New Goddess: Izanami
Matron of the dead
Passive – Death Draws Nigh
The closer Izanami gets to death, the more powerful she becomes. Izanami gains 4% Physical Penetration for each 15% of her Health that is missing, up to a maximum of 20%.
For 6s, Izanami throws her kama sickles even faster and more furiously. While active, they no longer return to her but instead do 100% of her Basic Attack damage plus additional bonus damage. She may reactivate this ability to revert to her normal Basic Attacks.
Izanami sends forth a demonic visage of herself to strike down her enemies, damaging and Slowing all Enemies in a line. If an Enemy God is killed while slowed by this ability, future uses of the slow will be increased by 6% per kill up to twice, for a maximum of 30%.
Izanami descended into the underworld, becoming Stealthed, before leaping away from her current position. Firing a damaging Ability or Basic Attack breaks her Stealth.
Izanami summons a dark portal which Damages and Silences all Enemies in range.
Dark Matron Izanami
New God Skins
oktoberfest nu wa
Bun bun nox
Hoot ‘n Holler bacchus
Where’s My Kitties? As Bastet, release 45 cats using your Ultimate in a single match.
Cat Scratch As Bastet, deliver the killing blow to an enemy God in a single match with the damage from your cats.
Stay There As Kumba, root three or more enemy gods with one Groggy Strike.
Down, Set, Gut As Kumba, kill an enemy God by bouncing a minion into them using Throwback.
My Hips Don’t Lie As Chang’e, evade an enemy ability using Moonlight Waltz that would have hit you for 500 damage or more.
Jade, Go As Chang’e, send Jade to buy 10 Items in a single match.
Final season ticket update
“Phantom provided a powerful effect for individual players but when compared to other relics that could impact your team it felt lacking. We are moving it to be more team oriented by letting it affect allies, giving more choices to teams in which relics they want to bring to a fight.”
“Divine Ruin provided a powerful effect but with the heavy cost of an item slot that would affect your final build. This often left players feeling bad for building what should be a powerful counter item. By increasing the Magical Power provided by this item, players now feel better about counter building on mages.”
“Magi’s Blessing should be a good option for players who want to build to counter heavy Crowd Control teams but its cost is often restrictive for the protection it provided. By reducing the cost of Magi’s Blessing, players should find themselves more likely to build this against the right enemies.”
“Pythagorem’s Piece is a situational item that becomes a powerful choice when your team can make use of the aura. Reducing the cost and shifting more of the power to the aura will better reward players who find these opportunities.”
“Spectral Armor was often too expensive for Support players to build when compared to items like Breastplate of Valor for cooldown reduction. By reducing the cost, Spectral Armor will have an easier time fitting into Relic oriented build.”
“Witchblade is meant to be a great tool for slowing down Physical damage dealers but was often not providing enough to be u sed outside of nice scenarios. With an additional 15 Physical Protections, Witchblade will be a more solid anti-physical choice.”
Fixed the spiders on Arachne’s web not showing their Mastery color.
“Pin provides Erlang Shen with a powerful tool in both wave clear and teamfight presence. At 12 seconds, Pin was coming up too often and leaving enemy players feeling disadvantaged through most of the fight. By increasing Pin’s cooldown to 16 seconds, players should have an easier time finding gaps in Erlang Shen’s utility to properly punish him.”
Cooldown increased from 12s → 16s.
“Fafnir has certainly grown into his role as a Guardian since his release. As we have seen more and more of what he is capable of, a few things stand out as being a bit too potent. Endless Greed was often providing too much gold and protections making Fafnir more difficult to defeat than most other Guardians. Additionally, Coerce is too powerful of an ability for objective clear, teamfight damage, and self healing for its cooldown time. By reducing the effectiveness of Endless Greed and Coerce, we expect Fafnir to be in a more reasonable spot.”
Fixed an issue where Fafnir’s passive glow would persist after death.
Bonus gold per instance reduced from 4 → 2s.
Increased cooldown from 13s → 15s.
“Hou Yu is seeing a power shift this patch to address his performance at the highest end of play while also maintaining his core strengths. Mark of the Golden Crow was often putting a timer on the game, that when reached, allowed Hou Yi to become very difficult to box. We have removed the 25% penetration and reduced the duration of the mark to reduce some of this power, while also opening up a window where Mark would be down allowing for counterplay. To adjust for this change, Ricochet is seeing an increase to its base damage and scaling, allowing it to be more potent when not paired with his Mark. We have also adjusted the bonus damage per Ricochet so that it should closely match its current strength across a variety of Physical Power. We will watch these changes closely to see how it affects both his pro level performance as well as his general usability.”
Base damage increased from 70/110/150/190/230 → 75/120/165/210/255.
Scaling increased from 60% → 65%.
Bonus damage per ricochet decreased from 50% → 40%.
Mark of the Golden Bow
Removed the bonus 25% penetration provided at Rank 5.
This ability now reveals all marked targets at all Ranks.
Duration reduced from 15s → 10s.
Fixed an issue where Trophy Hunter’s basic attack swing FX were displaying incorrectly.
Fixed an issue where Legendary Odin was showing the wrong spears on his Ultimate.
“Sylvanus is a powerful pick when it comes to team utility, but without the ability to apply constant pressure, he has been overshadowed by other Guardian pics. We are looking to increase some of his utility and potency with these changes.”
Increased damage from 80/100/120/140/160 → 80/120/160/200/240.
Increased protections given from 5/10/15/20/25 → 10/15/20/25/30.
Reduced cooldown from 22/21/20/19/18s → 20/19/18/17/16s.
Fixed the “I Like to Juggle” achievement to now require juggling three gods instead of 3 enemies.