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Patch Notes

Update history and meta predictions

The figures and mechanics come from the official patch notes (Level Infinite). The write-ups themselves, including the “What this change means” commentary on each entry, are written by this site.

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Meta Analysis

[September 23 Update — Season 16 Meta Analysis] A season update covers more ground than a regular patch. In the order that affects how you play: the canyon, then items and arcana, then the individual heroes. Primal Protection now scales with numbers. In the first four minutes each additional enemy inside the tower's range adds another 3.75% reduction, so a three-man dive faces 32.5% instead of 25%. Early dives pay less than they did, and bringing a wave to push with is worth more than bringing bodies. Base Crit Damage falls from 200% to 185%. Item values are unchanged, so crit-based marksmen and assassins simply cap out lower on the same build. Among heroes, Flowborn (Mage) and Umbrosa changed how they work rather than how much they hit. The mage's damage moves from the ultimate to the empowered Basic Attack, and the ultimate now rewards linking the beam through clumped enemies. Umbrosa's Skill 1 sets up marks that Feathered Tempest collects, which fixes the casting order. The heroes buffed by the numbers — Da Qiao (13th on win rate among roamers at 48.45%), Chano (8th in the farm lane at 50.87%) and Ukyo Tachibana (19th in the jungle at 49.06%) — all sat mid-table or lower. Florentino, cut this patch, was 9th in the clash lane at 51.62% and carried the highest ban rate in that lane at 1.68% (official stats fetched 2026-09-11). The shared Flowborn passive swaps a percentage Movement Speed bonus for a flat one. On its own the numbers are close to even; with Movement Speed items in the build the flat value grows more slowly. All three existing forms are affected. One caveat: rank carry-over reshuffles matchmaking around a season start. Until the statistics settle, a hero you know well is a safer pick than one the tier list likes.

Season & New Heroes
New
Season 16 "Rivers Converge" begins — two more Flowborn forms • The season starts with a no-downtime server update on September 23, 00:00–01:00 (UTC±0) • New hero Flowborn (Assassin): a jungler with twin claws whose skill cooldowns shorten as Flow stacks • New hero Flowborn (Roamer): fights with a mystic platform and a zither • New hero Wang Wei arrives on October 8 • Mai Shiranui's Legendary skin 「百花繚乱」 returns for a limited run (no price or end date is given in the announcement) • Season data maintenance starts 1.5 hours before the update, and ranked and peak matches are closed during that window • Rank carry-over is based on where you finished Season 15 Worth your time Flowborn now covers five forms with the Assassin and Roamer added. Their shared passive, Swift, switches from a percentage to a flat Movement Speed bonus, so the three existing forms change at the same time. Around a season start, rank carry-over reshuffles who you are matched against. Until the statistics settle, picking a hero you already know beats picking by tier or win rate.
Game Systems
Adjust
Canyon changes — towers hold better against a crowd Primal Protection • First 4 minutes: enemies inside your tower's range take 25% reduced damage → 25% reduction with one enemy (unchanged), plus a further 3.75% for each additional enemy in range • 4–10 minutes: 10% reduction → 10% with one enemy (unchanged), plus a further 1.5% for each additional enemy in range Hero base stats • Base Crit Damage: 200% → 185% Roaming items • Added Life Flower sharing. When the roamer picks one up, the lowest-Health ally nearby also heals (for 60% of the amount). When a non-roaming ally picks one up, a nearby roamer heals as well (60%) • Added an effect when an ally receives the roaming item's aura (at most once every 30 seconds) • Tier 3 passive "Skirmish": dropped gold now moves to the nearest hero one coin every 10 seconds • Tier 3 passive "Skirmish": removed the effect that sent gold to the nearest tower after four minutes unclaimed Display and visuals • Gold gain text is positioned better and now appears for minions and monsters killed off-screen • The Red and Blue Golems have new models, effects and animations • Improved the active effects and sounds on the Shadowguard shields • Luara's Skill 1 shows a new wall-crossing animation and a landing marker (no numbers changed) What this means Tower dives now do arithmetic you have to watch. The reduction used to be the same whether one hero dove or three; from now on each extra body inside the range makes the tower tougher. Early three-man dives pay less than they did. Base Crit Damage dropping from 200% to 185% touches every hero built around crits. Item values did not change, so the same build simply caps out lower per hit. Life Flower sharing gives roamers a reason to travel with someone. Standing near an ally turns one pickup into two heals, which beats hovering behind the lane on your own.
Item Changes
Adjust
Items — Assassin's Wristbow joins, and the defensive options swap roles New: Assassin's Wristbow • 2040 gold, built from Cloud Piercer and Sunglow Striker • 40 Physical Attack, 650 Health, 20% Attack Speed, 20% Crit Rate • Active "Without a Trace": enter stealth (2.5s at range, halved in close combat) with 30% Movement Speed, healing 130–260 per second plus 6% of the Health lost in the previous 3 seconds. Stealth breaks 0.5s after a skill or Basic Attack • The in-game shop text differs: the heal ticks every 0.5s, and a skill or Basic Attack ends stealth immediately (checked 2026-09-24) Bloodweeper • Physical Attack: 85 → 80 • New passive: converts 50% of overhealing into max Health (up to 350–700) Dragon's Rage • Physical Defense: 180 → 160 / Magical Defense: 90 → 80 Overlord's Platemail • Physical Defense: 160 → 180 / Magical Defense: 80 → 90 Longnight Guardian • Physical Defense: 90 added / Magical Defense: 210 → 180 / Health: 1000 → 900 • Passive: taking damage above 30% of max Health in 3 seconds healed (320 + 8% max Health) over the next 3 seconds → taking damage above 25% of max Health in 2.5 seconds heals 10% of max Health over the next 2.5 seconds and cuts slows by 50% Magical Attack items • Breakthrough Robe: 120 → 130 • Splendor: 160 → 170 • Enigma - Moon Goddess: 160 → 170 • Venomous Staff: 240 → 230 What this means Assassin's Wristbow stands out for carrying 650 Health alongside Attack Speed and Crit Rate. Its stealth also adds Movement Speed, so it serves both the engage and the exit — though any skill or Basic Attack ends it. On the defensive side, Dragon's Rage and Overlord's Platemail have traded numbers: Overlord's Platemail is now the thicker option against physical damage. Longnight Guardian picks up Physical Defense but gives back Health and Magical Defense, and its heal triggers sooner. The added slow resistance is what earns it a slot when you are the one being chased. Three Magical Attack items went up while Venomous Staff came down. It still carries Imperil, so it stays on the list against enemies who heal a lot.
Arcana Changes
Adjust
Arcana — twelve blue and green arcana adjusted Blue • Longevity: Health 75 → 90 • Meditation: Health regen per 5s 4.5 → 7 • Prosperity: +4.1 Magical Defense → +5 Physical Defense • Harmony: Health 45 → 40 / Health regen per 5s 5.2 → 5 / Movement Speed 0.4% → 0.5% Green • Fortify: Physical Defense 5 → 7 / Magical Defense 5 → 7 • Void: Health 37.5 → 45 / Cooldown Reduction 0.6% → 0.5% • Reverence: Physical Defense 5.9 → 7 • Tribute: Magical Attack 2.4 → 2.2 / Cooldown Reduction 0.7% → 0.75% • Reverberation: Physical Defense 2.7 → 3.5 / Magical Defense 2.7 → 3.5 / Cooldown Reduction 0.6% → 0.75% • Bulwark: Physical Defense 9 → 14 • Cognizance: Magical Defense 9 → 14 What this means Defence takes the biggest step. Bulwark and Cognizance move from 9 to 14, which is 90 to 140 across a full colour of ten slots, and Fortify and Reverence rise as well, so green is a stronger defensive pick than it was. Prosperity changes what it gives rather than how much: Magical Defense becomes Physical Defense. Any page built around it for magic resistance needs rebuilding. Cooldown Reduction goes both ways. Void drops from 0.6% to 0.5% while Tribute and Reverberation climb; across ten slots that is 6% to 5% for Void and 6% to 7.5% for Reverberation. The figures above are what the announcement says. The arcana list on this site is transcribed from the in-game display, so those numbers stay as they are until the screens are checked.
Other Events
New
Season features — a new player skill and a three-minute battle royale New player skill "Flow" • On cast, instantly cuts the current cooldown of every skill by 50% and summons a Flowborn weapon matched to your role • 100-second cooldown, available for this season only • Support: a zither that heals the first ally it hits and deals magic damage to enemy heroes; if it hits you, it heals you for the same amount • Mage: a mystic implement dealing magic damage over time and slowing by 30% for 2 seconds • Tank / Fighter: a heavy shield dealing physical damage around the first enemy hit and knocking it up for 0.5 seconds • Marksman: a heavy crossbow dealing physical damage three times; the first shot knocks back • Assassin / assassin-style Fighter: twin claws that dash in for true damage equal to 16% of the target's missing Health, with physical damage along the path 3-Minute Royale Beta (limited time) • A 2v2v2v2 battle royale. Teams start in the four corners and the last team standing wins • Monsters and chests spawn at random; the gold they drop buys EXP, items, Health and Mana recovery, and ultimate cooldown reduction • Dying drops your gold and respawns you at an ally's position after 10 seconds. Losing the whole team ends the match • The safe zone shrinks toward the centre and reaches its smallest size in about three minutes. Outside it, Health drains • At 90 seconds a Dark Tyrant appears in the middle and grants a buff to whoever kills it • Two players on the same team may pick the same hero System additions • Weekly hero challenges: three each week, picked from three suggested heroes, paying extra ranked points on completion • The "Road to Glory" track has been added Worth your time Flow halves whatever cooldowns are running. Used right after an ultimate, it shortens the wait before the next fight. Each role summons a different weapon, so it is worth checking what yours does before you queue. A round of 3-Minute Royale lasts three minutes, and the shrinking safe zone asks for different decisions than the canyon does.
Fixes & Optimizations
Adjust
Fixes and optimizations • Fixed a case where the blue team's first picker could not select a hero • Fixed the login screen occasionally appearing in the lobby • Fixed Umbrosa failing to transform on Skill 3 at certain graphics settings • Fixed friends occasionally not appearing in the friend list • Fixed Smite damage numbers occasionally not being displayed • Fixed the leftmost vote in a surrender request being shown as "decline" • Fixed community videos failing to play on the matchmaking screen on some devices • Fixed Wukong targeting the nearest unit first when scanning with precise Basic Attack enabled • Fixed bond progress not appearing under some language settings • Fixed delayed highlight ratings on the results screen for some skins • Fixed some players being unable to claim the memory stone for Li Xin's skin • Fixed Dolia's Mermaid form not performing automatic Basic Attacks • Corrected a wrong value in the description of the second stage of Agudo's Skill 2 What this means Two of these are cases where the hero did not do what you asked. Umbrosa failed to transform on Skill 3 at certain graphics settings, and Dolia stopped auto-attacking in Mermaid form. Both are fixed. The Wukong fix matters if you play with precise Basic Attack on: scanning used to favour whichever unit was closest rather than the one you wanted.
Flowborn (Mage)
Buff
Flowborn (Mage) — double damage on the empowered attack, and an ultimate that now rewards placement Passive "Flow of the World" • Movement Speed: +3.5%–7% → +12.5–25 (both scale with hero level) • Empowered Basic Attack bonus damage: 60–120 (+12% Magical Attack) → 120–240 (+24% Magical Attack) • The empowered Basic Attack no longer deals area damage; it now chains to nearby enemies Skill 2 "Starflow Cascade" • Can now be cast while moving • Second cast in a chain: 0.5s knock-up → 0.333s stun • Third cast in a chain: area increased by 25 • Base damage: 325–650 (+65% Magical Attack) → 250–500 (+50% Magical Attack) • Damage over time: 65–130 (+13% Magical Attack) → 45–90 (+9% Magical Attack) • Slow: 30%–60% → 25%–50% • Slow duration: 1s → 0.75s Skill 3 "Arcane Arts" • Base damage: 700–1400 (+140% Magical Attack) → 250–500 (+50% Magical Attack) • Added: 25% slow for 0.75s • Linked beam damage (total against enemies in the area): 350–700 (+70% Magical Attack) → 600–1200 (+120% Magical Attack) What this means The damage has moved off the ultimate and onto the basic attack. The empowered hit now does twice as much and chains to nearby enemies instead of splashing, so waves clear faster and poke trades land harder. The ultimate tells the opposite story: base damage falls from 700–1400 to 250–500, while the linked beam climbs from 350–700 to 600–1200. It is no longer a single big hit. Line it up through a clumped team and it pays; drop it on one target and it does not. Skill 2 can be cast on the move, and its second cast trades a 0.5s knock-up for a 0.333s stun. That is a shorter window, so it holds a fleeing enemy less reliably than before. With every number on the skill reduced, the passive is where the lost damage comes back. The Movement Speed bonus is now a flat value instead of a percentage. At a base of 360 (this site's measured figure) the bonus goes from 12.6 to 12.5 at level 1 and from 25.2 to 25 at max, so it is close to even — until you stack Movement Speed items, where the flat value grows more slowly.
Umbrosa
Buff
Umbrosa — Skill 1 becomes six blades that set up marks for the ultimate Skill 1 "Feverish Dance" • Circular area damage → fires six blades at nearby enemies that stack marks; marked enemies take bonus damage when "Feathered Tempest" hits • With several enemies nearby, the blades pick targets at random • The slow on hit has been removed • Base damage: 250 (+50 per skill level) (+80% extra Physical Attack) → 45 per blade (+9 per skill level) (+15% extra Physical Attack) • Movement Speed: 25% (+5% per skill level) → 60 (+12 per skill level) • Attack Speed: 60% (+12% per skill level) → 50% (+10% per skill level) Skill 2 "Feathered Tempest" • The blades fire faster as Attack Speed rises • The final hit lands its heavy damage without needing Indomitable • If the dance does not trigger, 50% of the Mana is refunded and the cooldown is cut by 50% (was 60%) • Self-heal: 45 (+9 per skill level) (+0.8% extra Health) → 50 (+10 per skill level) (+0.8% extra Health) • Mark damage: 40 (+8 per skill level) (+15% extra Physical Attack) → 45 (+9 per skill level) (+15% extra Physical Attack) Skill 3 "Final Frenzy" • Removed the passive that added hits per skill level. Skill 2 is fixed at 10 hits and the Basic Attack at 4 • Movement Speed: 50% (+25% per skill level) → 150 (+75 per skill level) What this means Skill 1 has gone from a hit that pays immediately to a hit that sets up the next one. All six blades landing is 270 (+90% extra Physical Attack) at level 1, a little above the old 250 (+80%). The blades pick targets at random, though, so each enemy catches fewer of them in a crowd. The skill is at its best pinned on a single target. You collect those marks with Feathered Tempest, and both the mark damage and the self-heal went up, so the Skill 1 into Skill 2 order matters more than it used to. The slow is gone, which leaves the Movement Speed bonus as the only way to close a gap. The ultimate now has a fixed number of hits. You get the full count from the first rank, but ranking it up no longer adds any. Its Movement Speed is flat as well: at a base of 375 (this site's measured figure) the bonus at rank 3 drops from 375 to 300, so disengaging is slightly slower.
Da Qiao
Buff
Da Qiao — damage over time on Skill 1 and the ultimate up by about 20% Skill 1 "Leaping Koi Tide" • Damage over time: 75 (+25 per skill level) (+12% Magical Attack) → 90 (+30 per skill level) (+13% Magical Attack) Skill 3 "Severing Surge" • Damage over time: 75 (+25 per skill level) (+12% Magical Attack) → 90 (+30 per skill level) (+13% Magical Attack) What this means Both changes touch only the damage over time. It starts at 90 instead of 75 and grows by 30 per rank instead of 25, so the gap widens as the skills are levelled, and the Magical Attack ratio ticks up from 12% to 13%. Da Qiao sat 13th on win rate among roamers at 48.45% (official stats fetched 2026-09-11). More damage does not change the job: put teammates where they need to be first, and treat the chip damage as a by-product.
Chano
Buff
Chano — more bonus damage on Skill 1 and more base damage on Skill 2 Skill 1 "Soaring Signal" • Bonus damage: 230 (+46 per skill level) (+140% Physical Attack) → 300 (+80 per skill level) (+160% Physical Attack) Skill 2 "Lupine Trap" • Base damage: 380 (+76 per skill level) (+90% extra Physical Attack) → 400 (+80 per skill level) (+100% extra Physical Attack) What this means Skill 1 carries this patch. It opens at 300 instead of 230 and gains 80 per rank instead of 46, which is 540 instead of 368 at rank 4, and the Physical Attack ratio moves from 140% to 160%. The more attack Chano buys, the wider that gap gets. Skill 2 gets a smaller nudge to both halves. The extra Physical Attack ratio reaching 100% is the part worth noting, since it scales directly with attack items. Chano ranked 8th on win rate in the farm lane at 50.87% (official stats fetched 2026-09-11).
Ukyo Tachibana
Buff
Ukyo Tachibana — more base damage on Skill 2 and the ultimate Skill 2 "CONCEALED SABRE HEAVENLY HACK" • Base damage: 580 (+116 per skill level) (+190% extra Physical Attack) → 600 (+120 per skill level) (+200% extra Physical Attack) Skill 3 "CONCEALED SABRE SNOWFALL SLASH" • Base damage: 210 (+105 per skill level) (+65% extra Physical Attack) → 240 (+120 per skill level) (+75% extra Physical Attack) What this means The ultimate is where the patch lands. It opens at 240 instead of 210, gains 120 per rank instead of 105, and finishes at 480 instead of 420 at rank 3, with the extra Physical Attack ratio up from 65% to 75%. Skill 2 moves less: 600 base instead of 580, and a 200% ratio instead of 190%. Both changes point the same way, so items that add Physical Attack are worth more than they were. Ukyo Tachibana ranked 19th on win rate in the jungle at 49.06% (official stats fetched 2026-09-11).
Flowborn (Tank)
Nerf
Flowborn (Tank) — the passive's Movement Speed becomes a flat value Passive "Swift" (shared across Flowborn forms) • Movement Speed bonus: +3.5%–7% → +12.5–25 What this means This is a change to the passive all three Flowborn forms share: the bonus is now a flat value rather than a percentage. At a base of 375 (this site's measured figure) the bonus slips from 13.1 to 12.5 at level 1 and from 26.3 to 25 at max — small on its own. The real difference shows once Movement Speed items are in the build, because a percentage used to scale with them and a flat value does not. Flowborn (Tank) ranked 25th on win rate in the clash lane at 48.96% (official stats fetched 2026-09-11).
Flowborn (Marksman)
Nerf
Flowborn (Marksman) — the passive's Movement Speed becomes a flat value Passive "Swift" (shared across Flowborn forms) • Movement Speed bonus: +3.5%–7% → +12.5–25 What this means This is a change to the passive all three Flowborn forms share: the bonus is now a flat value rather than a percentage. At a base of 360 (this site's measured figure) the bonus moves from 12.6 to 12.5 at level 1 and from 25.2 to 25 at max, which is close to nothing by itself. It bites once Movement Speed items are in the build, since the percentage used to scale with them. This follows the September 10 update, which cut the base damage on this hero's ultimate, so it is a second reduction in a row. Flowborn (Marksman) ranked 7th on win rate in the farm lane at 51.5% (official stats fetched 2026-09-11).
Florentino
Nerf
Florentino — Skill 2 damage cut by just under 10% Skill 2 "Triple Threat" • Base damage: 130 (+26 per skill level) (+40% extra Physical Attack) → 120 (+24 per skill level) (+35% extra Physical Attack) • True damage: 130 (+26 per skill level) (+40% extra Physical Attack) → 120 (+24 per skill level) (+35% extra Physical Attack) What this means Base and true damage come down by the same amount: 120 instead of 130, +24 per rank instead of +26, and a 35% ratio instead of 40%. True damage ignores defence, which is what made this skill reliable into tanky opponents. With that portion reduced, those fights take longer than they used to. Florentino ranked 9th on win rate in the clash lane at 51.62%, with the highest ban rate in that lane at 1.68% (official stats fetched 2026-09-11).

Past Updates

September 10 Update8 changes
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Fixes & OptimizationsAdjust

Bug Fixes • Fixed the Honor Pass level-up reward chest preview showing Gan & Mo's "Nutcracker" skin twice • Fixed unowned heroes appearing as owned in the Time Vault • Fixed the match loading screen background failing to play properly on some devices • Yango can now be picked in 1v1 modes What these fixes mean The Time Vault bug did the most harm. Heroes you did not own were shown as owned, which is exactly the kind of error that leads to a wrong purchase decision. If you passed on a hero in the Time Vault before September 10 because it looked owned, check the hero list in game to confirm. The Honor Pass issue was announced as a preview display problem. Yango could not be picked in 1v1 modes before this update, so 1v1 practice with Yango is now possible.

Other EventsNew

Xuance's "White Tiger" skin (Lucky Flip, from September 10) Xuance's "White Tiger" skin arrives in the Lucky Flip event. The announcement gives only a start date and lists neither a price nor an end date. Login rewards: SNK Hero Selection Chest and a Flowborn avatar item set (September 10 - September 24) Log in on seven days during the period to receive an SNK Hero Selection Chest and Flowborn's new avatar item set. Worth your time The free part is the login reward. The window runs fifteen days, from September 10 to September 24, and seven of them are enough, so you can miss eight and still finish. The announcement does not say what the chest does if you already own the SNK heroes. White Tiger comes through Lucky Flip, so check the cost on the event screen before you start chasing it.

MulanBuff

Mulan — marks now heal on detonation and can be applied to minions Passive (Great Wall Guardian, Dual Swords Mode) • New: detonating a full stack of marks restores 80–160 HP (+1% extra HP) • New: marks can be applied to units other than enemy heroes (damage and healing from a full stack are reduced to 50% on them) Skill 1 (Snaking Strike, Dual Swords Mode) • Cooldown 8s (-0.4s per level) → 7.5s (-0.3s per level) Skill 2 (Dagger Waltz, Dual Swords Mode) • Balance marks: 1 stack per 2 damage instances while spinning at max range → 1 stack per damage instance Skill 1 (Sundering Slash, Heavy Sword Mode) • Cooldown 8s (-0.4s per level) → 7.5s (-0.3s per level) Ultimate (Blooming Blade, Heavy Sword Mode) • Attack bonus 60 (+120 per level) → 90 (+90 per level) What this means The passive is the heart of it. Detonating a full stack of marks now restores 80–160 HP, and marks can land on minions and monsters too, at half damage and half healing, so 40–80 HP. Health lost in a trade can now be won back just by clearing the wave. Skill 1's cooldown drops in both forms, but only early: 8s → 7.5s at level 1, 7.2s → 6.9s at level 3, and both versions reach 6s at level 6. The ultimate's attack bonus moves the other way as it levels: 60 → 90 at level 1, 180 either way at level 2, and 300 → 270 at level 3. A maxed Heavy Sword Mode is fractionally weaker. Skill 2's spin deals damage every 0.5 seconds, and every hit now applies a mark, which works out to two marks per second instead of one. The in-game passive text no longer carries the one-per-second limit either; it now applies a mark each time damage is dealt. Mulan held a 49.82% win rate, 21st of 30 clash heroes, on a 0.34% pick rate that ranked 26th (official statistics, retrieved 2026-09-04). Adding healing is a buff aimed at how long Mulan can stay in lane.

Gao ChanggongBuff

Gao Changgong — more damage on Skill 1 and the ultimate Skill 1 (Secret Skill - Split) • Base damage 350 (+70 per level, 125% extra physical attack) → 400 (+80 per level, 135% extra physical attack) Ultimate (Secret Skill - Strike) • Base damage 700 (+350 per level, 250% extra physical attack) → 750 (+375 per level, 255% extra physical attack) What this means Both changes are straight additions. Skill 1 goes from 700 to 800 at level 6, about 14% more, with its extra physical attack ratio up from 125% to 135%. The ultimate rises from 1,400 to 1,500 at level 3, about 7%, and its ratio from 250% to 255%. The ratio gains matter most from mid game on, once the physical attack items are in. The clone summoned by Skill 1 deals the same physical damage as Gao Changgong, so the Skill 1 buff lands twice. The clone also prioritises low-health heroes, which makes finishing off an escaping target easier than before. Gao Changgong sat 23rd of 26 junglers on win rate at 47.94%, yet the 1.12% ban rate was third in the lane (official statistics, retrieved 2026-09-04). This buff gives a hero who draws bans but fails to close games more power to finish.

LuaraBuff

Luara — a major Skill 2 buff and a shorter ultimate cooldown Skill 1 (Deadly Fang) • Base damage 30 (+6 per level, 12% physical attack) → 35 (+7 per level, 15% physical attack) • Serpent Blade attack cooldown reduction 0.15s → 0.15–0.12s Skill 2 (Furtive Attack) • Cooldown 10s (-0.4s per level) → 8s (-0.3s per level) • Mana cost 40 → 35 • Base damage 350 (+70 per level, 100% extra physical attack) → 450 (+90 per level, 140% extra physical attack) Ultimate (Blazing Glare) • Cooldown 60s (-6s per level) → 50s (-5s per level) • Fire Rain damage 150 (+75 per level, 45% extra physical attack) → 150 (+75 per level, 48% extra physical attack) What this means This is the most generous buff of the six. Skill 2's level 6 base damage rises from 700 to 900, about 29% more, and its extra physical attack ratio from 100% to 140%. The cooldown shortens as well, from 10s to 8s at level 1 and from 8s to 6.5s at level 6, and the mana cost drops. Skill 2 now comes up more often and hits harder every time. The ultimate comes back faster, 60s → 50s at level 1 and 48s → 40s at level 3, so it is ready for more of the team fights. Skill 1's slash damage also climbs from 60 to 70 at level 6. One line resists a firm reading: the slash "cooldown reduction" going from 0.15s to 0.15–0.12s. The in-game description still says only that the slash speed scales with Attack Speed and gives no timing, so whether higher Attack Speed brings the gap down to 0.12s is unconfirmed. Luara had the lowest win rate of the 18 farm lane heroes at 46.36% (official statistics, retrieved 2026-09-04). This patch is built to lift Luara off the bottom, and trades built around Skill 2 should land more often than before.

Flowborn (Marksman)Nerf

Flowborn (Marksman) — ultimate base damage down a fifth at every level Ultimate (Arrowstorm) • Base damage 50 (+25 per level, 24% physical attack) → 40 (+20 per level, 21% physical attack) What this means The base damage falls by a fifth at every level: 50 → 40 at level 1, 100 → 80 at level 3. The physical attack ratio drops from 24% to 21% too. Skills 1 and 2 and the basic attack are untouched. Targets that used to fall to the ultimate's damage may now need one more push. After casting the ultimate, it is safer to land a few basic attacks before committing to the kill. Flowborn (Marksman) ranked 4th of 18 farm lane heroes on win rate at 52.26%, with a 1.17% pick rate in 9th (official statistics, retrieved 2026-09-04). This is a trim for a hero who was already winning, and none of the skill mechanics changed.

YingNerf

Ying — resonance damage cut at every stack count Passive: 1 stack of Spear Will (Stalwart - Peacemaker) • Base damage 55–110 (40% physical attack) → 50–100 (35% physical attack) Passive: 2 stacks of Spear Will (Zealous - Devastation) • First 2 strikes 60–120 (40% physical attack) → 50–100 (35% physical attack) • Last hit 120–240 (80% physical attack) → 100–200 (70% physical attack) Passive: 3 stacks of Spear Will (Zenith - Wildfire) • Base damage 160–320 (100% physical attack) → 150–300 (90% physical attack) • Max damage 320–640 (200% physical attack) → 300–600 (180% physical attack) What this means Ying gains one resonance stack with every skill cast, then spends all of them on the next basic attack for a resonance strike that depends on the count. That strike got weaker at one, two and three stacks alike. The cuts are not even. Comparing the upper values, one stack drops from 110 to 100, about 9%, and three stacks from 320 to 300, about 6%. Two stacks take the largest hit: both the first two strikes (120 → 100) and the last hit (240 → 200) lose about 17%. The physical attack ratios fall by 5 to 20 points across the board, and because resonance strikes can crit, the lost ratio hurts more the more physical attack Ying carries. Chaining two skills before a basic attack is the pattern that loses the most. Ying ranked 5th of 26 junglers on win rate at 53.9% (official statistics, retrieved 2026-09-04). The patch reins in one of the stronger junglers through the passive.

LapulapuNerf

Lapulapu — Skill 1 damage down, with the ground damage over time cut by a third Skill 1 (Torrential Blade) • Base damage 320 (+64 per level, 110% physical attack) → 300 (+60 per level, 100% physical attack) • Weapon flying damage 320 (+64 per level, 110% physical attack) → 300 (+60 per level, 100% physical attack) • Ground damage over time 75 (+15 per level, 15% physical attack) → 50 (+10 per level, 12% physical attack) What this means All three damage values on Skill 1 went down. The tap slash and the thrown weapon drop from 640 to 600 at level 6, about 6%, with the physical attack ratio falling from 110% to 100%. The bigger cut is to the damage the thrown weapon deals after it lands: 150 → 100 at level 6, a third less. So the hold version loses the most. Throwing the weapon and fighting over it on the ground pays off noticeably less. The tap slash only gives up about 6%, so closing in and slashing feels much the same as before. Lapulapu led all 16 roamers on win rate at 55.09%, yet sat 14th on pick rate at 0.36% (official statistics, retrieved 2026-09-04). A small group of players was winning a lot with Lapulapu, and this patch trims that through Skill 1.
August 27 Update10 changes
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Fixes & OptimizationsAdjust

Bug Fixes • Fixed Yaria being able to land Basic Attacks while attached to an ally and untargetable • Fixed Xiaoman's second Skill 1 failing to fire during certain skill combos • Fixed some heroes being blocked by terrain when casting a movement skill at the edge of a wall • Fixed some heroes occasionally failing to collect the gold generated by Treasure Dig • Fixed the sound effects cutting out on Zhen Ji's "Snowy Encounter" skin when chaining Skill 1 or 2 into a Basic Attack after Skill 3 From the August 19 Update • Fixed Shi's "Beauty Above All - Song of the Koi" skin displaying incorrectly at certain graphics and frame-rate settings Optimizations • Adjusted the hair and lighting on the shimmering poster for Zhen Ji's "Snowy Encounter" skin • Adjusted Ming's in-match skill sound effects • Added a gauge to the enhanced Basic Attack from Ming's passive What these fixes mean Three of them matter in a real match: Yaria, Xiaoman and the wall-edge movement bug. Yaria could land Basic Attacks while attached to an ally, where nothing could target her back — free damage against an opponent with no answer. Xiaoman's combos would sometimes swallow the second cast, which reads as the game ignoring your input. The wall-edge bug is the same kind of problem: a hero stops at a spot they should clear, and an escape that whiffs usually ends in a death. Ming's new gauge simply makes an existing mechanic visible, so you can tell at a glance whether the enhanced Basic Attack is ready.

Other EventsNew

Garo's new SR Legend skin "Azure Bow" (wish event September 4 - November 4) Garo's SR Legend skin arrives in the wish event on September 4. Opening the event screen for the first time hands you one Wish Coin. Crazy Friday (four weeks from August 28, Fridays through Sundays) Open the event screen on any Friday, Saturday or Sunday to earn event coins, which trade for Kui's new limited skin "Ink Flame Painter". The run also includes spirit-catching rewards, a bonus for winning matches, and free trials of every hero plus selected skins. Login rewards: Flowborn avatar set (August 27 - September 9) Log in on seven days during the period to receive Flowborn's new avatar item set. Worth knowing The free rewards here are the seven login days and the Crazy Friday coins. Login needs seven days out of the fourteen between August 27 and September 9, so you can skip half of them and still finish. Crazy Friday is stricter: only Friday to Sunday counts, and opening the event screen on a weekday adds nothing. If you want the Kui skin, it comes down to how many of those four weekends you actually catch.

LunaBuff

Luna — a large Skill 2 buff and a lighter ultimate Skill 2 (Searing Stab) • Base damage 120 (+15 per level, 31% magical attack) → 160 (+32 per level, 32% magical attack) Ultimate (New Moon) • Cooldown 20s (-4s per level) → 15s (-1.5s per level) • Mana cost 50 → 40 • Base damage 420 (+140 per level, 65% magical attack) → 350 (+175 per level, 60% magical attack) What this change means The buff really lives in Skill 2. Not only did the base value climb from 120 to 160, the per-level gain more than doubled, from +15 to +32. At level 6 that is 195 becoming 320 — over 60% more damage. Luna's ultimate resets when it hits an enemy carrying her mark, and Skill 2 is what applies that mark, so making the opener hit harder lifts the whole combo. The official heading says "buff", but the ultimate's damage actually fell: 420 → 350 at level 1, 560 → 525 at level 2, with the magical attack ratio down from 65% to 60%. Only at level 3 do the two versions meet, both at 700. What the ultimate gained is uptime and cost. The cooldown drops from 20s to 15s at level 1 and from 16s to 13.5s at level 2 — yet at level 3 both versions sit at exactly 12s. So the gains are concentrated in the window before the ultimate is maxed, which is precisely when Luna is starting her jungle route. She has the lowest win rate of the 26 junglers at 45.6% (official statistics, retrieved 2026-08-21), so a patch aimed at her early game is the obvious place to start.

YaoBuff

Yao — roughly 12% more damage on Skill 1 Skill 1 (Starlight Slice) • Base damage 380 (+76 per level, 120% extra physical attack) → 425 (+85 per level, 125% extra physical attack) What this change means Yao gets a single line this patch, and it is a straight increase. Both the base value and the per-level gain rise by about 12%, and the extra physical attack ratio goes from 120% to 125%. At level 6 that is 760 becoming 850. The extra 5% of scaling compounds as items come online, so the buff will feel slightly larger than the raw numbers suggest. Starlight Slice is the tool Yao uses for both clearing and ganking, so this lifts his jungle speed and his burst on arrival at the same time. His win rate of 50.6% is respectable for a C-tier hero, but his 0.4% pick rate makes him a rare sight (official statistics, retrieved 2026-08-21). This will not move those numbers much, though the direction is a clean push forward.

DoliaBuff

Dolia — 8% more damage on the fourth wave of Skill 1 Skill 1 (Ode) • Damage on the first three waves 130 (+26 per level, 20% magical attack) → 135 (+27 per level, 20% magical attack) • Damage on the fourth wave 250 (+50 per level, 40% magical attack) → 270 (+54 per level, 40% magical attack) What this change means Ode fires in waves, and the two halves of it move by different amounts: about 4% on the first three waves and 8% on the fourth. Neither magical attack ratio changed. At level 6, the early waves go from 260 to 270 and the fourth from 500 to 540. In other words, you are paid for finishing the cast. Dolia grades A in Roam yet holds the lowest win rate of the 16 heroes there at 46.6%, on the lane's highest pick rate of 1.77% (official statistics, retrieved 2026-08-21) — picked often, winning rarely. Now that the reward is weighted toward the last wave, holding a position where you can actually see the cast through matters more than it did.

KongmingBuff

Kongming — Skill 1 scaling raised from 70% to 80% magical attack Skill 1 (Arcane Assault) • Base damage 450 (+90 per level, 70% magical attack) → 460 (+92 per level, 80% magical attack) What this change means The base increase of roughly 2% is close to noise. The line that matters is the magical attack ratio, up ten points from 70% to 80%. At 600 magical attack that is 60 extra damage per cast, and the gap widens as items come in, so the payoff arrives in the mid game. Kongming grades A in mid with a 49.47% win rate on a 1.47% pick rate (official statistics, retrieved 2026-08-21). Because this buff leans harder on items, it does nothing for his early game. Clear waves, stay safe, and start asserting damage once the core items land — the same plan as before, with a better ceiling.

Sima YiBuff

Sima Yi — Skill 2 and the ultimate both go up Skill 2 (Barren Lands) • Base damage 250 (+50 per level, 50% magical attack) → 275 (+55 per level, 55% magical attack) Ultimate (Death Descends) • Base damage 500 (+250 per level, 100% magical attack) → 530 (+265 per level, 110% magical attack) What this change means Base values, per-level gains and magical attack ratios all rose together across both skills. Skill 2 goes from 500 to 550 at level 6, a 10% increase; the ultimate goes from 1,000 to 1,060 at level 3, up 6%. The ratios climbed too, 50% to 55% and 100% to 110%, so the real increase runs higher than that once items are counted. Sima Yi grades C in the jungle but wins 53.17% of his games on a 0.5% pick rate (official statistics, retrieved 2026-08-21) — the textbook case of a small, dedicated player pool holding up the numbers, and this patch will only sharpen that. With both the ultimate and Skill 2 hitting harder, his burst in a teamfight is easier to convert.

Li XinAdjust

Li Xin — a higher attack speed spike in Revenge Form, shorter uptime and less Domination Form damage Revenge Form, Skill 1 (Righteous Fervor) • A one-second charge grants 35%-70% Attack Speed, held for 3s → 45%-90% Attack Speed, decaying over 2s Revenge Form, Skill 2 (Brutal Gouge) • Cooldown 7s (-0.3s per level) → 7.5s (-0.3s per level) Domination Form, Skill 3 (Searing Edge) • Base damage 270 (+135 per level, 90% extra physical attack) → 250 (+125 per level, 85% extra physical attack) What this change means Revenge Form's Skill 1 trades shape for height. The ceiling rises from 70% to 90%, but the buff no longer holds flat for three seconds; it decays over two, so the back half is worth much less than it used to be. More swings up front, less time to land them — whether you close the kill right after the spike now matters more than it did. The extra half-second on Skill 2's cooldown looks minor and is not, because Revenge Form's rhythm runs on how often Brutal Gouge comes back. In Domination Form, Skill 3 drops from 270 to 250 at level 1 with its extra physical attack ratio down from 90% to 85%; base and scaling both fell, so the cut deepens as items come online. Li Xin is the only hero to lead his lane on all three axes — a 53.67% win rate, 2.39% pick rate and 3.21% ban rate across 30 clash heroes (official statistics, retrieved 2026-08-21). This is the response to that position, and it reads less as a cut to his identity than as a push toward short, sharp windows.

FeydNerf

Feyd — less ultimate damage and slower travel along walls Skill 2 (Stepping on Jade) • Wall-mounting and wall-to-wall movement speed 1,000 → 900 Ultimate (Hardened Jade Seal) • Sweep damage 270 (+135 per level, 80% extra physical attack) → 240 (+120 per level, 70% extra physical attack) • Slash damage 160 (+80 per level, 50% extra physical attack) → 140 (+70 per level, 45% extra physical attack) What this change means The ultimate loses about 11% on the sweep and about 12.5% on the slash, and both extra physical attack ratios fall as well — 80% to 70% and 50% to 45%. Base values and scaling were cut together, so the gap grows the deeper into the game you go. Dropping wall movement from 1,000 to 900 is quieter but shapes his play just as much. Feyd's edge has always been using the walls as a road and arriving from an angle nobody watched. Ten percent longer in transit is ten percent more time for the enemy to notice him. Feyd's 55.17% win rate is the highest of the 26 junglers (official statistics, retrieved 2026-08-21). His 0.53% pick rate keeps him rare, so this reads as a response to what he does in the hands of the people who do play him.

AgudoAdjust

Agudo — Furball swings more often, but you can no longer reset it by hand Skill 2 (Tumble, Furball!) • Bonus damage 60 (+12 per level, 20% extra physical attack) → 65 (+13 per level, 21% extra physical attack) Ultimate (Gorge Mobilization) • New: cast speed now scales with 15% of Agudo's Attack Speed • Agudo's own Basic Attacks no longer reset Furball's attack interval • Furball's Basic Attack interval 1.3s → 1.2s (-0.1s per level) What this change means The ultimate is the centrepiece. Furball's attack interval moves from a flat 1.3s to 1.2s that shortens with skill level, reaching 1.0s at level 3 — about 30% more swings in the same window. On top of that, 15% of Agudo's Attack Speed now feeds his cast speed. In exchange, resetting Furball's interval with your own Basic Attacks no longer works. Anyone who was manually driving that rhythm will feel the difference; the tempo is now something skill levels give you rather than something you input. Skill 2's roughly 8% more bonus damage is a straightforward addition. Agudo grades C in the jungle with a 51.79% win rate on a 0.45% pick rate (official statistics, retrieved 2026-08-21). Taken together, this lowers the mechanical cost of playing him while raising his ceiling.
August 13 Update11 changes
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Fixes & OptimizationsAdjust

Bug Fixes • Fixed Flowborn's health bar occasionally failing to appear • Improved the display of Li Xin's movement endpoint indicator • Fixed missing skill voice lines on Guiguzi's "Punk Rock" skin during matches • Fixed Diaochan's "Mirage Kingdom" out-of-match tap animation, where effects showed on the first tap but were partly missing from the second tap onward • Fixed Allain being unable to cancel the leaping slash of Skill 1 with Skill 2 • Fixed the back effects on Consort Yu's "Wish of Abundance" skin breaking when her Ultimate is cast at maximum Attack Speed • Fixed Lady Sun's indicator staying stuck as an enhanced Basic Attack indicator when a held Basic Attack misses after Skill 1 • Fixed the second cast of Butterfly's Skill 1 coming out slowly when chained through her passive 08/01 Update Fixes • Fixed the missing skill sound effects on Li Xin's "Pride and Justice" and "Shan Hai Icefire" skins What this means Two of these actually change how a hero handles. Allain could not cut the leaping slash of Skill 1 short with Skill 2, leaving him locked in the animation while enemies answered back. Butterfly's passive-chained Skill 1 came out slower than intended on the second cast, costing her a beat on every follow-up. Both now respond the way the inputs suggest, so moments that felt like your own misplay should stop happening. The Lady Sun fix matters too: the indicator now tells you truthfully whether an enhanced Basic Attack is still banked.

Other EventsNew

Events Lady Zhen's "Lady Peacock" (August 14 – September 12, UTC±0) A limited skin for Lady Zhen arrives as part of the new Classic Beauties series. It normally costs 1,688 Tokens, but during the opening week from August 14 to 20 it is 20% off at 1,350 Tokens. From August 21 to September 12 it sells at full price, and after September 13 it can no longer be purchased. Find it under Shop → Skins. Wukong's "Anoman" Returns (August 15 – September 13, UTC±0) Wukong's Anoman skin comes back to Shop → Skins for 888 Tokens. The official notice calls this the last chance to buy it — it cannot be purchased from September 14 onward. Classic Beauties Skin Collection (August 14 – 27, UTC±0) Collect Classic Beauties skins and complete the listed missions to redeem Limited-Time Token Chests and the Classic Beauties sticker set. Entry is through the Event Center. Champion Lineup Discount (August 13 – 19, UTC±0) The heroes and skins used by the EWC finals champion lineup are discounted in Shop → Skins. The exact lineup and discount rates are listed in-game. Lucky Roulette (August 18 – 24) A spin starts at 10 Tokens, and a Legend skin is guaranteed within 10 tries. The prize is one of two: Lu Bu's "Oceanfury" or Dun's "Northern Frost". Worth your time If Lady Peacock is on your list, the opening week of August 14–20 is the only discounted window and saves you 338 Tokens; after that the price holds at full until the skin leaves on September 12, so there is nothing to gain by waiting. Anoman has a hard cutoff of September 13 and is billed as its final run, so don't plan around another return. Lucky Roulette does guarantee a Legend skin within 10 spins, but the pool is only two skins — if you play neither Lu Bu nor Dun, it is easy to skip.

LuaraBuff

Luara — Quality Upgrade Stats • Base Health 3,204 → 3,304 Passive (Serpent's Envoy) • New: gains 5%–10% Attack Speed for 3s after using a skill, stacking up to 3 times • Reworked serpent blades: they used to carry 30% of the skill's effect. Now every 3rd continuous strike counts as a Basic Attack, grants vision of the target, and deals 50% damage to secondary targets Skill 1 (Deadly Fang) • New: gains 200 Movement Speed after traversing a wall, diminishing over 0.6s • Serpent blade strike rate now scales with her Attack Speed instead of skill level • Removed: serpent blade strikes no longer reduce Deadly Fang's cooldown by 0.15s • Serpent blade duration 6s → 5s • Movement speed attenuation 2s → 1.5s • Movement Speed increase 45% (+9% per level) → 60 (+12 per level) • Base damage 40 (+8/lv, 20% physical attack) → 30 (+6/lv, 12% physical attack) • Cooldown 12.5s (-0.5s per level) → 10s (-0.4s per level) Skill 2 (Furtive Attack) • New: can pull enemies back • Base damage 320 (+64/lv, 80% extra physical attack) → 350 (+70/lv, 100% extra physical attack) • Cooldown returned 50% → 25% (+5% per level) Ultimate (Blazing Glare) • Cooldown 50s (-5s per level) → 60s (-6s per level) • Base damage 480 (+96/lv, 120% extra physical attack) → 450 (+225/lv, 140% extra physical attack) • Meteorite damage 240 (+120/lv, 60% extra physical attack) → 150 (+75/lv, 45% extra physical attack) • Blind duration 2s → 1.5s What this means Luara's damage now lives in her Attack Speed rather than her Skill 1 numbers. Serpent blades strike at a rate tied to her Attack Speed, and every third strike is treated as a Basic Attack — so it grants vision and, crucially, triggers on-hit item effects. The new passive Attack Speed stacks feed straight back into that loop. In exchange, each blade strike fell from 40 (20% physical attack) to 30 (12% physical attack), cutting it by over a third, and blades now last 5s instead of 6s. Rushing raw damage items no longer pays off the way stacking Attack Speed and on-hit effects does. The removal of the 0.15s cooldown refund per strike matters as well: Deadly Fang used to come back faster the longer she stayed glued to a target, but it is now a flat 10s (-0.4s per level), so choosing between using the wall hop to escape or to commit carries more weight. Skill 2 gaining a pull is the change that alters her positioning most — a marksman who can now grab a target herself and hand it to her team, with the AD ratio up from 80% to 100% so the same cast both stops a retreat and chunks. The Ultimate went the other way: 10 more seconds of cooldown, half a second less blind, and weaker meteorite damage mean it is no longer available for every fight. Save it for a window where you can actually spend the 5s of enhancement swinging.

Mai ShiranuiBuff

Mai Shiranui — Stats Buffed Skill 1 (HISHOU RYUUENJIN) • Cooldown 10s (-0.8s per level) → 9s (-0.6s per level) Skill 2 (KACHOUSEN) • Base damage 450 (+90/lv, 90% magical attack) → 470 (+94/lv, 90% magical attack) What this means HISHOU RYUUENJIN is Mai Shiranui's only dash and her knock-up engage, so its cooldown governs how often she can look for a play. The change cuts a full second at rank 1 but lands on the same 6s at rank 6, meaning the benefit is concentrated in the laning and early gank phase before the skill is maxed. Missing an engage costs less when the dash is back sooner, so you can afford to look for plays more often. KACHOUSEN is the fan she throws on a 3s cooldown, and it also strips magic defense. At rank 6 its base damage goes from 900 to 940 — a modest bump, but one that adds up across a skill she casts constantly for poke and chase damage.

XuanceBuff

Xuance — Stats Buffed Passive (Crazed Prelude) • Base damage 33% physical attack → 35% physical attack Skill 2 (Nightmare Hooks) • Base damage 320 (+64/lv, 140% extra physical attack) → 380 (+76/lv, 140% extra physical attack) Ultimate (Crimson Blur) • Hook damage 200 (+100/lv, 100% extra physical attack) → 280 (+140/lv, 130% extra physical attack) What this means The Crimson Blur hook damage is the headline. That number applies when Xuance casts his Ultimate without a hunting mark from Nightmare Hooks — at rank 1 it climbs from 200 (100% bonus AD) to 280 (130% bonus AD). His weakest moment used to be right after a missed hook or a spent mark, and that gap is exactly what got filled, so committing early is less punishing. Nightmare Hooks itself gains 60 to 120 depending on rank, which speeds up both his burst off an immobilize and his jungle clear, since the skill already deals 50% extra to monsters. The passive buff rides along on every trade where he closes distance while his sickles chip away. The core combo — mark first, then blink behind them — is unchanged, but you can now throw the opening hook more freely knowing the follow-up still hurts if it misses.

FatihBuff

Fatih — Stats Buffed Passive (Only the Strong) • Health recovery 90–180 (+1.4% extra Health) → 100–200 (+1.6% extra Health) What this means Fatih stays in fights by banking up to five enhanced Basic Attacks off his skill casts and healing on each one. That heal now scales to 200 instead of 180 at level 15, and its bonus Health ratio goes from 1.4% to 1.6%. On a build with 3,000 bonus Health that is 222 per hit becoming 248 — roughly 130 more Health across a full set of five. The gap widens the longer his Ultimate is up, since Sacred Tree Blessing keeps topping up his enhanced Basic Attack count while it runs. Because that same Ultimate also grants bonus max Health, health-heavy items now pay him twice. Note that the heal is still halved against non-hero units, so jungle camps and minions will not sustain him the same way.

DharmaBuff

Dharma — Stats Buffed Skill 1 (Formlessness Mantra) • Base damage 150 (+30/lv, 100% extra physical attack) → 180 (+36/lv, 100% extra physical attack) Skill 2 (Enlightenment Mantra) • Health recovery 65 (+13/lv, 2.5% extra Health) → 85 (+17/lv, 2.5% extra Health) What this means Formlessness Mantra is the two-charge knock-up dash Dharma uses to engage, chase, and disengage, so its damage touches every part of his game. At rank 6 it climbs from 300 to 360, or 120 more across both charges. The bigger change is the healing on Enlightenment Mantra, the channel that throws 20 punches over 4s and heals on each one: rank 6 goes from 130 to 170 per punch, about 31% more. Landing the full channel on heroes is worth roughly 800 extra Health, which makes standing in the middle of a fight and punching a far more defensible choice. The heal is still halved against non-hero units, so you cannot top yourself off on a jungle camp. In teamfights, parking in front of your carries and grinding the channel into enemy heroes is now a stronger default than ever.

Meng YaNerf

Meng Ya — Stats Adjusted Skill 1 (Awesome Barrage) • Base damage 40 (+8/lv, 34% physical attack) → 35 (+7/lv, 32% physical attack) What this means Awesome Barrage is the held-fire spray that carries Meng Ya's damage — each shot is small, so the total comes from volume. At rank 6, per-shot base damage drops from 80 to 70 and the physical attack ratio falls from 34% to 32%. With 300 physical attack that is 182 per shot becoming 166, a cut of roughly 9%. Because a single channel lands dozens of shots, that 9% applies to the whole spray. His passive still builds Fiery Temper on every hit, so the pace at which he enters his excited state is unchanged. What does change is wave pressure and sustained teamfight output, so lean more on the pellets from Heavy Shot rather than trying to win an exchange with the barrage alone.

Hou YiNerf

Hou Yi — Stats Adjusted Skill 1 (Arrow Volley) • Duration 5s → 4s • Base damage 90 (+28/lv, 75% physical attack) → 100 (+20/lv, 75% physical attack) What this means Arrow Volley enhances Hou Yi's Basic Attacks for a window, and when it overlaps with the three-arrow state from his passive his damage spikes hard. That window is now 4s instead of 5s, which directly cuts how many enhanced attacks he can fit in. The base damage actually rises at rank 1, from 90 to 100, but the per-level growth slows from +28 to +20, so rank 6 falls from 230 to 200. Laning is untouched or marginally better; the loss shows up once the skill is maxed and his items are online. With a second less of uptime, casting it before you are in range wastes real damage — pick your position first, or hold it until your team lands crowd control.

ErinNerf

Erin — Stats Adjusted Skill 1 (Dance - Leaf Greeting) • Base damage 525 (+105/lv, 120% extra physical attack, 110% magical attack) → 510 (+102/lv, 115% extra physical attack, 100% magical attack) • Contact damage 175 (+35/lv, 40% extra physical attack, 37% magical attack) → 170 (+34/lv, 38% extra physical attack, 33% magical attack) Ultimate (Waltz - Laurel Bloom) • Base damage 72 (+36/lv, 35% physical attack, 30% magical attack) → 72 (+36/lv, 35% physical attack, 25% magical attack) What this means The cuts land mostly on her magical attack ratios: the Skill 1 hit drops from 110% to 100%, the ring's contact damage from 37% to 33%, and each Ultimate leaf from 30% to 25%. Base values and bonus AD ratios moved too, but only by about 3% each. Erin reads both physical and magical attack on her passive and her Basic Attacks, so the more magic power a build stacks, the more this nerf is felt — at 400 magical attack, the direct Skill 1 hit loses roughly 6%. Builds centered on physical attack and Attack Speed barely notice, which makes shifting item weight toward the physical side worth considering. Nothing changed about stacking six Laurel marks to unlock the Ultimate or about three leaves counting as one Basic Attack, so her core pattern of play stays the same.

SakeerNerf

Sakeer — Stats Adjusted Passive (Firefly Protection) • Ally recovery 60–120 (+10% magical attack, +1.5% extra Health) → 50–100 (+10% magical attack, +1.5% extra Health) • Self recovery 60–120 (+10% magical attack, +1.5% extra Health) → 50–100 (+10% magical attack, +1.5% extra Health) What this means Firefly Protection sends out a firefly on each of Sakeer's Basic Attacks and periodically heals the nearby ally with the lowest Health. Only the flat portion was cut, by about 17%, while the magical attack and bonus Health ratios are untouched — so the nerf fades as items come online and bites hardest in the early and mid game when the flat number dominates. The catch is that Mulberry Power, Ride the Wind, and Firefly Fields all reuse this same heal value. Lowering the per-firefly number scales down his burst area healing, his firefly on the move, and the fireflies streaming out of a Light Bush by the same proportion. Out-healing a lane through raw attrition is no longer realistic, so lean on placing Light Bushes for vision and supporting from a safer distance rather than trading blows to stay even.
July 30 Update11 changes
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Fixes & OptimizationsAdjust

Bug Fixes • Improved the parallax effect on Li Xin's "Pride and Justice" skin poster • Fixed Fatih's enhanced basic attack failing to lock onto targets when the fan-shaped lock-on setting was in use • Fixed the gyro effect not working on the loading screen for Yun Ying's "Divine Steed" skin • Fixed talents (Gale Blessing, Unstoppable, Rush Attack) not triggering during Mai Shiranui's post-skill roll and Shangguan's Skill 3 dash in Super Mayhem • Fixed Diaochan's ultimate sound effect cutting out when Skill 1 or 2 was used mid-cast What this means The Fatih fix is the one that actually changes games. Simply having fan-shaped lock-on enabled caused his enhanced basic attacks to whiff, so plenty of players were quietly underperforming without knowing why. He now works as intended regardless of your control settings.

ZilongBuff

Zilong — Skill Rework Skill 1 (Thunderbreaker) • Cooldown 7s → 8s (-0.3s per level) • Dash distance now scales with skill level (0–100) instead of passive stage • Gains one free cast of Skill 1 whenever the passive stage changes Skill 2 (Stormpiercer) • Spear hits 4 → 5 • Base damage 185 (+37/lv, 55% bonus AD) → 200 (+40/lv, 65% bonus AD) • Healing 60 (+12/lv) → 65 (+13/lv), still 2.5% bonus HP • New: damage and healing decay by 8%–4% per hit (-0.8% per level) • Removed the passive-stage bonuses to hit count and shock damage Skill 3 (Skysplitter) • Applies Shock for 5s. Zilong's skills hitting a shocked target deal an extra 30–60 (+10% bonus AD) magic damage What this means The rework shifts his power away from juggling passive stages and onto skill levels and items. He used to swing between dominant and useless depending on stage timing; now his output is far more consistent. An extra spear hit plus a higher AD ratio means he scales noticeably harder into the late game. The new Shock interaction is his real damage ceiling, so land Skill 3 first and follow up immediately rather than treating it as a finisher. The extra second of cooldown does make his early laning less spammy.

ArthurBuff

Arthur Passive (Holy Vanguard) • Healing 120–240 → 100–200 (2.5% bonus HP unchanged) Skill 1 (Valiant Charge) • Can now be cast in a direction with no target. With no enemy in range, Arthur dashes a short distance forward instead • Base damage 350 (+70/lv, 120% bonus AD) → 325 (+65/lv, 100% bonus AD) What this means He trades raw damage for mobility. Skill 1 used to be dead weight with no target nearby; now it doubles as a directional dash. That makes it an escape tool, a gap closer, and a way to cross terrain — practical value well beyond what the numbers suggest. With his damage trimmed, lean into playing him as an engage tank rather than a damage threat.

Ao'yinBuff

Ao'yin Passive (Hidden Dragon) • Sub-attribute damage 30%–60% of physical attack (could not crit) → 35%–70% (can now crit) Skill 1 (Flaming Palm) • Base damage 300 (+100/lv, 60% bonus AD) → 270 (+90/lv, 70% bonus AD) • True damage 75–150 (+15% bonus AD) → 70–140 (+16%) Skills 2 and 3 (Azure Rain / Gale Slash) • Base damage 240 (+80/lv, 35% bonus AD) → 180 (+60/lv, 45% bonus AD) Shared changes to Skills 1–3 • Cast speed now scales with attack speed • Cooldown 12s → 12.5s (-0.8s per level) Skill 4 (Infinite Vastness) • Movement speed in dragon form now scales with Skill 4's level What this means The headline is that his passive can crit now. That single change rewrites his build path and makes crit-and-attack-speed setups genuinely viable. Lower base damage with higher AD ratios across the kit points the same direction: he is weaker before items and stronger after them than he used to be. Also note that cast speed scaling with attack speed means attack speed items literally make his combos flow faster, not just hit harder.

Yang JianBuff

Yang Jian Passive (Mind Games) • With a full energy bar, damage taken from beyond 1250 range no longer triggers his transformation What this means It looks minor, but Yang Jian players will feel it immediately. A single poke from across the lane used to burn his transformation, leaving him without it when the real fight started. Now chip damage from range can't waste it, so it's there when he actually commits. One of his cleanest counterplay angles — poking off the transformation — is gone.

Li BaiBuff

Li Bai Skill 2 (Stroke of Genius) • While inside his sword formation, he has a 10%–20% chance (scaling with skill level) to dodge basic attacks from enemies inside the formation • That dodge chance is doubled against enemies attacking from outside the formation What this means Li Bai gains real defensive value for the first time. Up to a 40% dodge rate against attackers outside the ring is substantial, and it specifically blunts marksmen trying to whittle him down from a safe distance. His intended pattern — trap someone in the ring and win the duel — is simply more reliable now. It's random, but the longer a fight runs the more the dodges add up.

Cai YanBuff

Cai Yan Skill 3 (Tune of Tranquility) • Cooldown: flat 60s → 60s (-6s per skill level) What this means Almost all of Cai Yan's teamfight value is concentrated in her ultimate, so getting it back faster translates directly into impact. Previously, using it in one fight often meant not having it for the next one; now it comes back meaningfully sooner as it levels. A clean, straightforward buff.

WuyanBuff

Wuyan Skill 3 (Hurricane Hammer) • Bonus AD ratio 95% → 100% (base damage 300, +150/lv unchanged) • Shield per stack 70 (+35/lv) → 80 (+40/lv), 3% bonus HP unchanged What this means Damage and durability both go up — no strings attached. Because Storm Hammer builds shield as it connects, a bigger per-stack value compounds the longer a brawl runs. The numbers are modest, but they reinforce exactly what she wants to be doing: standing in the middle of a fight and swinging.

Lian PoNerf

Lian Po Skill 2 (Magma Slam) • Shield 400 (+80/lv, 10% bonus HP) → 360 (+72/lv, 8.5% bonus HP) What this means The important part is that the HP-scaling portion was cut alongside the flat value, so the more health Lian Po stacks, the more he feels this. He is still a genuine frontline problem, but he can no longer plant himself in a fight and shrug off as much as he used to.

DunNerf

Dun Skill 1 (Wind Slash) • Base damage on both hits 420 (+84/lv) → 400 (+80/lv), 130% bonus AD unchanged Skill 3 (Unruly Blade) • Base and area damage 420 (+210/lv) → 400 (+200/lv), 10% bonus HP unchanged What this means This is a flat shave of roughly 5% off his key skills, with the scaling ratios untouched. That means his late-game output is essentially intact and the pain lands in the early and mid game, where base values carry more weight. Expect lane pressure and kill thresholds to be a step further out of reach than before.

ZhuangziNerf

Zhuangzi Skill 3 (Butterfly Effect) • CC immunity and shield duration 2s → 1.5s • Shield 700 (+350/lv, 13% bonus HP) → 600 (+300/lv, 12% bonus HP) What this means Zhuangzi exists to buy his team a window of CC immunity, so losing half a second hurts more than the number suggests. Opponents can now more realistically wait out the window before committing their crowd control, which puts far more pressure on him to time the cast precisely. With the shield reduced as well, he can no longer single-handedly carry a team's engage.
July 16 Update10 changes
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DevaraBuff

Devara Skill 1 (Thunderblaze) • Base damage 200 (+40/lv, 45% magic power) → 240 (+48/lv, 50%) • Shield 340 (+68/lv, 5% bonus HP) → 360 (+72/lv, 5.5%) Skill 2 (Divine Judgment) • Base damage 200 (+40/lv, 45% magic power) → 240 (+48/lv, 50%) What this means This is the second round of help for a hero who launched underpowered. The June 19 patch already corrected base stats that were lower than intended and cut his cooldowns; this one raises the actual damage and shield values. A 20% jump in base damage is significant on its own, and the ratios and shield went up alongside it. Since he straddles fighter and mage, stacking magic power now improves both his damage and his defense, making aggressive builds much more attractive.

NuwaBuff

Nuwa Skill 2 (Divine Glow - Coalescence) • Old: on fusion, enemies between the two matrices took 50% of the explosion damage and those in the center took 100%, with damage scaling up the farther apart the matrices started • New: enemies between the matrices take a flat 180 (+60/lv, 35% magic power), the center area takes an additional 50%, and the collision itself deals another 180 (+60/lv, 35% magic power) Skill 3 (Divine Glow - Emergence) • Base cast speed increased • Removed the cast-speed reduction that scaled with magic power What this means Skill 2 no longer rewards spacing your matrices far apart. You lose the explosive payoff of a well-spaced setup, but you gain damage you can actually count on regardless of placement, plus an extra collision hit that raises the reliable total. Skill 3's cast speed is now fixed rather than magic-power dependent, so it comes out faster before items and loses its late-game upside. Taken together, this trades skill expression for consistency.

ChichaBuff

Chicha Skill 1 (all three weapon forms) • Mountain Breaker: 200 (+40/lv, 65% bonus AD) → 225 (+45/lv, 70%) • Netherworld Halberd: 225 (+45/lv, 75% bonus AD) → 250 (+50/lv, 80%) • Sky Render Bow: 250 (+50/lv, 85% bonus AD) → 275 (+55/lv, 90%) Skill 3 (Return of the Armsmaster) • Base damage 36 (+18/lv, 12% bonus AD) → 40 (+20/lv, 13%) What this means Every weapon form got the same size of buff, which matters: no single stance is now favored, so the swap-as-needed playstyle simply becomes stronger as a whole. Base values and ratios both rose, so the benefit holds up from laning through the late game. This is a clean lift for the weapon-cycling gameplay Chicha is built around.

Liu BangBuff

Liu Bang Skill 1 (Dominator's Shield) • Base damage 600 (+120/lv, 80% magic power) → 650 (+130/lv, 90%) • Shield value raised identically: 600 (+120/lv, 80%) → 650 (+130/lv, 90%) What this means Because his damage and shield share the same formula, one adjustment lifted both at once. The magic power ratio gained ten points, so items now make him tougher as well as more dangerous. Liu Bang wins games by dropping into fights across the map, and surviving longer after he lands fits that job description perfectly.

FeydBuff

Feyd Skill 1 (Jade Chase - Returning Strike) • Cooldown 7.5s (-0.3s/lv) → 6.5s (-0.3s/lv) What this means It reads as one second, but for an assassin the uptime on a core skill is damage. A roughly 13% cut means combos come back around sooner and you have more room to choose between chasing and disengaging. It also speeds up jungle clears, which helps him hit level thresholds first. A single line in the notes that you feel every fight.

Wang ZhaojunNerf

Wang Zhaojun Skill 3 (Winter Is Here) • Cooldown 35s (-3.5s/lv) → 40s (-4s/lv) What this means The base cooldown is five seconds longer, but the per-level reduction grew, so the pain is concentrated in the early and mid game and narrows as she levels, though it never closes entirely. Her wide ultimate is what starts teamfights, so expect more early skirmishes where the second cast simply isn't ready. Picking your moment matters more than it used to.

Luban No.7Nerf

Luban No.7 Passive (Suppressive Fire) • Base damage 70–140 → 65–130 • Bonus damage based on target's max HP 4.5% → 4% What this means The max-HP portion is the meaningful cut. That kind of damage scales with how much health the target stacks, so you feel this most when shooting at tanks. His speed at deleting squishies is barely affected, but chewing through a beefy frontline got slower. The core loop — reward for sustained attacks — is untouched.

LapulapuNerf

Lapulapu Skill 1 (Torrential Blade) • Base and thrown-weapon damage 350 (+70/lv) → 320 (+64/lv), 110% physical attack unchanged Skill 3 (Raging Sea) • Base damage 700 (+350/lv) → 650 (+325/lv), 180% bonus AD unchanged • Damage over time 100 (+50/lv) → 80 (+40/lv), 25% bonus AD unchanged What this means Only base values were cut while the ratios stayed put, so this lands hardest before items come online. Lapulapu's edge was doing real damage from a support/tank slot, and that is exactly what got trimmed — the 20% cut to his damage over time adds up too. His ability to hold a frontline is unchanged, so his role stays the same.

Other EventsAdjust

Events Legendary Wish – Li Xin (July 17 – September 20, UTC±0) Li Xin's Legendary skin "Pride and Justice" is available for a limited time. Taking part earns exclusive customization items, and opening the event screen for the first time grants 1 Wish Coin. Li Xin Wish Coin Giveaway (July 23 – August 5) Log in on 10 days during the period to receive 6 Legendary Wish Coins. Angela's Mystery Box (July 16 – July 29) Every box guarantees a skin you don't already own. Normally 199 vouchers, discounted to 60 for your first purchase, with a limit of 100 per player. Every 10 boxes guarantees an Epic or Legendary skin you don't own. • Legendary pool: Arthur "Magic Chase", Wukong "Hellfire", Lan "Game Rex", Sun Ce "Last Mecha", Ren Jie "Space-Time Warrior" • Epic pool: Xuance "Passion Boomerang", Jiang Ziya "Fishing Sage", Nezha "Star Wing", Musashi "Blade Demon", Agudo "Little Trickster", Kongming "Golden Ratio", Diaochan "Star Diva", Dun "Blazing Surfer", Zhuangzi "Sworn Friend", Lady Zhen "Frost Waltz" Worth your time The mystery box is heavily discounted on the first purchase, so its value is highest if you own none of the listed skins — and drops sharply the more of them you already have. Check your collection before buying. The Li Xin Wish Coins only cost you daily logins, so collect them even if you aren't chasing the skin.

Fixes & OptimizationsAdjust

Bug Fixes • Corrected part of the description text for Devara's passive • Fixed the progress gauge not displaying correctly when Meng Ya's ultimate was held to maximum search range • Fixed damage not applying when Yun Zhongjun carried an enemy hero over a wall with Skill 3 • Fixed the "move with skill direction" camera setting not working properly on Chicha What this means The Yun Zhongjun bug decided games. Carrying an enemy over a wall is his strongest play, and that specific case was the one where the damage failed to register. The Chicha camera issue mattered too — aiming that doesn't behave as configured is a direct hit to execution on a hero who swaps weapons mid-fight. Both are the kind of bug that punished the players who knew the hero best.
July 2 Update10 changes
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Lady SunBuff

Lady Sun Skill 2 (Frag Grenade) • Bonus AD ratio 100% → 120% (base 380, +76/lv unchanged) • Bonus damage ratio 30% → 36% (base 120, +24/lv unchanged) Skill 3 (Ultimate Shell) • Bonus AD ratio 210% → 250% (base 840, +420/lv unchanged) What this means Base values were left alone; only the bonus AD ratios went up. That makes this a pure item-scaling buff that you feel once your build comes online. A 250% ratio on her ultimate is enormous — every attack item now adds meaningfully to her burst. Her early game is unchanged, so keep farming safely and rushing your core items.

Lu BuBuff

Lu Bu Passive (Bloodthirsty Ancestry) • Armor penetration on basic attacks and skills while not enchanted 30% → 35% Skill 1 (Impaling Thrust) • Base damage 570 (+114/lv) → 600 (+120/lv) • Bonus AD ratio 220% → 200% What this means Trading ratio for base damage front-loads his power, so the gain shows up while items are still thin. Early trades and the first few skirmishes get noticeably easier, though his fully-built ceiling dips slightly. The extra 5% armor penetration offsets that against tanky targets. Overall it rewards the aggressive early tempo Lu Bu is supposed to play.

LamBuff

Lam Skill 2 (Space Split) • Base damage 225 (+45/lv, 45% bonus AD) → 235 (+47/lv, 50% bonus AD) • Enhanced basic attack damage 50 (+10/lv) → 70 (+14/lv), 75% physical attack unchanged • Healing 85 (+17/lv, 15% bonus AD, 1% bonus HP) → 100 (+20/lv, 1.5% bonus HP) What this means Damage and survivability both improved. The enhanced basic attack gained roughly 40%, which is the standout — extended trades built around Skill 2 now pay off far better. His healing swapped AD scaling for a bigger flat value and stronger HP scaling, so mixing a little health into your build sustains better than going pure damage. It all supports what Lam wants to do: dive in alone and get back out.

ShiBuff

Shi Skill 2 (Silky Beauty) • Base damage 150 (+30/lv) → 160 (+32/lv), 50% magic power unchanged • Explosion damage 150 (+30/lv) → 160 (+32/lv), 33% magic power unchanged What this means Modest on paper, but since both the initial hit and the explosion went up, the real increase is larger than either number suggests. It's a base-value buff, so you feel it early — laning trades and wave clear get a little smoother. For a hero who chips away with skills that aren't easy to land, more value per connection is welcome.

MenkiBuff

Menki Skill 1 (Lingering Dream) • Base damage 250 (+50/lv, 60% physical attack) → 260 (+52/lv, 65%) Skill 2 (Dream Bubble) • Per-level growth +22/lv → +26/lv (base 130 unchanged) • Magic power ratio 20% → 25% What this means Both of her main tools went up together. Skill 2 in particular now grows more per level, which is worth accounting for when you decide your skill order. The higher ratios also mean items do more for her than before. It isn't a game-defining change on its own, but ganks convert more reliably — fewer targets should be escaping at a sliver of health.

Sun BinAdjust

Sun Bin Passive (Hourglass of Time) • Movement speed 15%–30% (percentage) → 65–130 (flat) Skill 2 (Time Flux) • Cooldown 11s (-0.4s/lv) → 12.5s (-0.5s/lv) • Movement speed bonus 30% (+6%/lv, percentage) → 130 (+26/lv, flat) What this means The percentage-to-flat conversion is the real story. A percentage bonus grows the faster you already are, while a flat bonus gives everyone the same amount. Stacking boots and other speed effects therefore compounds less than it used to, which reins in the extreme team-wide speed spikes he could create. The cooldown is 1.5s longer, though the larger per-level reduction closes that gap as he levels. His job is unchanged: he is still the hero who makes his team move.

Liu BeiNerf

Liu Bei Skill 1 (Dual Shot) • Base damage 130 (+26/lv, 25% physical attack) → 110 (+22/lv, 22%) Skill 3 (Hearts and Minds) • Shield bonus HP ratio 18% → 15% (base 1000, +500/lv unchanged) What this means He was trimmed on both offense and defense. Skill 1 lost base damage and its ratio at the same time, so his chip damage is slower in a way you will notice. The shield keeps its flat value, meaning the early game is barely affected while health-stacked late builds feel the cut. This reads less like reining in something broken and more like sanding off the edges.

FlorentinoNerf

Florentino Skill 2 (Triple Threat) • Base damage 140 (+28/lv, 45% bonus AD) → 130 (+26/lv, 40%) • True damage cut identically: 140 (+28/lv, 45%) → 130 (+26/lv, 40%) What this means The painful part is that his true damage was cut alongside the normal damage. True damage ignores defenses, and it was his answer to durable targets — so he now melts tanks noticeably slower. Because Florentino wins through volume, a ~7% reduction per hit compounds across a full combo. His mobility and combo flow are untouched, however.

Other EventsAdjust

Events Glory Battle Pass (updates July 10, UTC±0) Unlocking the Advanced pass grants Zhuangzi's Brave skin "Peach Blossom Koi" and Devara's Epic skin "Resolve of Flames." Leveling the pass further also unlocks Meng Ya's "Walnut Rhapsody" skin. Cosmo Kitchen Wish (starts July 3) New skins for Erin and Dun arrive in the wish pool. Free Brave Skin Wish (July 16 – July 31) Log in and complete event quests during the period to earn Wish Coins, then spend them on free wishes for Zhang Fei's new skin. Free Alessio Skin (starts July 2) Complete the "Space Food Truck" daily quests to claim Alessio's new skin at no cost. Worth your time The Alessio skin is the guaranteed freebie here — it only asks for daily quests, so there's no reason to miss it. Zhang Fei's skin is also free, but the window closes at the end of July, so keep logging in.

Fixes & OptimizationsAdjust

Bug Fixes • Adjusted the visual presentation of the profile page • Fixed text above the HP bar not displaying correctly when Haya's ultimate hit a target outside her domain • Fixed Nezha being unable to restore his true damage shield at the respawn point • Fixed the passive indicator appearing too high above targets hit by Skill 2 in Berserk mode on Li Xin's "Divine Fusion" and "Frostflame Slash" skins • Fixed enemy-applied marks becoming invisible while Devara was transformed by his ultimate • Fixed the enhanced basic attack effect on Fatih's "Cao Cao" skin not rendering correctly on some devices What this means Two of these actually mattered in game. Nezha's shield failing to restore at the respawn point meant players who rejoined a fight immediately were running at less than full durability without realizing it. Devara's invisible marks were worse — while transformed you simply couldn't tell what had been applied to you, which is exactly the information you need to decide whether to commit or back off.
June 19 Update3 changes
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DevaraBuff

Devara Base Stats • Fixed base stats that were set lower than intended Skills 1 and 2 (Thunder Inheritance / Divine Judgment) • Cooldown 9s (-0.4s/lv) → 8s (-0.3s/lv) What this means An emergency correction for a freshly released hero. Because his base stats were bugged below their intended values, this is less a buff than a restoration of how he was supposed to perform. On top of that, a second off both core cooldowns makes it easier to play the fast, repeated-cast style he is designed around. Note the per-level reduction shrank from 0.4s to 0.3s, so the gain is largest at low skill levels — exactly where he needed it.

Other EventsAdjust

Market Adjustments • The minimum price range for Game Kids Chests was lowered, allowing both purchases and listings at cheaper prices than before. Items already listed or in their public notice period are unaffected. • A preview of newly tradable items is coming soon. What this means Lowering the price floor effectively favors buyers. Chests that previously had to circulate above an artificial minimum can now trade closer to what people actually value them at. Existing listings aren't touched, so there's no need to pull anything down in a hurry.

Fixes & OptimizationsAdjust

Other Fixes • Several known issues were resolved (no detailed breakdown was published officially) Note The June 19 update was a small one: Devara was the only hero touched, with the rest limited to market changes and minor fixes. It had essentially no effect on the competitive meta.
June 17 S15 "Grand Venture" Version Update15 changes
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New HeroesNew

Four New Heroes Released • Devara (Thunder of the Azure Sea) • Florentino (Blade of a Hundred Flowers) • Lorion (Nightmare of Eternal Night) • Annette (Guardian of the Wind) What this means Four heroes arriving in a single seasonal update is an unusually large batch. New releases rarely land on balanced numbers, and Devara proved the point: he received an emergency fix on June 19 for base stats that were "lower than intended," then another buff on July 16. If you plan to take a new hero into ranked, it's safer to wait out the first few weeks of adjustments.

Battlefield AdjustmentsAdjust

Battlefield Balance • Red Buff's true damage adjusted, with a slightly lower minimum value • Destroying a tower now slows nearby enemy units • Warp point cooldown 45s → 30s • Ruin Lizard in the jungle received a new behavior pattern What this means The warp point change matters most. Dropping from 45 to 30 seconds makes rotating between side lanes and mid noticeably faster, which lowers the cost of leaving your lane to join a fight — the whole map plays quicker now. The new slow on tower destruction is also significant: taking a tower now helps you escape the counterattack, so the team on the front foot keeps its momentum. The Red Buff trim slightly softens early-game trades.

Season Mode AdjustmentsNew

New Season Passive: Dig It • Every 60 seconds, Lingbao digs for treasure near you and grants a random effect such as gold • The passive disappears 10 minutes into the match What this means The 10-minute expiry is the key design choice — this exists to accelerate the early game. Extra resources every 60 seconds mean builds come online sooner and matches move faster overall. There is a luck element, so some leads will swing on chance, but since it vanishes after 10 minutes the late game returns to pure execution.

Bounty BattleNew

Special Season: Bounty Battle (July 2 – July 26, weekends during the event) Three entry tiers are available. Winning guarantees a championship-exclusive treasure plus an additional random one, with rarer rewards at higher tiers. • Normal: free tickets, low-rarity treasures • Advanced: tickets bought with Grand Venture event coins, medium rarity • Elite: tickets bought with vouchers. Winning pays out more than the ticket cost, and there is a minimum reward even if you lose Tickets cannot be changed once selected, and you can enter twice per week. Worth your time Normal costs nothing and you lose nothing by losing, so there's no reason to skip it. Elite spends vouchers but includes a floor on rewards, so it isn't all-or-nothing. With only two entries per week, the smart play is deciding which tier to commit to in a week when you're actually in form.

Super FrenzyAdjust

Super Frenzy: New Version (starts June 27) System Changes • Talent rerolls 4 → 6, with Frenzy Coins spent first • Talents obtainable per match 4 → 6 • Matches now start with a random bonus (higher starting level, shorter respawn time, increased river movement speed, or reduced skill cooldowns) Talent Additions and Changes (selected) • Extra skills: Void Chain (pulls enemies in and deals true damage), Light Breaker (an orb that executes; successful kills reduce its cooldown), Flash (blink in a chosen direction, 20s cooldown) • Treasures: Super Rare (1 mid-game talent), Bountiful (2 early talents), Legendary (1 late talent), Rich (2 mid talents) • Communication: All-Out Attack (a quick message triggers a skill on every ally — Attack for Berserk, Gather for Dash, Retreat for Purify; 15s cooldown), Mic On (using your mic emits a sound wave that damages enemies and heals allies, scaling with volume) What this means Both talent count and rerolls went from 4 to 6, which widens the range of builds you can assemble in a single match and cuts down on pure luck — you get more attempts at the combination you actually want. With talents like Mic On tying effects to your actual voice, the mode leans harder than ever into being played with friends.

System OptimizationAdjust

UI and System Improvements • Reworked the event home screen with a cleaner layout and clearer reward information • Repositioned the spectate button shown after a hero dies, making it easier to pick a teammate's view Fixes and Optimizations • Reworked combo input handling on many heroes so chains connect more smoothly • Added Chinese voice-over to Butterfly's "Young Mercenary," "Deep Sea Legend," and "Neon the Rock" skins • Fixed one of two heroes on a warp point being unable to warp • Fixed the pull on Ata's enhanced basic attack after Skill 2 interfering with the landing point of Bai Qi's ultimate Season Transition S15 carries over ranks based on where you finished S14. What this means The combo input work is what you'll feel in game — inputs that used to drop now connect, which disproportionately helps mechanically demanding heroes. The warp point bug was worth fixing too, since being unable to warp meant arriving late to fights that were already starting.

Other EventsNew

Events Temporal Treasury (from June 19, Gacha Center) Returning skins join the lineup, including Dolia's "Fluttering Diary," Haino's "Fluttering Diary," and the "Paper Love" background. The lineup will rotate periodically. Point Gacha Update Yao's new Mythic skin "Cinematic Memory" was added to the exchange lineup (collection skins cost 1 Glory Crystal). Obtaining it also unlocks an exclusive frame and Glory cast for free. Point Gacha Discount (June 20 – June 26) Point gacha is 25% off: 45 Glory Points for a single pull, 200 for a ten-pull. Login Rewards (June 27 – June 28) Log in for 1,000 limited-time vouchers plus the latest Flowborn avatar item. Soccer Fever (June 28 – July 23) Skins are distributed based on your activity during the period. Grand Venture (June 17 – July 26) The headline event running across the season. Worth your time The guaranteed value here is the June 27–28 login reward: two logins for 1,000 vouchers. If you intend to spend Glory Points on gacha at all, concentrate it in the June 20–26 discount window for 25% more pulls out of the same points.

Sima YiAdjust

Sima Yi — Skill Rework Passive (Quiet Whispers) • Changed from an energy gauge to an MP gauge; skills now cost MP • Gain vision of enemy heroes who cast skills within 2000 range, and 10 Shadow Force per cast (cap 50–100) • Casting a skill summons a scythe that empowers basic attacks and grants 20–40 movement speed for 5s • Empowered basic attacks consume all Shadow Force; every 20 Shadow Force widens their range by 3% • Each scythe hit deals 230–460 (+46% magic power) magic damage plus true damage equal to the Shadow Force spent • The first attack after summoning teleports behind the target for 300–600 (+60% magic power) magic damage, with doubled true damage • Initial damage 330–660 (+70% magic power) → 300–600 (+60%) Skill 1 (Shadow Stings) • Base damage 100 (+20/lv, 20% magic power) → 115 (+23/lv, 23%) • Cooldown now starts when the skill ends rather than when it is cast. Removed bonus damage to non-hero units Skill 2 (Barren Lands) • Passive healing: was 50% of magic damage taken restored over 2s → now 25% over 3s, halved again against physical damage • New: creates a 3-second zone that increases healing by 10% (+2% per level) while you stand in it • Cooldown 6s (-0.2s/lv) → 7.5s (-0.3s/lv) • Base damage 250 (+50/lv, 35% magic power) → 250 (+50/lv, 50%) Skill 3 (Death Descends) • New: if the cast is interrupted, the cooldown is reduced by 90% What this means Swapping his resource from energy to MP is the structural change here — you now have to account for mana in your items and arcana. His sustain was cut hard, and because healing is halved again against physical damage, he is far less durable against AD-heavy compositions than he used to be. In exchange his offense around Shadow Force improved, and scythe hits carry true damage that cuts through tanky targets. The 90% cooldown refund on an interrupted ultimate is effectively a safety net: a cast that used to be a total loss when disrupted is now something you can commit to.

Li XinAdjust

Li Xin — Skill Rework Passive (Shadow Blade) — new behavior • Switching from base form into Domination or Berserk form immediately grants that form's energy at maximum (100), draining 10 per second • Switching forms zeroes the previous form's energy and grants (100 − previous energy) to the new one • Gaining energy increases each form's passive effect by 50%, scaling with the energy you hold up to 100% Base Form • Skill 1 (Rapid Charge): cooldown 7s (-0.8s/lv) → 6.5s (-0.3s/lv) • Skill 2 (Assault Slash): base damage 300 (+60/lv, 100% physical attack) → 450 (+90/lv, 135% bonus AD) Berserk Form • Passive (Frenzied Blade): movement speed 30 → 20–40; shadow bonus damage 65–205 → 75–150 (+24% bonus AD) • Skill 1 (Valiant Charge): now auto-attacks enemies in range while charging, each hit dealing 50% of physical attack (two hits count as one basic attack). The attack speed bonus condition changed from "+40% for 3s after a charge under 1s" to "+35% after charging at least 1s" What this means The form-swapping design was rebuilt from the ground up. You used to build energy before switching; now switching instantly fills the bar and it drains from there, which makes the moment right after a swap unambiguously his strongest. With the passive effect scaling up to double based on remaining energy, the correct play is to funnel your damage into the seconds immediately following a form change. Base form's Skill 2 gained 50% base damage, but note that its scaling moved from physical attack to bonus AD — so it will feel weaker than the number suggests until you have items.

Lian PoBuff

Lian Po Skill 1 (Burst Ram) • Base damage 150 (+30/lv, 3% bonus HP) → 55 (+11/lv, 15% bonus AD) • New: adds collision damage equal to 5% of an enemy hero's max HP (or 5% of his own max HP against non-heroes) Skill 2 (Magma Slam) • Base damage 330 (+66/lv, 110% bonus AD) → 350 (+70/lv, 90%) Skill 3 (Tremor Smash) • First hit 200 (+100/lv, 5% bonus HP) → 220 (+110/lv, 50% bonus AD) • Second hit 300 (+150/lv, 10% bonus HP) → 440 (+220/lv, 100% bonus AD) What this means The core of this rework is moving his damage scaling off bonus HP and onto bonus AD. He used to gain damage simply by stacking health; now he needs attack items to hit hard, which forces a real choice between durability and threat. Skill 3's second hit gained roughly 47% base damage, so a damage-leaning build punishes far harder than before. Skill 1 meanwhile picked up max-HP scaling against enemies, giving him reliable chip damage even into tanks.

MingBuff

Ming Skill 1 (Time - Carefree) • New: hitting an ally boosts their main attack stat increase by an additional 25%, decaying over 4s • MP cost 50 → 40; cooldown 3s → 5s (-0.2s/lv) • Base damage 25 (+5/lv) → 30 (+6/lv), 25% magic power unchanged Skill 2 (Mastery - Glide) • New: hitting a target increases the armor and magic resist reduction applied by an extra 25%, decaying over 4s • MP cost 50 → 40; cooldown 3s → 5s (-0.2s/lv) • Base damage 25 (+5/lv) → 30 (+6/lv), 25% magic power unchanged What this means Cooldowns went from 3 to 5 seconds, but each cast now carries 25% more effect. That converts him from a support who spams small buffs into one who picks his moment. Since both the ally damage buff and the enemy defense shred gained the same 25%, timing a cast to line up with your carry's burst creates a bigger swing than anything he could do before. The reduced MP cost also quietly makes it easier to keep supporting through a long fight.

ZhuangziBuff

Zhuangzi Passive (Nature's Will) • New: automatically enters the dream realm every 6 seconds, restoring an extra 40–80 (+0.6% bonus HP) Skill 2 (Sleep Starts) • Cooldown 5s (-0.4s/lv) → 4.5s (-0.18s/lv) • Base damage 250 (+70/lv, 30% magic power) → 250 (+50/lv, 40%) • Stack damage 125 (+35/lv, 15% magic power) → 125 (+25/lv, 20%) What this means The new automatic healing on his passive makes him far better at simply staying on the map. Zhuangzi was never meant to deal damage, so being able to hold a lane without bleeding health is where his value actually lives. Skill 2 trades per-level growth for a higher magic power ratio, shifting its scaling from skill points toward items, and the lower base cooldown makes it more usable early.

AugranBuff

Augran Passive (Soul Resonance) • Special effect applied to other damage 40% → 50% Skill 2 (Death's Precipice) • New: the placement of the life-and-death barrier can now be adjusted within a 500–750 range • Basic attack healing 65 (+13/lv) → 80 (+16/lv), 1.5% bonus HP unchanged What this means Being able to reposition the barrier is the real upgrade. It previously spawned in a fixed spot, which meant it sometimes trapped your own team or simply missed, and now you can place it to fit the situation. That puts the outcome squarely on the player's judgment, so it rewards practice. Combined with 10 more points on the passive effect and stronger sustain from basic attacks, he holds a frontline noticeably better.

PeiNerf

Pei Passive (Chi) • Movement speed 30 → 25–50 • Physical attack 35–70 → 25–50 • Armor 70–140 → 60–120 • Magic resist 70–140 → 60–120 Skill 2 (Tiger Leap) • Cooldown reduction 50% → 30%–60% Skill 3 (Tiger's Roar / Xingyi Fist) • Cooldown 5.6s (-0.8s/lv) → 5.4s (-0.6s/lv) • Enhanced basic attack duration 7s → 5s What this means Only Movement Speed turned into a level-scaling range; Physical Attack and both defences came down at the top of the range as well as the bottom. He is weaker early and never quite returns to his old numbers. The harsher cut is the enhanced basic attack window dropping from 7 to 5 seconds — those two seconds are attacks you no longer get. You can't settle in and grind someone down anymore; you have to land your damage inside a tighter window.

NezhaAdjust

Nezha Skill 2 (Red Armillary Sash - Bind) • Cooldown 2s (-0.3s/lv) → 1.5s (-0.1s/lv) • Activation interval 4s (-0.7s/lv) → 3s (-0.2s/lv) • Base damage 120 (+40/lv, 75% bonus AD) → 150 (+50/lv, 65%) What this means Both the base cooldown and the activation interval came down, while the per-level reductions were cut sharply. The net result is that he is clearly smoother to use early and less able to chain casts late. The 25% increase in base damage paired with a lower AD ratio points the same direction. The intent is plainly to make him functional in the stretch before his items come online.
May 28 Update7 changes
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Super FrenzyAdjust

Temporary Restriction in Super Frenzy • The "Deadly Power" talent has been temporarily disabled after a bug was found. A fix is expected to take some time. What this means Pulling a single talent rather than taking the whole mode offline is the practical way to contain a bug. You can keep playing normally, but any build that relied on this talent isn't available until it returns, so plan around alternatives.

Other EventsNew

Events Legendary Wish – Wukong (June 5 – July 5, UTC±0) Wukong's Legendary skin "Formless" is available for a limited time. Participating earns exclusive customization items, and opening the event screen for the first time grants 1 Wish Coin. Star Wish The lineup was refreshed with Kongming's Star Legend skin "Azure Sage." Previous entries remain available in the event exchange shop. Shangguan's "Blossom Rain" Skin • May 29 – June 4: 20% off in the first week (888 vouchers → 710) • June 5 – June 27: sold at full price Available from the skin section of the shop. Guaranteed Legendary in 10 Pulls (from June 2) Ten voucher pulls guarantee every event reward, including one of the two Legendary skins: Wang Zhaojun's "Moonlight Weaver" or Arthur's "Magic Chase." Worth your time If you want the Shangguan skin, the opening week is the only discount window — a difference of 178 vouchers. Which means the real decision is whether you can make up your mind before June 4.

Luban No.7Buff

Luban No.7 Passive (Suppressive Fire) • Base damage 50–100 → 70–140 • Bonus damage based on target's max HP 4% → 4.5% Skill 1 (Blowfish Grenade) • Cooldown flat 7s → 7.5s (-0.3s/lv) Skill 2 (Shark Cannon) • Cooldown 15s (-1.2s/lv) → 12s (-0.6s/lv) Skill 3 (Air Support) • Cooldown 40s (-10s/lv) → 35s (-7.5s/lv) What this means A 40% jump in passive base damage lands alongside shorter cooldowns across his kit. Skill 2 losing three seconds off its base cooldown is the standout, giving him meaningfully more output in teamfights. The per-level reductions were all trimmed, though, so the benefit is concentrated in the early and mid game. Worth noting: this passive buff was walked back on July 16, which tells you how strong it turned out to be.

DunBuff

Dun Skill 2 (Gale's Benediction) • Base damage 250 (+50/lv, 80% bonus AD) → 300 (+60/lv, 100%) • Bonus basic attack damage 130 (+26/lv, 40% bonus AD) → 150 (+30/lv, 45%) Skill 3 (Unruly Blade) • Shortened the chain blade's cast animation What this means Skill 2 gained both base damage and ratio, and hitting the round 100% bonus AD mark means items now do more for it. The change that gets overlooked is the faster animation on Skill 3: a quicker cast means more windows to land it and fewer chances for opponents to react, so his practical hit rate goes up. That's a real buff that never shows up as a number.

DajiAdjust

Daji Skill 1 (Soul Impact) • Cooldown flat 5s → 5s (-0.2s per level) Skill 2 (Strike a Pose) • Cooldown 9s (-0.4s/lv) → 10s (-0.4s/lv) What this means These two changes pull in opposite directions: Skill 1 gained per-level cooldown reduction, while Skill 2's base cooldown grew by a second. Since Daji's whole pattern starts with landing the Skill 2 stun and comboing off it, a slower opener is effectively a nerf. In exchange, faster Skill 1 uptime makes laning and wave clear easier. The net effect is less burst potential, more everyday usability.

Han XinNerf

Han Xin Skill 1 (Ruthless Assault) • Base damage 350 (+70/lv, 75% bonus AD) → 250 (+50/lv, 85%) Skill 2 (Fight or Die!) • Bonus damage 150 (+30/lv) → 120 (+24/lv), 50% bonus AD unchanged • Cooldown flat 5s → 6s (-0.2s/lv) What this means Skill 1 lost roughly 29% of its base damage while gaining ten points of AD scaling, which specifically targets Han Xin before his items come online. As a jungle assassin his job is converting early ganks into a lead, so cutting exactly that window matters — expect more targets surviving at low health. The longer Skill 2 cooldown also reduces his follow-up pressure. Once fully built he can actually out-damage his old self thanks to the higher ratio, but getting there is harder now.

Fixes & OptimizationsAdjust

Bug Fixes • Fixed Luban No.7's passive base damage against enemy heroes not increasing as he leveled • Fixed the Rush Attack talent's stun being able to interrupt super armor in Super Frenzy • Fixed Chicha's halberd basic attacks failing to deal damage under certain conditions in Super Frenzy What this means The Luban No.7 bug was a serious one: his passive damage simply wasn't scaling with level, meaning a core part of his growth wasn't working at all. Read alongside the large passive buff in the same update, this looks like a backlog of missing performance being paid back at once. The super armor bug mattered too — heroes designed to resist interruption were being shut down anyway.

FAQ

Why are the skill numbers on a hero's page still outdated after a patch?

Skill values and descriptions come from the in-game display, so they take a while to catch up after a patch. Pages for heroes whose skill data is still pending show a note next to the Skills heading. Until the note goes away, the Patch History section on the same page lists what changed.

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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