New God: Camazotz
Deadly God of Bats
Passive – Essence Drinker
Camazotz has a passive Vampirism bonus (+5% Lifesteal and Healing). Also, anytime a God dies they leave behind a pool of their essence in the spot they were slain. Camazotz may stand inside these pools to drink the essence, replenishing his health and mana (+2% Health and Mana per drink). If Camazotz is out of combat he drinks faster.
Camazotz screeches loudly and launches a sound wave that pierces through minions and deals (90/135/180/225/270 + 70% of your Physical Power) damage. If the screech hits an enemy god, the sound wave will echo. If Camazotz is hit by an echo, he gains vision of the God that was hit by screech for the next 15s and gains bonus Physical Power (20/25/30/35/40) for the duration. Cost : 60/65/70/75/80. Cooldown: 15s.
Camazotz commands a swarm of bats to fly out and attack a single target, damaging (100/180/260/340/420 + 130% of your Physical Power) and slowing them by 30% and then carrying back a heal. If the target was a jungle buff monster they will be marked and Camazotz will receive a heal as well as a stackable Vampirism buff that lasts 210s. Marked monsters will not provide Camazotz with another stack of Vampirism. Vampirism Stack : +3% Lifesteal and Healing, stacking 3 times. Cost: 60/65/70/75/80. Cooldown: 10s.
Camazotz Leaps forward a short distance dealing damage (80,140,200,260,320 +75% of your Physical Power) on impact and healing himself (15/25/35/45/55 + 25% of your Physical Power) per enemy hit. Cost: 60/65/70/75/80. Cooldown: 15s.
Bat Out of Hell
Camazotz flies into the air, becoming CC immune for the next 3s. While flying, he may swoop forward to deal (140/180/220/260/300 + 20% of your Physical Power) damage. He may do this up to 3 times, landing on the 3rd time. Hitting more than one enemy God in a single swoop will deal increased (+10%) damage per god. Cost: 100. Cooldown: 90s.
New God Skins
Scarlet Dangerfield Neith
Feline Fashion Awilix
Neith Mastery Skins
Izanami Mastery Skins
Agni Dance Emote
What’s in the Bag? As Zhong Kui, use expose evil and exorcism to fully stack your passive.
Book of Demons As Zhong Kui, stun three or more enemy gods with book of demons.
Bounty Hunter As Kali, kill five gods in one match that are marked for death by your passive.
You Thought You Had Me? As Kali, get two kills in a single match while using destruction when you’re under 10% health.
TREMORS! As Cabrakan, keep an enemy stuck in a single tremor for six seconds.
Shield Smash! As Cabrakan, get max stacks on your shield and stun an enemy god with it.
Watch This Added back Ne Zha’s “Watch This” achievement which went missing.
Gem of Isolation
“Gem of Isolation is a luxury item that gives a strong slowing effect. However, for it’s cost, it didn’t provide enough of a punch for mages to choose it over purely damaging options. We have bumped the Magical Power up to help it better compete with more popular items.”
“Ritual Dagger should be a versatile item that could fit into many builds. Reducing the cost will give players more chances to utilize this item. To fit the cheaper cost, it is losing some attack speed.”
“At 2400 gold, Runeforged Hammer was hard to fit into a build even when you could get a log of use out of the Aura. At 400 gold less (and with a stronger passive) players who either have strong slows on their gods or want to build it with items like Frostbound Hammer, will have a lot more room to do so.”
“Shield of Regrowth and Shifter’s Shield are both strong hybrid items . While we feel like these items are in a good place, players are struggling to justify building into this item tree due to the inefficiency of Tower Shield. We are adjusting the strength of this Tier 2 to help players invest into this tree.”
“Chaac’s receiving a mixture of Quality of Life adjustments, fixes, and changes to how his abilities work, all aimed at making him more consistent and freeing up his utility when it comes to using his Ultimate. Torrent will no longer occasionally miss targets it should have connected with and has had its interaction with cripple changed. Storm Call is also seeing its interaction with Thunder Strike removed in favor of getting a power boost. The interaction with Thunder Strike was often difficult to set up and removed Chaac’s strong ability to initiate with Torrent of zone with Rain Dance.”
Chaac can now use this ability while crippled, but only if no axe is deployed
Adjusted the tech of this ability to allow it to always hit enemies who are in the range of the spin.
Removed the conditional bonus damage and knockup when picking up the axe on activation. Storm Call no longer interacts with a deployed axe.
Base Damage Increased from 200/250/300/350/400 → 250/300/350/400/450
Physical Power Scaling Increased from 100% → 120%
“Medusa is receiving a mana reduction on Acid Spray and Lacerate to better assist her ability to harass enemies, especially in the early game.”
Mana cost reduced from 70/75/80/85/90 → 60/65/70/75/80
Mana cost reduced from 85 → 70 at all ranks.
“Crush is receiving an increase in power while also becoming more expensive to cast. Our goal with this is to make sure Scylla still maintains her late game mage status, but not at the cost of her early game being too weak to get there. Scylla will be more potent overall to help balance her early game and late game differences. She will still need to play carefully though as she is more prone to running out of mana if she isn’t using this ability in smart situations. Sentinel is also see a similar adjustment to Chaac’s Torrent, allowing players to cast it but not teleport with it while crippled.”
Scylla can now deploy Sentinel while crippled, but she still cannot use the leap portion of Sentinel while crippled
Increased Mana cost from 60/65/70/75/80 → 70/75/80/85/90
Increased Damage from 90/145/200/255/310 → 90/150/210/270/330
Increased Magical Power Scaling from 80% → 100%
“We have been watching Susano closely since his last round of balance changes as well as the feedback surrounding him. While we feel like he has fallen into a balanced state (in both competitive and casual play) we understand his mobility, damage output, and control have been a frustration to play against. Our goal, as with any god, is to make sure gods are both fun and balanced to play as but also play against. Susano is seeing a good amount of his damage moved around to different points of his kit while also allowing for more counterplay. Storm Kata has a slight wind up on the first slash; the damage from this ability is now spread out over all three parts of the ability. Players should now be able to respond better to Storm Kata and receive less damage if Susano chooses to flee a fight instead of fully committing. Additionally, Typhoon will now only knock up enemies when fully charged, removing Susano’s ability to chain Crowd Control effects together without much setup time.
Increased pre-cast time for the first slash from .1s → .4s.
Damage from the First and Second Attack reduced from 55/90/125/160/195 → 40/70/100/130/160
The Third Attack of Storm Kata now deals 20/35/50/65/80 (+33% of your Physical Power)
Scaling reduced from 80% → 65%
Now only applies a knockup effect when fully charged