – New
  • Fire an arrow that bounces up to 3 times. Deals 6 damage, heals self for 6 health and inflicts Seeker’s Mark on each hit
Steady Shot (M2) – Updated
  • Damage reduced from 30 to 28.
  • Can now consume Seeker’s Mark
Seeker’s Arrow (EX M2) – Moved from EX M1 and Updated
  • Damage increased from 8 to 12
Black Arrow (Space) – Updated
  • Dash range increased from 3.5 to 4
  • Can no longer consume Seeker’s Mark
Rain of Arrows (Q) – Switched places with Prowl and updated
  • Damage reduced from 35 to 20
  • Duration reduced from 2.5s to 2s
  • Snare effect reduced from 30% to 25%
  • Now inflicts Seeker’s Mark on its first hit
  • Cooldown reduced from 15s to 9s
  • No longer has an energy cost, instead has an Energy Gain of 8%
Bear Trap (E) – Updated
  • Cast time reduced from 0.3s to 0.25s
  • Range increased from 6 to 7.5
  • Duration increased from 5s to 6s
  • No longer triggers by breakable objects, such as the Center Orb
  • Fixed so Bear Trap enemy indicator effect should be properly visible on Blackstone Arena
Prowl (R) – Switched places with Rain of Arrows and updated
  • Now immaterial during the effect
  • Cooldown increased from 12s to 15s
  • Now costs 25% energy
  • Predation (previously EX Q) removed
Dragon Slayer (F) – Updated
  • Radius increased from 0.45 to 0.6
Battlerites
Round 1

Perfect Shot – New

  • Steady Shot deals 2 bonus damage and stuns the enemy for 0.5s

Heartseeker – Changed

  • Black Arrow inflicts Seeker’s Mark
    • Bleed debuff removed

Deadly Trap – Moved from Round 2

  • You deal 25% increased damage to enemies caught in Bear Traps for 3s
Round 2

Power Shot – Updated

  • Steady Shot deals 6 bonus damage and knocks back targets hit
    • Bonus Damage increased from 4 to 6

Marked Arrows – New

  • Rain of Arrows inflicts Seeker’s Mark on every hit

Trapper – New

  • Deploy one additional Bear Trap in front of the first one
Round 3

Rejuvenating Shot – New

  • Steady Shot heals you for an additional 10 bonus health when consuming Seeker’s Mark

Precision – Updated

  • Black Arrow deals 4 bonus damage and grants 4% bonus Energy
    • Bonus damage reduced from 6 to 4
    • Bonus energy added

Panther – Updated

  • Prowl duration is increased by 0.5s and cooldown is reduced by 3s
    • Cooldown reduction added
Round 4

Death Mark – Updated

  • Consuming Seekers Mark deals 3 bonus damage
  • Bonus damage reduced from 4 to 3

Agility

  • Increases movement speed by 10%

Disabling Trap – Updated

  • Enemies caught in Bear Trap deal 40% reduced damage and receive 40% less healing
  • Effects reduced from 50% to 40%
Round 5

Deadeye – Changed

  • Dragon Slayer deals up to 10 bonus damage

Big-game Hunting – Changed

  • Dragon Slayer inflicts Seeker’s Mark

Ashka

Battlerites

Raging Fire

  • Fixed a bug where Raging Fire projectiles didn’t trigger the Living Flame healing when hitting an Ignited target

Croak

See “Stealth Mechanics Changes” above for more information about the changes to stealth.

With the bigger changes to the stealth mechanic overall the values of Camouflage needed some additional adjustment.

Camouflage (Q) & Deceit (EX Q)
  • Now enter cooldown when the invisibility effect ends
  • Cooldown reduced from 10s to 8s
  • Duration increased from 2.5s to 3.5s (Camouflage only)
  • Fading Haste now starts at 30% and lasts for 1.5 seconds
Battlerites

Cut to the Chase

  • Now a Utility Battlerite
  • Increases Camouflage duration by 1 second.
  • Does not affect Deceit

Trickery

  • Cooldown reduction reduced from 2s to 1.5s

Freya

The knockback from Freya’s Bash when an enemy is affected by Static is infamous among the Battlerite community. As we’ve taken a first look on changes to Freya’s M1 you will no longer have to worry about this.

Bash (M1)
  • Knockback against targets with Static removed
Spring (Space) & Shock Vault (EX Space)
  • Can no longer grab pickups while in the air

Jade

See “Stealth Mechanics Changes” above for more information about the changes to stealth

Jade’s changes are generally to adjust for the overall Stealth changes. We have also reduced the time she spends in stealth overall to make her less elusive than before.

Stealth (Q)
  • Now enters cooldown when the invisibility effect ends
  • Fading Haste now starts at 30% and lasts for 1.5 seconds
Junkshot (R)
  • Fixed a bug where Junk Shot would knockback in the wrong direction if caught and fired by Oldur’s Time Bender
Battlerites

Outlaw

  • Stealth duration of Outlaw Battlerite decreased from 2s to 1.6s

Lucie

Lucie has been struggling a bit since the patch which changed up how M1s work. As Lucie’s kit can easily become very powerful if it is not handled carefully, this is a first step to help her out a bit against the other speedier champions.

Clarity Potion (Q)
  • Radius increased from 1.8 to 1.9

Oldur

Oldur has been very prominent recently. We have reduced his burst damage output a bit and granted additional counterplay opportunities to Stone Glass.

Quicksand (E)
  • Damage reduced from 18 to 16
Stone Glass (R)
  • Can no longer hit targets through walls
  • No longer petrifies on hit
    • Instead applies a debuff which inflicts Petrify after a 1s delay
  • Knockback duration reduced from 0.4s to 0.2s
  • Knockback distance reduced from 2 to 1.5

Pestilus

Pestilus has been very powerful for a while now so we’ve toned down his Moth output a tad, and shifted some of it to his self heal to make him slightly more reliable on his own. Bloodsucker saw a slight boost to keep his center orb control intact.

Moth (M1)
  • Damage reduced from 12 to 10
  • Healing reduced from 10 to 8
  • Self healing increased from 2 to 3
  • Moth duration increased from 4.5s to 5s
Bloodsucker (M2)
  • Damage increased from 28 to 30
  • Healing increased from 28 to 30

Raigon

Raigon got a lot of value from his Retribution so we have taken a few steps to reduce it. Both Dragon Palm and Riposte were very powerful and disruptive so these changes should make them feel more fair to play against.

Retribution (M2)
  • Base healing reduced from 11 to 9
  • Healing per charge reduced from 3 to 2
Dragon Palm (R)
  • Now deals 10 bonus damage when knocking enemies into walls
  • Stun on wall impact removed
Battlerites

Riposte

  • Now removes the movement speed penalty during Parry
  • Only triggers when the duration of Parry runs out
    • Will not trigger by cancel casting

Shifu

Shifu has been struggling for a while now, especially since he lost some of his self sustain. Adding a bit of it into his core again will help him to stay alive while the slight increases to his Tempest Rush will allow him to secure more attacks during it, ensuring more stable self sustain.

Fleetfoot (Space)
  • Cooldown reduced from 12s to 11s
Tempest Rush (EX Space)
  • Cooldown reduced from 12s to 11s
  • Duration increased from 1.7s to 1.8s
Kunju (Q)
  • Kunju now heals you for 16 health when it blocks an attack
  • Radius of the charged M1 attack increased from 1.9 to 2.6
Javelin (E)
  • Fixed a bug where Shifu couldn’t jump to walls when standing too close to them
Battlerites

Poised to Strike

  • Damage increased from 10 to 12

Mantra

  • You now heal yourself for 14 health when you hit an enemy with Spear Slash after blocking an attack with Kunju

Varesh

Varesh has been feeling less threatening lately. The changes to Wuju will make him able to play a bit more aggressively again and help with handling pressure. Kinetic Energy will open up for some new and interesting ways to consume Corruption and Judgement. With his EX abilities seeing some additional utility more options will open up during matches.

Hand of Punishment (EX M2)
  • Damage increased from 12 to 16
  • Is now compatible with the Devastation Battlerite
Wuju (Q)
  • Now knocks enemies back when reappearing
  • Duration before reappearing reduced from 0.9s to 0.8s
Crush (EX E)
  • Now consumes Corruption and Judgement
Reform (R) remade into Kinetic Energy
  • Dash forward in target direction and spawn a Shatter shard at the position of each enemy you pass through

General Updates & Fixes

  • Fixed a bug causing Ability Tooltips to sometimes show data from a previously shown tooltip
  • Region texts are now localized (translated)
  • Fixed potential bug where the screen would go black in the middle of a game
  • “Matchmaking” text should now be slightly easier to read against the new brighter background in the Lobby
  • New Observer Option Added: Neutral Camera (experimental addition intended for casters)
    • Spawns the camera in a team-neutral bird-eye view on round start, displaying both teams at their spawns in the free top-down mode in all rounds except for during the introductory elevators. It’s then up to the observer to handle the rest
  • Fixed a bug that caused the fullscreen effects from certain effects get stuck on the screen
  • Fixed a bug where Energy could seem to be spent when cancel casting, without actually being spent

Comments are closed.