Patch Notes October 17 2025
The goal of this update is to provide better ways to win the game and lock in a lead. This will be part discussion/part patch notes.
One of the most prevailing challenges in a 2v2 mode is balancing hero options. Some heroes are able to vacuum resources on the map (Stalwart, Dwarven Battle Engine). Others are confined to a pointed method of play (Boilmaster, Delirium). When disparity arises from these styles, it is much more blaring in a 2v2 environment than when present in larger environments. Hero weaknesses and strengths bring themselves to the forefront of KBBA, and become especially infuriating when it feels as if the game is impossible to play due to the disparity.
How do we solve this problem? How do we address the issue where sometimes, our favorite characters feel impossible to enjoy due to the differences between strengths? How do we categorize those differences? With mathematical and theoretical modeling, of course.
What are the types of disparity we see? I have divided the main systems of the hero roster into three parts: base strength, scaling input, power outlet. I am not claiming that every hero has been perfectly balanced according to these three factors to allow them to exist perfectly within the ecosystem of KBBA. That would be assuming that I have already created a perfect world for the creatures to inhabit. No. This is to simply demonstrate and model the differences between the roster and allow a framework of discussion for future work.
Base strength is a hero's initial kit: how reliable their abilities are, how frequently they can use them, and if the abilities have any constraints or other requirements in order to be effective. A hero with a strong base strength will have an easy time getting started in most matches. Heroes with high base strength will be simpler to pilot and lack constraints or external requirements. Pulverizer is a great example of all three: he has three AoE abilities, all of them have low cooldowns, and none of them require external variables to be effective. He is known as the northern zone king because of his base strength.
Scaling input is a hero's method of growth: the farming options afforded to them, their ability to clear minion waves, and their kill potential. This attribute is one of the most visible on the map. Some heroes are able to take the beak and dominate the jungle monsters while staying healthy; they often have close range AoE and some form of survivability. Other heroes are not able to take the burden of tomekeeper: they lack the scaling input method required. In the same vein, those same heroes may struggle in the minion waves, whereas heroes with ranged options are able to stay safe while managing the minions. Kill potential is where scaling input tends to pivot. The easier it is for a hero to reliably setup kills on enemy heroes, the more difficult the other inputs become. Boilmaster is a prime example of this. His Q - Plague Harpoon is a massive tool and most times decides the fate of an enemy when it lands. He lacks other forms of scaling input however, and cannot manage minion waves or fight jungle monsters.Â
Power outlet is a hero's method of using their resources: their scaling values, item effectiveness, and game length reliance. Base strength and power outlet are typically seen as inverse effects. When a hero comes out of the gate swinging, surely they will slow down as the game goes on. In most cases, this remains true. Heroes with high ability scaling values in their kits are favored more and more as the game goes on. Some heroes are designed to really hit their stride once they achieve a certain level or a few items that complement their abilities extraordinarily well. For example, Tower Wizard's R - Demon Orb allows him to chain abilities together. With two specific items and achieving level 16, he can do this infinitely in order to create a rapid and unstoppable torrent of heavy-hitting spells. Any time before this, he is much more unreliable. His power outlet isn't fully realized.Â
Given how in-depth the systems of KBBA are, and how broadly stroked each of the three aspects are painted here, there is bound to be collision, overlap, and headbutting between them. The intent here is to simply setup the talking points for future conversations, and potentially help other KBBA scholars create better structures and systems of organization and discussion.
Now, given the setup here surrounding the core aspects of heroes and the initial topic of insurmountability when it comes to certain matchups: let's discuss game theory.
For this example, intended to educate or inspire strategists, we will use two teams comprised of 1: scaling heroes - heroes with low base strength but growing power outlets, and 2: strong heroes - heroes with high base strength but flat power outlets.
Strong heroes should look to achieve every advantage possible at any necessary risk in order to end the game as soon as possible. This concept seems obvious and apparent, however there is a clever use of game theory that the brain is already applying. When the power outlet of the scaling team is equivalent to the power outlet of the strong team, they no longer have the advantage, and need to rely on other aspects or abilities to guarantee their victory.
The strong heroes will have a powerful outlet from the get-go. Their potential will grow with their gold, but the effectiveness will remain linear as the game continues.
The scaling heroes will have limited power outlets when the game starts, but they will continue to grow. Their power outlet is exponential rather than linear, with further growth being allowed by game length.
In the examples above, all brought from the same example match involving arbitrary figures, the scaling team has a paltry sum of gold compared to the strong team for the entire match. However, despite this disparity in actual gold gain, the scaling team arrives at parity in strength via power outlet at time point 10.Â
At this tipping point, the dominance of the strong team is no longer present from strength: the strong team will need to take excessively riskier options in order to win. How risky depends on the level of advantage the strong team was able to achieve before the tipping point. For any strong team playing into a scaling team, the goal should be victory before this point is reached. For any scaling team playing into a strong team, the goal should be to surrender as little as possible for as long as possible.
I hope this example can be used positively to help create strategies, and at least provide a starting point towards insight on hero creation, team composition strategies, and overall theory existing within KBBA.
Deadbolt: Making his passive ability truly matter over the course of the game. This allows the hero to be a true counter against some of those pesky armor stackers. His strength will closely be monitored to determine if this effect is a positive change away from flat armor.
R - Gold Touched: Reworked to decrease base armor and steal gold.
Nearby enemies receive -40/60/80/100% base armor. Attacking an enemy steals 1/3/5/7 gold. Starts with 1 level in this ability.
Bronzebeard: Bronzebeard has way too much power with his Q at all points of the game. It should cost him a bit more as his bread-and-butter ability. We aren't giving out free rides, here!
Q - Dwarven Flying Hammer: Mana cost increased later.
Mana cost increased from 60 at all ranks to 60/80/100/120/140.Â
Dark Magician: This guy... again?
W – Princess Curse: Mana cost increased in order to make this ability more risk-reward rather than all reward. Earlier on, it should be more punishing to use this ability ineffectively.
Mana cost increased from 100 to 200.
Drok: Drok's ultimate was reworked a while ago. This is just to make sure it hits the patch notes since it's been a while!
R – Crumbling Armor: Two part passive ability.
Drok gains 2 armor and deals (150% armor) + (6/9/12% strength) damage to attackers.
The hero gains 2/4/6 health whenever he attacks, and (10% strength) additional health when he kills a hero.
Gluptuous Gump: Complete rework. Let's be honest - this guy did NOT fit within the cast of KBBA. That in itself is a sign from God that this guy needed to change. He's keeping his ankh, but the purpose has changed. Now, Gump's goal is to survive and keep his greed stacks, since they now directly impact his damage.
Item - Ankh of Greed: Gains 1 stack for killing any unit, 5 for ogres and towers, and 10 for heroes. Damaging abilities deal additional damage to enemies equal to the current greed stacks. Lose half of all greed stacks on death.
Q - Demon Frenzy: The Gump makes a deal. The target gains 60/80/100/120/140% attack speed, but takes 10/20/30/40/50 + (10% intelligence) + (100% greed [for enemies]) damage for each attack they make for the next 5 seconds. 20/18/16/14/12 cooldown. 80/100/120/140/160 mana cost.
W - Consuming Fire: Conjures a massive pillar of fire that deals damage 3 times to enemies inside. Deals 100/150/200/250/300 + (100% intelligence) + (300% greed) damage over 1 second. 18/17/16/15/14 cooldown. 80/120/160/200/240 mana cost.
E - Gump Jump: The Gluptuous Gump instantly jumps through time and space to arrive at his next location. 40/36/32/28/24 cooldown. 100 mana cost.
R - Soul Burn: Lock the soul of an enemy hero, preventing spells and slowing them by 40/50/60% for 2 seconds. 80/70/60 cooldown. 200 mana cost.
Southern Lizard: A new monster that grants the killing team a powerful teleportation tool to control the map.
Killing the Southern lizard grants your team a teleportation rune next to the shop that teleports your hero back to the Southern Alcove when activated.
When the lizard respawns, his power is taken back and the teleportation rune needs to be claimed again by killing him.
The Northern Zone: Claiming the Northern Zone now grants your team flaming salamanders, new minion units that attack rapidly, making them excellent at pushing forward to victory.
The salamanders will fight for you until you lose the zone. They have slightly more health than minions, more range, and faster attack speed, but less damage.
Patch Notes August 7 2025
The summer hiatus is over and this update is a big one. Lots of shifts based on the recent 'meta', game duration, and hero power levels.
Berserker
Q – Berserk: This ability is strong. It's supposed to be. Berserker makes himself the most run-you-down guy in town for a long time - sometimes permanently. This change should at least give you an out - kill him.
Damage vulnerability increased from 25% at all levels to 35% at all levels.
R - Devour Soul: Currently, Berserker is too reliable. He is able to abuse the tanky creeps with the percentage and gains the ability to become virtually unkillable. He should be a bit worse than unkillable, but still have the potential to grow.
Life gain changed from 5% target maximum life to 40/80/120, increasing with rank.
Cooldown increased from 60/45/30 to 60/50/40 seconds.
Storm Stomper
E - Thunder Herald: This ability is underwhelming outside of the fact that you become immune to damage for 4 seconds as the game progresses. The armor scaling from this ability is too aggressive, and quite simply - excessive.
Armor gain decreased from (5% intelligence + 5% strength) to 2/4/6/8/10.
Attack speed gain increased from 30/35/40/45/50% to 50/60/70/80/90%.
New: Now grants 10% movement speed for the duration as well.
Psycho Mammoth
E - Psychic Fire: Psycho's bread and butter ability for laning, farming, fighting. His aura of death. His claim over the land. It's quite deadly, and has a high ratio along with already impressive tank-melting damage. With the newer items available now, Psycho should have no trouble if this ability is adjusted a little bit.
Base damage decreased from 20/30/40/50/60 to 10/20/30/40/50.
Current health damage increased from 4/5/6/7/8% to 5/6/7/8/9%.
Intelligence damage scaling decreased from 15/20/25/30/35% to 13/16/19/22/25%.
Bug Fix: The graphic for E has been corrected to be Psycho Mammoth's Yogi Gemstones again, and no longer roasts enemies alive with fireballs.
Sniper
R - Drone Swarm: This ability is effective as a deterrent. However it lacks ambition on its own and needs a way to be manipulated.Â
New: Drones will now lock on to enemy heroes hit by Gun Blast - [Q].
Shock Jockey
E - Siphon Charge: This ability is great as the game goes on. But early it feels like it does nothing. This will let it do nothing even more often... or maybe even something!
Cooldown reduced from 20/18/16/14/12 to 12 at all ranks.
Bronzebeard
W - Dominance: The heal on this ability never felt controllable. It is supposed to 'dominate' the enemy - not mildly inconvenience them. Now, it allows Bronzebeard to more effectively share his strengths with his team!
Heal changed from 5% max life of the target to 5% of Bronzebeard's max life.
Brewmaster
E - Refill: Strength wasn't working out for this ability. It always feels as another mobility option with the refill for a last Keg Throw. Never as a real move with other effects. Changing the strength scaling to agility should make it a serious option in battle.
Heal limit changed from 200% strength to 200% agility.
Damage changed from 50% strength to 50% agility.
Item - The Keg: Stats were underwhelming. Changing this to increased power for abilities as the game 'ferments'.
+10% agility damage to abilities at each milestone:
Hitting level 10
Collecting 5 tomes
Securing 3 kills
Darkbow
E - Evil Tidings: The wraiths just don't last long enough to feel good. Increasing their lifespan.
Wraith duration increased from 4 seconds to 6 seconds.
Beak of Transmutation: The double beak strategy has been seen, pondered, abused, and runs the game out far too long. It nulls any weaknesses in lane and provides a huge payout for stalling. The hammer of God strikes it down.
Each shop only sells one Beak - don't lose it!
Rustmoan Mask: This item isn't used and it isn't effective. Bumping the numbers up!
Armor damage increased from 200% to 300% each second.
Tomes: Early tomes are much more rewarding to take. Teams who coordinate earlier to kill their ogre (or poach the other) will be rewarded for their efforts.
Attack Tome
Damage increased from 5 to 15
Base attack speed increased from .05 to .06
Mana Tome
Mana increased from 40 to 80
Cooldown reduction increased from 1% to 2%
Life Tome
Life increased from 40 to 120
Patch Notes July 6 2025
New Hero! The Muck
Disgusting hero. Effective when able to control the map with his swarm. Has powerful healing and tactical options with his bloblings. His bloblings last forever, so be careful when facing him that he is not able to grow a swarm and overwhelm you!
Credit to Jon for proposing a new specialist summoner who overwhelms the map!
Q – Slime Me: The Muck spawns his bloblings - 3 tiny units that move slowly but attack quickly. The bloblings are able to move through units and have a percentage of The Muck's stats. Bloblings benefit from Consumption – [E] as well.
Bloblings: 5/6/7/8/9% current health + (50% strength) , 4/8/12/16/20 + (20% agility) as damage, 2 attacks per second.
Cost: 10% current health. 22/21/20/19/18 cooldown.
W – Shed Weight: The muck sheds the weight from consumption. It gains 50% movement speed and leaves a trail of stink behind him for the next 3 seconds. The stink lasts for 3 seconds and deals 10/20/30/40/50 + (50% agility) + (4/5/6/7/8% missing health) damage each second.Â
Cost: 6% current health. Disables until Consumption is cast.
E – Consumption: Two part ability, passive and active.
[Passive] The Muck devours all. Killing enemies heals him and his bloblings for 5/10/15/20/25 + (10% strength) + (10% agility).
[Active] The Muck absorbs all nearby bloblings to regain health equal to their remaining health. It then grows in size, gains 2/4/6/8/10 armor, loses 75 movement speed, and gains access to Shed Weight after 3 seconds.
30/28/26/24/22 second cooldown
R – Takeover: The Muck creates a stationary tendril that remains in place to attack enemies. Tendrils have 100/200/300 + (50% strength) health, deal 10/20/30 + (25% agility) damage, and attack four times each second.
Cost: 8% current health. 20 second cooldown.
Patch Notes July 3 2025
New Hero! Tower Wizard
Tricky artillery mage with powerful damaging abilities and combos. His goal is to cast as many of his abilities as possible and overwhelm the enemies in fights.
Q - Ralf's Fire Dollop:
The hero sends out a dollop of fire that travels in a line. The dollop deals 5/10/15/20/25 + (25% intelligence) damage, increased by 25% for each enemy it passes through.
The dollop returns and refreshes targets for the journey back, retaining bonus damage.
10/9/8/7/6 second cooldown. 75/100/125/150/175 mana cost.
W - Melman's Acid Rain:
The hero shoots enemies in an area with 6 acid missiles, dealing 5/10/15/20/25 + (6% intelligence) damage each.
5/4.5/4/3.5/3 second cooldown. 50/75/100/125/150 mana cost.
E - Chester's Freezing Blast:Â
The hero launches a freezing orb that deals 10/20/30/40/50 + (30% intelligence) to enemies it passes through, and erupts at the target location, dealing 20/40/60/80/100 + (50% intelligence) damage to nearby enemies and slowing them by 80% for 1 second.
22/20/18/16/14 second cooldown. 100/150/200/250/300 mana cost.
R - Demon Orb:
Passive: The hero makes a dark pact. Whenever he casts a spell, all remaining cooldowns are reduced by 0.5/1/1.5 second.
Active: The hero can activate the Demon Orb to replenish all of his mana.
50/40/30 second cooldown.
Patch Notes June 29 2025
New Hero! Bronzebeard
Straightforward tank hero with disruption options, healing abilities, and ally buffs to support his teams damage. His ultimate makes him an unstoppable force on the battlefield.
Q - Dwarven Flying Hammer:Â
Send a hammer flying, dealing 70/110/150/190/230 + (80% intelligence) damage and stunning for 1 second.Â
8/7/6/5/4 second cooldown. 60 mana cost.Â
W - Dominance:Â
Damage nearby enemies for 40/70/100/130/160 + (8/10/12/14/16% current HP), slowing them by 30% for 2 seconds. Heal allies for 20/35/50/65/80 + (5% max HP).Â
6 second cooldown. 80/100/120/140/160 mana cost.Â
E - Dwarven Steel:Â
Passive: Attacks deal 8/16/24/32/40 + (150% armor) bonus damage.
Active: Nearby allies also deal bonus damage for 5 seconds. The hero gains 1/2/3/4/5 + (5% strength) armor for the duration.
14/13/12/11/10 second cooldown. 75 mana cost.
R - Of the Mountain:
The hero grows in size, gaining 250/500/750 health and 10/15/20 armor for 5 seconds. During this time, he cannot be targeted or stunned by spells.Â
120/100/80 second cooldown. 100 mana cost.
Deadbolt
That's a big rock!: Deadbolt should be stronger earlier on. This change allows him to punish more frequently and rely less on mana regeneration.
E - Trebuchet:
Cooldown decreased from 18/16/14/12/10 to 15/13.5/12/10.5/9.
Mana cost decreased from 100 to 75.
Pulverizer
Spiraling: Pulverizer has had hidden power in his E - Hunker Down, for quite some time. Its scalings and base effects were high value for just one ability. It's time to tune it down.
W - Pulverize:
This was keeping Pulverizer far too healthy. It should still be his bread-and-butter in the fray ability, but it needs to be tuned down.
Empowered pulverize now only heals at 30% effectiveness against non-heroes.
E - Hunker Down:
Hunker down has a list of issues. Most stemming from the fact that the ability has 3 parts: passive healing, an armor buff, and a very strong damage aura. These changes should put him in line but still keep the ability feeling important.
[Passive] - Strength scaling for healing from hero attacks decreased from 10% to 6%.
[Active] - Armor buff decreased from 2/4/6/8/10 + (5% strength) to 1/2/3/4/5 + (3% strength).
[Active] - Strength scaling for aura damage decreased from 15% (150% total) to 10% (100% total).
Warden
Light Balance: This is to keep Warden from fighting you and then healing off the minion wave as you watch, helplessly, as all of your progress in poke goes down the drain.
W - Dark Balance:
Empowered [R] - Healing is only 20% effective against non-heroes.
Drok
I just wanted to buff Drok. I think he's fun but the attack rate wasn't nearly what it should be later on. This is an adjustment to bring him back to prior glory.
W - War Club:
Now attacks 25% quicker when holding the club.
Berserker
Disaster Strikes: This change is to slow down Berserker's early game to make sure that his enemies have ample time to punish him.
Base damage decreased from 59 to 54.
Base attack rate decreased by ~6%.
Shock Jockey
Feels like Shock Jockey needs a nudge. This should make Helping Hand actually feel like an ability at all parts of the game. Not just when you are losing and have to build strength.
W - Helping Hand:
Armor buff strength scaling decreased from (8% strength) to (4% strength).
Regeneration scaling changed from (33% strength) to (20% strength) + (15% intelligence).
Charge on defense increased from 6/8/10/12/14% to 8/10/12/14/16%.
Shop Update!
Agility, Attack, Strength, and Armor shops have all been re-vamped to more clearly separate items. This gives room for more recipes, easier access to build clarity, and a better shop experience.
Agility: Spider Ring
Turns an Empty Vial and a Runed Claws into a Spider Ring.
+30 agility.
Gain +15 agility when killing a hero.
Agility: Trapped Faerie
Turns a Empty Vial and a Cloak of Shadows into the Trapped Faerie.
+80 agility.
The hero heals for 100 + (100% agility) when killing a hero.
Armor: Skull Shield
Turns a Bull Rune and an Arcane Shield into a Skull Shield.
+200 Health, +50 Strength, +10 Armor.
Regain (100% armor) as mana when attacked.
Strength: Prize Roast
Turns a Rusty Mining Pick and a Bull Rune and Power Gauntlets into a Prize Roast.
+120 strength.
Your first attack against a target grants +3 max health. If that target is a hero, gain (1% strength) as max health.
Blightfang
Gone. Bye bye!
Blightfang never felt worth killing apart from very few instances. Many times, it was too easy to kill for certain characters, and especially those who could use bleeder.
Time for something new that will provide constant interaction, not just haphazard: "Maybe we could do this." gameplay decisions.
Micro-Patch Notes June 10 2025
Minions now spawn with more health when your team achieves goals on the map. Minion health still increases from regular game-time, this is a new bonus to help keep waves alive and able to end the game.
Controlling the Northern Zone: Your Orc Minions spawn with 25% increased health.
Destroying a Tower: Your Orc Minions spawn with 20% increased health (up to 80%).
Patch Notes May 24 2025
Delirium
Q - Fae Dust:
Slows a little bit more. Should make damage more consistent.
Movement slow: 40% >> 60%.
W - Lost:
Projectile now moves much faster, nearly instant. The original wind-blast did not convey the fantasy of catching an enemy off guard clearly. Now it will function much more reliably.
Projectile speed: 1000 >> 5000.
E - Illusory Image:
Even more confusing! Now the clone is actually a hero that removes itself upon first instance of damage.
Clone is now an exact replica of Delirium, including level, health, and mana.
Brewmaster
Back in the game! Our good buddy is back for good. Abilities have all been modernized, given new graphics, modern interactions, and updated scalings.
Item - The Keg:
The Keg stores the Brewmaster's ale. Gives the Brewmaster 25 bonus health, 2 movement speed, and 5 damage each time he levels up. Charges display how many Drink Charges the Brewmaster currently has.
Q - Keg Throw:
The Brewmaster uses a Drink Charge to toss an explosive keg, dealing 60/90/120/150/180 + (60% agility) damage to enemies. If there are no enemies, the keg remains primed for 8 seconds. Throwing a keg into another explodes them for double damage. 4/3.5/3/2.5/2 second cooldown.
W - Off Balance:
The Brewmaster's next attack deals 20/30/40/50/60 + (20/30/40/50/60% agility) bonus damage, steals 2/3/4/5/6 armor for 3 seconds, and restores a Drink Charge. 5/4.5/4/3.5/3 second refresh.
E - Refill:
The Brewmaster sips his drink, regaining 30/35/40/45/50% of his missing health, up to (200% strength) total. He then catapults forward, sliding through characters and terrain and dealing 40/60/80/100/120 + (50% strength) damage to enemies. Colliding with a primed keg explodes it for Keg Throw damage and Refill damage. Restores 1 Drink Charge when cast. 10 second cooldown.
R - Super Belch:
The Brewmaster expends all Drink Charges, launching himself backward and stunning all enemies in the area for 1.5 seconds, dealing 30/45/60 + (30% agility) damage per Drink Charge used. 90/80/70 second cooldown.
Patch Notes May 13 2025
Shaman
Q - Claws of the Wild:
Just attack a little bit quicker. This ability needed a small adjustment to feel useful outside of the passive.
Attack speed: 25/40/55/70/85% >> 40/55/70/85/100%.
E - Serpent Ward:
Keeping enemies trapped in the serpent is more rewarding. The slow is more oppressive and punishing, and the damage is slightly heftier the longer the game goes.
Intelligence scaling: 30% >> 40%.
Slow: 20% >> 40%.
R - Breath of the Forest:
Just needed a buff. Base damage of 120 on a max rank ultimate ability was lousy. Now it's 360, which feels like a much better starting place for an ability so slow and easy to dodge.
Damage per second: 10/20/30 >> 30/60/90.
Outlander
W - Dark Cleave:
This was akin to Berserker's Soul Stealer ability. Helpful; not prioritized. This should make it a lot more fun to use.
Damage on unit kill: 5/10/15/20/25 + (10% strength) >> 10/20/30/40/50 + (20% strength).
Base heal on unit kill: 5/10/15/20/25 >> 10/20/30/40/50.
Sniper
E - Full-Auto:
More attack speed. This makes it valuable to rank up again outside of cooldown. Sniper deserves to gun-down bad guys, and needed a friendly nudge back to attacking.
Attack speed bonus: 100% >> 100/125/150/175/200%.
Goblin Mech
W - Armor Breaker:
Earlier use-cases with higher base armor shred. Perhaps even a good investment and a solid ability now.
Armor shred: 1/2/3/4/5 >> 3/4/5/6/7.
Berserker
Q - Berserk:
This was a no-brainer. The guy deserves to play the game, even if he is punished. The extra 5 health from the healing buff isn't enough to off-set the 45% damage increase at rank 1 here. So it's being flattened.
Attack speed: 50/70/90/110/130% >> 60/80/100/120/140%.
Vulnerability: 45/40/35/30/25% >> 25% at all ranks
E - Soul Stealer:
Build damage. Do it.
Lifesteal: 8/12/16/20/24% >> 10/15/20/25/30%.
Pulverizer
E - Hunker Down:
This is just a touch-up. Pulverizer deserves to heal but he also deserves to get pwned sometimes.
Base healing per rank: 4/8/12/16/20 [2/4/6/8/10 for non-heroes] >> 3/6/9/12/15 [1/2/3/4/5 for non-heroes].
Dark Magician
Q - Acid Flask:
Armor shred no longer scales with intelligence. Intelligence damage decreased. This should still give him plenty of armor-shred power, but it will cap out a lot quicker and be less oppressive.
Armor shred: 3/5/7/9/11.
Intelligence scaling: 90% >>75%.
Boilmaster
E - Rot Touch:
Armor shred no longer scales with agility. This leads to stronger early game effectiveness, but weaker late game shred totals.
Armor shred: 5/6/7/8/9.
Storm Stomper
R - Lightning Storm:
R damage pivoted from current health reliant to intelligence reliant.
Current health damage: 6/9/12% >> 5/7/9%.
Intelligence damage: 12% >> 12/15/18%.
Goblin Technomancer
E - Lightning Orb:
Now only reduces cooldown on an actual hit, and strikes a bit faster.
Strikes every 2/3 second rather than each second.
Stalwart
W - Momentum:
Maximum speed now depends on W rank. Stalwart was just too quick too often. This will present a barrier of entry and make him choose between W and Q when levelling up.
Base movespeed cap 520 >> 340.
Gains 40 movespeed cap per rank, max 500.
Psycho Mammoth
R - Ice Age:
This ability was just an un-fun "no" button. Reducing the timing and letting it happen more frequently should help the mammoth out, as well as his enemies.
Base stun duration 3 >> 1 second.
Stun duration per rank 0 >> 0.5 second.
Cooldown 150 >> 120.
Dwarven Battle Engine
Splash damage reduced from 100% >> 25%.
Shock Jockey
R - Shock Barrage:
This just sounded like a fun change.
Refunds 5% mana drain when hitting a hero with a charge.
Gluptuous Gump
Casting animation sped up.
Attack range increased by 22.
Blightfang
Now announces when killed.
No longer able to kill itself with splash damage.
Towers
Pulverizer Special: Towers were dying too quickly to solo-siege attacks. Minions are required to kill the enemy base; this change enforces that.
All towers now have 35 base armor.
Minions all have a siege ability that gives towers -30 armor while they are within 600 range.
Patch Notes May 11 2025
Ancient Troll
Ancient is Right: The stupid troll never dies, of course he's ancient.
W - Spirit Drain:
Healing set to 4% missing health at all ranks.Â
Dwarven Battle Engine
Fabled Mechanics: The engine was an issue for a long time; he may lose the occasional scaling match, but more often than not he chooses when he wins or loses. No longer! His late game damage has been reduced to better match his fantasy. His healing and base damage are lower to add a little bit of difficulty in ending the game.
Hero Stats:
Base damage decreased by 14.
Item - Engine Parts:
Damage per level decreased from 10 to 5.
Q - Big Gun:Â
Reload healing reduced to 2% max health at all ranks.
E - Minigun:Â
This ability needed the most changes. The battle engine relies on this ability to dish out the pain, and time and time again it is too easy to use.
Base damage decreased to 2.
Damage per rank reduced from 3 to 2.
Strength scaling per missile decreased from 10% to 8% (400% total to 320%).
Launches 40 bullets in a cone over 4 seconds. Each bullet deals 2/4/6/8/10 + (10% intelligence) + (8% strength) damage to the first target hit. 12/11.5/11/10.5/10 second cooldown. 100 mana cost.
Shock Jockey
Stunning Change: The Jock' needs a little help. Not performing up to snuff just yet!
E - Siphon Charge:
Slow increased by 5% per rank.
Deadbolt
Armed and Dangerous: Pivoted Deadbolt's early poke damage over to his real poke ability - E. It deals a lot of damage. The stun never worked, so that's just the de-facto now. But more damage.
E - Trebuchet:
Renamed, stun removed. This ability is a huge damage bonus and should help Deadbolt lean into a bully role without making his pattern oppressive.
Base damage increased by 20.
Damage per rank increased by 10.
Q - Flamesplatter:
Damage decreased by 10 per rank.
Scaling damage decreased from 10% to 6% per rank.Â
Base scaling increased from 50% to 60%.
Gluptuous Gump
Q - Demon Fire:
Cooldown set to 3 seconds at all ranks. IYKYK.
Sting
No longer deals double damage to structures.
Ward Pack
Duration decreased to 60 seconds.
Scrying Chapter
Ward range increased to 2000. Duration increased to 60 seconds.
Ward no longer has healing aura.
Minions
Speed decreased to 240.
This should slow the minion wave and make it easier to keep up with after assisting your teammate. You do that, right? Right?
Patch Notes April 22 2025
Stalwart
Lich-Killer: Stalwart did not feel fun to play against. All of his damage is AoE except for his right-click ability that lets him run at mach-10. His ultimate covered the entire screen with hammers. The only counter-play was to sit in the eye of the storm - which didn't always work. Additionally, his E - Hammer Spray removed armor when he didn't need it. This change increases his damage, but spreads it out over a longer period of time.Â
E - Hammer Spray:Â
No longer removes armor.
Mana cost increased by 25 per level.
R - Rapture (Rework): The hero slams the earth, slowing nearby enemies to a crawl for 3 seconds. A large ring of hammers surround the hero for 6 seconds, dealing 20/40/60 + (33% agility) damage each second to enemies struck by them. 100/90/80 second cooldown. 100/150/200 mana cost.
Boilmaster
Nasty Faeries: Rot Touch was not good so it was buffed. Now it works too well. The armor shred is enough when working in tandem with an ally. Removing the damage will keep our slippery friend feeling slippery and rotten rather than smacky and rude. To compensate, Plague Harpoon now pulls enemies through walls and other units.
Q - Plague Harpoon:Â
Now pulls enemies through walls, trees, and other units.
E - Rot Touch (Rework):Â
No longer deals bonus damage on hit.
Grabbledar
What have I Done?: Grabbledar is a special guy. He gets special treatment. In this case - a nerf that cuts his primary damaging ability significantly.
W - Garnished:Â
Damage per level decreased by 10.Â
Base damage decreased by 10.
Darkbow
Simple As: Wraith? More wraiths. That's it. Evil summons that hunt and kill.Â
E - Evil Tidings: A wraith remains to haunt if the initial cast kills a non-hero, or hits a hero.
Wraiths last 4 seconds and have (80% intelligence) health and attack two times each second for (12% intelligence) damage.
Ward Pack
Ward vision reduced to 600. Ward no longer invisible. Ward health increased to 300; armor increased to 10.
Scrying Chapter
Bonus health reduced from 400 to 300. Intelligence reduced from 70 to 50.
Ward vision reduced to 600. Ward no longer invisible. Ward health increased to 500; armor increased to 10.
Ward now grants an Aura that heals all nearby allies for 1% of their maximum health each second. Lasts 30 seconds. 30 second cooldown.
Patch Notes April 13 2025
Dark Magician
Vanishing Act: Chunking 50 points of armor for 70% damage increase from all sources is a little crazy. Tuning back the duration and total shred to make it a window of opportunity will keep the coordinated power, but reduce the overall oppressiveness.
Q - Acid Flask:
Armor shred scaling: 5% intelligence >> 3% intelligence.
Armor shred duration: 3 seconds >> 2 seconds.
Dwarven Battle Engine
New Rims: The battle engine needed a tune-up. Nothing major, just a quality of life change that will help him navigate the map later without getting stuck on some goober in his way.
R - Hot Wheels:
Now allows the battle engine to actually move through units when cast.
Boilmaster
Rotten Ability: Rot Touch is not a great ability, and it doesn't work with how Boilmaster wants to play the game. As an assassin, a DPS team-buff that scales with personal damage for stats is not wonderful. This change makes Boilmaster a deeper threat and adds some deadliness to his Harpoon.
E - Rot Touch (Rework): The hero sprints, gaining 12/18/24/30/36% movement speed for 2 seconds. His next attack within this time deals 30/60/90/120/150 + (50% agility) bonus damage and shreds armor by (2% agility) for 3 seconds. 6 second cooldown. 75 mana cost.
Deadbolt
Chumps: No comment here. Just wanted to make it deal more damage to targets with higher armor.
Q - Flamesplatter:
Target armor scaling: 5 x armor >> 10 x armor
Rustmoan MaskÂ
Max health damage: 1% >> 2%
Soul Token cost: 42 >>30
Gem of Striding
Soul Token cost: 15 >> 30
The Monsters: Right now, killing the Speed Camp, Wolves, Speed Camp, and then the Northern Warriors grants 15 soul tokens and 800 gold. This is the gold standard clear at the moment; and it enables the purchase of the strong Amulet of Ages item to gain even more gold generation. The ability to secure last hits is not inhibited by other minions, or punishable by enemy players. It is too safe for too many characters.
Monster damage increased by 1 point.
Monster gold bounties reduced by 5-10.
New monster: The Northern Razorback. A tough monster that grants a sizeable bounty when slain. It attacks quickly and reduces armor on each hit - making it risky to take!
1200 HP and 5 armor, 2 ranged attacks every 3 seconds (reduces armor by 1 for 3 seconds), 100 gold and 3 soul token bounty.Â
Respawns 90 seconds after being slain.
The Towers: Right now, it's hard to flank and players get punished for entering lanes to ambush.
First towers have been pushed back a tad. Players are forced to step further forward to farm and push.
Castle ultra-towers have been doubled and moved to flank the store.
Regeneration around the spawn has been limited to ally-only.
Northern Zone: Just some simple re-organizing.
A new cubby for the Northern Razorback has been added to the north of the zone.
The ramps allowing access have been expanded and made congruent for both sides.
Patch Notes April 9 2025
New Hero! Deadbolt
Deadbolt is a rapid attacking and confrontational hero who has an easy time fighting on his own terms. He gathers extra gold and is able to melt through armor later in the game as a strong debuffer. On-hit items serve him very well, as he does not need attack speed. Additionally, he enjoys survivability and will need mana restoration methods to stay on the map. Due to his AoE with Flamesplatter and quick attacks, he is capable as any part of a team.
Q - Flamesplatter: The hero shoots a close-range burst of fire from his crossbow, launching him backward and dealing 60/100/140/180/220 + (50/60/70/80/90% strength) + (5 x target armor) damage. 4 second cooldown. 60 mana cost.
W - Sneak-a-boo: The hero becomes invisible, and moves 10/15/20/25/30% faster for 1 second. 8/7.5/7/6.5/6 second cooldown. 100 mana cost.
E - Net Shot: The hero fires a weighted net from his crossbow, dealing 50/75/100/125/150 + (100% strength) damage and stunning the first hero hit for 1.5 seconds. 18/17/16/15/14 second cooldown. 100 mana cost.
R - Gold Touched: Nearby enemies receive -1/3/5/7 armor. Attacking an enemy grants 1/3/5/7 additional gold. Starts with 1 level in this ability.
New Hero! Darkbow
Darkbow is a scaling hero, with the potential to deal tons of damage. Has a unique attack pattern that allows her to dish out a rapid number of attacks in a short span.
Q - Magic Arrows: The hero gains movement speed and attack speed and deals 10/15/20/25/30/35 + (15% intelligence) bonus damage on each attack for the next 6 seconds. During this time, every other attack against the same target deals double bonus damage and reduces their armor by (2% intelligence) for 6 seconds. 12 second cooldown. 100/125/150/175/200/225 mana cost.
W - Arrowstorm: Every 3 attacks, Darkbow unleashes a barrage of 3 rapid attacks.
E - Evil Tidings: The hero summons an evil wraith to damage enemies it passes through. Deals 150/225/300/375/450/525 + (150% intelligence) damage over 2 seconds. 50/47/44/41/38/35 second cooldown, reduced by 5 seconds for each attack.
R - Dodge: Darkbow dodges, becoming untargetable and immune to all damage for 2 seconds. 30/20/10 second cooldown.
Ancient Troll
Sucky sucky: The troll was doing too well when fighting nobody. His potency against monsters is unchanged, but his devious ability to restore all of his missing health in the enemy minion wave has been tuned back harshly.
W - Spirit Drain:
Now only restores 1% missing health against lane minions at all ranks.
Grabbledar
More blades please: Grabbledar hasn't seen play, even after his Rock Lee weights were dropped and he was allowed to both move and attack. If the ability to move and attack didn't entice players, maybe 20 damage will.
W - Garnished:Â
Damage at all ranks increased by 20.
Dark Magician
Around here somewhere: The Dark Magician was perhaps... too dark... Or at least, he was keeping enemies in the dark for far too long. Now, there is a drawback to entering Rat Sneak - slower movement. Additionally, the duration needed to go down. 14 seconds of invisibility on a 16 second cooldown was an idea too early for its time.
E - Rat Sneak:
Invisibility decreased from 6/8/10/12/14 seconds to 6 at all ranks.
After 1 second, the hero turns invisible and moves 10% slower for 6 seconds. 20/19/18/17/16 second cooldown. 60/80/100/120/140 mana cost.
Pulverizer
Infinite Healing: Pulverizer is an anti-carry. However, right now he's too good on his own. His power away from fights needs to be tuned down a little bit, so his survivability is being reduced just a tad.
E - Hunker Down:
Base health restored on hit reduced to 4/8/12/16/20.
Armor Items
Armor items are being spammed and it's no good! Defender, which is intended to serve as a ranger-deterrent, has been repurposed as an all-purpose disinfectant of enemy damage. Arc Hammer enables tanks to deal damage when nearby - and that should be its main purpose. Nerfing the armor on these items will hopefully reduce their general appeal, yet keep their situational power high.
Defender
15 armor >> 12 armor
Arc Hammer
10 armor >> 7 armor
New! - Rustmoan Mask
Another option, forged as an even harsher deterrent to armor stacking and a tool for mage-types to be able to spam their abilities for a bit of harsher poke against the bigger targets who have plenty of survivability and passive regeneration.
Turn a Wizard Staff and a Life Totem into a Rustmoan Mask (42 soul tokens).
+50 Intelligence, +300 health.
Dealing damage to heroes applies Rust to them for 3 seconds. Heroes with Rust take (200% armor) + (1% max hit points) chaos damage each second.
Heavy Stuff: The following changes to armor and health intend to flatten the base survivabilty of all characters. Tanks gain a much smaller percentage of stats as compared to mages, rangers, and assassins here. This is intentional - they need to be slightly more killable, and everyone else needs to be slightly less killable.
Armor
Armor is less effective overall. Total damage reduction effectiveness per point reduced from 4% to 3.3%.
Total resistance at higher levels affected more than at lower levels.
Bonus armor gained per level increased from 0.2 >> 0.25 for all heroes.
Health
Bonus health gained per level increased from 80 >> 100 for all heroes.
Patch Notes March 27 2025
New Hero! Shock Trooper
Shock Trooper is a ranged bully-carry. Each attack, he gains charge (mana). After 5 seconds not in combat - he starts draining 10% charge each second. Shock Trooper has massive damage output, and superior range. His play pattern is easily punishable, but equally if not more punishing to opponents.
Q - Shock Blast: The hero drains all of his charge to unleash a powerful blast that deals up to 100/200/300/400/500 damage on hit depending on charge, and the same damage over 3 seconds. Slows the target by 30/40/50/60/70% over the same duration. 10/9/8/7/6 second cooldown.
W - Shock and Awe: Each attack critically strikes for double damage, applying on-hit effects twice. Each time the hero attacks, he charges up 9/12/15/18/21/24%. The hero starts with this ability.
E - Shock Step: The Shock Trooper drains all of his charge and gains a short burst of speed. The less charge drained, the longer the cooldown, up to 100/90/80/70/60 seconds.
R - Charge Jump: The Shock Trooper teleports to a target point and gains 30/40/50% charge. 30/25/20 second cooldown.
New - Big Cheese
+100 damage.
New - Dark Crystal
+60 damage, +10% cooldown reduction, +10% lifesteal
Bloodied Axe
New - Executes enemy heroes with less HP than your total strength score.
Scrying Chapter
+50 intelligence >> +70 intelligence
Tome of Power
+80 intelligence >> +100 intelligence
Ultramagic Staff
+200 intelligence >> +250 intelligence
Blightfang
Minion Power: Now grants an aura to the killing heroes that grants nearby minions +15 HP and +15 Max HP each second.
Patch Notes March 22 2025
New Hero! Shock Jockey
Shock Jockey is a melee supporter with a unique mechanic that forces decisions in fights. While attacking and being attacked, she gains charge (mana). After 3 seconds not in combat - she starts draining 10% charge each second. She has strong supportive and de-buffing abilities, as well as a high damage output in sustained fights.
Q - Discharge: The hero drains her charge to deal up to 100/160/220/280/340 + (100% intelligence) damage to all nearby enemies. Deals 4/6/8/10/12% max HP bonus damage when cast at full charge. Each time the hero attacks, she charges up 6/8/10/12/14%. 4/3.5/3/2.5/2 second cooldown.
W - Helping Hand: The hero drains her charge to grant herself and all nearby allies up to 4/6/8/10/12 bonus armor and up to 10/20/30/40/50 + (33% strength) regeneration for 5 seconds. Each time the hero is attacked, she charges up 6/8/10/12/14%. 12/11/10/9/8 second cooldown.
E - Siphon Charge: The hero drains 10/15/20/25/30% max mana from enemies to charge up for the same percentage. Slows by 30/40/50/60/70% and silences those caught in the siphon for 1.5/1.75/2/2.25/2.5 seconds. 20/18/16/14/12 second cooldown.
R - Shock Barrage: The hero launches a barrage of shock blasts in a target direction until she is out of charge. Each blast deals 10/20/30 + (20% intelligence) damage and drains charge by 5%. 1 second cooldown.
Patch Notes March 19 2025
Skeleton Magus
Go my minions: Skeleton's minions die far too easily to everything. They are getting some TLC.
Q - Army of Darkness:
All of the Skeletons gain 5 + (2% intelligence) bonus HP for each level of the hero.
W - Zombie Rising:
Base damage increased from 6 + 2 per level to 8 + 3 per level.
Zombie HP now scales with 25% intelligence.
E - Crippling Ray >> Necrotic Ray:
Allies heal for 30/40/50/60/70% of damage they deal to the target.
Goblin Technomancer
Q - Summon Mini-gob MK1:
Mini-gob attack rate increased from 2 attacks per second to 3.
Mini-gob attacks shifted to melee, movement speed increased.
Gluptuous Gump
Demonic Flare: Our Gluptuous fiend has an ability that just sucks and doesn't work. It has no reliable tell, and often times makes a net neutral impact on the game. Replacing it with a tool that allows him to escape or engage. With that - he will be able to tank a turret and reliably escape. Reducing his E damage is a necessity in order to keep him in-check.
New! W - Gump Jump:Â
The Gump instantly moves through time and space, arriving at his next destination. 12/11/10/9/8 second cooldown. 50 mana cost.
E - Retaliate:Â
Now stores half of all damage taken, rather than the full amount.
Boilmaster
Stink and Rot: Boilmaster is fun - when he is allowed to be silly and use his harpoon. This change should allow him to use his harpoon and encourage him to use his team buffs and poison damage more.
R - Warts and Boils:
Poison now lowers the cooldown of Plague Harpoon - [Q] by 1 second (.25 for non-heroes) each second.
Outlander
Baussen's Law: Outlander deserves to deal tons of damage. The problem then is that he can clear the minion wave at minimal cost, and punish anyone who tries to stop him - and he can reliably do it. This change is intended to keep him strong but reduce his ability to proxy minion waves and stall out games that should be over.
Q - Torrent of Blood:
Deals 66% damage to lane minions and summons.
Pulverizer
Q - Get Over Here:
Now pulls a little bit better and more consistently.
Stalwart
E - Hammer Spray:
Now shreds 1/2/3/4/5 + (2% agility) armor for 3 seconds.
Attack Speed
Too damn quick: Attack speed is a constant problem. This nerf is across the board to all attack speed items, hoping to limit the oppressive right-click meta by cutting off the power granted by items.
Wirt Dagger
Attack speed reduced from 75% to 50%.Â
Now grants 10 movement speed.
Bleeder
Attack speed reduced from 50% to 25%.Â
On-hit damage increased from 6% (4% ranged) to 8% (6% ranged).
Max damage to monsters capped at 120 (100 ranged).
Lion Claws
Attack speed reduced from 30% to 20%.
Dagger of Speed
Attack speed reduced from 25% to 15%.
Blightfang
Get it over with: Blightfang is a new massive tier monster that spawns every 5 minutes in the darker, more dangerous southern forest. Killing Blightfang should give your team everything they need to end the game for 2 minutes.
When killed, your team gains the following bonuses for 2 minutes:
+25 Health regen/second
+15 Mana regen/second
+2 gold/second
+5 armor
Additionally, your team gains a +150 gold bounty.
The Northern Zone
The Northern Zone now sits on a cliff that overlooks the lane. It is only accessible via ramps to the east and west, or by abilities that move or teleport heroes.
The Mana Fountain
The fountain is removed. Now, allied magic minions grant the same mana regeneration buff.
The Southern Towers
Removed. Gone. These were only to stop and prevent leads from getting out of hand by protecting the jungle. Instead they became another late-game objective only accessible to a few heroes who were able to kill them. Protect your own jungle.
Patch Notes February 25 2025
Hero Changes
Warden
Absolute Evil: Warden is way too strong. She has limited counter-play outside of a few defensive items. The buff is being reverted.
R - Shadow Walk:
Attacking to leave invisibility no longer ignores armor.
New hero: Death Knight!
Death Knight is a melee intelligence caster with massive damage output. His abilities work together to keep him extremely mobile and a constant threat on the map. He is best when given room to grow and works well as a fighter-type. Enemies will find that he is difficult to punish, but is forced to be on the offensive.
Q - Dark Rift: The hero creates a Dark Rift at the target point, and gains access to Dark Jump. 60/80/100/120/140 mana cost.
Q - Dark Jump: The hero teleports to his Dark Rift, and gains access to Dark Rift. 30/27/24/21/18 second cooldown.
W - Shadow Lance: The hero charges forward, dealing 75/100/125/150/175 + (70/80/90/100/110% intelligence) to enemies in his path. Restores 10/20/30/40/50 + (10% strength) hit points and lowers the cooldown of Apocalypse by 5 seconds for each enemy struck. 100 mana cost. 16/14/12/10/8 second cooldown.
E - Foul Whip: The hero whips his steed, gaining 50% movement speed for 2 seconds. His next attack deals 15/20/25/30/35 + (25% intelligence) bonus damage and halves the remaining cooldown of Shadow Lance. 20/30/40/50/60 mana cost. 4/3.25/2.5/1.75/1 second cooldown.
R - Apocalypse: The hero rushes towards any target enemy, no matter the distance, dealing 100/200/300 + (80/100/120% intelligence) damage to all nearby enemies upon arrival and refreshing the cooldown of Shadow Lance. For 5 seconds, the hero gains 3/6/9 + (5% intelligence) armor. 150/125/100 second cooldown.
Ancient Troll
The troll was doing too well into damaging compositions. Elongating the cooldown of his main survivability from 1.5 -> 2 seconds.
W – Spirit Drain: The hero saps all nearby enemies, dealing 20/40/60/80/100 + (30% intelligence) + (20% strength) damage and restoring 2/3/4/5/6% missing health per unit sapped. Deals 60/70/80/90/100% critical damage to targets with less than half health. 70/90/110/130/150 mana cost. 2 second cooldown.
Valentine's Update February 14 2025
Hero Changes
Drok
Deserving of Love: Drok is the first character of KBBA. Over the 11+ years of updates, he's been changed a fair number of times. This time, it's to push him into his own identity: a mobile tank that gets in and dishes out the hurt to attackers.
Q - Drok Roll:
Now grants Drok 1/2/3/4/5 + (10% strength) armor for 5 seconds after the blast.
Mana cost reduced to 70 at all ranks.
E - Drok Throw:
Damage increased to 100/140/180/220/260 + (50% strength) + (50/100/150/200/250% armor)
New! R - Stone Call:
Two part ability to firstly unlock a new damage outlet, and second to provide a heavy disruption option against enemies.
[Passive] - Attacking enemies take 5/10/15 + (6/8/10% strength) + (50/75/100% armor) damage.
[Active] - Drok sends out waves of dominance for 4 seconds, commanding nearby enemies to attack him. 90/80/70 second cooldown. 100 mana cost.
Warden
Good Kisser: Warden has stayed on the curve for assassins. However, she has limited single target damage compared to others. She is getting a better way to deal with single targets, by stripping them down.
R - Shadow Walk:
Attacking to leave invisibility deals (120% agility) bonus damage, ignoring armor.
Item Changes
Arc Hammer
Gimme a Kiss: Tanks have plenty of strength outlets. They need some durability to match the armor shred available to attackers and assassins. Armor is a stat that will help (most of) them more than strength. Arc Hammer is losing strength in favor of armor.
Grants 400 hit points, 10 armor. After casting an ability, deal 5 + (150% armor) damage to nearby enemies. Restore damage dealt this way as hit points.
Beak of Transmutation
Spread the Love: This change is aimed at making the non-lane safer and more reliable for tanks, while not changing the early clear potential of anyone. Right now, speed-clearing is rewarded most, and slow-clearing is punished heavily. This should weigh that scale slightly by making speed-clearing more costly by removing instant-access to mana, but rather granting it at a durability cost.
No longer restores 15 health and 10 mana after attacking a non-minion.
When attacked by a non-minion, restores 4 health and 2 mana, and deals 5 damage.
System Changes
Jungle Monsters
Growing Old: The current system of monster spawning is too boring, and doesn't evolve as the game progresses. Now, the monster camps will be more punishing as the game goes on, and less of an easy avenue to gold and soul tokens.
Wolves: Now spawn as one Giant Wolf after 10 minutes, which attacks quickly, and has increased health, armor, and damage. The Giant Wolf is supposed to hurt - but it is more rewarding.
Northern Warriors: One of the three now spawns as the Chief after 10 minutes, which has increased health, armor, and damage. The Chief ignores armor when dealing damage, and has a hefty bounty on his head.
Patch Notes January 31 2025
Hero Changes
Dark Magician
Mage Update: Q base damage increased by 30 at max rank, intelligence scaling increased from 75% to 90%. Armor shred now has a base modifier upon rank-up as well.
Q - Acid Flask: Throws acid which deals 60/90/120/150/180 + (90% intelligence) damage in a medium area and reduces the armor of each unit hit by 1/2/3/4/5 + (5% intelligence) for 3 seconds. Each hero hit reduces the cooldown of Princess Curse by 5 seconds. 8/7/6/5/4 second cooldown. 80/90/100/110/120 mana cost.
Boilmaster
Mage Update: Q agility scaling increased from 100% to 125%. Ultimate on-hit damage increased, agility scaling increased from 18% to 30%. Ultimate passive based damage increased by 20/40/60/80. Ultimate on-hit no longer delays cooldowns.
Q – Plague Harpoon: Launches a harpoon that pulls the first unit hit back to the Boilmaster. The harpoon deals 90/120/150/180/210 + (125% agility) damage and stuns the target for 1 second. 100 mana cost. 20/18/16/14/12 second cooldown.
R – Warts and Boils: Two part passive ability. The hero starts with this ability.
Boils: Each attack deals 5/10/15/20 + 10% agility damage each second for 3 seconds.
Warts: When the hero takes damage that would reduce him to 75%, 50% and 25% hit points, he releases a toxic cloud and refreshes the cooldown of his W – Slip and Slide. The toxic cloud deals 50/100/150/200 + (25/50/75/100% strength) damage.
Goblin Mech
Mage Update: Q base damage increased by 25 at all levels. Q scaling increased to 50% for intelligence and strength from 30%. R intelligence scaling increased to 125% from 100%.
Q – Sawtooth Shuriken: Launch a giant saw blade, dealing 50/75/100/125/150 + (50% intelligence) + (50% strength) damage. Cuts down trees it passes by. On the way back, it pulls all enemies with it. 14/13/12/11/10 second cooldown. 100/110/120/130/140 mana cost.
R – Flame Cannon: Fires a heat wave, dealing 100/200/300 + (125% intelligence) + (10% max HP) damage to enemies and launching them back. 95/85/75 second cooldown. 150 mana cost.
Pulverizer
Mage Update: Q exhaust damage scaling increased by 10% at each rank. W exhaust effect now heals. Fixed a bug where Pulverizer was always using Exhaust whenever he cast a spell.
Q – Get over here: The hero sends a shockwave through the ground, dealing 50/70/90/110/130 + (80% strength) damage and pulling units in. Exhaust bonus: (60/70/80/90/100% strength) damage. 8 second cooldown.
W – Pulverize: Slam the ground, stunning and pushing all enemy units away. Deals 30/60/90/120/150 + (75% strength) + 10% current health damage. Exhaust - deal 10% missing health bonus damage, heal for damage dealt this way. 12/11/10/9/8 second cooldown.
New hero: The Gluptuous Gump!
[Item - Ankh of Greed] Every time he kills an enemy, he gains greed rather than gold and soul tokens.1 greed for a minion or monster, 10 greed for an ogre, and 20 greed for a hero. Every 10 seconds, the Gump gains 1 gold for each greed, and 1 soul token for every 20 greed. Greed caps at 100.
Q - Demon Fire: The Gump launches a fireball that damages and stuns one target for 0.3 seconds. If it kills the target, the Gump gains 1/2/3/4/5 damage permanently. Deals 30/45/60/75/90 + (100% base damage). 8/7/6/5/4 second cooldown. 60/70/80/90/100 mana cost.
W - Gump Jump: The Gump channels and swaps places with a hero after 2 seconds. They swap again after another 2 seconds. 25/22/19/16/13 second cooldown. 100 mana cost.
E - Retaliate: The Gump marks one target, and stores all damage taken for 5 seconds. After 5 seconds, if the Gump is still alive, he unleashes that amount against the marked target. 25/22/19/16/13 second cooldown. 100 mana cost.
R - Dark Deal: The Gump cashes in his Greed. He deals (1/2/3% of agility, intelligence, strength, and base damage) damage to all nearby enemies for each point of Greed. 200 mana cost.
Item Changes
Staff of Magic - reworked into Ultramagic Staff
Mage Update: Mages need ways to achieve a capstone outside of stalling the game. This item gives massive power to heroes who have an intelligence scaling ultimate, and takeaway a non-skillful invulnerability option.
Combine a Wizard Staff and a Wizard Staff and a Soulkeeper into an Ultramagic Staff.
+200 intelligence. Casting a spell grants +20 intelligence for 5 seconds.
Bone Shadows
Reduced hit points by 100 and damage by 20.Â
+400 hit points, +300 mana, +50 damage
Viper Blade
Reduced damage by 20.
+50 damage. Deal 50% base damage (40% ranged) bonus damage to enemies below 50% (40% ranged) hit points.
Patch Notes January 21 2025
System Changes
Hero kills now grant: 300 - (50 x Punitive Score) gold and 10 - (Punitive Score) soul tokens to all allies.
The more kills you have, the lower your score, making your death more rewarding. The opposite goes for deaths.
Punitive Score increases by 1 upon death, up to a maximum of 3 (150 gold).
Punitive Score decreases by 1 upon hero kill, ogre kill, and tower kill.
If killed for more than basic gold, the Punitive Score resets.
Towers now deal 5% missing HP damage to heroes, rather than 8% current HP. Tower damage now ramps up and punishes dives much more consistently.
Hero Changes
Sniper
Q - Gun Blast: Intelligence scaling increased from 50% to 80%.
King of Graves
Q - Multishot: Base damage increased by 25. Agility scaling added at 50%. No longer multi-hits. Projectiles now go through their primary targets. Each target can be hit by the ability once.
Outlander
W - Dark Cleave [Passive]
The hero plays without upgrading this ability. It should not be a supplementary bonus, but a real part of the kit to play around. Outlander can now earn a small amount of healing and a better cleave effect.
New: Killing an enemy deals 5/10/15/20/25 + (10% strength) area damage and heals the hero for 5/10/15/20/25 + (1% max HP).
Patch Notes January 8 2025 - Amended for micro-patch January 10 2025
Item Changes
Multiple item changes to nudge a bit of power towards ability casts.
Forgebane: Attacking structures deals 30% (15% ranged) strength bonus siege damage.
Burning Heart is now Gem of Striding: +100 strength, +30 movement speed.
Arc Hammer: Casting an ability deals (10% strength) damage to nearby enemies, and heals for the damage dealt.
Defender: Reflect 150% armor + (10% strength) back at the attacker when being attacked.
Immortal Crown: Gain +2 armor for 4 seconds on ability cast. Heal for 2% of maximum Hit Points on ability cast.
Life Idol: Restore 2% missing health each second. Gain +3 health per kill (+5 strength for hero kill).Â
Energy Wand: Casting a spell saps 10% of maximum mana. Damaging an enemy deals 50 + (50% intelligence) damage to all nearby enemies. 15 second cooldown.
Bleeder: Deal 6(4% for ranged)% of the target's current health as bonus damage on each attack and heal for half that amount.Â
New Item - Spider Ring: Builds from Runed Claws, Runed Claws, and a Drain Scale. Costs 15 Soul Tokens. +30 agility. +20 agility on hero kill, all agility gained this way is lost upon death.
Amulet of Ages: no longer requires a Ring of Lords. Soul token cost decreased from 30 to 15.
System Changes
Before 10 minutes: Tomes always grant non-champion bonuses.
After 10 minutes: Tomes always grant champion bonuses (+1/minute to primary attributes).
Command Minion now spawns every 3 waves - worth 50 gold and 3 soul tokens.
The command minion has higher siege damage, more health, and grants a powerful buff to all allied minions to help them destroy towers.
Towers now only deal %HP damage to heroes - no longer heroes and minions.
The northern monster camps no longer randomly drop Rings.Â
Hero Changes
New Hero: Gordon!
Gordon the gargoyle is an attack based hero that shreds armor and attacks in two forms - one melee and one artillery.
Q - Belfry Bats: Sends a horde of bats to deal 40/60/80/100/120/140 + (70% intelligence) damage to enemies and shred their armor by 2/4/6/8/10/12 for 5 seconds. When Gordon attacks an enemy with shredded armor, he deals (20% intelligence) bonus damage. 12/11/10/9/8/7 second cooldown. 100 mana cost.
W - Ambush: The hero becomes invisible after 1 second without action. While not visible to the enemy team, the hero regenerates 2/3/4/5/6/7% missing hit points each second.
E - Grotesque Attack: Attacking slows the target by 10/15/20/25/30/35% for 1 second. Costs 5/10/15/20/25/30 mana per attack.
R - Stone Shape/Gordon Shape: Transforms Gordon into his stone shape, granting him 800 attack range, 8 armor, reduced damage, and significantly faster attack speed. While in stone form, Gordon cannot move.
Sniper
R - Drone Swarm: Launches 20/25/30 drones which seek out enemies and deal 15/20/25 + (15% intelligence) damage. 100/90/80 second cooldown. 150 mana cost.
Patch Notes January 5 2025
Item Changes
Beak of Transmutation
No longer has the transmute ability.
Restores 15 life and 10 mana on attacks against non-minions.
Drain Scale
Cost reduced from 500 to 250 gold.
No longer restores mana on attack.
New - Spell Key
Builds from Spell Tome, Cleaver, and Runed Claws (total cost 1750 gold, 30 soul tokens).
Grants +50 agility, +50 intelligence. After casting an ability, your next attack deals 25 + (20% agility) + (20% intelligence) bonus damage.
System Changes
Monsters now spawn more frequently.
More monsters spawn with each group. Monsters are smaller and deal slightly less damage.
Hero Changes
New Hero: Outlander!
Melee warrior. Expert at dealing damage. His abilities have devastating effects, but they cost health instead of mana.
Q - Torrent of Blood: The hero launches forth a torrent of evil blood, dealing 50/100/150/200/250 + (75% strength) damage to nearby enemies at the expense of 20% his current life. 8/7/6/5/4 second cooldown.
W - Dark Cleave: The hero strikes with such force that 20/40/60/80/100% of their damage strikes through to enemies near the target. Attacking steals 1/1.5/2/2.5/3 armor from the target for 2 seconds.
E - Wild Frenzy: The hero gains 75/100/125/150/175% attack and 20/30/40/50/60% movement speed, and deals 20/40/60/80/100 + (30% strength) damage to himself and nearby enemies each second for 4 seconds. 16/15/14/13/12 second cooldown.
R - Frozen Veins: The hero bellows a wave of frost, damaging enemies and himself for (75% strength) + 15/20/25% missing health. 100/85/70 second cooldown.
Grabbledar
Removed drawbacks from E - Truespindle and R - Scarborough.
Removed cleansing from Q - Lungbath.
Ancient Troll
 Q – Crooked Staff:
The hero lassoes an enemy with his staff, locking them both in place for up to 3 seconds. 100/125/150/175/200 mana cost. 30/28/26/24/22 second cooldown.
W - Spirit Drain:
Mana cost per level decreased from +30 to +20
E – Vine Curl: The hero slams the earth and interrupts nearby enemies. He then wraps himself in thorns to damage attacking enemies. For the next 5 seconds, attacking enemies take 10/20/30/40/50 + (30% strength) damage.Â
Damage increased to 10/20/30/40/50 + (30% strength).
New: Attacks reduce cooldown of Crooked Staff by 2 seconds.
Mana cost reduced to 100 at all levels.
R – Might of the Ancients: Roots erupt from the earth, hurling enemies into the air for 1 second and stunning them for 1.5/2/2.5 seconds. 100/125/150 mana cost. 40/30/20 second cooldown.
Sniper
Q - Gun Blast:
Deals damage in a line. Reduces cooldown by 1 second for each enemy struck.
Cooldown changed from 4 seconds at all levels to 7/6/5/4/3 seconds.
E - Full-Auto:Â
Now grants the hero 100% attack speed for 5 seconds.
Attack swap and lock-out works more reliably and causes less interruption.
R - Cluster Missiles:
Launches missiles to an area, dealing damage each second and stunning enemies hit. Deals 50/100/150 + (50% intelligence) damage per second; 0.25/0.5/0.75 second stun for each direct hit. 100/150/200 mana cost. 100/85/70 second cooldown.
Patch Notes December 29 2024
System Changes
The Northern Zone
Claiming the Zone will reduce enemy structure armor by 3 each time it is claimed.
Lower Towers
Two towers protect your Ogre and Speed camp. They only target enemy heroes.
Tomes of Knowledge
Acolyte
Gain +1 mana regen, +40 mana, +1% cooldown reduction
Champion
Gain +5 agility, +5 intelligence, +5 strengthÂ
Hunter
Gain +0.03 attack speed, +3 attack damage
Outlander
Gain +2 hit point regen, +40 hit points.
Soul Tokens
Killing minions, creeps, and heroes grants soul tokens; extra if they are on a killing spree.
Forest creeps grant one extra soul token to their killer.
Soul tokens are required to upgrade items and complete recipes.
Soul tokens can no longer be spent to summon greater minions.
Hero Changes
New Hero: Delirium
Q – Fae Dust: The hero covers an area with Fae Dust for 5 seconds. The dust slows units inside and deals damage. 10/20/30/40/50 + (20% intelligence) + (2/3/4/5/6% max HP) damage each second. 60/80/100/120/140 mana cost. 14/13/12/11/10 second cooldown.
 W – Illusory Image: Become invisible for 1 second and gain a huge boost of speed. When cast, will create a copy of Delirium. The copy lasts for 8 seconds, and cannot attack or cast abilities. When the copy dies, it covers an area with Fae Dust for 5 seconds. 60 mana cost. 30/26/22/18/14 second cooldown.
 E – Lost: The target moves in the direction they are facing for 1.2/1.4/1.6/1.8/2 seconds. During this time, they are stunned and cannot attack or cast abilities. 80 mana cost. 25/22/19/16/13 second cooldown.
 R – Madness: The hero instantly reflects the positioning of all units and some abilities around her. 100 mana cost. 120/100/80 second cooldown.
Ancient Tree reworked into Ancient Troll
 Q – Draining Roots: The hero saps all nearby enemies, dealing 20/40/60/80/100 + (30% intelligence) + (10% strength) damage and restoring 2/3/4/5/6% missing health per unit sapped. Deals 60% critical damage to targets with less than half health. 70/100/130/160/190 mana cost. 1.5 second cooldown.
W – Might of the Ancients: Roots erupt over 600/700/800/900/1000 units, hurling enemies into the air and stunning them for 1/1.25/1.5/1.75/2 seconds. 100/125/150/175/200 mana cost. 13/12/11/10/9 second cooldown.
E – Vine Curl: The hero slams the earth and stuns nearby enemies for 0.6/0.8/1/1.2/1.4 seconds. He then wraps himself in thorns to damage attacking enemies. For the next 5 seconds, attacking enemies take 10/20/30/40/50 + (20% strength) damage. 100/125/150/175/200 mana cost. 12/11/10/9/8 second cooldown.
R – Tree Ring: Slows all nearby enemies by 50% and summons a ring of trees around the hero. The ring lasts for 5 seconds; enemies inside take 20/40/60 + (20% intelligence) damage each second. The ring erupts at the end of the 5 seconds for an additional 100/200/300 + (100% intelligence) damage. 200 mana cost. 90/75/60 second cooldown.
Dark Magician
Chaos [Passive] - Removed
Q - Acid Flask:
Now shreds 5% intelligence from armor for 3 seconds.
Goblin Technomancer
W - Zap!:
Intelligence scaling reduced from 100% to 90%.
E - Lightning Orb:
Intelligence scaling flattened from 25% > 45% to 25% at all levels.
King of Graves
Q - Multishot:Â
Agility scaling removed. Intelligence scaling increased from 50% to 75% on primary hit.
W - Special Coating:Â
Exploding:Â
Agility scaling removed.
Bloody:Â
Max health damage increased to 5/6/7/8/9%.
Heal increased to 20/40/60/80/100 + 75% intelligence.
Skeleton Magus
E - Crippling Ray:
Mana cost reduced from 100 > 250 to 100 at all levels.
R - Circle of Undeath:
Maximum duration at all levels increased from 3 seconds to 5 seconds.
Sniper
Q - Gun Blast:
Agility scaling removed.
Cooldown changed from 4 seconds at all levels to 7/6/5/4/3 seconds.
Stalwart
Q - Divine Hammer:
Agility scaling corrected across linked abilities.
Agility scaling reduced from 70% to 60%.
Storm Stomper
Q - Storm Orb:
Sends out a ball of lightning, which travels for 2 seconds and explodes.
Enemies in the path of the ball take 50 + (50% intelligence) damage.Â
Enemies in the explosion take 25/75/125/175/225 + (50% intelligence) + (50% strength) damage, and are slowed by 40% for 4 seconds. 14 second cooldown. 100/125/150/175/200 mana cost.
W - Storm Stomp:
Now deals 70/100/130/160/190 + (50% strength) damage.
E - Thunder Herald:
Passive damage increased to 5/10/15/20/25 + (5/10/15/20/25% strength) + (5/10/15/20/25% intelligence) bonus damage on attack.Â
Cooldown reduced by 5 seconds at all ranks to 13/13/12/11/9.
R - Lightning Storm:
Mana cost reduced at higher ranks from 50 > 150 to 50 > 130.
Patch Notes September 4 2024
System Changes
Jungle Camps
Jungle creep damage lowered across the board. Transmute gold shifted slightly.
The Ancient of Wind
Completely removed.
Ogres
Two Ogre Guardians protect the shrines on the bottom half of the map.Â
Once slain, the shrines will be a constant source of Tomes of Knowledge.
Marks >> Tomes
Reworked into the Tome system, which now grant bonuses when picked up. The bonuses are shared with allies as long as the hero picking up the tome has the Beak of Transmutation.
Mark of the Acolyte
Gain +1 mana regen, +40 mana, +1% cooldown reduction
Mark of the Champion
Gain +5 agility, +5 intelligence, +5 strengthÂ
Mark of the Hunter
Gain +0.03 attack speed, +3 attack damage
Mark of the Outlander
Gain +2 hit point regen, +40 hit points, +0.3 armorÂ
Soul Tokens
Killing minions, creeps, and claiming the Northern Zone all grant Soul Tokens.Â
Soul Tokens can be spent to summon greater minions which help lay siege to enemy towers.
Patch Notes August 15 2024
Hero Changes
Psycho Mammoth
E - Psychic Fire:
The hero unleashes a spray of psionic rays from his tusks. The rays deals 30/45/60/75/90 +(5/6/7/8/9% current hit points) + (15/20/25/30/35% intelligence) damage. Enemies can be damaged up to 3 times. 8/7/6/5/4 second cooldown. 50/100/150/200/250 mana cost.
New Hero: Grabbledar
Passive - Cornscramble: Grabbledar's abilities all activate when casting another ability, in order - Q W E R - so long as they are not on cooldown when the initial ability is cast.
Q - Lungbath: The hero lunges forward and gains the ability to move and attack. 6/5/4/3/2 second cooldown. 75 mana cost.
W - Garnished: The hero sends out razors that damage all nearby enemies on the way out and on the way back for 20/40/60/80/100 + (30% agility). The cooldown of this ability increases by 2 seconds for each ability not on cooldown when cast. 10 second cooldown. 100 mana cost.
E - Truespindle: The hero sends out beams in a cone. Enemies take damage based on the number of abilities on cooldown. The hero then loses the ability to attack. Each ability on cooldown adds 10 + (25% intelligence) + (15% agility) damage. 10 second cooldown. 100 mana cost.
R - Scarborough: The hero loses the ability to move, but regains 30/45/60/75/90 + (25% intelligence) hit points. 5 second cooldown. 100 mana cost.
New Hero: Skeleton Magus
His basic attack is intelligence based and deals more damage, but has a longer cooldown.
Q – Army of Darkness: The hero raises 3-6 skeletons. One mage, one fighter, and one archer. They follow the attack orders of the hero. They last for 10 seconds. At level 3 he summons 2 fighters. At level 4 he summons 2 archers. At level 5 he summons 2 mages. 100/150/200/250/300 mana cost. 22/20/18/16/14 second cooldown.
Mage: Deals 10 + (33% intelligence) as chaos damage at ½ attack per second. Has 10% of the hero’s max HP.
Fighter: Deals 10 + (15% intelligence) as normal damage at 1.5 attacks per second. Has 20% of the hero’s max HP.
Archer: Deals 5 + (10% intelligence) as normal damage at 2 attacks per second. Has 15% of the hero’s max HP.
W – Zombie Rising: The hero summons a crowd of zombies in a circle. The zombies will then attack nearby enemy units. The zombies deal 5/7/9/11/13 + (10% intelligence) damage and attack 1 time each second. The zombies have 25% of the hero's max HP and last 4 seconds. 125/150/175/200/225 mana cost. 20/18/16/14/12 second cooldown.
E – Crippling Ray: The hero launches a debilitating beam at an enemy, reducing their damage dealt by 10/15/20/25/30%, and their attack and movement speed by 20/25/30/35/40% for 3 seconds. 100/150/200/250/300 mana cost. 15/14/13/12/11 second cooldown.
R – Terrify: The hero shrieks and wails. All nearby enemies have their attack damage reduced to 0 for 3/4/5 seconds. 200/300/400 mana cost. 120/110/100 cooldown.
Stalwart
R - Rapture: The hero slams the earth, slowing nearby enemies to a crawl for 3 seconds. A large circle of hammers appears around the hero. First, launching towards the center, and then past. Dealing Divine Hammer damage to all enemies struck once before and once after the convergence. 100/90/80 second cooldown. 100/150/200 mana cost.
System Changes
Jungle Respawns
Jungle monsters now correctly check whether they have been slain before respawning.Â
Denying camps is no longer possible.
The Ancient of Wind
The ancient sits in the Northern Zone and becomes active 10 minutes into the match. He can then be killed for a substantial buff to HP, MP, Attack Speed, and all Attributes.
Marks
Heroes can now select Marks in the item shop. Marks will give them permanent stats upon level-up.
Mark of the Acolyte
Each level, gain: +1 mana regen, +40 mana, +1% cooldown reduction
Mark of the Champion
Each level, gain: +4 agility, +4 intelligence, +4 strengthÂ
Mark of the Hunter
Each level, gain: +0.03 attack speed, +3 attack damage, +20 manaÂ
Mark of the Outlander
Each level, gain: +2 hit point regen, +40 hit points, +0.5 armorÂ
Item Nerfs
Life Idol
Removed: Restore 3% missing health on ability cast.
Restore 3% missing health each second reduced to 2% missing health each second.
Patch Notes June 18 2024
Changes
King of Graves
Corrected movement speed and ability placement.
Changed E - Snare Trap: Places a trap which stuns the next enemy to trigger it for 2 seconds. 20/19/18/17/16 second cooldown. 60/80/100/120/140 mana cost.
Berserker
Corrected movement speed and ability placement.
Items
Energy Wand
Combine cost increased from 500 to 750.
Removed: Regenerate 2% max mana each second.
New: Casting an ability saps 10% max mana.
New: Damaging an enemy deals 50 + (25% intelligence) damage to enemies in an area. This effect has a 15 second cooldown.
Immortal Crown
Combine cost increased from 500 to 750.
New: Heal for 3% missing hit points on ability cast.
Soulkeeper
Combine cost reduced from 750 to 500.
All recipes now match icons with their corresponding item.
Buffs
Ancient Tree
Q - Spirit Leech:
Mana cost reduced from 30/40/50/60/70 mana each second + 15/20/25/30/35 additional mana for each second it is active, to 20/30/40/50/60 mana each second + 10/15/20/25/30 additional mana for each second it is active.
Psycho Mammoth
Q - Stampede:
Damage increased from 50% of strength + intelligence to 75% of strength + intelligence.
Damage per second increased from 5/10/15/20/25 + (5% strength) to 10/20/30/40/50 + (10% strength).
Nerfs
Agility
Agility no longer gives .001 base attack speed.
Patch Notes June 16 2024
Buffs
Technomancer
Q - Summon Mini-Gob MK1:
Base damage increased from 5/10/15/20/25 to 10/20/30/40/50.Â
Number of attacks increased from 5 at all levels to 5/6/7/8/9.
Attack speed of Mini-Gob increased from .5 to .33.
E - Lightning Orb:
Base damage increased from 10/20/30/40/50 to 20/30/40/50/60.
Intelligence damage increased from 20% at all levels to 25/30/35/40/45%.
Correctly identifies the Technomancer upon first case to grant Zap! cooldown refunds.
R - Overdrive:
Attack speed increased from 100% to 100/150/200%.
Movement speed increased from 25% to 30/35/40%.
Regeneration increased from 20% intelligence to 30% intelligence.
Pulverizer
Q - Rolling Boulder:
NEW: Exhaust bonus for casting the ability with full mana.
Exhaust - Deal 50% strength bonus damage.
W - Pulverize:
NEW: Exhaust bonus for casting the ability with full mana.
Exhaust - Deal 10% missing health bonus damage.
E - Hunker down:
Now restores equal health and mana.
Nerfs
Boilmaster
R - Warts and Boils:
Threshold damage decreased from 50/100/150/200 to 30/60/90/120.
Patch Notes June 12 2024
Buffs
Pulverizer
Q - Rolling Boulder:
Base damage increased by 50 at all ranks from 20/40/60/80/100 to 70/90/110/130/150.
Shaman
Q - Claws of the Wild:
Duration increased from 5 to 7 seconds.
New: Consecutive attacks against the same target deal (10% agility) additional damage.
Note - this damage is stacking, and applies on the first consecutive hit: (0%, 10%, 20%, 30% agility...).
R - Breath of the Forest:
Corrected damage numbers. Now display as damage per second rather than 1/2 second.
Clarified control type - movement; not stun.
Stalwart
Q - Divine Hammer:
Now learned automatically at level 1.
Agility scaling increased from 50% to 70%.
E - Hammer Spray:
Renamed from Whirling Iron
The hero summons a storm of hammers to strike around him and deal damage. This ability's damage relies on Divine Hammer. 100 mana cost. 12/10/8/6/4 second cooldown.
R - Rapture:
The hero slams the earth, dealing 100/200/300 + (150% strength) damage to all nearby enemies and slowing them to a crawl for 3 seconds. Any hero killed by this ability grants the Stalwart 1 permanent armor and 100/200/300 additional gold. This ability damages structures. 100/90/80 second cooldown. 100/150/200 mana cost.
Item Changes
Stuff Doll
Price reduced from 400 to 250 gold.
Health Girdle
Price reduced from 400 to 250 gold.Â
Runed Claws
Price reduced from 750 to 500.
Agility reduced from 20 to 15.
Armor shred reduced from 2 to 1.
Amulet of Mana
Price increased from 400 to 500.
Life Totem
Price increased from 400 to 500
Life Idol
Combine price increased from 500 to 750.
Adept Horn
Combine price decreased from 750 to 500.
Agility increased from 60 to 70.
Mana restoration increased from 3% max mana to 5% max mana.
Sting
Combine price decreased from 500 to 250.
Amulet of Ages
Combine price decreased from 750 to 500.
Crystalline Orb
Price decreased from 600 to 500.
Patch Notes June 11 2024
Changes
Monster damage and health reduction. Respawn intervals lengthened.
Central monster health and damage increased. Respawn interval lengthened.
Buffs
Passive gold generation increased from 3 gold to 4 gold per second.
Boilmaster
Q - Plague Harpoon:
Distance increased from 825 to 975.
Damage increased from 30/60/90/120/150 + (50% agility) to 90/120/150/180/210 + (100% agility).
Visual clarity updated to now show harpoon returning after each cast.
Nerfs
Boilmaster
E - Rot Touch:
Attack speed scaling now uses Strength rather than Agility.
Visual clarity updated to now show when the ability is activated.
Patch Notes June 9 2024
Additions
Buffs
Cleaver
Cost reduced from 750 to 500.
Changes
Agility attack speed bonus reduced from .005 per point to .001 per point.
Dagger of Speed
Cost reduced from 600 to 500.
Attack speed bonus reduced from 30% to 25%.
Storm Stomper
Q - Storm Orb:
No longer moves away from the hero as it travels, instead remains straight in the path.
Patch Notes June 7 2024
Changes
Map adjusted to have less backtracking. More open spaces and clear movement.
Northern Zone moved closer to the lane, opened up.
Creep camps moves around.
Attack Priority adjusted for all Zone minions. Tanks will be targeted first, then melee, then ranged. Priority for some heroes has been adjusted. All heroes are last priority (this may have caused some out-of-order targeting from towers and minions previously).
Collecting a Tome of Knowledge with the Beak of Transmutation in your possession now grants the stat bonus across your team.
The Northern Zone
Teams lose 1 control point each second while not in the Zone.
One hero in the Zone generates 1 control point.
Having two heroes in the Zone generates 3 control points.
Killing a hero while the Zone is open grants 10 control points.
Killing a tower now grants 300 gold split between nearby heroes.
Killing a hero now grants 500 gold split between nearby heroes.
Killing a hero from 800+ distance away grants the full gold if there are no nearby heroes.
Buffs
Goblin Technomancer
Q - Summon Mini-gob:
Cooldown changed from 12/11.5/11/10.5/10 to 12/11/10/9/8.
Reduces cooldown of Zap! by 1 second for each enemy in the explosion.
Zap!:
Cooldown reduced from 40 to 35 seconds.
Dark Magician
Changed attack from melee to ranged, changed model.
Q - Acid Flask:
Intelligence scaling increased from 50% to 75%.
W - Princess Curse:
Cooldown changed from 40/38/36/34/32 to 39/36/33/30/27.
R - Vile Combustion:
Intelligence scaling increased from 75% to 100%.
Nerfs
Pulverizer
Q - Rolling Boulder:
Strength scaling decreased from 100% to 80%.
E - Hunker Down:
Strength scaling for armor decreased from 10% to 5%.
R - Bellow:
Duration decreased from 10 seconds to 8 seconds.
Changes
Dwarf Battle Engine
E - Minigun:
Launches 40 bullets rather than 48.
Total possible damage decreased by 24/48/72/96/120.
Bullets travel for 0.4 seconds rather than 0.5.
Cooldown changed from 12 at all ranks to 12/11.5/11/10.5/10.
Storm Stomper
Resolved looping sound bug
Q - Storm Orb:
Now moves away from the hero as it travels. Can be slightly controlled this way.
Brewmaster
Removed visual bugs.
Patch Notes May 27 2024
Sniper's E "Full-Auto" now grants him 200% attack speed for 2 seconds. Afterwards, he loses the ability to attack for 3 seconds. 18/17/16/15/14 second cooldown. 60/80/100/120/140 mana cost.
Patch Notes May 2024
Updated website to match all current hero information.
Reformatted website to display all heroes and their descriptions.
Updated all heroes, implemented a new map, changed all items.
Patch Notes February 2019
created website
updated hero information
working on item and map information
balance changes