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Phantom Assassin: Changelog

Removed abilities [ edit ].

phantom assassin patch notes

  • Removed in 7.31

Version History [ edit ]

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Dota 2 Patch 7.35b nerfs Solar Crest, attempts to save Phantom Assassin from irrelevance  cover image

Dota 2 Patch 7.35b nerfs Solar Crest, attempts to save Phantom Assassin from irrelevance 

Michael Hassall

Michael Hassall

You meme’d too close to the sun – Solar Crest nerfed in patch 7.35b.

‘Twas four nights before Christmas, and while the pub-players were sleeping, Valve unveiled a patch to fix some of the most broken things in Dota 2. In the Dota 2 7.35b patch released late on Dec. 21, Valve released some adjustments to a dozen items and a goodly number of heroes. But the biggest target of nerfs was Solar Crest, an item that had almost entirely made it to meme status

What was wrong with Solar Crest?

Solar Crest, after some questionable buffs in Patch 7.35 had become a staple item on almost every hero in the game. That’s because of its really nice components (Pavise was a good item, and now people had excuse to build it all the time), its incredible +200 Health and +300 Mana, and new barrier.

The meta (or the meme) had become building as many Solar Crests as possible, and unfortunately it was completely viable. Add to this Solar Crests Shine ability grinding bonus move and attack speed, and you could effectively carry the game with a few of these talismans.

The nerfs might not be enough to stop people building Solar Crest (Image via Valve)

But with the release of 7.35b, Solar Crest has been nerfed significantly. With a mana cost now attributed to the active, a reduction in attributes and armor, and the ability to self cast removed, we don’t think this will completely get rid of the Solar Crest meta, but we do think it’s lost a lot of its appeal. We still expect to see a lot of tankier Heroes building this item.

Phantom Assassin saved from death’s door in Dota patch 7.35b

In the highest Elo bracket, Phantom Assassin’s win rate was just 36.9% prior to this patch (Image via Valve)

But it isn’t all nerfs in Dota 2 patch 7.35b, and one suffering Hero has received some much needed life support in the form of a buff of the majority of her abilities. Phantom Assassin, who by some metrics had just a 36% win rate , was given a much needed boost by the patch.

To bolster her strength, her Stifling Dagger, Phantom Strike, Blur, and Fan of Knives were all given increases in numbers, perhaps bringing the character back into relevancy. Still, the Phantom Assassin sufferers from a problem many stealth and deception based heroes do - at higher skill levels, the tricks just won’t work. These changes, however, should give the hero a more viable role in the meta.

(In the highest Elo bracket, Phantom Assassin’s win rate was just 36.9%

Didn’t they forget someone? Lycan still brutally strong

Lycan sat at almost a 70% win rate prior to 7.35b (Image via Valve)

One hero curiously absent from the nerf list was Lycan, who similar to Phantom Assassin, was brutally strong in high Elo. With win-rates pushing 70% in some skill brackets, Lycan was likely a big beneficiary of both Solar Crest, and the changes to Helm of the Dominator which make the item invaluable on the hero. Maybe Valve mixed him up with Beastmaster, who was seemingly catching strays in this patch with some nerfs to his Roar and Boar. 

Well, at least we know what we’re asking King Kringle for on Frostivius - Some Lycan nerfs …and perhaps a Nature’s Prophet buff. For full patch notes, check out the official website .

Stay tuned to  esports .gg for more  Dota 2 news and guides !

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World of Warcraft 7.2.5 Patch Notes

Here are the full patch notes for Patch 7.2.5. 

New Features

Timewalking: the black temple.

The time has come to join a raid of 10-30 adventurers and venture back in time to The Black Temple in Outland. You’ll be scaled to player level 70 and item level 141 on your way into this memorable highlight of the Burning Crusade expansion.

All New Story Scenario

In this new scenario, you’ll use the time-twisting powers of the Bronze Dragonflight to help Chromie prevent her own assassination.

  • The Blood Elves have teamed up with the Ethereal transmogrifiers to put on a grand Azerothian fashion tournament. Compete against five other players to determine who’s the best dresser.
  • A wondrous celebration of all things moonkin is happening in Moonglade. Stop by and see what you can learn!
  • The main auction houses in Orgrimmar and Stormwind have been cleaned out and turned into dance parties for the day. Crowd on in and show some faction pride!
  • The Gnomes: they run.

Pet Battle Dungeon: Deadmines

Something is amiss in the Deadmines and it will take you and your battle pets to put a stop to it. Speak to Breanni in Dalaran to begin the quest. Requires completion of Pet Battle Dungeon: Wailing Caverns.

Darkmoon Faire Rocks

The forsaken band Blight Boar has invaded the Darkmoon Faire! Every hour on the half-hour, the band will rock out with a death metal tune. Battle the Metal Knight to earn achievements, consumables, and a monthly chance at a brutal helm or killer guitar mace.

  • Smart heals such as Wild Growth and Holy Word: Sanctify now favor player targets over non-player targets, regardless of their health.
  • Death Strike damage increased by 10%.
  • Damage of all abilities increased by 15%.
  • Heart Strike damage increased by 10%.
  • Icebound Fortitude is now learned at level 57 (was 65).
  • Death Strike increases the duration of Icebound Fortitude by 2 seconds.
  • Vampiric Blood is now learned at level 60 (was 57).
  • Damage of all abilities increased by 3%.
  • Blast Radius (Artifact trait) now increases damage dealt by Howling Blast by 6% per rank (was 10% per rank).
  • Rime now procs at half the Obliterate rate for Frostscythe.
  • Thronebreaker (Artifact trait) now procs at a half the Obliterate rate for Frostscythe.
  • The damage of all Unholy abilities has been increased by 5%.
  • Dark Arbiter now has a duration of 20 seconds (was 15 seconds).
  • Dark Arbiter’s Val’kyr Strike damage has been reduced by 24%.
  • Death Coil damage increased by 40%.
  • Death Coil now costs 45 runic power (was 35).
  • Death’s Harbinger now gives 2 runes (was 3).
  • Defile damage increased by 38%.
  • Developers’ notes: The random number of Wounds that could drop off your target made the rotation very unpredictable to manage at times, and we're reducing that a bit.
  • Shadow Infusion now reduces Dark Transformation’s cooldown by 7 seconds (was 5 seconds).
  • Sudden Doom now procs 20% slower.
  • Chaos Blades now increase damage done by 30% (was a scaled increase based on Mastery), duration increased to 18 seconds (was 12).
  • Fel Barrage no longer uses charges, and now has a 1 minute cooldown (was a 30-second recharge time). Your damaging abilities now have a chance to reduce the cooldown by 5 seconds.
  • Fel Barrage damage increased by 100%, and now deals damage over 2 seconds (was 1 second).
  • Prepared now generates 100 Fury over 10 seconds (was 40 Fury over 5 seconds).
  • Damage of all abilities, including talents, increased by 15%.
  • Blade Turning redesigned: Parrying an attack increases your Pain generation by 20% for 5 seconds.
  • Demon Spikes can only be extended to a maximum of three times its base duration.
  • Demonic Infusion cooldown reduced to 1.5 minutes (was 2 minutes).
  • Feast of Souls total healing increased by 20%.
  • Fracture now costs 30 Pain (was 20 Pain).
  • Immolation Aura periodic damage increased by an additional 22%.
  • Last Resort will not absorb a killing blow of more than 200% of the player’s maximum health.
  • Lesser Soul Fragment generation from Shear has been increased by 10%.
  • Soul Cleave now costs 25 to 50 Pain (was 30 to 60), and now heals for 6.6 times Attack Power per 25 Pain spent.
  • Spirit Bomb redesigned: Consume all Soul Fragments within 25 yards and then explode, afflicting nearby enemies with Frailty for 20 seconds and damaging them for 3.0x Attack Power fire per fragment. You heal for 20% of all damage you deal to enemies with Frailty.
  • When Demon Spikes is activated and a Demon Spikes buff is already present, the values of the two buffs are now correctly averaged.
  • When Soul Fragments are created that exceed the cap of 5 active fragments, the oldest fragment is now automatically consumed if it is within 60 yards of the Demon Hunter. If it is more than 60 yds from the Demon Hunter, it despawns.
  • Stellar Drift now increases Starfall’s damage by 50% (was 60%).
  • Starsurge damage increased by 11%.
  • Ferocious Bite damage increased by 30%.
  • Soul of the Forest now causes your finishing moves to deal 5% increased damage and grant 5 Energy per combo point.
  • Healing from Frenzied Regeneration and Skysec's Hold is no longer increased by Mastery: Nature's Guardian.
  • Galactic Guardian’s proc rate reduced by 30%.
  • Gore is now also activated by Maul.
  • Ironfur now increases armor by 65% (was 80%).
  • Maul damage increased by 650%, cost increased to 45 Rage (was 20). Maul is now on the global cooldown, and has no self-cooldown (was 3 seconds). Maul damage not increased in PvP.
  • Mark of Ursol removed.
  • Rage generated per melee swing reduced by 14%.
  • Damage of all abilities increased by 25%.
  • The healing done by all Restoration healing spells has been decreased by 4%.
  • Cultivation healing reduced by 16%.
  • Mastery: Harmony now increases the healing done by Mark of Shifting.
  • Play Dead/Wake Up no longer has a maximum range (was 100 yards).
  • All damage dealt by abilities and pets increased by 6%.
  • Dire Beast now has 2 charges baseline.
  • Dire Frenzy now has 2 charges baseline.
  • Aspect of the Wild now reduces the global cooldown of all damaging spells by 0.2 seconds while active.
  • Chimaera Shot’s cooldown increased to 15 seconds (was 9 seconds), damage increased by 100%, and missile speed increased by 25%.
  • Aimed Shot "first attack" bonus is now 50% (was 100%).
  • Aimed Shot damaged increased 55%.
  • Legacy of the Windrunners damage increased by 55%.
  • Patient Sniper bonus reduced to 6% (was 10%).
  • Piercing Shot damage increased by 55%.
  • Unerring Arrows bonus reduced to 3% (was 4%).
  • Developers’ notes: This set of changes preserves the damage of all the abilities while affected by Vulnerable, but substantially reduces the downside of hitting a target without Vulnerable.
  • Sidewinders damage increased by 20%.
  • Dragonsfire Grenade damage increased by 33%.
  • Explosive Trap now has a damage radius of 8 yards (was 5 yards).
  • Warmth of the Phoenix duration increased to 12 seconds (was 10 seconds).
  • Brain Freeze’s delay has been modified so that it’s no longer possible, with Haste, to land two Ice Lances during a single Winter’s Chill.
  • Comet Storm’s missile radius increased to 6 yards (was 4 yards).
  • Cone of Cold damage increased by 170%.
  • Flurry’s tooltip has been updated to reflect that while Brain Freeze is active, Flurry applies Winter’s Chill to the target.
  • Flurry missile speed increased by 11%.
  • Ice Lance missile speed increased by 30%.
  • Thermal Void redesigned: Increases Icy Veins’ duration by 10 seconds. Your Ice Lances against frozen targets extend your Icy Veins by an additional 1 second.
  • Chi Wave healing increased by 73%.
  • Brewmaster passive armor bonus increased to 25% (was 15%), and is now a visible passive trait “Brewmaster’s Balance”, learned at level 10.
  • Blackout Strike's cooldown is no longer affected by Haste.
  • Dragonfire Brew (Artifact trait) now also increases the duration of Breath of Fire by 100%.
  • Hot Blooded (Artifact trait) now reduces damage taken by 1% per rank (was 2%).
  • Ironskin Brew can only be extended to a maximum of three times its base duration.
  • Elusive Dance now increases Purify % by 20% (was 15%).
  • Fortifying Brew increases Stagger % by 10% (was 20%)
  • High Tolerance now grants 8/12/15% Haste (was 5/10/15%).
  • Invoke Niuzao, the Black Ox now deals 50% increased damage.
  • Ironskin Brew increases Stagger by 35% (was 40%).
  • Mastery: Elusive Brawler is now also triggered by hitting with Blackout Strike and Breath of Fire.
  • Purifying Brew now clears 40% of your damage delayed with Stagger (was 50%).
  • Rushing Jade Wind's duration has been increased by 50% for Brewmasters only.
  • Special Delivery proc chance increased to 100% (was 30%), and damage reduced by 70%.
  • Staggered damage cannot exceed 1000% of your maximum health.
  • Purifying Brew clears an additional 1/2/3/4% of the damage delayed by Stagger.
  • All healing spells now do 4% increased healing.
  • Damage of Tiger Palm, Blackout Kick, Rising Sun Kick, and Spinning Crane Kick increased by 14%.
  • Enveloping Mist mana cost reduced by 14%.
  • Essence Font now has a 12 second cooldown and a duration of 8 seconds (was 6 seconds).
  • Essence Font cost reduced by 10%, and direct healing increased by 23%.
  • Essence Font can now be cast while moving.
  • Life Cocoon absorb increased by 35%.
  • Refreshing Jade Wind cost reduced by 30% and duration increased to 9 seconds (was 6 seconds).
  • Refreshing Jade Wind’s cooldown is now reduced by Haste.
  • Refreshing Jade Wind no longer buffs Essence Font.
  • Rising Sun Kick mana cost reduced by 25%.
  • Thunder Focus Tea now causes Essence Font to channel 100% faster.
  • Vivify healing increased by 9% and mana cost reduced by 11%.
  • Damage of most abilities increased by 10%.
  • Hit Combo maximum stacks reduced to 6 (was 8).
  • Invoke Xuen, the White Tiger’s damage reduced by 10%.
  • Fists of Fury’s range increased to 8 yards (was 5) and damage reduced by 20%.
  • Rushing Jade Wind now applies Mark of the Crane to up to 2 (was 4) nearby targets.
  • Spinning Crane Kick’s Mark of the Crane’s damage bonus per target reduced to 40% (was 50%) per target.
  • Repentance and Blinding Light no longer deal damage.
  • Fervent Martyr no longer has a Beacon of Light requirement, now reduces health as well as mana cost of Light of the Martyr, and now reduces mana cost by 25% per stack (was 50%).
  • Light's Hammer cost reduced by 20%.
  • Ardent Defender will not absorb a killing blow of more than 200% of the player’s maximum health.
  • Shield of the Righteous can only be extended to a maximum of three times its base duration.
  • All damage increased by 3.5%.
  • Blessing of the Ashbringer now grants 4% strength (was 2000 strength).
  • Divine Hammer damage reduced by 25%.
  • Power Infusion has been moved to level 100, Purge the Wicked has been moved to level 90, and Clarity of Will has been moved to level 75.
  • Atonement’s duration has been reduced to 15 seconds without the Contrition Talent.
  • Divine Star cost reduced by 20%.
  • Extends the duration of all active Atonements by 7 seconds.
  • Grace now correctly benefits Shadow Covenant.
  • Halo cost reduced by 25%.
  • The Mastery effect for Discipline has been increased by 7%.
  • Power Infusion reduces mana costs by 25% (was 20%).
  • Power Word: Barrier mana cost reduced by 37% and radius increased by 23%.
  • Power Word: Radiance now has 2 charges, an 18-second recharge, and a cast time of 2 seconds (was 2.5 seconds).
  • Power Word: Radiance now heals 5 targets (was 6), and now applies 6 Atonements (was 3) at 60% of normal duration (was 100%).
  • Power Word: Solace damage has been increased by 14%.
  • Plea base mana cost increased by 400%, but no longer costs additional mana per Atonement.
  • Power Word: Shield cost increase by 15%.
  • Purge the Wicked periodic damage increased by 4%.
  • Smite’s absorption effect is increased by 50%.
  • Shadow Covenant moved to level 75, replacing Contrition.
  • Shadow Word: Pain damage increased by 5%.
  • Smite damage increased by 16%.
  • Smite now costs 0.5% of base mana (was 1.0%).
  • Twist of Fate replaces The Penitent at level 15.
  • The Penitent’s effects are now included in Penance.
  • Damage of Holy Fire, Holy Word: Chastise, and Smite increased by 25%.
  • Damage of Holy Nova increased by 14%.
  • Binding Heal cost reduced by 32%.
  • Circle of Healing healing increased by 15% and cost reduced by 40%.
  • Smite damage increased by 11%.
  • Mindbender now generates 8 Insanity per swing (was 4).
  • Shadow Word: Pain damage increased by 10%.
  • Pickpocketing: Griftah in the Hall of Shadows has found a lamp, which may lead the sticky-fingered among you to interesting challenges and great profit.
  • Griftah now sells a selection of items for Coins of Air to his distinguished clientele.
  • Items purchasable with Dingy Iron Coins are now also purchasable with Coins of Air.
  • Damage of all abilities increased by 10%.
  • Agonizing Poison has been removed.
  • Costs 20 Energy, generates 1 Combo Point, 25 second cooldown.
  • Stab your enemy with a toxic blade, dealing [600% Weapon Damage] Nature damage. Your Nature damage abilities against the target are increased by 35% for 9 seconds.
  • Exsanguinate now causes your Bleed effects to bleed out 150% (was 100%) faster.
  • Exsanguinate now costs 25 Energy.
  • Fan of Knives damage increased by 40%.
  • Vendetta now affects Poison Bomb damage.
  • Developers’ notes: Our overall goals here include smoothing out Energy regeneration and reducing the frequency of both resource drought and Energy capping.
  • All damage increased by 8%.
  • Adrenaline Rush Energy regeneration increase reduced to 60% (was 100%). Duration increased to 20 seconds (was 15 seconds).
  • Ambush damage increased by 33%.
  • Combat Potency proc rate increased to 30% (was 20%), and Energy per proc reduced to 10 (was 15).
  • Curse of the Dreadblades (Artifact trait) now works with Ambush.
  • Developers’ notes: The net result of the two Combat Potency and Fortune Strikes changes is that Combat Potency should generate half as much Energy, twice as often.
  • Restless Blades has returned. Finishing moves reduce the remaining cooldown on Adrenaline Rush, Between the Eyes, Sprint, Grappling Hook, Cannonball Barrage, Killing Spree, Marked for Death, Death from Above, Vanish by 0.5 seconds per combo point spent.
  • Slice and Dice now increases attack speed by 125% (was 100%).
  • Developers’ notes: The distribution of the number of buffs you get from Roll the Bones has changed. On average, you will get fewer buffs. Our goal is to significantly reduce the desire to frequently recast Roll the Bones when you get 1 buff.
  • Broadsides now also increases the damage of your combo-point generating abilities by 20%.
  • Buried Treasure increases Energy regeneration by 30% (was 25%).
  • Grand Melee now increases attack speed by 55% (was 50%).
  • True Bearing causes Finishing moves to reduce the cooldown of many abilities by 1.0 seconds (was 2.0 seconds) per combo point.
  • Developers’ notes: Our overall goals are to remove uncontrolled player teleport from the baseline DPS rotation, to reduce the frequency of teleporting in PvP, to allow players to choose between more frequent or more impactful Shadow Dances, which equates to more frequent CC/utility or damage in PvP, to keep the PvE rotation engaging, and to make Symbols of Death more engaging.
  • All damage dealt increased by 20%.
  • Backstab base damage increased by 35%.
  • Backstab damage bonus from being behind the target reduced to 20% (was 30%).
  • Dark Shadow is a new talent at level 90: While Shadow Dance is active, all damage you deal is increased by 30%.
  • Deepening Shadows now causes your finishing moves to reduce the remaining cooldown on Shadow Dance by 1.5 seconds (was 3 seconds) per combo point spent.
  • Energetic Stabbing (Artifact trait) now has an increased proc chance of 50% (was 25%), now refunds 2 Energy per point (was 5), and now also works with Backstab.
  • Enveloping Shadows redesigned. Deepening Shadows reduces the remaining cooldown of Shadow Dance by an additional 1.0 second per combo point spent. Shadow Dance gains 1 additional charge.
  • Etched in Shadow (Artifact trait) is now named Weak Point: Increases the critical strike damage of Backstab and Shadowstrike by 8% per point.
  • Feeding Frenzy (Artifact trait) now lasts for 30 seconds (was 20 seconds).
  • Flickering Shadows (Artifact Trait) redesigned: Now reduces the cooldown of Sprint by 10 seconds and Vanish by 30 seconds.
  • Gloomblade damage increased by 10%.
  • Marked for Death’s cooldown reduced to 40 seconds (was 60 seconds) for Subtlety.
  • Developers’ notes: Pooling energy going into a Shadow Dance has long been the way to play Subtlety, and we’d like to bring that back. This design still gives you more energy for a Shadow Dance, but in a way that allows the Rogue to fully utilize pooling gameplay.
  • Developers’ notes: Further pushes Subtlety away from maintaining Nightblade on all secondary targets and instead into focusing their damage into 1 target. Additionally, gives Nightblade a mechanical interaction with the rest of the core rotation that fulfills the “setup” feel of Subtlety.
  • Premeditation has been removed.
  • Relentless Strikes now causes your finishing moves to generate 6 Energy per combo point spent.
  • Second Shuriken (Artifact trait) damage increased by 200%.
  • Shadow Dance now has 2 charges (was 3), and is no longer on the global cooldown.
  • Shadow Dance’s base duration increased to 4 seconds (was 3 seconds).
  • Shadow Nova (Artifact trait) damage increased by 67%.
  • Shadow’s Whisper (Artifact trait) now increases Energy gain by 8 (was 5).
  • Shadowstep now has 2 charges for Subtlety.
  • Shadowstrike now hits at melee range (was a 15 yard range) and generates 2 combo points (was 1).
  • Shadowstrike, when used while Stealthed, now deals 25% increased damage (was 9%) and teleports you up to 25 yards behind your target. This does not happen while in Shadow Dance or during Subterfuge.
  • Developers’ notes: This aims to remove maintaining Nightblade on every target from your AOE rotation on 4+ targets. Instead, Subtlety will deal increased damage during AOE by focusing it into one target.
  • Shuriken Storm base damage increased by 67%.
  • Sprint now allows Subtlety Rogues to run over water. This is only possible when running forward.
  • Subterfuge’s duration increase to Shadow Dance reduced to 1 second (was 2 seconds).
  • Symbols of Death redesigned. Invoke ancient symbols of power, generating 40 Energy and increasing your damage done by 15% for 10 seconds.
  • The Quiet Knife (Artifact trait) now increases damage dealt by Backstab by 5% (was 3%) per point.
  • Earth Elemental has 600% of the Shaman's armor (was 400%) and 150% HP (was 100%).
  • Earth Elemental has 6% melee crit reduction.
  • Earthquake damage increased by 30%, and no longer gains additional ticks with Haste.
  • Earth Shock damage increased by 20% in non-PvP situations.
  • Storm Elemental’s Wind Gust and Call Lightning damage increased by 25%.
  • Ascendance no longer generates 12 Maelstrom/second, and now reduces the cooldown and cost of Stormstrike by 80%.
  • New level 100 talent, Boulderfist: Rockbiter's recharge time is reduced by 15%. Boulderfist additionally increases Rockbiter damage by 20%.
  • Crash Lightning damage increased by 20%.
  • Earthen Spike now costs 20 Maelstrom (was 0).
  • Earthen Spike damage increased by 25%.
  • Earthen Spike now increases Nature and Physical damage you deal to the target by 30% for 10 seconds (was 15%).
  • Flametongue proc damage increased by 28%.
  • Fury of Air damage increased by 10%.
  • Hailstorm damage increased by 11%.
  • Hot Hand proc rate reduced by 29%.
  • Landslide is now a level 15 talent, replacing Boulderfist.
  • Mastery: Enhanced Elements proc chance bonus reduced by 36%.
  • Rockbiter damage increased by 77%, and now generates 25 Maelstrom (was 20).
  • Rockbiter now has 2 charges, with a recharge time of 6 seconds.
  • Stormbringer now procs from all weapon attacks.
  • Stormstrike cooldown reduced to 15 seconds (was 16 seconds).
  • Tempest redesigned: Stormbringer gives your next Stormstrike 40% increased critical strike chance.
  • Wind Strikes now increases your attack speed by 3% per point (was 10%) for 6 seconds (was 3 seconds).
  • Wind Surge (Artifact trait) now increases damage done by Windfury by 8% per point (was 5%).
  • Windsong now increases your attack speed by 30% (was 35%).
  • Wellspring cost reduced by 43%.
  • All Warlock pets and summons now have the same bounds and combat reach, including the glyphed versions of the base pets.
  • Soul Harvest duration is now 12 seconds + 4 seconds per target, for a maximum of 36 seconds (was 15 seconds + 2 seconds per target, maximum 35 seconds).
  • All spells and pets’ damage increased by 20%.
  • Contagion damage bonus reduced to 15% (was 18%).
  • Agony, Corruption, Unstable Affliction, Seed of Corruption, Phantom Singularity, and Drain Soul deal up to 50% increased damage to enemies below 35% health.
  • Soul Effigy removed.
  • Haunt cooldown reduced to 25 seconds (was 30 seconds), and damage bonus reduced to 15% (was 30%).
  • Malefic Grasp damage bonus reduced to 25% (was 70%).
  • Phantom Singularity moved to level 60 (was level 100).
  • Phantom Singularity cooldown reduced to 40 seconds (was 60 seconds), damage increased by 5%, healing reduced to 20% of damage done (was 30%), and radius reduced to 15 yards (was 25 yards). Now taps targets immediately.
  • Seed of Corruption damage reduced by 20%.
  • Siphon Life moved to level 100 (was level 60).
  • Siphon Life damage increased by 30%, and healing reduced to 60% of damage done (was 100%).
  • Soul Flame damage reduced by 20%.
  • Wrath of Consumption (Artifact trait) damage per stack  reduced to 1% (was 2%).
  • Writhe in Agony now allows Agony to stack up to 15 stacks (was 20).
  • Hand of Gul’dan impact damage increased by 180%.
  • Infernal Furnace (Artifact trait) damage increase per point reduced to 8% (was 10%).
  • Left Hand of Darkness (Artifact trait) now increases the damage of your pet by 2.5% (was 5%) when the Grimoire of Supremacy talent is chosen.
  • Developers’ Notes: Soul Shards are now divided into 10 Soul Shard Fragments for Destruction Warlocks, in order to provide more reliable, granular Soul Shard generation, prevent random overcapping of resources, rein in Soul Shard generation slightly, and reduce the number of Chaos Bolts being cast.
  • All damage increased by 21%.
  • Cataclysm cooldown reduced to 30 seconds (was 45 seconds), cast time reduced to 2.5 seconds (was 3 seconds), and damage reduced by 25%.
  • Channel Demonfire damage increased by 56%, and cooldown increased to 25 seconds (was 15 seconds).
  • Chaos Bolt’s damage increased by 40%, and projectile speed increased by 25%.
  • Chaos Bolt cast from the Chaos Bolt rift now deals 60% increased damage.
  • Conflagrate now generates 5 Soul Shard Fragments (was 1 full Soul Shard/10 Soul Shard Fragments).
  • Conflagrate now generates double resources from hitting a second Havoc target.
  • Dimensional Rift (Artifact trait) now generates 3 Soul Shard Fragments
  • Eradication’s damage bonus increased to 15% (was 12%), and duration increased to 7 seconds (was 6 seconds).
  • Fire and Brimstone now causes Incinerate to generate 1 Soul Shard Fragment per target.
  • Havoc’s duration increased to 10 seconds (was 8 seconds), and cooldown increased to 45 seconds (was 20 seconds).
  • Immolate’s periodic damage has a 50% chance to generate 1 Soul Shard Fragment (was: periodic damage has a 15% chance to generate 1 Soul Shard).
  • Immolate’s periodic damage critical strikes have a 100% chance to generate 1 Soul Shard Fragment (was: periodic damage critical strikes have a 30% chance to generate 1 Soul Shard).
  • Incinerate now generates 2 Soul Shard Fragments, and now generates 3 Soul Shard Fragments on a critical strike.
  • Incinerate’s mana cost reduced by 16%.
  • Rain of Fire’s damage increased by 25%.
  • Reverse Entropy redesigned slightly: Chaos Bolt and Rain of Fire restore 35% of your maximum mana and deal 10% increased damage.
  • Shadowburn now generates 5 Soul Shard Fragments and an additional 5 if the target dies within 5 seconds.
  • Soul Conduit now causes every Soul Shard you spend to have a 15% (was 20%) chance to be refunded.
  • Soulsnatcher (Artifact trait) now causes Chaos Bolt to have a 3% (was 5%) chance per rank to refund 1 Soul Shard.
  • Wreak Havoc now reduces the cooldown of Havoc by 20 seconds, and no longer increases its duration.
  • All abilities damage increased by 10%, in addition to any damage changes below.
  • Auto-attack rage generation increased by 10%. Critical strike auto-attacks now generate 30% bonus Rage (was 50%).
  • The effect of Mastery has been reduced by 20%.
  • Anger Management now spends 20 Rage per 1 second of cooldown reduction (was 10 Rage per 1 second), and now also reduces the cooldown of Bladestorm.
  • Cleave damage increased by 20%.
  • Colossus Smash cooldown reduced to 20 seconds (was 30 seconds), and damage increased by 10%.
  • Dauntless cost reduction is now 10% (was 20%).
  • Deadly Calm now reduces Rage costs during Battle Cry by 75% (was 100%).
  • Execute damage increased by 25%. If the target does not die, 30% of the Rage spent on Execute is refunded.
  • Fervor of Battle is now moved to Level 75.
  • Fervor of Battle damage bonus increased to 80% (was 45%).
  • Focused Rage is now moved to Level 90.
  • Focused Rage now costs 20 Rage (was 15 Rage).
  • In For The Kill is now moved to Level 90, passively causes Colossus Smash to grant you 10% Haste for 8 seconds.
  • In For The Kill now refunds 40 Rage (was 30 Rage).
  • Mortal Strike damage increased by 20%.
  • Opportunity Strikes now causes your extra attacks to generate 5 Rage, with a 0.5 second internal cooldown.
  • Overpower no longer costs Rage, no longer procs from auto-attacks, and may not proc itself.
  • Precise Strikes (Artifact trait) now causes Colossus Smash to increase the critical strike chance of your next Mortal Strike or Execute by 10% per rank.
  • Ravager now generates 7 Rage per tick if it damages at least one enemy, for a maximum of 49 Rage over its duration if every tick deals damage.
  • Rend cost increased to 30 Rage (was 10 Rage).
  • Rend’s first hit now deals 150% weapon damage.
  • Rend’s duration decreased to 8 seconds (was 15 seconds).
  • Rend now deals damage every 2 seconds (was 3 seconds).
  • Rend’s periodic damage has been increased to 2.5x attack power (was 2.4x attack power).
  • Initial hit decreased to 150% weapon damage, down from 280%.
  • Periodic damage increased to 2.5x AP per tick, up from 2.4x AP.
  • Shattered Defenses (Artifact trait) now causes Colossus Smash to increase the damage of your next Mortal Strike or Execute by 60% (was 30%). This effect no longer increases the critical strike chance of Mortal Strike or Execute.
  • Slam damage increased by 35%.
  • Titanic Might now increases the duration of Colossus Smash by 8 seconds (was 16 seconds), and now also reduces the cooldown of Colossus Smash by 8 seconds.
  • Trauma is now moved to Level 45.
  • Trauma is now also activated by Execute.
  • Void Cleave (Artifact trait) damage increased by 100%.
  • Whirlwind damage increased to 90% weapon damage per hit, now costs 30 Rage (was 25 Rage).
  • All damage increased by 5%.
  • Frenzy now lasts 15 seconds (was 10 seconds).
  • Juggernaut (Artifact trait) now lasts 8 seconds (was 6 seconds). Juggernaut can now be activated when an off-hand hit killed the target.
  • Ignore Pain absorb amount increased by 20%
  • Indomitable now increases maximum health by 20% (was 25%) and maximum effect of Ignore Pain by 20% (was 25%).
  • Revenge damage reduced by 12%.
  • Shield Block can only be extended to a maximum of three times its base duration.

Dungeons and Raids

  • Mythic Keystone enemy health and damage now increase by 10% per level (was 8% per level).
  • Mythic Keystones no longer deplete when used. They now downgrade by 1 level if a dungeon is not completed within the time limit.
  • The Mythic Keystone end-of-dungeon reward chest now contains a third item for the group when the dungeon is completed within the time limit.
  • In Mythic Keystone dungeons, beating the timer by a very large margin upgrades the Keystone by 2 or 3 levels instead of just 1, but no longer awards additional loot chests.
  • Clearing Mythic Keystone levels above 15 will have a chance of dropping additional items (roughly one extra item awarded per 3 difficulty levels beyond 15).
  • Added Group Finder activities for Mythic Trial of Valor and Nighthold.
  • Mythic Trial of Valor and Nighthold can now be entered by cross-server groups.
  • Legion Raid bosses now have a new Artifact Power item that drops 100% of the time, once per week, on all difficulties except Raid Finder. Bosses in the newest Raid drop more Artifact Power than older Raids.
  • On Raid Finder difficulty, bosses no longer drop Artifact Power items. Artifact Power is now rewarded once per week at the completion of each Raid Finder wing.

Midsummer Fire Festival

  • The Flame Wardens have constructed new bonfires in Draenor and the Broken Isles.
  • Igneous Flameling (pet) and Set of Matches (toy) can now be purchased with Burning Blossoms.
  • The Frost Lord Ahune is now available to players beginning at level 60, and scales with player level.

Legion Follower equipment that previously granted an Artifact Power item 100% of the time now grants an Artifact Power item of 5x value, 20% of the time.

Heirlooms can now increase to a maximum level of 110. Visit Estelle Gendry in the Undercity or Krom Stoutarm in Ironforge to purchase upgrades, or collect new upgrades during holidays.

  • Heirloom vendors now offer toy items that can be used to teach the flight paths of Kalimdor and Eastern Kingdoms to Azeroth’s adventurers.
  • Draught of Souls effectiveness has been reduced by 40% for Arms and Fury Warriors.
  • Majordomo’s Dinner Bell: The secondary stat buff granted by this trinket now only matches your Well Fed buff if you are a Tank specialization. For non-tanks, the secondary stat is always random.
  • Whispers in the Dark’s casting speed bonus and penalty now scale like a secondary stat.
  • Frost 4-piece: Howling Blast now generates 6 Runic Power (was 8 Runic Power) while Rime is active.
  • Havoc 4-piece: Now increases your Chaos Strike critical strike chance by 8% (was 10%).
  • Beast Mastery 4-piece: Dire Beast/Dire Frenzy nowreduces the cooldown of Bestial Wrath by an additional 4 seconds (was 8 seconds).
  • Marksmanship 2-piece: Every 45 Focus you spend reduces the cooldown of Trueshot by 1 second (was 35 Focus).
  • Survival 2-piece: Flanking Strike now has 2 times the normal chance to trigger Hunting Companion (was 3 times chance).
  • Survival 4-piece: When Mongoose Fury reaches 6 applications, you gain 15% increased damage to all abilities for 10 seconds (was 20%).
  • Fire 4-piece: Hot Streak has a 10% chance to also grant you 15% Haste for 10 seconds (was 20% Haste).
  • Frost 2-piece: Frost Bolt has an 5% increased chance to trigger Brain Freeze (was 10%).
  • Mistweaver 2-piece: Renewing Mist has a 1% increased chance to increase the healing of your next Vivify (was 2%).
  • Protection 4-piece: Shield of the Righteous has a 25% chance to reset the cooldown on Light of the Protector (was 35%).
  • Retribution 2-piece: Your Holy Power spending attacks deal 7% more damage (was 10%).
  • Shadow 4-piece: For 2.5 seconds after activating Voidform, the cooldown on Void Bolt is reduced by 100% (was 4 seconds).
  • Assassination 2-piece: Mutilate also causes the target to Bleed for 20% additional damage over 8 seconds (was 30%).
  • 4-piece: Envenom deals 7% additional damage per Bleed you have on the target (was 10%).
  • Enhancement 2-piece: Stromstrike damage increased 10%.
  • Enhancement 4-piece: Lava Lash has an additional 10% chance to trigger Stormbringer.
  • Elemental 4-piece: Elemental Focus increases damage and healing by an additional 7% (was 10%).
  • Affliction 4-piece: Agony has 1.1 times the normal chance to generate a Soul Shard (was 1.15 times chance).
  • Demonology 4-piece: Dreadstalkers last 2.5 seconds longer (was 4 seconds).
  • Destruction 4-piece: Conflagrate gains an additional charge and has 2 seconds reduced cooldown (was 3 seconds).
  • Arms 4-piece: Increases the duration of Battle Cry by 1 second (was 2 seconds).
  • Fury 4-piece: Increases the duration of your Enrage by 1 second (was 1.5 seconds).
  • Protection 2-piece: You gain 10% (was 20%) increased chance to critically block while Shield Block is active.

Legendary Items

  • Tak'theritrix's Shoulderpads: Your minions’ damage is increased by 40% (was 30%).
  • Achor, the Eternal Hunger: Redesigned. Vengeful Retreat now heals you for 25% of your maximum health and grants 20% leech for 8 seconds.
  • Mo’arg Bionic Stabilizers now increases damage per enemy hit by 25% (was 50%).
  • The Emerald Dreamcatcher: Starsurge reduces the Astral Power cost of your Starsurges by 5 Astral Power (was 7) for 5 seconds (was 3 seconds), stacking up to 2 times.
  • Aman’thul’s Wisdom now increases Rejuvination’s duration for a maximum of 9 seconds (was 15 seconds).
  • The Mantle of Command: Redesigned. Dire Beast / Dire Frenzy increases the damage done by your pets by 5% for 8 seconds.
  • Estel, Dejahna’s Inspiration: Plea now increases your Haste by 1% per stack (was 2%) for each target with your Atonement for 8 seconds (was 5 seconds).
  • Kam Xi’raff: Using Light's Wrath reduces the mana cost of all spells (was damaging spells) by 50% (was 75%) for 1 second, increased by 1 second per ally affected by your Atonement.
  • The Dreadlord’s Deceit now rewards 25% increased damage per stack (was 35%).
  • Recurrent Ritual: Call Dreadstalkers now refunds 1 Soul Shard (was 2).
  • Feretory of Souls: Casting a damaging Fire spell now has a 6% (was 10%) chance to generate a Soul Shard.
  • Odr, Shawl of the Ymirjar: Enemies marked by your Havoc now take 15% (was 8%) increased damage from your single target spells.
  • Archavon’s Heavy Hand: Now reduces the cost of Mortal Strike by 8 Rage.

Legion Companion App

  • Fixed a bug causing the display of inaccurate mission durations.
  • Fixed a bug that caused the display of inaccurate mission costs.
  • Fixed a bug causing one champion to appear to counter multiple mission effects in error.

Player versus Player

  • Every Man for Himself, Stoneform, and Will of the Forsaken now trigger a 30 second cooldown on Adaptation.

Demon Hunter

  • Metamorphosis no longer stuns players.
  • Metamorphosis reduces the movement speed of players by 70% for 3 seconds.
  • Solitude now properly increases attack speed (was haste).
  • Solitude now increases Fury and Pain generation (was an increase to damage dealt).
  • Sigil of Misery now has a 5 second PvP duration.

Death Knight

  • Crypt Fever's damage has been increased by 58%.
  • Abundance’s Healing Touch cast time bonus is no longer reduced in PvP situations.
  • Focused Growth now reduces the mana cost of Lifebloom by 60% (was 50%).
  • Focused Growth now increases the healing of Lifebloom by 50% per stack (was 20%).
  • Entangling Bark grants the target of your Ironbark Nature’s Grasp, which roots the first two enemies that attack the target.  Nature’s Grasp will not proc if the enemies are already affected by Entangling Roots or Mass Entanglement.
  • Nourish no longer reduces the cast time of Healing Touch.
  • Overgrowth no longer casts the initial heal of Regrowth on the target.
  • Revitalize has been redesigned:
  • Rejuvenation (and Rejuvenation (Germination)) grant the target 2 stacks of Revitalize. Revitalize will heal the target for 2x spell power and increase the duration of Rejuvenation or Rejuvenation (Germination) by 3 seconds (whichever has the lowest remaining duration).
  • Beast Mastery PvP template agility has been reduced by 5%.
  • Separation Anxiety increases your pet’s (and Hati’s) movement speed by up to 50%, and damage taken reduced by 25%.  Effect only occurs when your pet is 20 or more yards away from you, and scales up to your pet at 50 yards away.
  • The Beast Within’s Bestial Wrath cooldown reduction has been reduced to 10 seconds (was 15 seconds).
  • Wild Protector reduces damage done to allies by 10% (was 15%).
  • Go for the Throat has been removed.
  • Dire Beast: Hawk replaces Go for the Throat.
  • Dire Beast: Basilisk replaces Dire Beast: Hawk.
  • If your pet is within 10 yards of your Interlope target, the next hostile spell will be redirected to your pet.  Once this occurs, your pet will redirect the next 3 seconds of hostile spells.
  • Interlope’s cooldown begins when the aura is consumes.
  • Scatter Shot now replaces Bursting Shot.
  • Scatter Shot’s cooldown has been increased to 30 seconds to match Bursting Shot.
  • Gust of Wind reduces the cooldown of Scatter Shot.
  • Spray and Pray has been removed.
  • Ranger’s Grace now replaces Spray and Pray.
  • Ranger’s Grace reduces the remaining cooldown of Aspect of the Turtle, Aspect of the Cheetah, and Exhilaration by 5 seconds when casting Aimed Shot on a Vulnerable target.
  • Bursting Shot’s radius is increased by 30%.
  • Bursting Shot applies Concussive Shot to all targets hit.
  • Prismatic Cloak no longer causes spells to miss the Mage.
  • Prismatic Cloak's tooltip now changes between Blink and Shimmer.
  • Prismatic Cloak now reduces magical damage taken by 50% for 2 seconds.
  • Flamecannon now only increases the range of Fire spells.
  • Burst of Cold damage bonus to Cone of Cold reduced to 400% (was 800%).
  • Heavy-Handed Strikes no longer increases the range of Fists of Fury.
  • Heavy-Handed Strikes now stuns targets for 4 seconds (was 3 seconds).
  • Hammer of Reckoning has been redesigned.
  • Allies with your Greater Blessings taking damage grants you a stack of Reckoning.
  • Consume 50 stacks of Reckoning to throw a hammer and gain Avenging Wrath / Crusade for 6/12 seconds.
  • Lawbringer has been redesigned, and no longer increases the duration of Judgment.
  • Lawbringer is now applied to all initial targets hit by Judgment. This does not work with spreading effects such as Judge Unworthy.
  • Lawbringer now applies a 30 second debuff to the target(s), which causes them to take 5% of their health in Holy damage when Judgment is cast.
  • Seraphim’s Blessing now causes your next Flash of Light to be instant cast. Cooldown reduced to 15 seconds (was 60 seconds).
  • Driven to Madness now grants 12 Insanity over 3 seconds when attacked.
  • Fleeting Embrace no longer increases the number of targets healed by Vampiric Embrace.
  • Mind Trauma has been redesigned:
  • Fully-channeled Mind Flays (duration ends normally, this will not count a late refresh on Mind Flay) steal 1% haste from the target for 20 seconds. If the target’s Mind Trauma debuff is removed by any source (dispels, duration ending), the Priest loses that amount of stolen haste. Only 10% Haste can be stolen per target, up to 20% Haste total.
  • Shadow Mania no longer increases the healing of Vampiric Touch.
  • Void Shield no longer heals based on damage dealt by Vampiric Touch.
  • Dagger in the Dark’s radius is increased to 20 yards (was 10 yards).
  • Dagger in the Dark’s duration is increased to 10 seconds (was 5 seconds).
  • Dagger in the Dark no longer activates during Shadow Dance, only Stealth or Vanish.
  • Veil of Midnight no longer activates when Shadow Dance ends, only Stealth or Vanish.
  • Phantom Assassin has been redesigned: Phantom Assassin now increases your critical strike chance by 35% while Stealth or Shadow Dance is active (including Vanish).
  • Thief’s Bargain no longer increases your damage while stealthed, now always increases your damage by 10%.
  • Thief’s Bargain now reduces maximum health by 15% (was 25%).
  • Thief’s Bargain now reduces Vanish’s cooldown by 60 seconds (was 90 seconds).
  • Spiritual Recovery now additionally increases the minimum and maximum speed of Ghost Wolf by an additional 10%.
  • Frost Shock’s PvP duration now scales correctly with Maelstrom: 4-8 seconds based on Maelstrom consumed (was 8-8 seconds based on Maelstrom consumed).
  • Your Flame Shock and Frost Shock no longer consume up to an additional 20 Maelstrom. The duration of your Frost Shock and Flame Shock is increased by 100%, and the damage of your Frost Shock is increased by 100%.
  • Bloodlust and Heroism cast by Shamanism now increase Haste by 20% (was 30%).
  • Tidebringer now also increases the jump distance of Chain Heal by 100%.
  • Endless Affliction now increases the duration of Unstable Affliction by 6 seconds, but now causes Unstable Affliction to deal the same damage over time as without the talent.
  • Nightfall gives Corruption ticks a chance to reduce the cast time of your next Seed of Corruption by 100%.
  • Amplified Afflictions has been removed.
  • Increases the range of Demonic Gateway by 20 yards.
  • Decreases the cast time by 30%.
  • Players can use your gateway 30 seconds more often.
  • Bane of Havoc now has a 45 second cooldown.
  • Wreak Havoc now affects Bane of Havoc’s cooldown.

Professions

  • Obliterum-modified items can now be increased to a maximum item level of 885 (was 875).
  • Significantly increased the drop/proc chance to receive rank 3 recipes.
  • The amount healed by Ancient Healing Potions and Ancient Rejuvenation Potions was increased.
  • Added Nomi Snacks , a new item that can be used to complete the next 5 Nomi recipe researches instantly. Nomi Snacks can be obtained from any Nomi research, and it is tradeable.
  • Significantly increased the proc chance to start each of the rank 3 questlines.
  • Significantly increased the drop/proc chance to start each of the rank 3 questlines.
  • Significantly increased the drop chance to start each of the rank 3 questlines.
  • Bloodtotem Saddle Blanket comfort reduced by 50% to thwart the Burning Legion.
  • Death Knight Runes are now sorted from left to right based on their cooldown status, to make it easier to differentiate between available runes and those on cooldown. Each specialization now has a different rune color.
  • The Warlock soul shard UI has new art.
  • Unobtainable battle pets are now hidden from the list unless collected.
  • A death counter has been added to the Mythic Keystone tracker.
  • Dispellable debuffs have been added to friendly nameplates.  

Appearances

  • Arsenal: Armaments of the Silver Hand now includes the Silver variant of the 1-Hand mace. This will be added retroactively to characters who have purchased the armament.
  • Pandaria Challenge Dungeon sets have been added to Appearances for players who have completed them.
  • The Appearance Collection now includes Holiday cosmetic items, which can be transmogged during the holiday.
  • Favoriting an appearance in your Appearance Collection will now soulbind the item granting you the appearance.

Premade Groups

  • Mythic Keystone level searches will now display flexible results. For example, searching for “+5” will also display results for “+4” and “+6”.
  • Groups under the Questing category will be delisted when upon reaching a full party.

Phantom Assassin

General description.

Phantom Assassin  is a melee Agility hero who can function strongly as a carry, due to her teleport and ultimate's chance of inflicting gigantic critical strikes.

Roles: Carry - Escape

Through a process of divination, children are selected for upbringing by the Sisters of the Veil, an order that considers assassination a sacred part of the natural order. The Veiled Sisters identify targets through meditation and oracular utterances. They accept no contracts, and never seem to pursue targets for political or mercenary reasons. Their killings bear no relation to any recognizable agenda, and can seem to be completely random: A figure of great power is no more likely to be eliminated than a peasant or a well digger. Whatever pattern the killings may contain, it is known only to them. They treat their victims as sacrifices, and death at their hand is considered an honor. Raised with no identity except that of their order, any Phantom Assassin can take the place of any other; their number is not known. Perhaps there are many, perhaps there are few. Nothing is known of what lies under the Phantom Veil. Except that this one, from time to time, when none are near enough to hear, is known to stir her veils with the forbidden whisper of her own name: Mortred.

Deals minor pure damage and slows the enemy unit's movement speed. Deals half damage to heroes.

The first skill learned by the Sisters of the Veil often signals an incoming hit.

Teleports to a unit, friendly or enemy, and grants bonus attack speed while attacking if it's an enemy unit.

Mortred's silken veil is the last thing her unfortunate target sees.

The Phantom Assassin becomes hard to see by blurring her body and disappearing from the enemy minimap when near enemy heroes. Some enemy attacks miss.

Meditation allows a Veiled Sister to carefully anticipate her opponents in combat.

Phantom Assassin refines her combat abilities, gaining a chance of delivering a devastating critical strike to enemy units.

A divine strike, Mortred honors her opponent by choosing them for death.

Hero Strategies

Up next: phantom lancer, top guide sections.

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In this guide.

Dota 2

Dota 2 Wiki

  • Melee heroes

Phantom Assassin

  • View history

Melee

  • 2 Abilities
  • 4 Recent Changes
  • 5 Recommended Items
  • 6 Dota Plus Progress
  • 7 Equipment

Phantom Assassin minimap icon

Abilities [ ]

Can be disjointed.

  • The Stifling Dagger travels at a speed of 1200.

Coup de Grace icon

  • Cleave effects are based on the target's position, damaging a trapezoid area in the opposite direction where the dagger came from.

Skull Basher icon

  • The total attack damage includes all already existing attack damage changes, including conditional bonus sources (e.g. Bash and Quell ).
  • Applies the bonus attack damage only to the Stifling Dagger projectile.
  • Therefore, attack damage based attack modifiers (e.g. critical strike , lifesteal , cleave ) include the 30%/45%/60%/75% instant attack damage bonus as well.
  • Since the damage comes from a regular attack, it counts as attack damage and not as spell damage.
  • It is affected by damage block , but unaffected by spell damage amplification and cannot spell lifesteal.
  • The projectile first applies the attack, then its own debuff.
  • The projectile has 450 range flying vision that lingers for 3.34 seconds at the target's location upon successfully hitting it.

Animal Courier Radiant minimap icon

  • The search range is based on the cast range and the buffer range, resulting in a search range of 850 / 1050 / 1250 / 1450 .
  • The search range is centered around the primary target, not around Phantom Assassin, so when no other targets are nearby, nothing happens.
  • The secondary targets are chosen randomly within the area. There are no priorities. The projectiles cannot choose both the same target.
  • Since the additional projectiles use the ability's cast range, cast range-increasing effects increase their range as well.

Cannot be cast while rooted or leashed.

  • Phantom Strike can be cast on allied units, without gaining the Phantom Strike Buff .

Counterspell icon

  • Does not disjoint projectiles upon teleporting.
  • Invulnerable and hidden units.

Can be used by illusions.

  • Interrupts Phantom Assassin's channeling abilities upon cast.
  • Does not grant phased movement.

Chronosphere icon

  • Despite being revealed or exposed, Phantom Assassin is still not visible on the minimap .
  • Attacking or casting abilities do not break the invisibility.
  • This includes when the enemy hero is invulnerable and hidden .
  • Treat illusions and creep-heroes as creeps.
  • The effect is not dispelled instantly, but 0.5 seconds after getting within range.
  • Getting out of range during that delay does not prevent it from dispelling. The delay does not serve as a grace period.

Roshan icon

  • Evasion uses pseudo-random distribution .
  • Stacks diminishingly with other evasion sources.

Instant Cast Animation (DOTA_ABILITY_BEHAVIOR_IMMEDIATE)

  • Blur now first applies the invisibility, then the basic dispel on Phantom Assassin upon cast.
  • Killing the hero with Reincarnation .
  • Killing an ally hero.

Life Drain icon

  • Neither reset ultimate abilities nor item abilities.
  • The cooldown resetting is bound to Blur as well. If not learned, kills do not reset her cooldowns.

Aghanim's Scepter icon

  • Stacks multiplicatively with other sources of percentage-based cooldown reduction sources, and is calculated after all flat cooldown reduction values.

Fan of Knives icon

  • Applies Break on hit enemies.
  • The released daggers only have a visual purpose, the pulse affects all enemies it catches, regardless of the number of visible daggers.
  • The area of effect is centered around the cast location, it does not move along with the caster.
  • This means it is not possible to avoid the effect by blinking over the daggers/pulse toward the caster.
  • Fan of Knives first applies the debuff, then the damage.

Coup de Grace icon

  • When a buff procs, Phantom Assassin uses a specific attack animation, and particle effects appear on her weapon.
  • Neither procs nor critical strikes against allied units, buildings or wards .
  • The attack that consumed the buff may also proc another buff instance, making consecutive critical strikes possible.
  • Missed attacks do not consume the buff.
  • Attacking against allied units, buildings and wards will consume the buff.
  • Attacking against items and runes will not comsume the buff.
  • If another source of critical strike procs on the same attack as Coup de Grace, the crit with the higher multiplier takes priority.
  • Coup de Grace uses pseudo-random distribution .

Talents [ ]

Recent changes [ ].

Phantom Strike icon

  • Increased max health as damage from 25% to 28%.

Intelligence attribute symbol

  • Increased base movement speed from 305 to 310.
  • No longer grants 10%/15%/20%/25% lifesteal bonus for its buff duration.
  • Increased buff duration from 2 to 2.5.
  • CHANGED damage type from Pure to Physical .
  • Increased max health as damage from 16% to 25%.

Aghanim's Scepter icon

  • No longer increases vanish dispel delay by 0.25.
  • No longer reduces cooldown to 10.
  • Now reduces cooldown by 50%.

Recommended Items [ ]

Starting items:

Tango icon

Early game:

Quelling Blade icon

Situational items:

Orb of Corrosion icon

Dota Plus Progress [ ]

Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.

Equipment [ ]

  • Mortred's name is derived from Mordred, a character in the Arthurian legend who betrayed and fought King Arthur at the Battle of Camalann.
  • Link ▶️ "I'm an immaterial girl!" is probably a reference to the song Material Girl performed by Madonna .
  • Mortred's idle animation is a typical fencing stance, with perpendicular feet, one arm extended forth and the other one folded and up in the air. However, her weapon is wielded not with the extended arm, but with the arm at rest. There are treatises, at least for the Italian school of fencing, which do show an extended arm but this is exclusively used when wielding a rapier or other single-handed thrusting swords.
  • Mortred is featured in the Dota 2 comic, The Contract .
  • In DotA, Phantom Assassin also uses the Warden's hero model.

Gallery [ ]

Splash artwork

Splash artwork

Early concept artwork

Early concept artwork

Early alpha model based on the early concept art

Early alpha model based on the early concept art

Leaked concept artwork

Leaked concept artwork

Early textures of the current model, featuring different color scheme

Early textures of the current model, featuring different color scheme

Ability icon progress

Ability icon progress

Hero icon progress

Hero icon progress

Phantom Assassin illustration

Phantom Assassin illustration

  • 3 Neutral Items

phantom assassin patch notes

Patch 14.1 Notes

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Welcome to the 2024 Season! Split 1 kickoff is quickly approaching, so make sure to read up on all the changes coming in 14.1 to get ready. THIS IS THE YEAR WE HIT OUR RANKED GOALS! This year we’re starting off strong with a big gameplay update! We’ve got Voidgrubs, Voidmites, Voidborn Monsters, three Baron Nashor forms each with their own Baron Pit, map changes to every lane and jungle, over 100 item changes (including new items), a Hwei buff, dynamic music, new in-game quests, FIST BUMPS, and a lot more! Ya like Jazz? Check out the TFT patch notes here !

phantom assassin patch notes

Patch Highlights

phantom assassin patch notes

Dragonmancer Kassadin, Dragonmancer Rakan, Dragonmancer Fiora, Dragonmancer Vayne, and Prestige Dragonmancer Rakan will be available January 10, 2024 at 19:00 UTC.

Ranked Season 2024

Split 1 kickoff.

Welcome to the 2024 Ranked Season! We’re going to be kicking off the first split of the year in this patch with ranked queues opening on January 10th. For those that missed the ranked queues closing details in the last patch notes you can read those here. Season 2024 Split 1 starts at 12:00:00 January 10, 2024 according to regional local time everywhere except for LA1 and NA1:
  • LA1 starts at 9am, Jan 10 CST
  • NA1 starts at 7am, Jan 10 PST
The season transition experience will be similar to what we had in the past: Ranked queues will be disabled for a couple of hours, and will be brought back as soon as 14.1 is up, and a couple of hours after that, Split 1 will be officially launched! The ranked games played during the downtime won't count towards your new season progression. Shard transfers will be disabled before season end, and re-enabled after all end of season rewards are granted.

SEASON 2023: SPLIT 2 RANKED REWARDS

For those who earned it, Victorious Tryndamere will be the reward for the 2023 Split 2 season! We mentioned it in one of our recent Dev Updates but this skin will be a little delayed so you should expect him to appear on your accounts in a few patches. We wanted to make sure we had a unique skin for each split so we opted to take some time to ensure those that participated in split 2 received a different reward than split 1. We’ll add it to the notes on the patch that should happen as well, right now we’re targeting patch 14.4, and we’ll update you if anything changes there. As for the remaining rewards (of which you can see the details on our Ranked Rewards support article) those should be delivered onto your accounts in 14.2 and we’ve validated the results.

Void Gameplay Changes

In case you missed this one as well, we released a dev blog late last year to offer players a helping hand when it comes to learning about the Void changes coming this patch, /dev: Cat Cults, Rift Mechs, and Baron’s Revamp here ! If you’re interested in how we refined these changes OR if the idea of seeing 11 adorable cats combining their forces to seal Rift Herald appeals to you, give it a read! Disclaimer: Void Event not included

VOIDGRUBS, VOIDMITES, AND THE HUNGER OF THE VOID

We’ve got some brand new residents moving into the Baron pit this season: the Voidgrubs and Voidmites. These Voidborn beasties are a new horde objective that will be taking the place of the first Rift Herald each game. Our goal with Voidgrubs was to provide tower pushing pressure in contrast to dragon buff's ramping threat, but spread it out more evenly across all lanes. We also wanted to give players gradual, persistent power throughout the entire game, as opposed to the old Shelly whose power was more instant and would sometimes simply end the laning phase. In addition, its multiple spawn nature means that mid or top laners who have pushed out their lane can sneak one without needing to commit the full time it would take to clear an entire epic objective. But let’s jump into the details!
  • Three Voidgrubs spawn at 5 minutes into the game.
  • Each Voidgrub will spawn 4 Voidmites every 12 seconds in combat.
  • Voidgrubs can respawn once per game as each one has their own individual respawn timer of 4 minutes, so feel free to just take one and walk away.
  • On death, Voidgrubs will give other nearby Voidgrubs a 25% Maximum Health + 25% Missing Health shield that decays over 10 seconds.
  • Killing one Voidgrub grants the player and allied teammates one stack of the Hunger of the Void Buff, which causes your non-proc attacks to deal bonus true damage to structures over 4 seconds. This damage will scale with the number of Voidgrubs slain at a rate of 4 (melee) / 3 (ranged) true damage every 0.5 seconds per stack.
  • Once your team hits 5 stacks of the buff, you will spawn 1 Voidmite to help when attacking towers (15 second cooldown). At 6 stacks the amount of Voidmites is increased to 2. Voidmites summoned by players have the same stats as a melee minion, but with 40% less health and 50% more movespeed.
  • Voidgrubs despawn at 13:45 in-game time (or 13:55 if Voidgrubs are in combat) to make way for Rift Herald.
  • The first Voidgrub taken per spawn group* will count as an epic takedown reward for the first one you participate in killing. For example, Cho’Gath can get one epic monster stack from the first Voidgrub he kills in the first spawn group, and then one more if he kills a Voidgrub that spawned in the second group. (*The Voidgrubs that spawn at 5 minutes are the first spawn group, and once slain the Voidgrubs that replace them are the second spawn group.)
  • Health: 250 (+250 per minute of game time)
  • Attack Damage: 10 (+2.5 per minute of game time)
  • Attack Speed: 0.5
  • Magic Resistance: 0
  • Movement Speed: 350
  • Attack Range: 500 units
  • Experience: 75 (+2% per level over 4*) (*Level is calculated as the average level of champions in the game, rounded up)
  • Gold Given on Takedown: 20 gold to the killer + 10 gold per player (including killer)

VOIDMITES (WHEN SUMMONED BY VOIDGRUBS)

  • Health: 20 (+40 per minute of game time)
  • Attack Damage: 6 (+0.5 per minute of game time)
  • Attack Speed: 2
  • Movement Speed: 420
  • Attack Range: 125
  • Experience: 0
  • Gold Given on Takedown: 1 gold to killer

REVAMPED RIFT HERALD

phantom assassin patch notes

Rift Herald is back and they have a brand new, Voidgrub-inspired look! But this isn’t just a surface level change, because Herald also has some changes under the hood… err, shell?
  • If you or an allied teammate summon the Rift Herald, one player (either the user or a teammate) can right click the Herald in order to hop onto Shelly. Right clicking any direction while channeling onto Herald will allow the player to pick where Herald will start charging. While charging, players can steer the Rift Herald while she charges forward (similar to a Sion ultimate).
  • The Rift Herald receives 1 use of Charge when summoned which is consumed as soon as a player hops onto Herald (or when Herald automatically Charges a tower unpiloted). In the event a nearby enemy tower or inhibitor is destroyed, Herald will receive an additional Charge. This Charge (and cooldown) is displayed on Rift Herald’s health bar.
  • The Charge lasts for up to 14 seconds, starting at 150 movement speed and ramping up to 600 movement speed over 5 seconds (this is increased by 75% when charging towards an enemy tower). The charge will end upon collision with a structure or terrain, reducing the Herald’s health by 66% and ejecting the player 200 (+75% of player’s attack range) units in the opposite direction of the charge. In the event Herald’s Charge hits a live tower the ejection distance is increased to 700 (+75% of player’s attack range) units.
  • If a player steers the Rift Herald through enemies (including champions), the enemy will receive 250 true damage and be knocked airborne.
  • If a player steers the Rift Herald into an enemy structure a bonus 2000 (+0-750 based on average champion level) damage will be dealt to the structure, 5 (+ the number of Hunger of the Void stacks of the user) Voidmites will be spawned to attack the tower, and the player will gain a temporary shield.
  • NEW Rift Herald now has Baron’s Gaze which reduces damage taken from the last enemy attacked by 50%.
  • Empowered Recall: The holder gains Empowered Recall until the Eye is used/expires ⇒ All allied champions who assisted in killing Herald gain a single completed use of Empowered Recall
  • Sharing (Gold) is Caring: Rift Herald grants any gold it gains from turrets/turret plates to the player that summoned them (if they weren't around) ⇒ Rift Herald grants any gold it gains from turrets/turret plates to all champions who assisted in killing the Herald
  • NEW Auto Cast: Upon expiring, the Eye of the Herald will auto-cast with no channel time and summon Rift Herald. In the event your champion is currently dead, the Herald will spawn in your team’s fountain.

Rift Herald (Note: Unchanged)

  • Health: 7125-14250 (based on level)
  • Attack Damage: 99.5-250 (based on level)
  • Attack Speed: 0.4
  • Magic Resistance: 50
  • Movement Speed: 325
  • Attack Range: 250
  • Experience: 306-320 (based on level)
  • Gold Given on Takedown: 100 gold to killer, 100 local gold

VOIDBORN SENTINEL, BRAMBLEBACK, AND…. SCUTTLER?

phantom assassin patch notes

Once Baron Nashor emerges onto the Rift at 20 minutes, the next time Blue Sentinel and Red Brambleback respawn they will rise again as Voidborn Sentinel and Voidborn Brambleback respectively with 30% more health. This transformation also comes with increased durability making them harder to take down, but fret not because this extra effort is worth it! Now, once slain, Blue and Red will grant their buffs to the entire team of the player that takes them down (excluding any allies that were dead). Speaking of Blue and Red, their respective buffs are also getting some changes! (Note: These adjustments apply to both the base Sentinel and Brambleback as well as their Voidborn counterparts.
  • Crest of Insight (Blue Buff): 5/10/15/20 Haste ⇒ 10 Haste
  • Crest of Cinders (Red Buff): 0.5/1/3/5% Max Health Regeneration (levels 1/4/6/11) ⇒ 0.5/1/3% Max Health Regeneration (levels 1/4/6)
  • When the buffs become Voidborn they no longer transfer to opponents upon the owner’s death (mainly to prevent giant messes with everyone having buffs all the time)

phantom assassin patch notes

But we also have a non-void related update for our favorite Sentinel and Brambleback! Introducing Draconic Sentinel and Brambleback, these versions appear once the Elemental Rift is locked in as the 2nd drake is slain. Unlike their Voidborn counterparts though, no respawn is required for the buff to become Draconic!
  • Upon death, Draconic Sentinel and Brambleback will give the champion that slayed them a version of their respective buff (buffs unchanged) and drop a duplicate of their buff at their original spawn location. Only one buff will be shareable with allies while the other must be claimed by an allied champion with a jungle item in their inventory (unchanged vs live).
  • Starting at 20 minutes, once slain the Draconic Brambleback and Sentinel will respawn as their Voidborn counterparts.
  • Blue/Red Buff sharing mechanics are no longer tied to Jungle item progression.

phantom assassin patch notes

Similarly, after 20 minutes once Rift Scuttler rises again after being slain, she will be Voidborn Scuttler. When slain, Voidborn Scuttler will send out a massive Scryer’s Bloom effect, revealing all champions and wards in a large surrounding area. Similar to Scryer’s, all wards revealed this way will be reduced to 1 HP.

BARON NASHOR

phantom assassin patch notes

Would it really be a set of Void-related changes without Baron Nashor himself? It’s been quite a while since Baron last received a visual update, let alone one with three new, terrifying forms! Introducing them from left to right, we have the All-Seeing Baron, Hunting Baron, and finally the Territorial Baron. The Baron dance is one as old as time, but over the years, the Baron fight has gotten somewhat stale with players hyper optimizing every aspect of it. It's also not aged well as our premier epic monster, the kind of monster that makes you say “Wow that’s an epic monster.” Our goal here is to update Baron's visuals while freshening up his fight a bit using new terrain and spells so that it takes a bit of new mastery and adaptability game to game. Each form of Baron Nashor will have a unique move at their disposal, so make sure to prepare accordingly!
  • Hunting Baron : Baron calls a pillar of lightning over every nearby enemy. After 0.7 seconds they begin to strike, delayed by 0.1 second per strike. These deal 15% of the target’s current health.
  • All-Seeing Baron : Baron summons rifts toward the two furthest enemies he can see within 2200 units. These last for 3 seconds and deal 150 magic damage on the first hit, and 50 damage for every subsequent hit.
  • Territorial Baron : Baron reaches out, after 1.5 seconds he grabs all enemies in a cone, pulling them 300 units and dealing 75 magic damage to them.
  • Baron Nashor
  • Health: 11400 (+180 per minute from game start)
  • Attack Damage: 350 (+ 10 per minute from spawn) (Note: AD will cap at 520)
  • Attack Speed: 0.625
  • Magic Resistance: 70
  • Movement Speed: 300 lol
  • Attack Range: 955
  • Experience: 600 to all contributors plus 800 distributed among nearby allied teammates
  • Gold Given on Takedown: 25 gold to killer, 300 per allied player

BARON TERRAIN VARIATIONS

Fighting around Baron has been essentially unchanged since Baron got his last VGU, so we thought it was time to add a little bit more interest to his fight game to game. While Baron is still a fun and interesting objective to have on the map, over time players have effectively “solved” how to take him down. And where’s the fun in that? This should help shake things up between games so now each game you’ll be challenged to think about exactly how you can take advantage of each Baron pit.

Hunting Baron Pit

phantom assassin patch notes

This is the baseline Baron pit, but why fix what isn’t broken? His new spell in this pit punishes grouped up enemies so make sure to distance properly.

Territorial Baron Pit

phantom assassin patch notes

A rifft on the baseline pit, it's easier to disengage from enemies in this variation, but flanks are also faster. His new spell in this pit can punish heavy grouping to disincentivize grouping on a single side.

All-Seeing Baron Pit

phantom assassin patch notes

This is the most different from the pit of today, it's much riskier to access Baron from the river in this variation with new strong flank and flee angles. His new spell in this pit goes far and controls zones locking up some of the free new space that he’s made here.

Terrain Changes

In case you missed it we released a dev blog late last year digging into these terrain changes, /Dev: Season 2024 Map Changes here ! We recommend checking out the entire thing if you’re curious about how we landed on these changes. We’ve got a few different goals with the map changes this season. At the highest level, our goal is to make lanes more fair across sides. Red and blue sides have very different advantages in a lane with respect to how to gank them, how fights play out, how you can posture against the brush or river, etc. These differences will still exist, but in lesser ways. For example, top lane red side won’t feel nearly so exposed when pushing up, so you don’t need to be a safer laner to exist when the champ select gods put you red side. The second goal of the map changes was specifically around making solo lanes a bit more protected from junglers, or roamers generally. Ganking as a primary early game output was just too strong in most cases. Each lane had a slightly different reason for their changes however. Let’s take a quick dive into those now!

phantom assassin patch notes

Top lane is in a constant push and pull between players wanting more influence and output over the rest of the map in the lane, and also being substantially less influenced by the other roles, especially early on. For most players, the lane simultaneously feels entirely at the mercy of your jungler (or roaming support in higher skill levels) and also unable to do anything to win the game except with major leads. With these changes we’re substantially reducing the ability for other lanes to affect top in the early game, letting the 1v1 fight really shine. It’s not like the jungler won’t be able to gank at all, so still watch out. We’re also shifting top brush into a pixel in the center of the river so it’s less side-skewed and substantially more powerful when contested. It tends to be correct to ward outside of the river brush on live in many cases and while this still remains true to an extent, this brush is closer to an optimal warding position and is less potent for ganking than before. Also, an extension of the jungler influence on top lane was early Rift Herald. More often than not, Rift Herald was dropped in top lane (it’s closest to her lair after all), and she absolutely destroys any laning phase that might exist. What’s a tower to a crab god? Shelly regularly invalidated laning phases by destroying towers and adding giant influxes of gold to a specific laner, usually entirely at the jungler’s whim. We’ve seen that quite often both top laners are dissatisfied with lanes breaking apart this early—the behind player being put into the dumpster, and the ahead player not having any more time to play with their lead. By pushing back Rift Herald, we’re intending to substantially reduce the volatility of the late laning phase top lane experience. Dovetailing off the objective space, one of our goals with the new Voidgrubs objective is that top laners will have a lot more agency in affecting the outcome of the early top side objective than before. We’re also making the top side objective more potent for team-wide success than previously so that their early leads can matter more for the team. We’ll go more into the Voidgrubs down below, but overall we’re aiming to give top laners a lane more protected from outside influence while making their lane more important for the team’s overall chances of victory.

phantom assassin patch notes

Mid lane was a similar set of changes for some slightly different goals. It is the lane (on live) with by far the most access for ganking, and one thing we’ve noticed is that over the years players have learned just how unsafe the lane is for a lot of our more immobile champions without great self-peel. The Zyras and Brands and Karthuses of League have felt like the midlane was no longer able to be their home as more and more high-agency characters appeared and junglers learned just how easy it was to punish these immobile mages. Our main goal here was to make mid substantially safer for this class of characters at a fundamental level. Opening up midlane to be mage-forward should give us a real role for this class again. The goal is not at all to push assassins out of this lane, just make it more hospitable for immobile characters with respect to their ability to face junglers. They’re still definitely gankable, but should be a bit less so than they are currently. The other main change for mid was to open up roam paths that are a little bit safer. Each side will have a path players can roam along that requires putting themselves at substantially less risk to get to river or even the respective lane they’re roaming to. We’re pushing out the mid lane brush for the same reasons. Providing mid laners with about 20% more time after seeing an enemy before they can get into actionable range should give substantially less power to early ganks and much more safety to these immobile characters. Mid lane, at its core, is a lane that requires some amount of roaming to support junglers or side lanes. And in the current state of League, the mid laners who don’t have the agency to safely roam feel invalidated by the role. Altogether our goal here is to lower the requirements to a functional mid laner across champions so that we can support a wider roster of champions there, particularly immobile mages and their like. We are definitely not trying to push champions out of the role though and will definitely be balancing to follow up here, especially since there are surely a number of high-agency mages who will benefit a lot and be overbearing at the start.

phantom assassin patch notes

Bot lane is getting a smaller set of changes visually, but we definitely still expect them to be quite impactful overall. Just like top lane, we’re adding parity across sides so that entrances to lane and brush positions are matched roughly equally across sides. These changes open up a new gank pathway through bottom red jungle and are among our riskiest changes to the map. We’re reducing gank potency elsewhere while nominally increasing it bot lane, so we’ll be watching this portion of the map very closely to ensure that it’s still reasonable and enjoyable. Red side bot lane is now particularly more vulnerable than before (as opposed to blue side) because it doesn’t have the extra distance created from Dragon pit walls to give more time for responding to action on vision or even just to slightly delay movement from river. This new gank pathway also doesn’t allow for as easy contesting of vision in its tri brush because of the relatively easier access from river. It’s a difficult spot on the map for us to balance and one we’ll look at closely. The center of river brush should also be more of a focal point to contest as compared to before as it has deeper river control than the old brush and is less side-skewed. This brush should be substantially worse for ganking red-side bot lane when unwarded, however. On live, the river brush gives near unfettered access to lane and this power is brought down to mitigate the concerns around gankability of red-side bot lane. Notably, this brush does cover access to the red tri brush from river to protect your bot lane from all but the deepest wraparound ganks.

phantom assassin patch notes

Finally, we adjusted the geometry in the jungle to support these lane adjustments and add a lot of new interest to Dragon and Baron fights. Access to these epic monster fights on live is relatively easy through a major choke point opposite the monster, or minor chokepoints deeper into river or the jungle further out. The latest adjustments aim to shift away from a single choke point and focus combat around multiple entries, as well as generally overhaul how these fights play out as this space is quite solved and players are very used to this macro. Contesting should be a little bit more equal across sides as it currently tends to advantage the team who can comfortably engage and escape from an objective. These adjustments as noted above also do help roaming quite a bit as there’s a safe secondary path for both teams that doesn’t involve any jungle movement. All in all, our goal is that junglers should have a harder time ganking, especially early, but shouldn’t feel like they have no more agency over the game.

Infernal Terrain Changes

Given the terrain changes we’ve introduced in 14.1, we also need to adjust some Drakes so that they’ll play nicely with all of the new walls (or lack thereof). This includes moving a few small walls and brushes for Mountain and Ocean Drake. However, after we spent so much time building walls across the rift we took a step back to look at Infernal’s map changes again, which led to the following changes:
  • NEW Infernal Cinders spawn randomly on the map in small groups, with a higher likelihood of spawning towards the losing team. Picking up a naturally spawned Infernal Cinder grants a small burst of movement speed and grants an Infernal Cinder stack.
  • NEW Infernal Cinder stacks grant 0.3 Ability Haste per stack. On death, up to 5 Cinders can be maintained, with some of the remainder being dropped on the ground and the rest being destroyed. Cinders dropped from player deaths do not grant the burst of movement speed upon pickup.
  • REMOVED Infernal Rift will no longer destroy any walls on the Rift.
We wanted to experiment with these changes after considering player feedback about the Infernal Rift being the least interesting in terms of gameplay. Our goal is that this will help us create more interesting map states beyond just terrain changes like the current Hextech and Chemtech. That said, we’ll keep a close eye on how these changes land and how players like them.

phantom assassin patch notes

Base armor increased.

As players are still learning Hwei, we’re giving him a small bump up in power, primarily for the sake of Hwei’s teammates, who are on the receiving end of a fairly low win rate. Long term, we think Hwei is probably in a very good spot or maybe a little too powerful but we’re tuning him for January, not June. We’ll continue to monitor his performance and make adjustments as needed.
  • Base Armor : 18 ⇒ 21

phantom assassin patch notes

E quality of life adjustments.

Following up on some work from the last patch, we have a few additional quality of life buffs for Vel’Koz’s Tectonic Disruption.

E - Tectonic Disruption

  • Projectile Travel Time : 0.55 seconds (fixed) ⇒ 0.25-0.55 seconds (based on travel distance
  • Not So Fast : Vel’Koz’s E now creates its circular ability indicator 0.25 seconds after the ability was cast instead of immediately after casting

Jungle Damage Adjustments

With the Summoner's Rift map update making ganking generally more difficult, we want to make sure that champions who relied on ganking now have a strong fallback pattern of farming jungle camps. We're adjusting the damage contribution of jungle pets in order to close the gap between very fast clears like Graves or Karthus and slower clears like... pretty much every tank. The percent bonus damage from pets does not work on epic monsters, so a new cap has been added against epic monsters that roughly matches last patch's DPS tuning, since pet DPS is increasing otherwise. As with all changes like this, it's hard to get a perfect read on every single possible jungler, plus the rest of the patch will certainly shake up champion power levels as well. We'll make sure to revisit these numbers if clears feel bad, but these changes should overall be a buff to mid-game clears for all the champions who were otherwise too slow to participate.
  • Champion Bonus Damage to Non-Epic Monsters : 42% ⇒ 25%
  • Pet Damage per Second : 15.5 (+10% bonus AD) (+12% AP) (+20% bonus Armor) (+20% bonus Magic Resistance) (+ 3% bonus Health) true damage ⇒ 20-90 (based on level) (+10% bonus AD) (+12% AP) (+20% bonus Armor) (+20% bonus Magic Resistance) (+ 3% bonus Health) true damage
  • NEW Pet Damage per Second Cap vs Epic Monsters : 16-40 (based on level)
As of patch 14.1 we are officially retiring Mythic items from League. If you’re curious about why we’re removing Mythic items, I’d recommend checking out this Quick Gameplay Thoughts here or if you’re more interested in some of the thinking and goals behind the updated item system you can check out one of our recent dev blogs, /Dev: 2024 Item Changes here ! To summarize, our main goal with this update is to reduce the power of items that were previously Mythic by converting them to Legendary which, while making ex-Mythic items less powerful, will allow for each champion’s unique gameplay to shine. Additionally, we want to ensure that each class is properly supported (like having Assassins items be early game skewed or giving mages better gold scaling) and to make each spell cast feel more important to players by lowering the overall amount of Haste items give. We’ve got a lot of item descriptions to cover below, so see you on the other side! (Note: All Mythic item passives have been removed.)
The following items have been removed: Crown of the Shattered Queen, Everfrost, Leeching Leer, Demonic Embrace, and Stopwatch/Perfectly Timed Stopwatch
  • Total Cost: 3000 gold
  • Item Recipe: Haunting Guise + Fiendish Codex + 800 gold
  • 80 Ability Power
  • 15 Ability Haste
  • Void Corruption: For each second in combat with enemy champions, deal 2% bonus damage (max 10%). At maximum strength, gain 10% (melee) / 6% (ranged) Omnivamp.
  • Void Infusion: Gain 2% of your bonus health as Ability Power.
  • Omnivamp updated with the following: Omnivamp heals you for a percentage of damage you deal, with reduced effect (20% effectiveness) on minions and monsters. Additionally, Omnivamp heals you for the full amount with Pet or AOE damage.
  • Total Cost: 2800 gold
  • Item Recipe: Lost Chapter + Fiendish Codex + 700 gold
  • 20 Ability Haste
  • Scorn: Gain 20 Ability Haste for your Ultimate.
  • Hatefog: Whenever you damage an enemy champion with your Ultimate, burn the ground beneath them for 3 seconds, dealing 60 (+6% AP) magic damage every second and reducing their Magic Resistance by (1 per user level) for as long as they are on the burning ground. (Note: Radius increases based on damage done 250 (+2^(Damage Amount/100)) ; with a maximum radius of 550.)

Luden’s Companion

  • Item Recipe: Lost Chapter + Hextech Alternator + 700 gold
  • 90 Ability Power
  • Load: Gain a Shot Charge every 3 seconds, up to a maximum of 6.
  • Fire: Damaging abilities consume all Shot charges to deal an additional 40 (+ 8% AP) magic damage to the target and one additional nearby target per charge. If there are insufficient targets in range, for each remaining Shot, repeat the damage on the primary target dealing 35% of the damage.
  • Total Cost: 2900 gold
  • Item Recipe: Hextech Alternator + Aether Wisp + 950 gold
  • 100 Ability Power
  • 10 Magic Penetration
  • 5% Movement Speed
  • Passive - Stormraider: Dealing 35% of a champion's maximum health within 3 seconds applies Stormsurge to them and grants the user 25% movement speed for 2 seconds. 30 second cooldown.
  • Passive - Stormsurge: After 2 seconds, Stormsurge strikes the target with lightning, dealing 120-260 (based on level) (+ 40% AP) (melee) / 90-195 (+ 30% AP) (ranged) magic damage to them. If they die to the lightning or before the lightning strikes, it detonates immediately in a large area around them and you gain 30 gold.

Hextech Rocketbelt

  • Total Cost: 2500 gold
  • Item Recipe: Hextech Alternator + Kindlegem + 600 gold
  • 60 Ability Power
  • Active - Supersonic: Dash in a target direction, unleashing an arc of magic missiles that deal 175 (+15% AP) magic damage. 40 second cooldown.

Cosmic Drive

  • Item Recipe: Kindlegem + Aether Wisp + Fiendish Codex + 450 gold
  • 25 Ability Haste
  • Unique Passive - Spelldance: Damaging an enemy champion with an Ability grants 25-60 (based on level) movement speed.

Haunting Guise

  • Total Cost: 1300 gold
  • Item Recipe: Amplifying Tome + Ruby Crystal + 500 gold
  • 35 Ability Power
  • Passive - Madness: For each second in combat with enemy champions, deal 2% bonus damage (up to a maximum of 6%).

Hextech Alternator

  • Total Cost: 1100 gold
  • Item Recipe: Amplifying Tome + Amplifying Tome + 300 gold
  • 50 Ability Power
  • Passive - Revved: Damaging a champion deals an additional 50-125 (based on level) magic damage. 40 second cooldown.

Liandry’s Torment

  • Item Recipe: Haunting Guise + Blasting Wand + 850 gold
  • Passive - Torment: Dealing damage with abilities causes enemies to burn for 2% maximum health magic damage per second for 3 seconds.
  • Passive - Suffering: For each second in combat with enemy champions, gain 2% bonus damage (up to a max at 6% bonus damage).
  • Damage Cap to Monsters per Second: 100 ⇒ 50

Horizon Focus

  • Total Cost: 2700 gold
  • Item Recipe: Hextech Alternator + Fiendish Codex + 700 gold
  • Passive - Hypershot: When you deal damage with Abilities to champions at 700 range or greater, reveal them for 6 seconds. Deal 10% increased damage to enemies revealed by Hypershot.
  • Passive - Focus: When revealing an enemy with Hypershot, reveal all other enemy champions within 1200 range of them for 2 seconds. 30 second cooldown.

Seeker’s Armguard

  • Total Cost: 1600 gold
  • Item Recipe: Amplifying Tome + Amplifying Tome + Cloth Armor + 500 gold
  • 45 Ability Power
  • Active - Stasis: Use one time only to become Invulnerable and Untargetable for 2.5 seconds. The user is prevented from taking any other actions during this time (transforms into Shattered Armguard on use).
  • Total Cost: 2850 gold
  • Item Recipe: Blighting Jewel + Fiendish Codex + 850 gold
  • 10 Ability Haste
  • 30% Magic Penetration
  • Passive - Life From Death: Whenever you get a takedown on an enemy champion within 3 seconds of damaging them, create a healing nova on their location that heals allies for 50 (+50% AP). 60 second cooldown.

Shadowflame

  • Total Cost: 3200 gold
  • Item Recipe: Needlessly Large Rod + Hextech Alternator + 850 gold
  • 120 Ability Power
  • Passive - Cinderbloom: Magic damage and true damage critically strikes enemies below 35% health, dealing 20% increased damage (increased to 30% increased damage for damage over time and pet effects).

Amplifying Tome

  • Cost: 435 ⇒ 400 gold
  • Ability Power: 20 ⇒ 20 (unchanged)

Blasting Wand

  • Cost: 850 gold (unchanged)
  • Ability Power: 40 ⇒ 45

Needlessly Large Rod

  • Cost: 1250 gold (unchanged)
  • Ability Power: 60 ⇒ 70

Zhonya’s Hourglass

  • Cost: 3000 ⇒ 3250 gold
  • Item Recipe: Needlessly Large Rod + Seeker's Armguard + 400 gold
  • Ability Power: 80 ⇒ 120
  • Armor: 45 ⇒ 50
  • Ability Haste: 15 ⇒ 0
  • Unique Passive - Stasis: Unchanged

Banshee’s Veil

  • Cost: 2600 ⇒ 3100 gold
  • Item Recipe: Needlessly Large Rod + Verdant Barrier + 50 gold
  • Magic Resistance: 45 ⇒ 50
  • Ability Haste: 10 ⇒ 0
  • Passive - Annul: Grants a Spell Shield that blocks the next enemy Ability. 30 second cooldown. Cooldown is restarted when damage is taken from champions.

Verdant Barrier

  • Total Cost: 1000 ⇒ 1800 gold
  • Item Recipe: Amplifying Tome + Amplifying Tome + Null-Magic Mantle + 550 gold
  • Ability Power: 20 ⇒ 40
  • Magic Resistance: 25 ⇒ 30
  • Passive - Annul: Grants a Spell Shield that blocks the next enemy Ability. 60 second cooldown. Cooldown is restarted when damage is taken from champions.

Archangel’s Staff

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: Needlessly Large Rod + Kindlegem + Tear of the Goddess + 550 gold ⇒ Lost Chapter + Fiendish Codex + Tear of the Goddess + 500 gold
  • Ability Power: 70 ⇒ 80
  • 20 Ability Haste: 10 ⇒ 20
  • Mana 500 ⇒ 600
  • Passive - Awe: Gain Ability Power equal to 1% bonus Mana
  • Passive - Mana Charge: Strike a target with an Ability to consume a charge and gain 5 mana, doubled if the target is a champion. Grants a maximum of 860 mana at which point this item transforms into Seraph's Embrace. Gain a new Mana Charge every 8 seconds (maximum of 5 charges).
  • This item transforms into Seraph’s Embrace at 360 bonus mana.

Seraph’s Embrace

  • Ability Haste: 10 ⇒ 20
  • Mana: 860 ⇒ 1000
  • REMOVED Health: 200 ⇒ 0
  • Passive - Awe: Gain Ability Power equal to 2% bonus Mana.
  • Passive - Lifeline: Upon taking damage that would reduce your Health below 30%, gain a 250 (+20% current mana) shield for 3 seconds. 90 second cooldown.

Rabadon’s Deathcap

  • Total Cost: 3600 gold (unchanged)
  • Item Recipe: Needlessly Large Rod + Needlessly Large Rod + 1100 gold (unchanged)
  • Ability Power: 120 ⇒ 140
  • Unique Passive - Magical Opus: Increase your Ability Power by 40% ⇒ Increase your Ability Power by 35%
  • Total Cost: 2800 ⇒ 3000 gold
  • Item Recipe: Blighting Jewel + Blasting Wand + 850 gold ⇒ Blighting Jewel + Blasting Wand + 1050 gold
  • Ability Power: 65 ⇒ 80
  • Magic Penetration: 40% (unchanged)

Rod of Ages

  • Total Cost: 2800 ⇒ 2600 gold
  • Item Recipe: Blasting Wand + Catalyst of the Aeons + Amplifying Tome + 215 gold ⇒ Blasting Wand + Catalyst of the Aeons + 550 gold
  • Ability Power: 60 ⇒ 50
  • Health: 400 ⇒ 350
  • Mana: 400 ⇒ 300
  • This item gains 20 Health, 20 Mana, and 4 Ability Power every 60 seconds up to 10 times, for a maximum of 200 Health, 200 Mana, and 40 Ability Power. Upon reaching maximum stacks, gain a level.
  • Passive - Eternity: Restore Mana equal to 7% of premitigation damage taken from champions, and Health equal to 25% of Mana spent, up to 20 Health per cast, per second
  • REMOVED Removed: For every 200 healing or mana restored with Eternity, gain 35% bonus movement speed that decays over 3 seconds.

Catalyst of Aeons

  • Item Recipe: Ruby Crystal + Sapphire Crystal + 550 gold
  • Health: 300 ⇒ 350
  • Mana: 300 ⇒ 300
  • Total Cost: 3000 ⇒ 3100 gold
  • Item Recipe: Sheen +Aether Wisp + Fiendish Codex + 550 gold ⇒ Sheen + Hextech Alternator + Aether Wisp + 150 gold
  • Ability Power: 85 ⇒ 100
  • Ability Haste: 15 (unchanged)
  • Bonus Movement Speed: 8% (unchanged)
  • Unique Passive - Spellblade: After using an Ability, your next Attack is enhanced with an additional 75% base AD (+ 50% AP) magic damage ⇒ After using an Ability, your next Attack is enhanced with an additional 100% base AD + 50% AP magic damage.
  • NEW Spellblade now grants 50% Attack Speed while available.

Nashor’s Tooth

  • Total Cost: 3200 ⇒ 3000 gold
  • Item Recipe: Recurve Bow + Blasting Wand + Fiendish Codex + 750 gold ⇒ Recurve Bow + Blasting Wand + Fiendish Codex + 550 gold
  • Ability Power: 100 ⇒ 90
  • Attack Speed: 50% (unchanged)
  • Unique Passive - Icathian Bite: Unchanged

Morellonomicon

  • Total Cost: 3000 ⇒ 2200 gold
  • Item Recipe: Oblivion Orb + Hextech Alternator + Amplifying Tome + 715 gold ⇒ Oblivion Orb + Fiendish Codex + 500 gold
  • Ability Power: 90 (unchanged)
  • NEW Ability Haste: 15
  • REMOVED Magic Penetration: 10 ⇒ 0
  • Unique Passive - Affliction: Unchanged

Fighter and Diver Items

The following items have been removed: Goredrinker, Divine Sunderer, Silvermere Dawn, and Ironspike Whip

Hullbreaker

  • Item Recipe: Tunneler + Rectrix + Pickaxe + 125 gold
  • 65 Attack Damage
  • Passive - Skipper: Every fifth basic attack against Champions and Epic Monsters deals 140% (melee) /70% (ranged) base AD (+3.5% maximum health bonus physical damage), increased to 400%/200% (+ 7% maximum health) bonus physical damage against structures.
  • Passive - Boarding Party: Nearby allied Siege and Super Minions gain 20-135 (melee, based on level) /10-68 (ranged, based on level) bonus Armor and Magic Resistance.

Blade of the Ruined King

  • Item Recipe: Vampiric Scepter + Pickaxe + Recurve Bow + 725 Gold
  • 40 Attack Damage
  • 25% Attack Speed
  • 8% Lifesteal
  • Passive: Mist's Edge: Attacks apply an additional 12% (melee) /9% (ranged) enemy current Health physical damage on-hit.
  • Passive: Clawing Shadows: Your first basic attack against an enemy champion slows them by 30% for 1 second (15 second cooldown).
  • Item Recipe: Ruby Crystal + Longsword + 350 Gold
  • 15 Attack Damage
  • Passive: Attacking a unit grants 20 Movement Speed for 2 seconds.
  • Item Recipe: Pickaxe + Long Sword + Caulfield’s Warhammer + 800 gold
  • 70 Attack Damage
  • Passive - Ever Rising Moon: Hitting a champion with 2 separate attacks or abilities within 1.5 seconds deals 8%/4% max health bonus physical damage and grants you a 160 (+40% bonus AD) (melee)/ 80 (+20% bonus AD) (ranged) shield for 2 seconds (6 second cooldown).

Spear of Shojin

  • Total Cost: 3100 gold
  • Item Recipe: Pickaxe + Kindlegem + Caulfield's Warhammer + 525 Gold
  • 55 Attack Damage
  • Passive: Your Non-Ultimate spells gain 15 Ability Haste.
  • Passive: Spell hits grant stacks. Your spells deal 3% increased damage for each stack. (Maximum of 4 stacks)

Ravenous Hydra

  • Total Cost: 3300 gold
  • Item Recipe: Tiamat + Caulfield’s Warhammer + Vampiric Scepter + 200 gold
  • 10% Lifesteal
  • Active - Ravenous Crescent: Deal 100% total Attack Damage physical damage to nearby enemies within 450 units. This damage applies Lifesteal. 10 second cooldown.
  • Passive - Cleave: Attacks deal 40% AD (melee) / 20% AD (ranged) damage to other units within 350 units of the target hit.

Titanic Hydra

  • Item Recipe: Tiamat + Tunneller + Ruby Crystal + 600 gold
  • Passive - Colossus: Basic attacks deal 4 +1.5% maximum health (melee)/ 3 +1.125% maximum health (ranged) bonus physical damage on-hit to your target and 40 +3% maximum health (melee)/ 30 +2.25% maximum health (ranged) bonus physical damage to other enemies in a cone on-hit. Cleave's damage also applies to structures.
  • Active - Crescent: On your next attack, Cleave will deal 6%(melee)/3%(ranged) maximum Health bonus physical damage to your target and 9%(melee)/4.5%(ranged) maximum Health bonus physical damage for the shockwave.
  • Total Cost: 1200 gold
  • Item Recipe: Long Sword + Long Sword + 550 gold
  • 20 Attack Damage
  • Passive - Cleave: Attacks deal 40% AD (melee) / 20% AD (ranged) damage to other units within 450 units of the target hit.
  • Active - Crescent: Deal 80% physical damage to nearby enemies within 450 units. 10 second cooldown.

Hearthbound Axe

  • Item Recipe: Dagger + Longsword + Dagger + 250 gold

Stridebreaker

  • Item Recipe: Phage + Pickaxe + Dagger + 825 gold
  • 50 Attack Damage
  • 20% Attack Speed
  • Active - Breaking Shockwave: Slow nearby enemies by 30% and gain 30% bonus Movement Speed per champion hit that decays over 3 seconds. Can move while casting (15 second cooldown).
  • Passive - Temper: Dealing physical damage grants 20 bonus Move Speed for 2 seconds.

Experimental Hexplate

  • Item Recipe: Tunneler + Noonquiver + 600 gold
  • Passive: Gain 30 ultimate ability haste.
  • Passive: After casting your ultimate, gain 35% attack speed and 15% bonus movement speed for 7 seconds.

Sundered Sky

  • Item Recipe: Tunneler + Caulfield’s Warhammer + 900 gold
  • Passive - Lightshield Strike: The first attack against a champion will critically strike and heal for 140% base AD (+6% of missing health).
  • Item Recipe: Long Sword + Ruby Crystal + 350 gold

Steel Sigil

  • Item Recipe: Longsword + Cloth Armor + 550 gold
  • Total Cost: 3200 ⇒ 2800 gold
  • Item Recipe: Hearthbound Axe + Null-Magic Mantle + Recurve Bow + 950 gold ⇒ Recurve Bow + Negatron Cloak + Dagger + 900 gold
  • Attack Speed: 40% ⇒ 55%
  • Magic Resist: 40 ⇒ 50
  • REMOVED Attack Damage: 40 ⇒ 0
  • NEW Tenacity: 0 ⇒ 20%
  • Passive - Fray: Attacks apply 15-80 (based on level) bonus magic damage on-hit and grant the user 20 bonus movement speed for 2 seconds ⇒ Attacks apply 15-80 (based on level) bonus magic damage on-hit

Trinity Force

  • Total Cost: 3333 gold (unchanged)
  • Item Recipe: Sheen + Hearthbound Axe + + Kindlegem + 733 gold ⇒ Sheen + Phage + Hearthbound Axe + 33 gold
  • Attack Damage: 40 ⇒ 45
  • Attack Speed: 33% (unchanged)
  • Ability Haste: 20 (unchanged)
  • Passive - Spellblade: After using an Ability, your next Attack is enhanced with additional 200% base AD physical damage on-hit (1.5 (begins after using the empowered attack) second cooldown).
  • NEW Passive - Quicken: Attacking a unit grants 20 Move Speed for 2 seconds.
  • REMOVED Passive - Threefold Strikes: Removed

Black Cleaver

  • Total Cost: 3100 ⇒ 3000 gold
  • Item Recipe: Phage + Kindlegem + Long Sword + 850 Gold ⇒ Phage + Kindlegem + Long Sword + 750 Gold
  • Health: 400 (unchanged)
  • Attack Damage: 50 ⇒ 55
  • Ability Haste: 30 ⇒ 20
  • Passive - Carve: Dealing physical damage to an enemy champion reduces their armor by 5%, stacking up to 6 times. ⇒ Dealing physical damage to an enemy champion reduces their armor by 4%, stacking up to 6 times.
  • Passive - Rage: Attacking a unit grants 20 Move Speed for 2 seconds. (Note: there is no longer a movement speed correlation between Rage and the number of Carve stacks acquired.)

Sterak’s Gage

  • Item Recipe: Pickaxe + Phage + Ruby Crystal + 625 gold ⇒ Pickaxe+ Tunneler + Ruby Crystal + 625 gold
  • Health: 450 ⇒ 400
  • NEW Tenacity: 20%
  • Passive: Gain bonus Attack Damage equal to 50% base Attack Damage (unchanged)
  • Passive: Upon taking damage that would reduce you below 30% health, gain a 80% Bonus Health shield, decaying over 4.5 seconds and gain 25% size and 30% tenacity for 8 seconds ⇒ Upon taking damage that would reduce you below 30% health, gain a 80% Bonus Health shield, decaying over 4.5 seconds and gain 10% size for 8 seconds.

Tank and Support Tank Items

The following items have been removed: Turbo Chemtank, Radiant Virtue, Gargoyle’s Stoneplate, Aegis of the Legion, Evenshroud, Radiant Virtue, and Lifewell Pendant

Hollow Radiance

  • Item Recipe: Bami's Cinder + Spectre's Cowl + 550 gold
  • 40 Magic Resistance
  • 100% Base Health Regeneration
  • Passive - Immolate: Taking or dealing damage causes you to begin dealing 10 (+1.75% bonus health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Taking or dealing damage refreshes the duration of this effect.
  • Passive - Desolate: Killing an enemy (non-ward, non-structure) deals 20 (+3.5% bonus health) magic damage in an area around them.

Unending Despair

  • Item Recipe: Chain Vest + Kindlegem + Ruby Crystal + 800 gold
  • Passive - Anguish: While in combat with champions, every 7 seconds, deal 30-50 (based on level) (+3% bonus health) magic damage to nearby enemy champions within 650 units, healing for 250% of the damage dealt.

Kaenic Rookern

  • Item Recipe: Spectre's Cowl + Negatron Cloak + 750 gold
  • 80 Magic Resistance
  • 150% Base Health Regeneration
  • Passive - Magebane: After not taking damage from champions for 12 seconds, gain a magic shield for 20% of your maximum health.
  • Item Recipe: Giant's Belt + Crystalline Bracer + Ruby Crystal + 900 gold
  • 200% Base Health Regeneration
  • Passive - Colossal Consumption: Charge up a powerful attack against a champion over 3 seconds while within 700 range of them. The charged attack deals 100 (+10% of health from Items) bonus physical damage, and grants you 12% of that value as permanent maximum health. 30 second cooldown per target.
  • Passive - Goliath: For each 100 maximum health, gain 3% increased size, up to 30%.

Trailblazer (formerly known as Go Fast with Friends)

  • Total Cost: 2400 gold
  • Item Recipe: Winged Moonplate + Chain Vest + 700 gold
  • 5% Bonus Movement Speed
  • Passive - Lead the Way: While moving, build up to 20 bonus Move Speed. At maximum stacks, leave a trail that raises allied champions' movespeed by 15% of your Movement Speed. Your next Attack discharges built up Move Speed; for Melee champions at top speed, the Attack also Slows the target by 50% for 1 second.

Zeke’s Convergence

  • Total Cost: 2200 gold
  • Item Recipe: Kindlegem + Glacial Shroud + 500 gold
  • Passive - Convergence: When you cast your Ultimate, gain an ice storm around yourself for 5 seconds. The storm deals 50 magic damage per second and slows enemies inside for 30%. (45 second cooldown)

Locket of the Iron Solari

  • Item Recipe: Lifewell Pendant + Null-Magic Mantle + 800g ⇒ Kindlegem + Cloth Armor + Null-Magic Mantle + 650 gold
  • 30 Magic Resistance
  • Ability Haste: 20 ⇒ 10
  • Active - Devotion: Grant nearby allies a 200 - 360 (ally level scaling) Shield, decaying over 2.5 seconds (90 second cooldown).
  • REMOVED Passive - Consecrate: Passively grant nearby allies armor and magic resistance

Warmog’s Armor

  • Item Recipe: Giant's Belt + Crystalline Bracer + Kindlegem + 500 gold ⇒ Giant's Belt + Crystalline Bracer + Winged Moonplate + 600 gold
  • Health: 800 ⇒ 750
  • Base Health Regeneration: 200% (unchanged)
  • NEW Movement Speed: 5%
  • REMOVED Ability Haste: 10 ⇒ 0
  • Passive - Warmog's Heart: If you have at least 1100 bonus health, restore health per second if damage hasn't been taken within 6 seconds (3 seconds for non-Champions) ⇒ If you have at least 1300 bonus health, restore health per second and gain 10% Movement Speed if damage hasn't been taken within 6 seconds (3 seconds for non-Champions)

Jak’Sho the Protean

  • Item Recipe: Aegis of the Legion + Kindlegem + Ruby Crystal + 800 gold ⇒ Chain Vest + Negatron Cloak + Ruby Crystal + 1100 gold
  • Health: 400 ⇒ 300
  • Armor: 30 ⇒ 50
  • Magic Resistance: 30 ⇒ 50
  • REMOVED Ability Haste: 20 ⇒ 0
  • Passive - Voidborn Resilience: For each second in champion combat, gain a stack, up to a maximum of 5 stacks. At maximum stacks become empowered, increasing your bonus resists by 30% until end of combat.

Dead Man’s Plate

  • Total Cost: 2900 gold (unchanged)
  • Item Recipe: Winged Moonplate + Chain Vest + Ruby Crystal + 1100 gold (unchanged)
  • Health: 300 (unchanged)
  • Armor: 45 (unchanged)
  • Movement Speed: 5% (unchanged)
  • Passive - Shipwrecker: While moving, build up to 40 bonus Move Speed. Your next Attack discharges built up Move Speed to deal up to 40 (+100% base AD) bonus physical damage. At maximum stacks, the target is also slowed by 50% ⇒ While moving, build up to 40 bonus Move Speed. Your next Attack discharges built up Move Speed to deal up to 40 (+100% base AD) bonus physical damage
  • NEW Passive - Unsinkable: The strength of movement slowing effects on you is reduced by 25%.

Randuin’s Omen

  • Total Cost: 2700 gold (unchanged)
  • Item Recipe: Warden's Mail + Giant's Belt + 800 gold (unchanged)
  • Armor: 60 ⇒ 55
  • Passive - Rock Solid: Every first incoming instance of post-mitigation basic attack damage is reduced by 5 (+3.5 per 1000 maximum health), maximum 20% reduction per attack. (unchanged)
  • Passive - Critical Resilience: Critical Strikes deal 25% less damage to you ⇒ Critical Strikes deal 30% less damage to you.

Force of Nature

  • Total Cost: 2800 gold (unchanged)
  • Item Recipe: Negatron Cloak + Winged Moonplate + Ruby Crystal + 700 gold (unchanged)
  • Magic Resistance: 60 ⇒ 55
  • Passive - Absorb: Taking magic damage from enemy Champions grants a stack of Steadfast (up to a maximum of 8) for 7 seconds. Enemy Immobilizing effects grant an additional 2 stacks. One spell can add a new stack of Steadfast every 1 second.
  • Dissipate: While at 8 stacks of Steadfast, gain 70 Magic Resist and 10% increased Movement Speed.

Iceborn Gauntlet

  • Total Cost: 3000 ⇒ 2600 gold
  • Item Recipe: Sheen + Kindlegem + Chain Vest + 700 gold ⇒ Sheen + Ruby Crystal + Chain Vest + 600 gold
  • Armor: 50 (unchanged)
  • Ability Haste: 20 ⇒ 15
  • Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 100% base Attack Damage physical damage and creates a frost field for 2.5 seconds. Enemies that move across the field are also Slowed by 15% (+4% per 1000 health) [melee] / 10% (+2% per 1000 health) [ranged]. Your primary target is slowed for double the amount and has their damage against you reduced by 10% for 2.5 seconds (1.5 (begins after using the empowered attack) second cooldown) ⇒ After using an ability, your next attack is enhanced with an additional 100% base Attack Damage physical damage and creates a frost field for 2 seconds. Enemies that move across the field are also Slowed by 20% (+ 4% per 1000 health) [melee] / 10% (+ 2% per 1000 health) [ranged]

Winter’s Approach / Fimbulwinter

  • Total Cost: 2600 ⇒ 2400 gold
  • All other stats unchanged

Sunfire Aegis

  • Item Recipe: Bami's Cinder + Chain Vest + 900 gold (unchanged)
  • Health: 500 ⇒ 450
  • Unique Passive - Immolate: Taking or dealing damage causes you to begin dealing 15 (+ 1.75% bonus health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Taking or dealing damage refreshes the duration of this effect. Damaging champions or epic jungle monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds, stacking up to 6 times for a total 60% increase ⇒ Taking or dealing damage causes you to begin dealing 12 (+ 1.75% bonus health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Taking or dealing damage refreshes the duration of this effect. Damaging champions or epic jungle monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds, stacking up to 6 times for a total 60% increase

Knight’s Vow

  • Total Cost: 2200 gold (unchanged)
  • Item Recipe: Lifewell Pendant + Crystalline Bracer + 350 gold ⇒ Kindlegem + Chain Vest + 600 gold
  • Health: 350 ⇒ 300
  • Armor: 25 ⇒ 45
  • REMOVED Base Health Regeneration: 125% ⇒ 0
  • Passive/Active: Unchanged

Frozen Heart

  • Total Cost: 2700 ⇒ 2300
  • Item Recipe: Warden’s Mail + Glacial Buckler + 400 gold
  • Armor: 90 ⇒ 70
  • Mana: 400 (unchanged)
  • Unique Passive - Rock Solid and Winter’s Caress: Unchanged

Assassin Items

In previous Seasons AD Assassins tended to purchase one or two Lethality items before pivoting into other options in the AD system, particularly fighter items. We believe Assassins are at their best when they're highly lethal but highly fragile anti-carry, and when they have fighter builds they tend to not be satisfying their own fantasies on top of being more frustrating and harder to deal with for enemies. Our goals with these changes are to remove some of the more potent defensive tools assassins were accessing (like Duskblade or Eclipse) and open them up to stronger snowballing through the Assassin system with the lethality purchases. We've also removed their ability to stack Black Cleaver and Last Whisper items so that Assassins don't end up as premium killers of bruisers and reasonably effective against tanks as we believe armor should be an effective purchase into Assassins.
  • Lethality has been adjusted to be 1 Armor Penetration per 1 point of Lethality rather than 0.6-1 Armor Penetration per Lethality based on level
  • The following items have been removed: Duskblade of Draktharr and Prowler’s Claw

Voltaic Cyclosword

  • Item Recipe: The Brutalizer + Kircheis Shard + 863 gold
  • 18 Lethality
  • Passive - Energized: Moving and Attacking will generate an Energized Attack. Dashes and Stealth stack Energized 75% faster.
  • Passive - Firmament: Your Energized Attack applies 100 bonus physical damage and Slows enemies for 99% for 0.75 seconds (20% for ranged users).

Profane Hydra

  • Total Cost: 3400 gold
  • Item Recipe: Tiamat + The Brutalizer + 813 gold
  • 60 Attack Damage
  • Active - Heretical Slash: Deal 80% total Attack Damage physical damage to nearby enemies. This damage increases to 120% total Attack Damage physical damage to enemies below 30% health.
  • Item Recipe: Serrated Dirk + Caulfield's Warhammer + 900 gold
  • Passive - Ego: When you kill an enemy champion you are granted a statue of yourself, if you already have a statue this statue upgrades.
  • Passive - Eminence: When a champion that you have damaged within the last 3 seconds dies, gain 10 (+1 per rank of Statue) Attack Damage for 60 seconds.

Opportunity

  • Item Recipe: Serrated Dirk + Rectrix + 800 gold
  • Passive - Preparation: After being out of combat with Champions for 8 seconds gain 5-10 Lethality (based on level). This Lethality lasts for 3 seconds after dealing damage to champions.
  • Passive - Extraction: If a champion dies within 3 seconds of damaging them, gain 150 decaying movement speed for 1.5 seconds.
  • Total Cost: 900 gold
  • Item Recipe: Long Sword + 550 gold
  • 4% Movement Speed

The Brutalizer

  • Total Cost: 1337 gold
  • Item Recipe: Glowing Mote + Pickaxe + 212 gold
  • 25 Attack Damage
  • 8 Lethality

Serylda’s Grudge

  • Item Recipe: Brutalizer + Last Whisper + 413 gold
  • 45 Attack Damage
  • 15 Lethality
  • Passive - Rancor: Gain 20 (+11% of Lethality) Armor Penetration
  • Passive - Bitter Cold: Damaging abilities slow enemies with 50% or less of their maximum health by 30% for 1 second

Serrated Dirk

  • Total Cost: 1100 ⇒ 1000
  • Item Recipe: Long Sword + Long Sword + 400 gold ⇒ Long Sword + Long Sword + 300g
  • Attack Damage: 30 ⇒ 25
  • Unique Passive - Gouge: Unchanged

Youmuu’s Ghostblade

  • Total Cost: 3100 ⇒ 2700 gold
  • Item Recipe: Serrated Dirk + Caulfield's Warhammer + 900 gold ⇒ Serrated Dirk + Rectrix + 1100 gold
  • Attack Damage: 60 (unchanged)
  • Lethality: 18 (unchanged)
  • REMOVED Ability Haste: 15 ⇒ 0
  • Active - Wraith Step: Gain 25% movement speed and ghosting for 6 seconds ⇒ Gain 20% movement speed and ghosting for 6 seconds
  • Passive - Haunt: Gain 40 Move Speed while out of combat (Note: the Spectral Shard mechanic has been removed
  • Total Cost: 3000 (unchanged)
  • Item Recipe: Serrated Dirk + Caulfield's Warhammer + 800 gold ⇒ The Brutalizer + Caulfield's Warhammer + 563g
  • Attack Damage: 55 (unchanged)
  • Ability Haste: 25 (unchanged)
  • Passive - Flux: Whenever a Champion dies within 3 seconds of you having damaged them, refund 10 (+0.4% per 1 Lethality) of your Ultimate Ability's total cooldown ⇒ Whenever a Champion dies within 3 seconds of you having damaged them, refund 10 (+30% Lethality) of your Ultimate Ability's total cooldown

Umbral Glaive

  • Total Cost: 2300 ⇒ 2600
  • Item Recipe: Serrated Dirk + Long Sword + Long Sword + 500 gold ⇒ Serrated Dirk + Caulfield's Warhammer + 500 gold
  • Attack Damage: 50 (unchanged)
  • Lethality: 13 ⇒ 15
  • Passive - Blackout: When spotted by an enemy Ward, reveal traps and disable Wards around you for 8 seconds (50 second cooldown). Attacks do 2 (melee)/ 1 (ranged) damage to Wards ⇒ When spotted by an enemy Ward, reveal traps and disable Wards around you for 8 seconds (50 second cooldown). Attacks do 3 (melee)/ 2 (ranged) damage to Wards

Serpent’s Fang

  • Total Cost: 2600 ⇒ 2500
  • Item Recipe: Serrated Dirk + Pickaxe + 625 gold ⇒ Serrated Dirk + Pickaxe + 525 gold
  • Lethality: 15 (unchanged)
  • Unique Passive - Shield Reaver: Unchanged

Marksmen Items

The following items have been removed: Rageknife and Galeforce
  • Item Recipe: Recurve + B.F. Sword + Dagger + 700 gold
  • 30% Attack Speed
  • Passive - Shadow: Attacks apply 30 magic damage on-hit.
  • Passive - Juxtaposition: Alternate between Light and Dark on-hits each attack. Light attacks grant 3-5 armor and magic resist (up to 15-25) for 5 seconds. Dark attacks grant 6% armor penetration and magic penetration (up to 30%) for 5 seconds.

Guinsoo’s Rageblade

  • Item Recipe: Rageknife + Pickaxe + Amplifying Tome + 690 gold ⇒ Amplifying Tome + Hearthbound Axe + Long Sword + 1050 gold
  • Attack Damage: 30 (unchanged)
  • Ability Power: 30 (unchanged)
  • Attack Speed: 25% (unchanged)
  • Passive - Wrath: Attacks deal 30 bonus magic damage on-hit. You convert every 1% critical strike chance into 1.5 additional bonus magic damage on-hit, capped at 100% critical strike chance, for a maximum of 180 bonus magic damage on-hit. This damage is affected by Critical strike modifiers ⇒ Attacks deal 30 bonus magic damage on-hit. Critical Strike conversion removed.
  • Passive - Seething Strike: Basic attacks grant 8% Attack Speed, stacking up to 4 times for a maximum of 32% Attack Speed. While fully stacked, every third Attack applies your On-Hit effects twice. (Note: Phantom Hit’s synergy with Kraken Slayer has been reintroduced.)

Infinity Edge

  • Total Cost: 3400 ⇒ 3300 gold
  • Item Recipe: B.F. Sword + Pickaxe + Cloak of Agility + 625 gold ⇒ B.F. Sword + Pickaxe + Cloak of Agility + 525 gold
  • Critical Strike Damage: 45% ⇒ 40%
  • Attack Damage: 65 (unchanged)
  • Critical Strike Chance: 20% (unchanged)

Navori Quickblades

  • Item Recipe: B.F. Sword + Caulfield's Warhammer + Cloak of Agility + 400 gold ⇒ Pickaxe + Caulfield’s Warhammer + Cloak of Agility + 725 gold
  • Attack Damage: 65 ⇒ 60
  • Ability Haste: 15%
  • Unique Passive - Transcendence: Your attacks reduce your non-ultimate ability cooldowns by 15% of their remaining cooldown ⇒ Your attacks reduce your non-ultimate ability cooldowns by 12% of their remaining cooldown
  • Passive - Impermanence: Unchanged

Guardian Angel

  • Total Cost: 3000 ⇒ 3200 gold
  • Item Recipe: B.F. Sword + Chain Vest + Stopwatch + 150 gold ⇒ B.F. Sword + Steel Sigil + 950 gold
  • Armor: 40 ⇒ 45
  • Attack Damage: 45 ⇒ 55 Attack
  • Passive - Rebirth: Upon taking lethal damage, restore 50% of base health and restore 30% of maximum mana. 300 second cooldown ⇒ Upon taking lethal damage, restores 50% of base health and 100% of maximum mana after 4 seconds of stasis. 300 second cooldown.

Immortal Shieldbow

  • Item Recipe: Pickaxe + Cloak of Agility + Vampiric Scepter + 625 gold (unchanged)
  • Lifesteal: 10% ⇒ 12%
  • Passive - Lifeline: Upon taking damage that would reduce you below 30% health, gain a 290 - 500 health shield for 3 seconds ⇒ Upon taking damage that would reduce you below 30% health, gain a 320-530 health shield for 3 seconds. Attack speed bonus upon triggering Lifeline has been removed.

Kraken Slayer

  • Item Recipe: Noonquiver + Cloak of Agility + Recurve Bow + 400 gold (unchanged)
  • Attack Damage: 40 (unchanged)
  • Attack Speed: 30% ⇒ 35%
  • Passive - Bring it Down: Unchanged (Note: Kraken Slayer’s interaction with Guinsoo’s Rageblade’s Phantom Hits passive is being reintroduced)

Lord Dominik’s Regards

  • Item Recipe: Last Whisper + Cloak of Agility + 950 gold (unchanged)
  • Attack Damage: 35 ⇒ 40
  • Armor Penetration: 30% (unchanged)
  • Passive - Giant Slayer: Deal up to 22% bonus damage against enemy champions with greater maximum health than you. Maximum damage increase reached when health difference is greater than 2500 ⇒ Deal up to 15% bonus physical damage to champions with greater maximum health than you. Maximum damage increase reached when health difference is greater than 2000

Phantom Dancer

  • Item Recipe: Hearthbound Axe + Zeal + 600 gold ⇒ Hearthbound Axe + Cloak of Agility + 1000 gold
  • Attack Damage: 20 (unchanged)
  • Attack Speed: 35% ⇒ 30%
  • Movement Speed: 7% ⇒ 10%
  • Unique Passive - Spectral Waltz: Basic attacks on-attack grant ghosting, 7% bonus movement speed, and a stack of Spectral Waltz for 3 seconds, up to 4 stacks. While at 4 stacks, gain 30% bonus attack speed. ⇒ Attacks grant Ghosting and a stack of 7% Attack Speed up to 5 stacks (Maximum 35% Attack Speed) for 3 seconds

Rapid Firecannon

  • Item Recipe: Long Sword + Zeal + Kircheis Shard + 850 gold (unchanged)
  • 30 Attack Damage (unchanged)
  • Attack Speed: 15% ⇒ 20%
  • Movement Speed: 7% (unchanged)
  • Passives - Energized & Sharpshooter: Unchanged

Statikk Shiv

  • Item Recipe: Noonquiver + Cloak of Agility + Kircheis Shard + 400 gold (unchanged)
  • Attack Speed: 30% (unchanged)
  • Critical Strike Change: 20% (unchanged)
  • Passive - Energized: Moving and attacking will generate an energized attack.
  • Passive - Electroshock: Your Energized Attack fires chain lightning that deals 100 - 180 (based on level) (+15% AP) bonus magic damage, increased to 150 against minions. Hits 6/9/12 targets. ⇒ Your Energized Attack fires a chain lightning that deals 100-180 (based on level) magic damage hitting up to 6 targets. Hits 6 targets.
  • Item Recipe: Noonquiver + Cloak of Agility + Kircheis Shard + 450 gold ⇒ Noonquiver + Cloak of Agility + Kircheis Shard + 500 gold
  • Attack Damage: 55 ⇒ 60
  • Attack Speed: 15% (unchanged)
  • Passives - Energized and Bolt: Unchanged

The Collector

  • Item Recipe: Serrated Dirk + Pickaxe + Cloak of Agility + 425 gold ⇒ Serrated Dirk + Pickaxe + Cloak of Agility + 525 gold
  • Lethality: 18 ⇒ 16
  • Passive - Death and Taxes: Unchanged

Essence Reaver

  • Total Cost: 2900 ⇒ 3000 gold
  • Item Recipe: Sheen + Caulfield’s Warhammer + Cloak of Agility + 300 gold
  • Passive - Spellblade: Unchanged

Support Items and Quests

With the 2024 season, we saw a great opportunity to transform the Support Quest Item system. The old support items didn't bring a lot of customization or flavor to your builds. And despite being objectively powerful, they weren’t satisfying as some champions or play styles were underserved. Enter a universal support item that branches into five. Now, with the choice of five distinct passives to choose from, support items will be able to cover a broader range of champions and playstyles. Additionally, these changes should also help your upgrade moment feel more engaging and powerful. These upgrades were designed to be powerful, as they’re typically acquired around the time you finish your first item. This one and a half item power spike was actually designed to create a period of time within the early to mid game where supports can have their biggest power spikes and influence the game most meaningfully. Going forward, this will allow us to better define when supports have satisfying power in the game and, ultimately, help inform how we’re balancing that power. The following items have been removed: Relic Shield, Targon’s Buckler, Steel Shoulderguards, Runesteel Spaulders, Spellthief’s Edge, Frostfang, Spectral Sickle, and Harrowing Crescent.

World Atlas

  • Total Cost: 400 gold
  • 25% Mana Regeneration
  • 25% Health Regeneration
  • 3 gold per 10 seconds
  • Support Quest: Earn 500 gold from this item to transform it into Runic Compass and gain the ability to hold wards.
  • Gold Generation: Gain a charge every 18 seconds, up to 3 charges. While nearby an ally champion, consume a charge to earn gold via the following methods: 1) Damaging abilities and attacks against champions or structures grant 30 (melee) / 28 (ranged) gold and 2) killing a minion by any means grants you 20 gold and the nearest allied champion the same amount of gold they would have received had they killed the minion.

Runic Compass

  • Total Cost: Upgraded from World Atlas at 500 gold.
  • 50% Mana Regeneration
  • 50% Health Regeneration
  • 5 gold per 10 seconds
  • Support Quest: Earn 1000 gold from this item to transform it into Runic Compass and gain the ability to hold wards.
  • Gold Generation: Gain a charge every 18 seconds, up to 3 charges. While nearby an ally champion, consume a charge to earn gold via the following methods:
  • Damaging abilities and attacks against champions or structures grant 34 (melee) / 32 (ranged) gold.
  • Killing a minion by any means grants you 28 gold and the nearest allied champion the same amount of gold they would have received had they killed the minion.

Bounty of Worlds

  • Total Cost: Upgraded from Runic Compass at 1000 gold.
  • You may notice Bounty of Worlds is almost exactly the same item as Runic Compass. Well you noticed right. Bounty of Worlds is an in-between state that allows the item to upgrade into any of the five support item upgrades! Once upgraded it served its purpose. Thank you Bounty of Worlds.

All Upgraded Item Forms

  • As a note, all upgraded items will share the same stats with the differentiator being the upgrades mentioned below.
  • 75% Mana Regeneration
  • 75% Health Regeneration

Celestial Opposition

  • Passive - Blessing of the Mountain: Become Blessed to reduce incoming champion damage by 35% (melee) / 25% (ranged), lingering for 2 seconds after taking damage from a champion. When the shield breaks, unleash a shockwave around you that slows nearby enemies by 50% for 1.5 seconds. Effect refreshes after leaving combat for 20 seconds.

Solstice Sleigh

  • Passive: Slowing or Immobilizing an enemy champion grants you and a nearby ally with the lowest amount of health 120 bonus health and 90 movement speed for 4 seconds. 20 second cooldown.
  • Passive - Spellblade: After using an ability, your next attack is enhanced with an additional 150% base AD damage on-hit (1.5 second cooldown). If the target is a champion, apply Expose Weakness, increasing the damage they take by 12% (melee) / 8% (ranged) for 6 seconds.

Dream Maker

  • Passive - Dream Maker: Gain a Blue Dream Bubble and a Purple Dream Bubble every 8 seconds. Healing and Shielding another ally blows both Dream Bubbles to them and empowers them for 3 seconds. Blue Bubble reduces 140 incoming damage on the next hit and Purple Bubble grants 90 bonus magic damage on the next hit.

Zaz’Zak’s Realmspike

  • Passive - Void Explosion: Dealing ability damage to a champion causes an explosion at their current location that damages the target and nearby enemies, dealing 50 (+3% maximum health) magic damage, capped at 300 against monsters. 9-6 second cooldown (based on level).

Enchanter Items

The following items have been removed: Chemtech Putrifier and Chalice of Harmony.

Glowing Mote

  • Total Cost: 250 gold
  • 5 Ability Haste
  • Item Recipe: Bandleglass Mirror + Bandleglass Mirror + 700 gold
  • 40 Ability Power
  • 150% Mana Regeneration
  • Passive - Dawncore: Gain 3% Heal and Shield Power and 5 Ability Power per 100% Base Mana Regeneration.
  • Passive - Summoner Spell Haste: Gain 18 Summoner Spell Haste.

Echoes of Helia

  • Total Cost: 2300 ⇒ 2200 gold
  • Item Recipe: Chalice of Blessings + Bandleglass Mirror + 400 gold ⇒ Kindlegem + Bandleglass Mirror + 400 gold
  • 200 Health (unchanged)
  • 125% Mana Regeneration (unchanged)
  • Ability Power: 30 ⇒ 40
  • Ability Haste: 15 ⇒ 20
  • Passive - Soul Siphon: Damaging a champion grants a Soul Shard, up to 2. Healing or Shielding an ally consumes all Soul Shards and restores 20 - 80 per health per Shard and deals 30 - 180 magic damage per Shard to the enemy. ⇒ Damaging a champion grants a Soul Shard, up to a maximum of 3. Healing or Shielding an ally consumes all Soul Shards and restores 20 Health and deals 55 magic damage per Shard to the nearest enemy champion.
  • Passive - Dissonance removed.

Staff of Flowing Water

  • Total Cost: 2100 ⇒ 2300 gold
  • Item Recipe: Aether Wisp + Forbidden Idol + 450 gold ⇒ Fiendish Codex + Forbidden Idol + 600 gold
  • Ability Power: 35 ⇒ 40
  • Mana Regeneration: 75% ⇒ 125%
  • 8% Heal and Shield Power (unchanged)
  • 5% Movement Speed removed
  • Passive - Rapids: Healing or Shielding allied champions (excluding the user) grants you and them 30 - 45 ability power and 20 ability haste for 4 seconds. ⇒ Healing or Shielding allied champions (excluding the user) grants the user and allied champion 30 Ability Power and 10% bonus Movement Speed over 3 seconds.

Ardent Censer

  • Item Recipe: Aether Wisp + Forbidden Idol + 450 gold ⇒ Aether Wisp + Forbidden Idol + 650 gold
  • Ability Power: 35 ⇒ 50
  • Bonus Movement Speed: 5% ⇒ 8%
  • Passive - Sanctify: Healing or Shielding allied champions (excluding the user) grants you and them 20% bonus Attack Speed and 15 bonus magic damage for 4 seconds. ⇒ Healing or Shielding allied champions (excluding the user) grants you and them 25% bonus Attack Speed and 20 bonus magic damage for 4 seconds.

Starting Items

Doran’s blade.

  • NEW Lifesteal: 3.5%
  • REMOVED Omnivamp: 2.5% ⇒ 0

Doran’s Ring

  • Unique Passive - Drain: Restore 1 mana per second, increased to 1.5 if you’ve damaged an enemy champion in the last 10 seconds (gain 45% of this value as health instead if you cannot gain mana) ⇒ Restore 1.25 mana per second (gain 45% of this value as health instead if you cannot gain mana)

Ornn Item Upgrades

The move away from Mythic items also means new Ornn items! Since there are no longer Mythic items to default to, Ornn will now default to upgrading Legendary items based on their slot, prioritizing slot 1 followed by slot 2 and so on (aka from top left to bottom right) until an eligible item is detected. The following items are now eligible for upgrades:
  • Luden’s Companion ⇒ Force of Arms: +25 Ability Power, +350 Mana, +10 Ability Haste
  • Liandry’s Torment ⇒ Liandry’s Lament: +20 Ability Power, +250 Health
  • Rod of Ages ⇒ Infinite Convergence: +20 Ability Power, +200 Health, +250 Mana
  • Hextech Rocketbelt ⇒ Upgraded Aeropack: +25 Ability Power,
  • Riftmaker ⇒ Icathia’s Curse: +20 Ability Power, +150 Health, +5 Ability Haste
  • Rabadon’s Deathcap ⇒ Rabadon’s Deathcrown: +50 Ability Power
  • Malignance ⇒ Enmity of the Masses: +30 Ability Power+ 200 Mana, + 10 Ability Haste
  • Youmuu’s Ghostblade ⇒ Youmuu’s Wake: +15 Attack Damage, + 8 Lethality
  • Voltaic Cyclosword ⇒ Swordnado: +15 Attack Damage, +9 Lethality, +5 Ability Haste
  • Hubris ⇒ Ataraxia: +15 Attack Damage, +9 Lethality, +5 Ability Haste
  • Opportunity ⇒ Certainty: +15 Attack Damage, +9 Lethality, +3% Movement Speed
  • Heartsteel ⇒ Leviathan: +250 Health, +100% Health Regeneration
  • Iceborn Gauntlet ⇒ Frozen Fist: +100 Health, +10 Armor, +10 Ability Haste
  • Jak’Sho the Protean ⇒ The Unspoken Parasite: +150 Health, +10 Armor, +10 Magic Resistance
  • Locket of the Iron Solari ⇒ Reliquary of the Golden Dawn: +150 Health, +10 Armor, +10 Magic Resistance, +10 Ability Haste
  • Unending Despair ⇒ Hope Adrift: +200 Health, +10 Armor, +10 Ability Haste
  • Echoes of Helia ⇒ Cry of the Shrieking City: +20 Ability Power, +100 Health, +5 Ability Haste, +50% Mana Regeneration
  • Moonstone Renewer ⇒ Starcaster: +20 Ability Power, +50 Health, +5 Ability Haste, +75% Mana Regeneration
  • Shurelya’s Battlesong ⇒ Shurelya’s Requiem: +15 Ability Power, +10 Ability Haste, +2% Movement Speed, +75% Mana Regeneration
  • Dawncore ⇒ Daybreak: +20 Ability Power, +10 Ability Haste, +75% Mana Regeneration
  • Eclipse ⇒ Syzygy: +20 Attack Damage, +10 Ability Haste
  • Stridebreaker ⇒ Dreamshatter: +15 Attack Damage, +10% Attack Speed, +75 Health
  • Trinity Force ⇒ Infinity Force: +10 Attack Damage, +10% Attack Speed, +100 Health, +5% Ability Haste
  • Experimental Hexplate ⇒ T.U.R.B.O: +10 Attack Damage, +10% Attack Speed, +150 Health
  • Black Cleaver ⇒ Obsidian Cleaver: +10 Attack Damage, 200 Health, 5 Ability Haste
  • Spear of Shojin ⇒ Shojin’s Resolve: +10 Attack Damage, 200 Health, 5 Ability Haste
  • Sundered Sky ⇒ Heavensfall: +10 Attack Damage, +200 Health, +5 Ability Haste
  • Guinsoo’s Rageblade ⇒ Seething Sorrow: +10 Attack Damage, +20 Ability Power, +10% Attack Speed
  • Infinity Edge ⇒ Edge of Finality: +30 Attack Damage
  • Stormrazor ⇒ Eye of the Storm: +20 Attack Damage, +10% Attack Speed
  • Krakenslayer ⇒ Wyrmfallen Sacrifice: +20 Attack Damage, +10% Attack Speed
  • Nashor’s Tooth ⇒ The Baron’s Grit: +30 Ability Power, +10% Attack Speed, +5 Ability Haste
The Perfect Timing Rune has been removed and replaced with Triple Tonic.

Triple Tonic

  • At level 3, gain an Elixir of Avarice.
  • Elixir of Avarice : On use, gain 5 true damage on-hit against minions for 60 seconds. At the end of this effect, gain 40 gold.
  • At level 6, gain an Elixir of Force.
  • Elixir of Force : On use, gain 20 Adaptive Force for 60 seconds.
  • At level 9, gain an Elixir of Skill.
  • Elixir of Skill : On use, gain a skill point. (Note: This does not grant a level or modify the rules around adding skill points into abilities)

Tower Adjustments

Towers have been on the more fragile end for a while now, but with the addition of more tower damage coming from Voidgrubs, we thought it was time to give them a bit more durability. We want towers to feel like something that you can actually protect and reduce how easy it is for some teams to immediately win by blasting through three towers. We're also adjusting the backdoor bonus (reduced damage to towers when there are no nearby allied minions) to be more potent as it was often being ignored by champions later into the game. Now it will also apply to true damage rather than entirely nullifying it so that it's consistent across damage types.
  • Inner Tower Health: 3600 ⇒ 4000
  • Inhibitor Tower Health: 3300 ⇒ 3500
  • Nexus Tower Health: 2700 ⇒ 3000
  • Backdoor Bonus: Now reduces True Damage to towers rather than nullifying it entirely
  • Backdoor Damage Reduction Amount: 66.666% ⇒ 80%

Ranked Changes

Alongside the launch of the new season we’ll also be making some behind-the-scenes changes that should help improve the overall ranked experience.
  • Narrowing Emerald Tier : While overall we believe the new Emerald tier is accomplishing our goal of spreading out the ladder, the range of skill levels within Emerald is currently a bit too wide, so we’re going to be making Emerald a bit smaller. This, among other changes, should also help to correct instances of players Emerald rank and above receiving more LP per loss than LP per win.
  • Visible Rank Differences : While promoting ranks was made easier in 2023, there weren’t any adjustments to demotions, which led to some players having much higher visible ranks than their actual MMR. To correct this, demoting has been made a little easier to help avoid situations where a player could have a visible rank of Platinum, but actually have a Silver MMR. Additionally, we’ve also made adjustments to matchmaking so that the range of visible ranks within a lobby are tighter.
  • Modified LP Gains : The LP gain increase to +/-25 per game we introduced last year has done a good job of helping players move up or down a division within a session, which we’re currently pretty happy with. That said, We’ve learned that this amount of LP isn’t sustainable in tiers Emerald and above where breadth of skill is higher. Due to this, LP gains at Emerald Tier and above have been decreased to roughly +/- 20 per game.
  • NEW New Player Placements : We’ve updated how new players are placed in Ranked which should place them closer to their appropriate skill level.
Fist bumps. That’s right, Riot Games (whose logo is a fist bump) added an interactive fist bump into League of Legends for you to celebrate all the hype moments in game. All you need to do is activate the emote, wait for another team member to use the emote and then BOOM. Fist bump achieved. Queue the fireworks. (Note: the default keybind for this is [U]) The fist bump emote will only be visible to allied teammates and, in the incredibly embarrassing event that a teammate does not fist bump you back, your fist bump can transform into a thumbs up.

Dynamic Music

It’s been nearly 10 years since the last update of music for Summoner’s Rift (way back in 2015). And while we already have a music system that’s working, we wanted to find a way to level it up even more! With the addition of all of the new and updated Void creatures coming this season, we felt like there was a real opportunity to use music to enhance the feeling of taking these objectives. Cue Dynamic Music! This new Dynamic Music system can be broken down into 3 components:
  • Locational Music
  • Contextual Music
  • Situational Music

LOCATIONAL MUSIC: CHANGES WITH YOUR LOCATION

We’re introducing musical “zones” into Summoner’s Rift. In other words, we play different music for different locations within the map as you enter them. Right now, it’s only the top side river (including the Baron pit) that has unique music, but make sure to go check it out!

CONTEXTUAL MUSIC: CHANGES WITH GAME STATE

Some of you might know that Summoner’s Rift’s base music evolves over time with the state of the game. The music gradually gets more complex and exciting as towers and inhibitors get taken down. So when we zone out the top side river, we also want it to have its own evolution within the zone as well. Music will evolve as new objectives spawn with there being a total of 4 evolution states:
  • Neutral (nothing has spawned)
  • Rift Herald
Each of the monsters introduce their different personalities and stakes to the river—so naturally they each get their own unique music as well!

SITUATIONAL MUSIC: CHANGES WITH YOUR ACTIONS

What if there was a way the music could react to what you, the player, are doing? The first place that feels like a natural tie-in is the idea of “raid boss music,”so why not add some music for these void objectives when you’re fighting them? This resulted in three unique pieces of music for when you are fighting Grubbies, Rift Herald, and Baron. We hope that these changes make the map feel more alive and make each little corner of the map feel lived in and more interesting. We’re very excited for the launch of Dynamic Music for Summoner’s Rift and to see how you all like it!

In-Game Quests

From champions with sunglasses taking 1 less damage from Leona’s passive, to Rift Herald dance parties, hidden surprises are no stranger to League. In this patch, we’re introducing some additional in-game quests for a few champions to help bring their vibrant stories and personalities to life on the Rift! Read below for information on the quests, how to activate them, and the rewards you’ll get if you're able to win!

GOLDEN RATIO

  • Champions : Hwei and Jhin
  • Quest Information : Jhin or Hwei must be the first to kill the other using their ultimate ability, proving death or despair as the more powerful art.
  • Quest Activation Conditions : 1) Hwei and Jhin must be on opposing teams 2) Hwei and Jhin must both be at least level 12
  • Quest Rewards : If Jhin wins he turns Hwei into his virtuosic magnum opus, earning him 4.444 Lethality. If Hwei wins, his visions of pain, and peace, and art deepen, earning him 3.33% Magic Penetration

FISHING IN THE LAVENDER SEA

  • Champions : Bel’Veth and Jax
  • Quest Information : Will Bel’Veth’s grand ambitions come to life, or will Jax be able to protect his fishing spot? Jax and Bel’Veth compete over Baron Nashor, with the first to slay him emerging victorious.
  • Quest Activation Conditions : 1) Bel’Veth and Jax must be on opposing teams 2) Rift Herald must have been taken prior to Baron
  • Quest Rewards : If he wins, Jax receives 5 stacks of Bel’Veth’s Passive, Death in Lavender which grants 0.28%-1% Attack Speed (based on level) per stack, and 5 more stacks each time he scores a takedown on Bel’Veth. Should Bel’Veth prevail, killing Jax will drop a Void Coral that grants Bel’Veth her extended, empowered true form
  • Champions : Nasus and Renekton
  • Quest Information : Can Nasus stop Renekton’s rage and protect Shurima, or will Renekton’s wrath consume everything? Be the first the kill the other while your ultimate ability is active to come out on top
  • Quest Activation Conditions : 1) Renekton and Nasus must be on opposing teams, 2) both Nasus and Renekton must be level 11
  • Quest Rewards : The winner of Bad Blood will become 10% larger while in their increased ultimate size and its duration is extended by 10%, while the loser’s increased ultimate size will become 10% smaller

BATTLE OF SPIRIT AND SHADOW

  • Champions : Shen and Zed
  • Quest Information : Can Shen stand against Zed’s shadows, or will the might of the dark prove too strong to overcome? Shen will win this quest if he takes down Zed before Zed kills two of Shen’s nearby allies (kill or assists will count). Zed will prevail if he kills two of Shen’s nearby allies without being taken down by Shen.
  • Quest Activation Conditions : 1) Shen and Zed must be on opposing teams 2) Shen and Zed must both be level 11
  • Quest Rewards : If Shen defeats Zed, the shield from his Ki Barrier will become 30% stronger. If Zed wins, his passive ability, Contempt for the Weak, will deal an additional 2% of the target’s maximum health
Due to the large amount of changes coming in this patch we won’t be making any changes to ARAM in 14.1, but we will be closely monitoring champion performance with the update and plan to implement follow up balance changes in the upcoming patch.

Progression

Season start career stat reset.

Due to the start of the new Ranked 2024 Season, Split 1 career stats will be reset.

SEASONAL CHALLENGES: 2024 SPLIT 1

Seasonal Challenges are going to be released alongside each ranked split in the 2024 season! There will be three sets of Challenges, each with a new unique title earnable at the Master rank. The Split 1 title will be Voidborn and the new Challenges are as follows:
  • Legendary Arms: 2024 Split 1 - Win Games with Legendary Items
  • Support Subsidy: 2024 Split 1 - Fully complete your support quest in 14 minutes
  • Crab Wrangler: 2024 Split 1 - Take both of the first Scuttle Crab spawns
  • The Brush Has Eyes: 2024 Split 1 - End the game with 20% more vision score than your role opponent
  • All Random All Champs: 2024 Split 1 - Earn an S- grade on different champions
  • Wurm Fishing: 2024 Split 1 - Take down Barons
  • Right Under Their Noses: 2024 Split 1 - Recall while unseen by an enemy champion
  • Always On Time: 2024 Split 1 - Kill Epic Monsters within 30 seconds of spawn

Game Spectator Changes

What better way to ring in the new season than watching your friends start their climbs? In this patch we’re introducing a few changes to League’s spectator system to help modernize it for players. Fun fact, the 3 minute spectator delay was originally tied to ward timers, which are now 2 minutes 30 seconds. Can you guess what the new delay is? Anyway, now you’ll be able to spectate with 30 seconds less delay on Summoner’s Rift games and YOU CAN NOW SPECTATE ARENA AND TFT GAMES.
  • Summoner’s Rift Spectator Delay : 3 minutes ⇒ 2 minutes 30 seconds
  • ARAM Spectator Delay : 3 minutes ⇒ 60 seconds
  • NEW Teamfight Tactics Spectator Delay : 60 seconds
  • NEW Arena Spectator Delay : 60 seconds
  • Spectatable Game Time : Spectators can view up to the last 5 minutes of gameplay prior to when they started spectating (may differ by region) ⇒ After clicking spectate, spectators will need to wait an amount of time equivalent to the delay before loading in, at which point they will be able to view the game time from when they pressed spectate onwards. The ability to view earlier gameplay prior to spectating has been removed, but don’t worry, you can still find footage of the full game using the replay feature.

Mythic Shop

Upcoming rotations.

In order to kick 2024 off right we’re sharing out the next several rotations for the Mythic Shop! Our goal here is to help you all plan out Mythic Essence acquisition and spending, so we’ll start out with a rolling list of approximately the next 3 months. This will include both the previously released Prestige and Mythic (aka Hextech) skins, but we’ll be leaving new Prestige skins and Seasonal Mythic skin reveals as their own surprise. As we near the end of the list, we’ll refresh it with the next three months of rotations unless we find that a different cadence is working better for the community. The current rotation schedule continues on with the next rotation in patch 14.2. Starting from there, these are the upcoming skins in the next few patches:

Coming in Patch 14.2

  • Prestige Empyrean K’Sante
  • Prestige PROJECT: Zed
  • Prestige Pulsefire Thresh
  • Prestige Conqueror Jax

Coming in Patch 14.4

  • Prestige Mythmaker Sivir
  • Prestige K/DA Ahri
  • Prestige Battle Academia Leona
  • Prestige Star Guardian Neeko

Coming in Patch 14.6

  • Prestige PsyOps Ezreal
  • Prestige Winterblessed Warwick
  • Prestige Dragonmancer Volibear
  • Prestige Space Groove Nami
  • Dark Star Cho’Gath
  • Hextech Renekton

QoL Changes & Bugfixes

QoL Changes

  • Trinket wards have been updated to display the same visual effects as control wards when placing them. This is intended to further clarify the range that wards cover, especially with the terrain changes releasing this patch.
  • Qiyana R knockback duration has been increased slightly to reduce chances of R knockback not overlapping with wall stun.
  • Neeko R knockup will no longer move enemies outside of the stun range.
  • Shaco’s R clone will now mirror spell animations and recall visuals.
  • The amount of time required for Jarvan IV to reactivate his ultimate to lower the walls has been reduced from 1 to 0.75 seconds.
  • Sylas’ passive attacks are now single target for primary targets for the purposes of other systems. For example, this will let him proc Press the Attack or kill Yorick Ghouls while his passive is available.
  • Fixed a bug that caused Dark Harvest and Heartsteel to reveal Neeko when she's disguised.
  • Mordekaiser R will no longer bring Akali Shroud with her through dimensions.
  • Qiyana’s W > Q fast buffer no longer sends her Q towards the 0,0,0 map coordinate.
  • Shaco’s R Clone will spawn with the same mana as Shaco and copy jungle mana regeneration (if he is a jungler)
  • Kog’Maw’s W no longer cancels his auto attacks when the W buff ends.
  • Fixed a bug that caused Fizz’s R water VFX to not show for the Fizz player.
  • Fixed a bug that caused Hwei’s EW to expire before reaching a moving target.
  • Fixed a bug that caused Neeko’s W to scale with ultimate ability haste.
  • Fixed a bug that caused Hwei to cast a different ability from the same subject if his previous cast was interrupted by an item usage.
  • Fixed a bug that sometimes caused Hecarim’s E to critically strike with 0% critical strike chance.
  • Fixed a bug that caused Hwei’s subjects to go on cooldown after certain rapid button press combinations.
  • Fixed a bug that sometimes caused Hwei to cast a different spell than the one he input while move casting.
  • Fixed a bug that caused Viego’s R to be replaced with Hwei’s R upon possessing him.
  • Fixed a bug that caused Janna’s allies to be able to receive bonus movement speed from her passive while Janna is dead.
  • Fixed a bug that caused Spear of Shojin’s passive to apply to Ultimate abilities.

Cosmetic Bugfixes

  • Bewitching Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Faerie Court Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Lunar Beast Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.
  • Prestige Lunar Beast Fiora’s Duelist Dance (P) indicator visibility has been updated and aligns with her Base indicator visibility.

Upcoming Skins & Chromas

The following skins will be released in this patch:

phantom assassin patch notes

Dragonmancer Kassadin

phantom assassin patch notes

Dragonmancer Rakan

phantom assassin patch notes

Dragonmancer Fiora

phantom assassin patch notes

Dragonmancer Vayne

phantom assassin patch notes

Prestige Dragonmancer Rakan

The following chromas will be released this patch:

phantom assassin patch notes

Dragonwing Corki

phantom assassin patch notes

Dragonblade Talon

phantom assassin patch notes

Dragon Fist Lee Sin

phantom assassin patch notes

Jade Dragon Wukong

phantom assassin patch notes

ClutchPoints

ClutchPoints

League of Legends 2024 – The Marksman Item Guide

Posted: January 10, 2024 | Last updated: January 10, 2024

Starting from the League of Legends Patch 14.1 Update, the items received a massive overhaul which removed the Mythic tier and changed the existing pool. Here’s an all-around guide for the League of Legends 2024 Marksman Item Build.

League of Legends 2024 New Marksman Items

Rageknife and Galeforce have been removed from the shop.

Check out the full League of Legends Update 14.1 Patch Notes here.

Find out about the new items here:

  • New Mage Items
  • New Fighter and Bruiser Items
  • New Tank Items
  • New Assassin Items
  • New Support Items

Good for champions who will auto-attack a lot. Champions like Yasuo or Yone may also find use in this item.

  • Total Cost: 3000 gold
  • Item Recipe: Recurve + B.F. Sword + Dagger + 700 gold
  • 40 Attack Damage
  • 30% Attack Speed
  • Passive – Shadow: Attacks apply 30 magic damage on-hit.
  • Passive – Juxtaposition: Alternate between Light and Dark on-hits each attack. Light attacks grant 3-5 armor and magic resist (up to 15-25) for 5 seconds. Dark attacks grant 6% armor penetration and magic penetration (up to 30%) for 5 seconds.

Guinsoo’s Rageblade

  • Total Cost: 3200 >>> 3000 gold
  • Item Recipe: Rageknife + Pickaxe + Amplifying Tome + 690 gold >>> Amplifying Tome + Hearthbound Axe + Long Sword + 1050 gold
  • Attack Damage: 30 (unchanged)
  • Ability Power: 30 (unchanged)
  • Attack Speed: 25% (unchanged)
  • Passive – Wrath: Attacks deal 30 bonus magic damage on-hit. You convert every 1% critical strike chance into 1.5 additional bonus magic damage on-hit, capped at 100% critical strike chance, for a maximum of 180 bonus magic damage on-hit. This damage is affected by Critical strike modifiers >>> Attacks deal 30 bonus magic damage on-hit. Critical Strike conversion removed.
  • Passive – Seething Strike: Basic attacks grant 8% Attack Speed, stacking up to 4 times for a maximum of 32% Attack Speed. While fully stacked, every third Attack applies your On-Hit effects twice. (Note: Phantom Hit’s synergy with Kraken Slayer has been reintroduced.)

Infinity Edge

  • Total Cost: 3400 >>> 3300 gold
  • Item Recipe: B.F. Sword + Pickaxe + Cloak of Agility + 625 gold >>> B.F. Sword + Pickaxe + Cloak of Agility + 525 gold
  • Critical Strike Damage: 45% >>> 40%
  • Attack Damage: 65 (unchanged)
  • Critical Strike Chance: 45% (unchanged)

Navori Quickblades

  • Item Recipe: B.F. Sword + Caulfield’s Warhammer + Cloak of Agility + 400 gold >>> Pickaxe + Caulfield’s Warhammer + Cloak of Agility + 725 gold
  • Attack Damage: 65 >>> 60
  • Ability Haste: 15%
  • Critical Strike Chance: 20% (unchanged)
  • Unique Passive – Transcendence: Your attacks reduce your non-ultimate ability cooldowns by 15% of their remaining cooldown >>>
  • Your attacks reduce your non-ultimate ability cooldowns by 12% of their remaining cooldown
  • Passive – Impermanence: Unchanged

Guardian Angel

  • Total Cost: 3000 gold (unchanged)
  • Item Recipe: B.F. Sword + Chain Vest + Stopwatch + 150 gold >>> B.F. Sword + Steel Sigil + 950 gold
  • Armor: 40 >>> 45
  • Attack Damage: 45 >>> 55 Attack
  • Passive – Rebirth: Upon taking lethal damage, restore 50% of base health and restore 30% of maximum mana. 300 second cooldown >>> Upon taking lethal damage, restores 50% of base health and 100% of maximum mana after 4 seconds of stasis. 300 second cooldown.

Immortal Shieldbow

  • Item Recipe: Pickaxe + Cloak of Agility + Vampiric Scepter + 625 gold (unchanged)
  • Attack Damage: 50 (unchanged)
  • Lifesteal: 10% >>> 12%
  • Passive – Lifeline: Upon taking damage that would reduce you below 30% health, gain a 290 – 500 health shield for 3 seconds >>> Upon taking damage that would reduce you below 30% health, gain a 320-530 health shield for 3 seconds. Attack speed bonus upon triggering Lifeline has been removed.

Kraken Slayer

  • Item Recipe: Noonquiver + Cloak of Agility + Recurve Bow + 400 gold (unchanged)
  • Attack Damage: 40 (unchanged)
  • Attack Speed: 30% >>> 35%
  • Passive – Bring it Down: Unchanged (Note: Kraken Slayer’s interaction with Guinsoo’s Rageblade’s Phantom Hits passive is being reintroduced)

Lord Dominik’s Regards

  • Item Recipe: Last Whisper + Cloak of Agility + 950 gold (unchanged)
  • Attack Damage: 35 >>> 40
  • Armor Penetration: 30% (unchanged)
  • Passive – Giant Slayer: Deal up to 22% bonus damage against enemy champions with greater maximum health than you. Maximum damage increase reached when health difference is greater than 2500 >>> Deal up to 15% bonus physical damage to champions with greater maximum health than you. Maximum damage increase reached when health difference is greater than 2000

Phantom Dancer

  • Total Cost: 2800 gold (unchanged)
  • Item Recipe: Hearthbound Axe + Zeal + 600 gold >>> Hearthbound Axe + Cloak of Agility + 1000 gold
  • Attack Damage: 20 (unchanged)
  • Attack Speed: 35% >>> 30%
  • Movement Speed: 7% >>> 10%
  • Unique Passive – Spectral Waltz: Basic attacks on-attack grant ghosting, 7% bonus movement speed, and a stack of Spectral Waltz for 3 seconds, up to 4 stacks. While at 4 stacks, gain 30% bonus attack speed. >>> Attacks grant Ghosting and a stack of 7% Attack Speed up to 5 stacks (Maximum 35% Attack Speed) for 3 seconds

Rapid Firecannon

  • Total Cost: 3000 (unchanged)
  • Item Recipe: Long Sword + Zeal + Kircheis Shard + 850 gold (unchanged)
  • 30 Attack Damage (unchanged)
  • Attack Speed: 15% >>> 20%
  • Movement Speed: 7% (unchanged)
  • Passives – Energized & Sharpshooter: Unchanged

Statikk Shiv

  • Item Recipe: Noonquiver + Cloak of Agility + Kircheis Shard + 400 gold (unchanged)
  • Attack Speed: 30% (unchanged)
  • Critical Strike Change: 20% (unchanged)
  • Passive – Energized: Moving and attacking will generate an energized attack.
  • Passive – Electroshock: Your Energized Attack fires chain lightning that deals 100 – 180 (based on level) (+15% AP) bonus magic damage, increased to 150 against minions. Hits 6/9/12 targets. >>> Your Energized Attack fires a chain lightning that deals 100-180 (based on level) magic damage hitting up to 6 targets. Hits 6 targets.
  • Total Cost: 3000 >>> 3100 gold
  • Item Recipe: Noonquiver + Cloak of Agility + Kircheis Shard + 450 gold >>> Noonquiver + Cloak of Agility + Kircheis Shard + 500 gold
  • Attack Damage: 55 >>> 60
  • Attack Speed: 15% (unchanged)
  • Passives – Energized and Bolt: Unchanged

The Collector

  • Item Recipe: Noonquiver + Pickaxe + Cloak of Agility + 425 gold >>>
  • Serrated Dirk + Pickaxe + Cloak of Agility + 525 gold
  • Lethality: 18 >>> 16 (unchanged)
  • Passive – Death and Taxes: Unchanged

Essence Reaver

  • Total Cost: 2900 >>> 3000 gold
  • Item Recipe: Sheen + Caulfield’s Warhammer + Cloak of Agility + 300 gold
  • Attack Damage: 55 (unchanged)
  • Ability Haste: 20 (unchanged)
  • Passive – Spellblade: Unchanged

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phantom assassin patch notes

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a female Eivor swings a weapon while fighting a group of enemies in Assassin’s Creed Valhalla

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Now that it’s on Game Pass, don’t miss the Assassin’s Creed game that’s not like any other

Assassin’s Creed Valhalla is the series departure from stealth

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Assassin’s Creed Valhalla does something different in comparison to the other games in Ubisoft’s Assassin’s Creed franchise — it deemphasizes stealth. It’s something Eivor, Assassin’s Creed Valhalla ’s main character, states outright when she declines to conceal her assassin’s blade under her cloak. She wants her enemies to know what’s coming. It makes sense for Valhalla to be the Assassin’s Creed game that deviates from the well-established loop of tedious, precise stealth-based missions that Ubisoft has relied on with the series since its inception. This game is a Viking game, and Vikings aren’t known for their subtlety; in Valhalla , Eivor has her not-so-hidden blade, yes, but also an ax or heavy broadsword.

It’s not the newest Assassin’s Creed game — that’s Assassin’s Creed Mirage — but Valhalla is still worth picking up and trying for yourself. The two games couldn’t be more different, despite sharing a character in Basim Ibn Ishaq, who is something of a mentor to Eivor in Valhalla but the main character of Mirage . Assassin’s Creed Valhalla is now on Microsoft’s Game Pass subscription service, making it a good time to pick up or revisit the game. But know that you’re getting yourself into a sprawling Viking world that could take more than 100 hours to fully explore.

Eivor playing a game of dice on the waterfront

You’ll play as Viking raider Eivor Varinsdottir, who can be either male or female in Valhalla . She and her crew have hit English shores looking to expand their settlement against the backdrop of Anglo-Saxon resistance. But in the midst of that colonization, Eivor is tied up with the Hidden Ones (the Assassin Brotherhood) as they seek out a common enemy. This story plays out through main story missions and side quests that take Eivor into nearby regions (and sometimes farther!), looking to either conquer or ally with local settlements. Between each mission, Eivor typically comes home to the burgeoning settlement that continues to expand throughout; it’s also a place for fun, with opportunities for fishing, fighting, and flirting.

The size of Assassin’s Creed Valhalla couldn’t be more different than Mirage , which is a much smaller, more focused game. You could say the same about the games’ combat systems , too — there are elements that are similar, but Mirage takes the franchise back to its roots, while Valhalla expanded beyond the stealth-style combat. Assassin’s Creed Valhalla has big, sprawling fights to match the scope of the game, which are best demonstrated when Eivor raids villages and castles. There are hints of stealth as Eivor’s longship slides undetected into a port before launching a surprise attack on a settlement. But that’s when secretive attacks go out the window, as arrows fly, swords clash, and buildings burn. Meanwhile, battering rams knock down fortress gates, leading into all-out battles I’ve not seen elsewhere in an Assassin’s Creed game. It’s chaos, and the opposite of the structured stealth missions of previous games.

Assassin’s Creed Valhalla is the Assassin’s Creed game for people who don’t like Assassin’s Creed games — and one of the best Assassin’s Creed games Ubisoft has made, improving beyond combat and into the role-playing elements that impressed in Assassin’s Creed Odyssey and Origins . Though massive, Valhalla ’s story is not diluted, even as Eivor moves from region to region, with many smaller sagas contained within the larger tale. But at the core of it all is a story of Norse mythology and religions — old gods and new. Like in Origins and Odyssey , myth is wound up with reality in a beguiling knot of fact and fiction, telling a fantastical story that goes beyond the mind-jumping technology of Assassin’s Creed’s real world.

Speaking of the real-world story tied into Eivor’s, that’s where Assassin’s Creed Valhalla sometimes goes off the rails. That part of the franchise has always been convoluted and weird, and it’s still the case with Valhalla . However, it’s pretty easy to ignore for the majority of the game, and doesn’t spoil the full, complex open world of Norway. Now that it’s on Game Pass, check it out for yourself.

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January Release Notes

phantom assassin patch notes

Heroes of Arkesia,

The January Update arrives in Arkesia tomorrow. Downtime will begin on January 10 at 12AM PT (8 AM UTC) and is expected to last 8 hours. The January Update includes the Inferno mode of Brelshaza, a new Adventure Island, along with a ton of quality of life (QoL) updates and balance changes. Find the full list of content, events, skins, and other updates below! Henry is back with an episode of “Patchnotes with Henry” for any players looking for an express video explanation and visual showcase.

phantom assassin patch notes

Let us know on YouTube if you enjoy this type of content from our team and would like to see more heading forward. Want all the details? Find the full list of content, events, skins, and other updates below!

Brelshaza Legion Raid Inferno Difficulty

phantom assassin patch notes

The most difficult version of Legion Raids, the Inferno difficulty is all about proving you’re among the best of the best in Arkesia, and earning the accompanying prestige. Rather than chasing the normal rewards of gear, materials, and everything else you’d receive in a Legion Raid, Inferno rewards instead showcase your victory with titles, achievements, Stronghold Structures, and more! The Inferno difficulty of Brelshaza will require Item Level 1560, and as a piece of equalized content, a full build set-up in the Book of Coordination.

2 new achievements and 2 new titles have been added.

1 new stronghold structure and 1 toy added in the exchange shop.

Phantom's Gaze, the trade material for Phantom Legion Commander Raid Chest will be sent to Universal Storage upon clearing the Phantom Legion Commander Brelshaza Inferno.

Captain Token, the trade material for Captain's Reward Chest can be obtained after clearing 'Path of Glory: Captain Token' achievement.

Brelshaza Inferno' category has been added to the partyfinder.

phantom assassin patch notes

Unlike other Inferno Legion Raids that include every gate, Inferno Brelshaza is focused on the final two gates of the original raid— the two original gates where players encounter Brelshaza.

Lai Lai Adventure Island

phantom assassin patch notes

A new Adventure Island has been added in the sea to the south of Punika. Lai Lai Island can be entered through Procyon's Compass on a schedule, like other Adventure Islands

2 new Normal Quests, 1 new Competitive Quest added

3 new toys added as rewards from Competitive Quest

Sugary Baby Piñata

Lemony Piñata

Golden Baby Piñata

3 new structures added as rewards from the Competitive Quest

Imposing Holy Beast Statue

Elegant Holy Beast Statue

Dignified Holy Beast Statue

Mokoko Seed added

Island Soul added

1 new achievement, 1 new title added

Illios Island will draw to a close with the January Update.

New Log-in and Hot Time events have been added.

Freja Island

phantom assassin patch notes

Freja's Island Event continues with a new activity! Toto's Ice Castle will replace the Maze Garden in the January update. Players will transform into Mokoko when entering the castle. The icy floor tiles will start to break once they are stepped on in a new minigame where players will need to break as many snowflakes as possible by using special skills. You can enter every even hour (2PM, 4PM, etc.), and once per roster per day, or earn tokens from clearing Chaos Dungeons and Guardian Raids. Tokens from Freja Island can be spent at the event shop, which has a variety of valuable items and holiday-themed rewards that can be earned! Special event feast items will also be available during the event. Freja Island will last until the February Update.

Store Updates

Get cozy and stay warm in the Arkesian winter with a winter-themed Neria’s Wardrobe, start the year with the New Year skins, or look your best while transformed with special transformation skins.

Winter Neria’s Wardrobe

phantom assassin patch notes

Transformation Skins

phantom assassin patch notes

New Year Cosmetics

phantom assassin patch notes

QoL & General Updates

Item updates.

Changed the following Adventurer's Tome food items not to be used immediately after purchase:

Veda's Prideholme-style Home Food

Lakebar Freshwater Fish Stew

Foundation Centennial Wine

Cykin Combat Ration Type A

Vern Anniversary Spirit

Sirius's Tears

Pit-A-Pat Macaron

Rowen-style Schnapps

Schertbulle Dish

All items except for Vern Anniversary Spirit can only be purchased once per roster

Pre-requisite achievement for purchasing 'Phantom Astalgia' music changed to a currently achievable achievement.

Before: 'Wonders From the Sky'

Now: 'At the Edge of Dream and Reality'

Changed Elgacia Adventurer's Tome food Elavas to non-destructible.

Expanded the max amount of the following currencies:

Phoenix Plumes from 999 to 999,999

Harmony Shards from 9,999,999 to 999,999,999

Honor Shards from 9,999,999 to 999,999,999

Changed the max stack of following items to 999,999:

Destruction Stones

Guardian Stones

Fusion Materials

Healing Potions

Players are now able to check the number of stacked items in their inventories through item tooltips.

If more than 10,000 items are stacked in a single slot, the tooltip will show 9999+.

Settings, Systems, & UI

Updated indirect shadows option to 'low' when graphics option 'set all' is set to 'high'.

When using a currency chest item before a player exceeds the max number of holdable amount and results in exceeding the max number, a pop-up message notifying the player of the excess status will appear.

Added an option to set level for Photosensitivity Support Settings in Settings > Accessibility.

New structure 'Mannequin & Weapon Display Rack' added

Two new 'Mannequin' - related stronghold quests added

An Artist and His Muse

Playing Dress-Up

New content 'Attraction' added

Two new stronghold quests added in order to open 'Attractions'

Attractions!

Build Your Own Attraction!

Six new Attractions-exclusive structure 'Monster Structure' added

Skeleton Archer

Phantom Limai

Stronghold menu added, along with six new stronghold menus which can be added to the stronghold HUD.

Invite Guest

Stronghold Community

Stronghold Settings

Added new achievement related to stronghold badge 'Serious About the Stronghold!' and title 'Serious' added

10 new skin chests added to Jam cookie exchange NPC 'Totocookie'

Cookie Hoodie Chest

Cacao Hoodie Chest

Moko Leaf Headband Selection Chest

Ocean Star Flower Pin Chest

Poi Magick Hat Selection Chest

Froggy Selection Chest

Cookie Cacao Hat Selection Chest

Ocean Star Snorkeling Chest

Ocean Star Sunglasses Chest

Toto Choco Mask Selection Chest

3 new placement theme added

Old Small Race Track Theme

Rothun Theme

Lowered placement points appointed to certain structures and rapport NPCs

With the addition of Attraction area, the following placement themes can only be applied to Attractions:

Racing Theme

Freeze Tag Theme

Charge Naruni Play Theme

With the addition of Attraction area, the following attraction type structures can only be applied to Attractions:

Lost Ark Racing Item Chest Type A / Lost Ark Racing Item Chest Type B

Yeti Transformation Statue

Burning Brazier

Snowflake Magick Wand Holder

Charge Naruni Fireworks Box

Green Naruni Transformation Statue / Pink Naruni Transformation Statue / Black Naruni Transformation Statue

Added a button to call up the Life Energy recharge UI, so players can recharge Life Energy from the stronghold farm.

Changed the location of 'Roster Resource Exchange' NPC ' Technician Rondo' to near marketplace.

Added a Survival feature to Attractions

Racing improvements:

Finish rule changed to following:

Previous : Ends when 10 players have reached finish line.

Now: Ends 10 seconds after the first player has passed finish line.

Can check the list and order of players reached the finish line on the left side of the screen.

Characters stats will now automatically be coordinated to suit racing area.

Attraction Rules Change List

Players can no longer enter Attractions area if an activity is ongoing in the area.

If any player within the Attractions area is not participating in an activity, it will not start.

After the participation vote, players can check which player has not participated in the activity or voting.

The lord cannot participate as the Host anymore, and will always participate in the activities.

HP will be healed to max when entering Attractions and it will heal also when starting/finishing the activities.

When an Attractions is created, the type of activity is set as the basic name for the Attractions.

When Attractions are created, it is automatically selected from the list.

Info interface on the top area of Attractions improved

Players can check the list of guests visiting the Attractions area.

If a player clicks the magnifying glass button on left top side of Attractions intro, the Attractions visitor list is called

Feature added to allow kicking out guests visiting the Attractions area.

The Lord can kick out guests in Attraction area through the Attractions guest info list.

Kicked out characters cannot enter the stronghold for 15 mins.

Attractions invitation feature added

Two 'Free Space' added to Attractions

Three new menus added to Attractions HUD

Attractions recommendation tab added to stronghold community

Two new placement theme added

Secluded Village Theme

Supply Area Theme

15 new structures tradable with seals added

Attractions' tab added to 'Facility Structure Exchange' NPC Kayla's exchange list

Buildings' tab changed to 'Landmark' tab in 'Facility Structure Exchange' NPC Kayla's exchange list

Achievement added for Strongholds that have earned 4 or more Stronghold badges. Upon receiving the Achievement, rewards will be given:

Stronghold Mood: Club

Title: Sincere

Rosters with 4 or more existing Stronghold Badges will automatically have the achievement completed upon entering the game.

Added 4 new 'Affection' achievement trophies

East Luterra - Thirain

Arthetine - Sasha

North Vern - Ealyn

Whispering Islet - Nineveh

Upon using a Powerpass, the character selection screen will appear immediately.

Roster-wide Battle Item storage added.

All battle items in inventory have been transferred to the Battle Item Storage, except for the following. The following items will be attained and stored in the inventory.

Battle Items for Guide purposes

Battle Items exclusive for certain regions (ex. Raids, Primal Island, Quests)

Moderated all classes' offensive battle item and flare speed to be equal.

8 new dye patterns have been added:

Lattice Pattern / Combtooth Pattern / Striped Triangle Pattern / Nail Pattern

Star / Checker / Quarter Foil / Assorted Shapes

The following lifeskill related buffs' remaining time changed to deduct real-time:

Excavating - Archaeological Senses

Fishing - Off The Hook

With the change in deduction method, buff time increased from 90s to 120s.

Selfie mode is now allowed in the final gate after an Abyssal dungeon, Abyssal raid, or Legion raid has been cleared.

Added 'Transformation Skin' slot to character info's 'Skins & Virtues' tab and

skin inventory.

Players can check transformation outfits through Preview UI in

Skin inventory, chests, Lost Ark shop, and the Exchange shop.

The 'Intoxication' buff acquired through the Music Box of Memories quest 'Drinks and Poetry' now remains when logging in again.

Character sound muted while battle item-throwing motion is ongoing.

When checking Artillerist's transformation outfit through character info preview, the camera view is changed to easily let players see the whole view of the entire turret.

Due to skill changes for certain classes in the Balance Patch this month, the information of the following classes have been reset in the Book of Coordination’s Top User List feature.

The Top User list of these classes will be refreshed once enough data has been collected after this update.

Side Quest in Feiton, “Different Appearance, Same Faith”, has been changed to a Roster Quest.

Gold obtained from Fate Embers will now be subject to the 3-day Gold Withheld System to prevent bots from abusing Chaos Dungeons.

Balance Updates

Increased the number of Awakening Skill charges available in content where the use of Awakening Skills are limited from 3 to 5.

Reduced the base movement skill cooldowns of the following classes.

Destroyer: 8s to 7s

Paladin: 8s to 7s

Soulfist: 9s to 8s

Summoner: 10s to 8s

Arcanist: 9s to 8s

Bard: 10s to 8s

Artillerist: 10s to 8s

Sharpshooter: 9s to 8s

Machinist: 9s to 8s

Shadowhunter: 9s to 8s

All classes’ HP will increase by 5.5% in PvP areas such as Proving Grounds, and the others listed below where ‘Scale of Harmony’ is in effect.

Lush Reed Island

Death's Hold Island

Illusion Isle

Class Balance

Mountain Crash

Changed the "Earthquake Shock" Skill Tree effects as follows:

Before: Sends forth a shockwave that gradually spreads, attacking foes within 8 meters. Crit Rate from the additional attack +20%. Inflicts 80.0/89.6/99.2/109.6/120.0% basic skill Damage. However, Earthquake Shock does not perform Counterattack.

After: Sends forth a shockwave that gradually spreads, attacking foes within 8 meters. Crit Rate from the additional attack +20%. Inflicts 80.0/89.6/99.2/109.6/120.0% basic skill Damage.

Changed the "Melt" Skill Tree to "Burst Enhancement".

Before: Hell Blade Damage per hit +10.0/12.0/14.0/16.0/18.0% for 3s. Stacks up to 5.

After: Cooldown resets when entering Burst Mode. During Burst Mode, Damage +55.0/63.8/72.6/81.4/90.2%.

Chain Sword

Changed the speed of the Ready Attack motion to be slightly faster.

Changed the skill effect as follows:

Before: Swing the greatsword into the air and create a red energy. On hit, inflict N Damage, Atk. Power +6/8/10/12/14/16/18/20/22/24% for 6s.

After: Swing the greatsword into the air and create a red energy. Atk. Power +6/8/10/12/14/16/18/20/22/24% for 8s, and on hit, inflict N Damage, .

Changed the "Vital Point Hit" Skill Tree effects as follows:

Before: On red energy hit, Crit Rate +20.0/23.2/26.4/29.8/33.2% for 6s.

After: On red energy hit, Crit Rate +20.0/23.2/26.4/29.8/33.2% for 8s.

Changed the "Burst Enhancement" Skill Tree effects as follows:

Before: Cooldown resets when entering Burst Mode. During Burst Mode, Damage +40.0/47.2/54.8/62.4/70.0%.

Bloody Rush

Damage +10.3% when in PvE.

PvE damage of Gunlance skills +13.2%.

Counter Gunlance

Damage -13.1% when in PvP.

Changed the "Ready Attack" Skill Tree to "Swift Fingers".

Before: On successful counterattack, Atk. Power +15.0/17.0/18.9/20.9/23.0% for 4s.

After: Counterattack speed +15.0/18.0/21.0/24.0/27.0%.

Dash Upper Fire

Changed the "Ready Attack" Skill Tree to "Nimble Movement".

Before: On 1st attack hit, Atk. Power +15.0/17.0/18.9/20.9/23.0% for 4s.

After: Atk. Speed +15.0/18.0/21.0/24.0/27.0%.

Shield Bash

MP Cost -6.4%.

Changed the cooldown as follows:

Changed the "Weak Point Detection" Skill Tree effects as follows:

Before: Damage +60.0/68.4/76.8/85.8/94.8% to Push-Immune foes.

After: Damage +65.0/73.4/81.9/91.0/100.1% to Push-Immune foes.

AoE Radius +70%.

Added Weak Point Lv. 1 effect.

Changed the "Ready Attack" Skill Tree to "Battle Preparation".

Before: On hit, Atk. Power +25.0/27.0/29.0/31.3/33.5% for 6s.

After: On skill use, Normal Skill Damage +25.0/27.0/29.0/31.3/33.5% for 6s.

Changed the "Bell Strike" Skill Tree to "Tenacity".

Before: AoE Radius +70%.

After: No longer stuns foes but grants Push Immunity.

Leap Attack

Damage +3.7% when in PvE.

Guardian's Thundercrack

Changed the "Tough Strike" Skill Tree effects as follows:

Before: Outgoing Damage +30.0/37.0/44.0/52.0/60.0%.

After: Outgoing Damage +35.0/42.0/49.0/57.0/65.0%.

Changed the "Ready Attack" Skill Tree to "Law of the Jungle".

Before: On hit, Atk. Power +25.0/27.0/29.0/31.3/33.5% for 5s.

After: Damage to Lesser and Normal monsters +100.0/111.0/122.0/133.0/145.0%.

Shield Charge

Shield Shock

Shout of Hatred

MP Cost -12.0%.

Before: 30 seconds.

Changed the "Quick Prep" Skill Tree to "Magick Control".

Before: Cooldown -3.0/3.7/4.4/5.2/6.0s.

After: MP Cost -50.0/53.0/57.0/62.0/67.0%.

Battlefield Shield

Before: When Battlefield Shield expires, Shield Meter is refunded up to 25% based on the amount of Damage blocked on behalf of allies.

After: When Battlefield Shield expires, Shield Meter is refunded minimum of 10%, up to 40% based on the amount of Damage blocked on behalf of allies.

Damage +21.8% when in PvE.

Changed the amount of Shield Meter refunded and changed the skill description of skills that refund Shield Meter accordingly.

Lone Knight

Before: Gunlance skill Crit Rate +5/10/15%. Crit Damage +30/40/50%. Battlefield Shield cannot be used. Shield Meter consumption during Defensive Stance +100%.

After: Gunlance skill Damage and Crit Rate +5/10/15%. Crit Damage +30/40/50%. Battlefield Shield cannot be used. Shield Meter consumption during Defensive Stance +100%.

Changed the Gravity Release Damage amplification coefficient per Gravity Core from Specialization Stat as follows:

Before: 0.575

After: 0.515

Changed the Damage increase coefficient when using Hypergravity Core from the Specialization Stat as follows:

Before: 0.54

Gravity Release Skill Damage +4.6% when in PvE

Run (Movement Skill)

Slightly increased move distance.

Changed the speed of the motion to be slightly faster.

Heavy Crush

Changed the "Law of the Jungle" Skill Tree to "Armor Destruction".

Before: Damage to Lesser and Normal monsters +100.0/111.0/122.0/133.0/145.0%.

After: On hit, foe Defense 12.0% for 6s.

Power Strike

Changed the speed of the prep motion to be slightly faster.

Jumping Smash

Changed the "Armor Destruction" Skill Tree to "Law of the Jungle".

Before: On hit, foe Defense 12.0% for 14s.

Endure Pain

MP Cost -15.2%.

Changed the cooldown when in PvE as follows:

Before: 40s

Changed the cooldown when in PvP as follows:

Before: 50s

Changed the effect duration as follows:

Changed the "Anti-Gravity" Skill Tree effects as follows:

Before: Creates a Gravitational Energy shield with 30.0/32.0/35.0/38.0/41.0% of Max HP for 5.0/5.2/5.4/5.7/6.0s.

After: Creates a Gravitational Energy shield with 30.0/32.0/35.0/38.0/41.0% of Max HP for 4.0/4.2/4.4/4.7/5.0s.

Changed the "Healthy Mentality" Skill Tree effects as follows:

Before: Duration of Endure Pain on self +3.0/3.5/4.0/4.5/5.0s.

After: Duration of Endure Pain on self +2.0/2.5/3.0/3.5/4.0s.

Gravity Force

Changed the "Single Attack" Skill Tree to "Enhanced Strike".

Before: Single-target Damage +30.0/37.0/44.0/52.0/60.0%.

After: Outgoing Damage +30.0/37.0/44.0/52.0/60.0%.

Earth Eater

Slightly increased charging speed.

Slightly increased the turning speed during charging.

Perfect Swing

Damage of basic attacks and Gravity Shock in Hypergravity Mode +3.5% when in PvE.

Reduced the number of attacks required for the max acceleration of basic attacks in Hypergravity Mode.

Moved up when you can switch to "Vortex Gravity" after performing basic attacks in Hypergravity Mode.

Vortex Gravity

Increased the casting speed of the first attack.

Damage +2.5% when in PvE.

Added the "Counterattack" effect on the first downward attack.

Rage Hammer

Before: When using a Gravity Release Skill, Crit Rate +3/4/5% and Crit Damage +5/10/15% based on the amount of Cores used.

After: When using a Gravity Release Skill, Crit Rate +3/4/5% and Crit Damage +6/12/18% based on the amount of Cores used.

Awakening Skill

Alithanes's Judgment

Holy Meter gain upon skill hit -90%.

Changed to recover 80% of Holy Meter when using skill and changed skill description accordingly.

Before: Jump up and unleash a holy light that shines toward your target location. Move to attack while ignoring collisions with adventurers and Guardians. Inflict N Damage on surrounding foes upon landing and create a barrier for 80% of your Max HP for all party members for 10s within a 24-meter radius of all party members.

After: Jump up and unleash a holy light that shines toward your target location and recovers 80% of Holy Meter. Move to attack while ignoring collisions with adventurers and Guardians. Inflict N Damage on surrounding foes upon landing and create a barrier for 80% of your Max HP for all party members for 10s within a 24-meter radius of all party members.

Burst Mode damage increase coefficient based on Specialization Stat changed as below.

Before: 0.1

After: 0.11

Flash Blade

Changed the "Critical Wound" Skill Tree to "Enhanced Strike".

Before: When attacking a single foe, Damage inflicted +30.0/37.5/45.0/52.5/60.0%.

After: On hit, outgoing Damage +30.0/37.0/44.0/52.0/60.0%.

Changed the "Precise Strike" Skill Tree effects as follows:

Before: Changes to Holding Mode. Hit the Perfect Zone, outgoing Damage +30.0/37.0/44.0/52.0/60.0%. If only 1 target is hit, additional outgoing Damage +30.0%.

After: Changes to Holding Mode. Hit the Perfect Zone, outgoing Damage +30.0/37.0/44.0/52.0/60.0%. If target is Push-Immune, additional outgoing Damage +30.0%.

Bloodlust Skill damage increased by 2.4% during PvE.

Leaping Dragon

Deleted "Seismic Strike" skill and added new skill "Leaping Dragon".

Changed "Seismic Strike" gem to "Leaping Dragon".

Esoteric Skill: Azure Dragon Supreme Fist

Deleted "Esoteric Skill: Lightning Strike" skill and added new skill "Esoteric Skill: Azure Dragon Supreme Fist".

Changed "Esoteric Skill: Lightning Strike" gem to "Esoteric Skill: Azure Dragon Supreme Fist".

Sky Shattering Blow

Changed the "Ascension Kick" Skill Tree to "Weakness Exposure".

Before: 2nd strike sends foes into the air. Distance and duration are increased.

After: On hit, foe Crit Resistance to attacks by all Party Members -10.0% for 6s.

Changed the "Ready Attack" Skill Tree effects as follows:

Before: On 2nd strike hit, Atk. Power +15.0/18.2/21.3/24.5/27.6% for 3s.

After: On 2nd strike hit, Atk. Power +20.0/23.2/26.4/29.6/32.8% for 3s.

Lightning Kick

Before: Deliver a flurry of kicks that inflict N [Lightning] Damage three times, and strike down at foes causing N Damage. Downed foes are lifted off the ground, and airborne foes are slammed onto the ground for N Damage.

After: Deliver a flurry of kicks that inflict N [Lightning] Damage three times, and strike down at foes causing N Damage. Downed foes are lifted off the ground, and airborne foes are slammed onto the ground for N Damage. You can change directions while using the skill.

Increased move distance by 2 meters while using the skill.

Damage +3.1% when in PvE.

Damage -15.0% when in PvP.

Added Weak Point Lv. 1 effect to the final downward strike.

Changed the "Sharp Movement" Skill Tree to "Weakness Exposure".

Before: Allows you to change direction while using the skill. Move Distance +2.0/2.5/3.0/3.5/4.0 meter(s).

After: On hit, foe Crit Resistance to attacks by all Party Members -10.0% for 8s.

Changed the "Flash Lightning" Skill Tree effects as follows:

Before: Changes to a powerful slam-down attack within 8 meters of the target location. On hit, Damage +15.0/21.0/27.0/33.0/40.0%.

After: Changes to a powerful slam-down attack within 10 meters of the target location. On hit, Damage +45.0/52.0/59.0/67.0/75.0%.

Flash Heat Fang

Adjusted the damage, Esoteric Meter gained, and Stagger Damage of each hit.

Increased AoE Radius.

Damage -5.7% when in PvE.

Changed the "Sacred Attack" Skill Tree to "Magick Control".

Before: Element is now [Holy]. On hit, Atk. Speed +5.0/5.6/6.2/6.8/7.5% for 4s. Stacks up to 4 times.

Changed the "Fist of Darkness" Skill Tree to "Concussion".

Before: Element is now [Dark]. Crit Rate +15.0/21.0/27.0/33.0/40.0%. On hit, inflicts Darkness on foes for 3s.

After: Increases the skill's Stagger Level to [High].

Changed the "Wide Hit" Skill Tree effects as follows:

Before: AoE Radius +30%.

After: AoE Radius +20%.

Changed the "Master Hit" Skill Tree effects as follows:

Before: Changes to Holding Mode. Unleash infinite punches for up to 2.5s with a finishing blow upon releasing the skill key. Damage boosted up to +80.0/89.0/98.0/108.8/119.6%.

After: Cooldown +7s. Number of strikes increases to 9 hits, inflicting +50.0% Damage. For every swing of the fist, outgoing Damage +10.0/12.0/14.0/16.0/18.0% up to max +90.0/108.0/126.0/144.0/162.0%. Can move slowly while performing chain hits.

Changed the "Quick Hit" Skill Tree effects as follows:

Before: Attack 4 times with powerful punches while standing in place with a finishing strike that inflicts +20.0/26.0/32.0/39.2/46.4% Damage to foes.

After: Attacks while quickly advancing 4 meters, inflicting +30.0/37.0/44.0/52.0/60.0% Damage and launch foes into the air.

Changed the "Adrenaline Rush" Skill Tree to "Final Strike".

Before: Crit Rate +30%. Outgoing Damage +50.0/57.0/64.0/72.0/80.0%. Changes the final move to an uppercut and additional outgoing Damage +50% before Tripping foes.

After: The final attack changes into a Powerful Blow. Damage +160.0/180.0/200.0/220.0/240.0%.

Changed the "Enlightenment" Skill Tree to "Taijutsu's Ultimate Skill".

Before: During skill use, grants Push Immunity. On hit, ignore foe Defense by 40.0/47.2/54.4/62.0/70.0%.

After: You can no longer gain Esoteric Meter, but outgoing Damage +70.0/80.0/90.0/100.0/110.0%.

Moon Flash Kick

Damage -18.2% when in PvE.

Changed the "White Flame Kick" Skill Tree name to "Esoteric Extortion".

Changed the "Single Hit" Skill Tree to "Weak Point Detection".

Before: When attacking a single foe, Damage inflicted +50.0/57.0/64.0/72.0/80.0%.

After: Damage to Push-Immune foes +50.0/57.5/65.0/72.5/80.0%.

Skill's Stagger has changed as below.

Before: mid

After: mid-high

Sweeping Hidden Dragon

Before: On combo attack hit, Atk. Power +25.0/28.3/31.8/35.3/38.8% for 3s.

After: On combo attack hit, Atk. Power +20.0/23.2/26.4/29.6/32.8% for 3s.

Wind's Whisper

Before: Atk. Power +35.0/38.5/42.0/45.8/49.7%.

After: Atk. Power +30.0/33.6/37.2/40.8/44.4%.

Roar of Courage

Before: 25s

Esoteric Meter gain +12.0%.

Before: Let out a battle cry, inflicting N Damage and pushing surrounding foes away. On hit, foe Crit Resistance -3.0/3.5/4.0/4.5/5.0/5.5/6.0/6.5/7.0/8.0% for 6s.

After: Let out a battle cry, inflicting N Damage and pushing surrounding foes away. On skill use, Crit Rate +2.0/4.0/6.0/8.0/10.0/12.0/14.0/16.0/18.0/20.0% for 6s.

Changed the "Esoteric Extortion" Skill Tree to "Weakness Exposure".

Before: On hit, Esoteric Meter +25.0/28.0/31.0/34.0/38.0%.

After: On hit, foe Crit Resistance to attacks by all Party Members -10.0% for 16s.

Changed the "Supreme Ruler Afterimage" Skill Tree to "Law of the Jungle".

Before: Roar of Courage duration +2s.

After: Damage to Lesser and Normal monsters +60.0/69.0/78.0/87.0/96.0%.

Changed the "Fatal Wave" Skill Tree to "Supreme Ruler Afterimage".

Before: On hit, foe Crit Resistance -10%.

After: Roar of Courage duration +3s.

Changed the "Shock Enhancement" Skill Tree to "Abundant Resources".

Before: Changes to Charging Mode. Outgoing Damage +250.0/269.0/288.0/307.0/327.0% at full charge and Tripping foes.

After: On hit, Esoteric Meter +100.0/112.0/124.0/137.0/150.0%.

Sweeping Kick

Damage -27.5% when in PvE.

Damage -20.0% when in PvP.

Changed the stagger of the skill as follows:

Before: Low

Changed the "Light of Justice" Skill Tree effects as follows:

Before: Element is now [Holy]. Sweeping Kick AoE Radius +20%. Atk. Speed +20.0/24.0/28.0/32.0/36.0%.

After: Element is now [Holy]. Outgoing Damage +40.0/47.0/54.0/62.0/70.0%. Attack Range +20%.

Changed the "Shadowcleave" Skill Tree effects as follows:

Before: Element is now [Dark]. Crit Rate +30.0/37.0/44.0/52.0/60.0%. The last kick attack inflicts Darkness on foes for 5s.

After: Element is now [Dark]. For every attack, outgoing Damage +20.0/23.0/26.0/29.0/32.0% up to max +80.0/92.0/104.0/116.0/128.0%. The last kick attack inflicts Darkness on foes for 5s.

Changed the "Intense Shock" Skill Tree effects as follows:

Before: Element is now [Lightning]. The last hit inflicts N Electric Attack Damage every 1s for 4s.

After: Element is now [Lightning]. Crit Damage +100.0/120.0/140.0/160.0/180.0%. The last hit inflicts N Electric Attack Damage every 1s for 4s.

"Intense Shock" Skill Tree effect's Electric Attack Damage -60.0%.

Changed the "Pure Excellence" Skill Tree effects as follows:

Before: Lower your stance and gather energy at the bottom of your feet before jumping forward and performing 1 extreme kick, inflicting +150.0/162.5/175.0/190.0/205.0% Damage and knocking down foes. While gathering energy, Damage received is +30.0%.

After: Lower your stance and gather energy at the bottom of your feet before jumping forward and performing 1 extreme kick, inflicting +150.0/162.5/175.0/190.0/205.0% Damage and knocking down foes.

Changed the "Exaggerated Ability" Skill Tree effects as follows:

Before: Simplifies kicks and allows you to perform a slamming kick upon using the skill again, inflicting Damage equal to 80.0/84.0/88.0/92.8/97.6% of Base Damage.

After: Allows you to perform a powerful upward kick upon using the skill again, inflicting Damage equal to 121.5/133.2/145.8/158.4/171.0% of Base Damage.

Energy Combustion

FDamage -29.0% when in PvP.

Last Whisper Skiill Tree's Squall effect can now be ended at any time within its duration.

Changed the "Last Whisper" Skill Tree so that the Explosion Damage does not push targets when in PvP.

'Last Whisper' Skill Tree effect, which is explosion damage triggered upon end of Squall effect, now gives stagger damage in proportion to damage.

Esoteric Skill: Spiral Impact

Damage +47.0% when in PvE.

Changed the Weak Point effect as follows:

Before: Lv. 2

After: Lv. 1

Changed the "Absorption Hit" Skill Tree effects as follows:

Before: Grants Paralysis Immunity during Ready Attack. Creates a pattern that flaunts the power of Yin and Yang to pull in surrounding foes.

After: Grants Paralysis Immunity during skill. Creates a pattern that flaunts the power of Yin and Yang to pull in surrounding foes.

Changed the "Weak Point Detection" Skill Tree to "Concussion".

Before: Damage to Push-Immune foes +30.0/37.5/45.0/52.5/60.0%.

After: Increases the skill's Stagger Level to [Mid - High].

Changed the "Lucky Bubble" Skill Tree to "Meditation Blow".

Before: 30.0/35.0/40.0/45.0/50.0% chance to obtain 1 Esoteric Bubble.

After: No longer knocks back foes. Stuns for 3s.

Before: On hit, Atk. Power +30.0/33.6/37.2/40.8/44.4% for 4s.

After: On hit, Atk. Power +20.0/23.2/26.4/29.6/32.8% for 4s.

Changed the "Meditation Blow" Skill Tree to "Weak Point Detection".

Before: No longer knocks back foes. Stuns for 5s.

After: Damage to Push-Immune foes +80.0/89.6/99.2/109.6/120.0%.

Esoteric Skill: Rising Fire Dragon

Damage +25.9% when in PvE.

Damage +16.0% when in PvP.

Changed the "Lucky Bubble" Skill Tree to "Defenseless Target".

After: Damage to airborne foes +10.0/16.2/22.4/28.7/35.0%.

Changed the "Tenacity" Skill Tree effects as follows:

Before: Grants Push Immunity until landing after ascending into the air.

After: On skill use, grants Push Immunity.

Changed the "Black Dragon Ascension" Skill Tree effects as follows:

Before: Element is now [Dark]. The shape of the black dragon ascends. On hit, Crit Damage +100.0/115.0/130.0/145.0/160.0%.

After: Element is now [Dark]. The shape of the black dragon ascends. On hit, Crit Damage +110.0/125.0/140.0/155.0/170.0%.

Changed the "Eye of the Tempest" Skill Tree effects as follows:

Before: Changes to Holding Mode. Hold for up to 1.5s to inflict 800% of Absorption Hit Damage. Ascend and attack foes upon releasing the skill key or maxing out the Holding Meter, inflicting +50.0/57.5/65.0/72.5/80.0% Damage to Push-Immune foes.

After: Gather energy and explode it in an instant. The explosion creates an image akin to a massive dragon. Damage to foes + 50.0/57.5/65.0/72.5/80.0%.

Changed the "Final Blow" Skill Tree effects as follows:

Before: Atk. Speed +20%. Final strike Damage +40.0/52.0/64.0/77.0/90.0%.

After: Atk. Speed +20%. Final strike Damage +125.0/142.0/159.0/177.0/195.0%.

Esoteric Skill: Call of the Wind God

Damage -47.2% when in PvE.

Changed the motion at the end of the skill to be more natural, allowing for the next action to be performed faster.

Esoteric Skill: Blast Formation

Damage -28.2% when in PvE.

Changed the "Weak Point Detection" Skill Tree to "Frost Explosion".

After: Element is now [Water]. On hit, Freezes foes for 3.0/3.5/4.0/4.5/5.0s.

Changed the "Final Explosion" Skill Tree to "Flame Explosion".

Before: On third explosion hit, outgoing Damage +25.0/36.0/47.0/58.0/70.0%.

After: Element is now [Fire]. On hit, Burns foe, inflicting N Damage every 1s for 5s. Stacks up to 6 times.

Changed the "Lucky Bubble" Skill Tree to "Endless Destruction".

Before: 75.0/78.0/82.0/86.0/90.0% chance to obtain 1 Esoteric Bubble.

After: Expands the explosion in three frontal directions. Damage +30.0/37.0/44.0/52.0/60.0%.

Changed the "Frost Explosion" Skill Tree to "Great Explosion".

Before: Element is now [Water]. On hit, Freezes foes for 4.0/4.3/4.7/5.1/5.5s.

After: After the third explosion, another great explosion will occur to inflict damage equal to 55.0/63.8/72.6/81.4/90.2% of Base Damage.

Changed the "Flame Explosion" Skill Tree to "Focus Explosion".

Before: Element is now [Fire]. On hit, Burns foe, inflicting N Damage every 1s for 5s. Stacks up to 6 times.

After: Immediately jump high to land the final hit, causing 5 explosions. Outgoing Damage +50.0/57.0/64.0/72.0/80.0%.

Changed the "Endless Destruction" Skill Tree to "Weak Point Detection".

Before: Expands the explosion in three frontal directions. Damage +30.0/37.0/44.0/52.0/60.0%.

After: Damage to Push-Immune foes +60.0/69.0/78.0/87.0/96.0%.

Changed the "Great Explosion" Skill Tree to "Final Explosion".

Before: After the third explosion, another great explosion will occur to inflict damage equal to 80.0/89.6/99.2/109.6/120.0% of Base Damage.

After: The last explosion inflicts +60.0/68.0/77.0/86.0/95.0% Damage. Cost of Esoteric Bubble reduced to 1.

Awakening Skills

Ultimate Skill: Flash Rage Blow

Increased AoE Radius of chain hits.

Changed the Shock Skill Damage coefficient from the Specialization Stat as follows:

Before: 0.4

After: 0.36

Added Tenacious Power gain coefficient based on Specialization Stat.

Tenacious Power gain coefficient : 0.36

PvE damage for all skills, except for Awakening Skills and normal skills, decreased by 3.2%.

Tenacious Power gain for all skills, except for Awakening Skill, decreased by 50.0%.

Can now equip 'Wealth' Rune.

Amount of Tenacious Power gained upon successful skill hit is now affected by Specialty gain increase buff effect.

Explosive Fist

Deleted "Earthquake Chain" skill and added new skill "Explosive Fist".

Changed "Earthquake Chain" gem to "Explosive Fist".

Fist of the Wind God

Deleted "Chain of Resonance" skill and added new skill "Fist of the Wind God".

Changed "Chain of Resonance" gem to "Fist of the Wind God".

Crushing Smite

Changed the "Blood Thirst" Skill Tree effects as follows:

Before: On hit, 50% chance to Bleed foes, inflicting N Damage every 1s for 3s.

After: On hit, Bleed foes, inflicting N Damage every 1s for 3s.

Changed the "Apex of Transcendence" Skill Tree effects as follows:

Before: Last strike's Crit Rate +100%. Crit Damage +0/18.0/37.0/56.0/75.0%.

After: Crit Rate +100%.

Fierce Tiger Strike

Changed the "Raging Bombardment" Skill Tree effects as follows:

Before: Changes to Combo Mode. Use as a combo after an upward attack to perform an additional push attack, inflicting additional Damage equal to 50.0/57.5/65.0/72.5/80.0% of Base Damage. If the push attack hits a single target, Damage +40.0%.

After: Changes to Combo Mode. Use as a combo after an upward attack to perform an additional push attack, inflicting additional Damage equal to 80.0/90.0/100.0/110.0/120.0% of Base Damage.

Dragon Advent

Damage +12.5% when in PvE.

Moved the skill's hit detection closer to the punching fist.

Changed the "Great Destruction" Skill Tree to "Weak Point Detection".

Before: Single-target Damage +60.0/68.0/77.0/86.0/95.0%.

After: Damage +60.0/68.4/76.8/85.8/94.8% to Push-Immune foes.

Roundup Sweep

Damage -9.6% when in PvE.

Changed the skill type as follows:

Before: Shock

After: Stamina

Changed the skill stamina cost and Shock gain as follows:

Stamina Cost: 20

Shock Gain: 30

Changed so that the Roundup Sweep skill can be used sooner when its Cooldown is reset.

Changed the "Blood Thirst" Skill Tree to "Efficient Strike".

Before: 50% chance of inflicting Bleed on foes hit by the first attack, inflicting N Damage every 1s for 3s.

After: Cooldown -3s. Shock gain +10/11/12/13/15.

Before: Single-target Damage +25.0/31.0/37.0/43.0/50.0%.

After: Damage +25.0/31.3/37.5/43.8/50.0% to Push-Immune foes.

Battering Fists

Damage -5.2% when in PvE.

Changed the "Righteous Pillage" Skill Tree to "Enhanced Tenacity Release".

Before: Your gauntlets glow red during the jabs. On hit, 50% chance of Bleed on foes, inflicting N Damage every 1s for 5s. Stacks up to 3 time(s).

After: Outgoing Damage +25.0/31.0/37.0/43.0/50.0%. Inflicts +20% additional Damage when in Tenacity Release state.

Changed the "Single Hit" Skill Tree to "Enhanced Strike".

Before: Jab Damage to a single target +60.0/77.0/94.0/111.0/128.0%.

After: Jab Damage to foes +60.0/77.0/94.0/111.0/128.0%.

Continuous Push

Changed the "Express Fury" Skill Tree to "Law of the Jungle".

Before: Inflicts +50.0/57.5/65.0/72.5/80.0% Damage to foes when your HP is 50% or lower.

After: Damage to Challenge or lower foes +80.0/89.6/99.2/109.6/120.0%.

Iron Cannon Blow

Damage +14.3% when in PvE.

Slightly increased the hit detection range of the skill's last hit.

Changed the "Quick Prep" Skill Tree to "Enhanced Tenacity Release".

Before: Cooldown -5.0/5.5/6.0/6.5/7.0s.

After: Outgoing Damage +40.0/47.0/54.0/62.0/70.0%. Inflicts +20% additional Damage when in Tenacity Release state.

Damage +51.2% when in PvE.

Slightly increased skill casting speed.

Slightly increased skill hit detection range.

Changed the skill cooldown as follows:

Changed Shock consumption to 20.

Changed the "Damage Amplification" Skill Tree effects as follows:

Before: On hit, Damage to foes from all Party Members +6% for 8s.

After: On hit, Damage to foes from all Party Members +6% for 12s.

AOE of downward attack increased slightly.

While leaping into the air and striking down, the character will move slightly forward.

Death Rattle

Hit detection distance +2.4 meters.

Changed the "Finishing Blow" Skill Tree to "Powerful Blow".

Before: Increases Damage dealt to enemies whose HP is lower than 50.0% by 40.0/47.2/54.8/62.4/70.0%.

After: Outgoing Damage +25.0/31.0/37.0/43.0/50.0%.

After: Damage to Push-Immune foes +30.0/37.0/44.0/52.0/60.0%.

Outline effect is added to be displayed at the skill slot when Shock Energy is gathered above 75%.

Damage -29.2% when in PvE.

Base charge time -0.5s.

Slightly increased the hit detection range of the first hit.

Changed the "Superthermal Wave" Skill Tree effects as follows:

Before: Stamina gain +15. Inflicts +80.0/89.6/99.2/109.6/120.0% Damage to foes with 40.0% or less HP.

After: Stamina gain +25. Outgoing Damage +40.0/47.0/54.0/62.0/70%.

Chain Destruction Fist

Before: High

Changed the "Skillfulness" Skill Tree effects as follows:

Before: During skill use, incoming Damage -20%. Number of downward attacks +1. Outgoing Damage +25.0/31.3/37.5/45.0/52.5%.

After: Number of downward attacks +1. For every 1 foe hit, Cooldown is reduced by 0.4/0.4/0.5/0.6/0.6s up to 2.0/2.2/2.4/2.7/3.0s.

Changed the "Dynamic Absorption" Skill Tree effects as follows:

Before: Shock energy spreads each time you slam theearth except for the final strike. The shock energy then returns to you, dragging foes with it.

After: Shock energy spreads each time you slam the earth except for the final strike. The shock energy then returns to you, dragging foes with it. Damage to Challenge or lower foes +80/89.6/99.2/109.6/120%.

Potent Rising Fist

Before: Deliver a rising attack in front of you to launch foes into the air with N and N Damage. Use the skill again while in the air to land at the target location with a smash, inflicting N Damage. The smash inflicts +50% Damage against pushed foes.

After: Deliver a rising attack in front of you to launch foes into the air with N and N Damage. Use the skill again while in the air to land at the target location with a smash, inflicting N Damage. The smash inflicts +15% Damage against pushed foes.

Damage +7.8% when in PvE.

Increased the Damage percentage of the downward attack.

Decreased the hit detection range of the downward attack.

The midair flip has been removed, and the motion of the downward attack has been changed so that it strikes faster than before.

Changed the "Refine Skill" Skill Tree effects as follows:

Before: Leap twice as you attack, the first time at a shorter height than the second, inflicting +15.0/20.8/26.5/33.4/40.3% Damage.

After: Changes to Normal Mode. Removed uppercut. Immediately leap into the air, flip, and slam down. Increases the distance traveled when slamming down by 3 meters.

Changed the "Lightning Fist" Skill Tree to "Focus Tenacity".

Before: Element is now [Lightning]. The uppercut creates a 50% chance of causing Electric Shock on hit, inflicting N Damage every 1s for 5s.

After: If slamming down attack hits, +2.0/2.2/2.4/2.7/3 Tenacity.

Changed the "Fist of Destruction" Skill Tree to "Dragon's Protection".

Before: Concentrate all your energy onto your fist and quickly pull foes before the uppercut, inflicting N Damage.

After: Upon hitting an enemy, incoming Damage -6.0/6.3/6.6/6.9/7.3% for 6s. Stacks for every hit, up to 10 stacks.

Changed the "Objective Hit" Skill Tree to "Law of the Jungle".

Before: The uppercut deals 80.0/97.6/116.0/134.4/152.8% increased damage to enemies that are immune to displacement effects.

After: Damage to Challenge or lower foes +100.0/111.0/122.0/133.0/145.0%.

Changed the "Furious Strike" Skill Tree effects as follows:

Before: Upward punch Crit Damage +150.0/187.5/225.0/262.5/300.0% when your HP drops to 50% or below.

After: Implants Shock energy at the point of impact, causing an explosion after 1s, inflicting additional Damage equal to 30.0/37.5/45.0/52.5/60.0% of Base Damage.

Changed the "Air Raid" Skill Tree to "Dragon King Bombardment".

Before: The uppercut, if hitting Pushed foes, ignores Defense by 60.0/67.2/74.4/82.2/90.0%.

After: When performing the downward strike, attack with a dragon. Damage to Push-Immune foes +50.0/57.5/65.0/72.5/80.0%.

Changed the "Dragon's Fury" Skill Tree effects as follows:

Before: Additional strike of the downward attack inflicts +80.0/95.0/110.0/125.0/140.0% Damage. AoE Radius +30%.

After: AoE Radius +30%. Downward attack inflicts +80.0/95.0/110.0/125.0/140.0% Damage. Increases Explosion Damage when gaining Furious Strike.

Shredding Strike

Damage +13.3% when in PvE.

Changed the "Violent Fist" Skill Tree effects as follows:

Before: Element is now [Fire]. On punch attack hit, causes explosion. Burns foes, inflicting N Damage every 1s for 5s.

After: Element is now [Lightning]. On punch attack hit, inflicts N Electric Damage for 5s.

Changed the "Reasonable Action" Skill Tree to "Swift Fingers".

Before: Gliding distance -3 meters No longer doesDamage while gliding. Lost Damage made up during other skill phases. AoE Radius +30%.

After: Speed of prep position +15.0/20.0/25.0/30.0/35.0%.

Changed the "Unconventional" Skill Tree to "Concussion".

Before: Changes to Charge Mode, making the skill chargeable up to 2 times. Outgoing Damage +10.0/12.0/14.0/17.0/20.0%. Damage +10.0/12.0/14.0/17.0/20.0% and advancing punch distance +1 meter per Charge Level.

Changed the "Overflowing Force" Skill Tree to "Tenacity".

Before: Bonus Damage inflicted +20.0/30.0/40.0/50.0/60.0%, 40.0/50.0/60.0/70.0/80.0%, 60.0/70.0/80.0/90.0/100.0%, and 80.0/90.0/100.0/110.0/120.0% depending on your current Shock Meter.

Changed the "Shock Control" Skill Tree to "Unconventional".

Before: Fixedly outgoing Damage +30.0/37.0/44.0/52.0/60.0%.

After: While advancing, attacks with sideways punches. If the first attack is successful, uses the recoil to land 2 additional hits, and although foes don't fly away, total outgoing Damage +50.0/57.0/64.0/72.0/80.0%.

Changed the "Sturdy Armor" Skill Tree to "Lightning Fast Blows".

Before: During skill use, incoming Damage -50.0/53.0/56.0/59.0/62.5%.

After: Rushes forward at a very high speed to strike and return to position. Outgoing Damage +30.0/37.0/44.0/52.0/60.0%.

Changed the "Ambush Attack" Skill Tree to "Overflowing Force".

Before: Atk. Speed +30%. Stamina gain +30/33/37/41/45.

After: Bonus Damage inflicted +20.0/32.0/44.0/56.0/68.0%, 40.0/52.0/64.0/76.0/88.0%, 60.0/72.0/84.0/96.0/108.0%, and 120.0/132.0/144.0/156.0/168.0% depending on your current Shock energy.

Changed the "Will Enhancement" Skill Tree to "Enhanced Tenacity Release".

Before: On skill use, grants Push Immunity.

Before: Mid - High

After: High

AoE Radius of the last strike +2.2 meters.

Slightly reduced the duration foes are sent flying when hit by the last strike.

Changed the "Righteous Pillage" Skill Tree effects as follows:

Before: Shock consumption -30. Cooldown +12.0/10.8/9.6/8.3/7.0s.

After: Shock consumption -10/12/14/17/20.

Charging Blow

'Stone Fist' Skill Tree effect changed as below.

Before: Downward attack's AoE range + 70.0% and pulls foes to you.

After: Downward attack's AoE range + 30.0% and pulls foes to you.

Unshakable Dragon King

Added an effect that restores all the Tenacious Power upon landing the skill.

In PvP, the effect is reduced to 25%.

Mysterious Art: Blast of Ruination

Damage +9.1% when in PvE.

Removed the condition of decreasing damage proportional to the distance from the target.

Added new Specialty Skill "Tenacity Release".

Can use skills for a duration regardless of Stamina and Shock energy remaining.

Stagger Damage to foes +20%.

Movement Skill Cooldown is halved.

Upon landing a hit, can gain Tenacious Power.

Press Z when Tenacious Power is full to use "Tenacity Release".

Upon using Tenacity Release, hit foes with a shockwave. Oh hit, Damage to the target from all party members +6% for 10s.

Upon using Tenacity Release, reset Movement Skill Cooldown.

Shock Training

Changed the "Shock Training" effect as follows:

Before: Shock skill Damage +10/15/20%. 2/3/4% of max Shock Energy recovered every 1s.

After: Shock skill Damage +10/15/20%. On using Shock Skill, refunds 5/10/20% of Shock Meter. Atk. Speed +20% but duration -5s during Tenacity Release.

Ultimate Skill: Taijutsu

Before: Natural recovery speed of Stamina Energy +300/450/600%. Stamina skill Damage +40/55/70%. Shock skill Damage -30%.

After: Natural recovery speed of Stamina Energy + 300/450/600%. Stamina Skill Damage + 25/35/45%. Shock skill Damage - 30%. Gain Tenacious Power by 3/4/5 upon using Stamina Skill. Gain Paralysis Immunity in Tenacity Release state.

Double Strike

Changed the "Flurry Expertise" Skill Tree to "Enhanced Strike".

Before: Single-target Damage +30.0/37.0/44.0/52.0/60.0%, +5.0/11.0/17.0/23.0/30.0% when attacking 2 foes, +10.0/16.0/22.0/28.0/35.0% when attacking 5 foes, and +20.0/26.0/32.0/38.0/45.0% when attacking 10 foes.

Stampeding Slash

Changed the "Flurry Expertise" Skill Tree to "Weak Point Detection".

Before: Single-target Damage +20.0/26.0/32.0/38.0/45.0%, +3.0/8.0/13.0/19.0/25.0% when attacking 2 foes, +7.0/12.0/18.0/24.0/30.0% when attacking 5 foes, and +15.0/21.0/27.0/33.0/40.0% when attacking 10 foes.

After: Damage to Push-Immune foes +20.0/26.2/32.4/38.6/45.0%.

Soul Cutter

Changed the "Enhanced Concussion" Skill Tree effects as follows:

Before: Increases the skill's Stagger Level to [Mid - High]. When attacking a single foe, Damage inflicted +60.0/68.0/77.0/86.0/95.0%.

After: Increases the skill's Stagger Level to [Mid - High]. Outgoing Damage +60.0/68.0/77.0/86.0/95.0%.

Half Moon Slash

Blue Dragon's Claw

Windsplitter

Changed the "Weak Point Detection" Skill Tree as follows:

After: Damage to Push-Immune foes +40.0/47.2/54.8/62.4/70.8%.

Thrust of Destruction

Changed the "Spear of Destruction" Skill Tree effects as follows:

Before: Crit Rate +60.0%. Crit Damage +5.0/16.0/27.0/38.0/50.0%.

After: Crit Rate +60.0%. Crit Damage +10.0/22.0/34.0/46.0/60%.

Starfall Pounce

Changed the "Powerful Finish" Skill Tree effects as follows:

Before: Run even faster and strike down even harder. Crit Rate on Push-Immune foes +100.0%. Crit Damage +0/11.0/22.0/33.0/44.0%.

After: Run even faster and strike down even harder. Crit Rate on Push-Immune foes +100.0%. Crit Damage +10.0/22.0/34.0/46.0/60%.

Red Dragon's Horn

Before: Spear thrust attack width -50%. Crit Rate +100%. Crit Damage +0/11.0/22.0/33.0/44.0%.

After: Spear thrust attack width -50%. Crit Rate +100%. Crit Damage +10.0/22.0/34.0/46.0/60%.

Changed the "Flurry Stance" effects as follows:

Dual Meter fills every time you successfully hit a foe. If you change stance, 1 bar of the Dual Meter is consumed and the stance's effect is applied. If you have less than 1 bar of the Dual Meter, you cannot obtain the stance's effects even if you change stance. When changing the stance, Atk. Speed +15% and outgoing Damage +20%.

When changing the stance, Atk. Speed +15% and Crit Damage +60%

When changing the stance, Atk. Speed +15% and Crit Damage +50%.

Removed the mana cost increase penalty from all Skill Trees that increase Esoteric Meter gain.

Charging Steps (Movement Skill)

Slightly pushed forward the point at which you can switch to moving after casting the skill.

Changed the "Sharp Movement" Skill Tree to "Magick Control".

After: Changes to a powerful slam-down attack within 10 meters of the target location. On hit, Damage +15.0/21.0/27.0/33.0/40.0%.

Vicious Tiger Dance

Changed the "Concussion" Skill Tree to "Weakness Exposure".

Before: Increases Stagger Level to [Mid].

Storm Dragon Kick

Added Paralysis Immunity when in PvE.

Adjusted Damage and Esoteric Meter gain.

Total Esoteric Meter gain +12.6%.

Improved the ability to better go past monsters when using the skill diagonally relative to them.

Lightning Whisper

Changed effect and changed skill description accordingly.

Before: Roll forward and summon lightning, inflicting N Damage. On hit, foe Crit Resistance -8% for 6s.

After: Roll forward and summon lightning, inflicting N Damage. On skill use, Crit Rate +10% for 12s.

Changed the "Lightning's Blessing" Skill Tree to "Weak Point Enhancement".

Before: Atk. Speed for all Party Members +8% within 24 meters.

After: Weak Point Lv. +1.

Before: MP Cost +25.0%. On hit, Esoteric Meter +38.0%.

Changed the "Quick Prep" Skill Tree to "Lightning's Blessing".

Before: Cooldown -5.0/5.7/6.4/7.2/8.0s.

After: Atk. Speed for all Party Members +8% within 24 meters for 8s.

Changed the "Fatal Lightning" Skill Tree to "Efficient Extortion".

After: Cooldown -8s. On hit, Esoteric Meter +25.0/28.0/31.0/34.0/38.0%.

Changed the force of the skill as follows:

Before: Element is now [Lightning]. On hit inflicts N Electric Attack Damage every 1s for 4s.

After: Allows you to perform a powerful upward kick upon using the skill again, inflicting Damage equal to 90.0/94.5/99.0/104.4/109.8% of Base Damage.

After: Damage to Push-Immune foes +65.0/72.8/81.9/91.0/100.1%.

Esoteric Skill: Tiger Emerges

Damage +3.5% when in PvE.

Before: 24s

Changed the "Quick Prep" Skill Tree to "Extreme Efficiency".

After: Outgoing Damage -30.0/26.0/22.0/18.0/14.0% but reduces Bubble consumption to 1.

Before: When attacking a single foe, Damage inflicted +40.0/47.0/54.0/62.0/70.0%.

After: Outgoing Damage +40.0/47.0/54.0/62.0/70.0%.

Esoteric Skill: Call the Wind God

Damage -10.0% when in PvE.

After: Expands the explosion in three frontal directions. Damage +25.0/32.0/39.0/46.0/53.0%.

Changed the "Flame Explosion" Skill Tree to "Concentrated Explosion".

After: Immediately jump high to land the final hit, causing 5 explosions. Outgoing Damage +45.0/52.0/60.0/68.0/76.0%.

Before: Expands the explosion in three frontal directions. Damage +30.0/37.0/45.0/52.0/60.0%.

After: Damage to Push-Immune foes +65.0/74.1/83.2/92.3/102.1%.

After: The last explosion inflicts +70.0/79.0/88.0/97.0/106.0% Damage. Cost of Esoteric Bubble reduced to 1.

Esoteric Skill: Lightning Tiger Strike

Before: When attacking a single foe, Damage inflicted +15.0/21.0/27.0/33.0/40.0%.

After: Outgoing Damage +15.0/21.0/27.0/33.0/40.0%.

Before: mid-high

After: high

Artillerist

Firepower Buff increase coefficient based on Specialization Stat changed as below.

Before: 0.58

After: 0.52

Barrage Skill damage increase coefficient based on Specialization Stat changed as below.

Before: 0.49

After: 0.48

Firepower Meter gain +9.3% for all Normal Skills when in PvE.

PvE damage for all normal skills increased by 3.4%.

Enhanced Shell

Skill's Firepower Meter and Barrage Meter gain -43.4%.

Pressurized Heatbomb

Damage +15.7% when in PvE.

Added Weak Point Lv. 1 effect to the cannonball attack.

Changed so that rotating is possible when using the "Condense" Skill Tree effect.

Napalm Shot

Skill's Firepower Meter and Barrage Meter gain +51.5%.

Before: Max

Multi-Rocket Launcher

Damage +8.7% when in PvE.

MP Cost -15.3%.

Before: 16s

After: Mid - High

Changed the "Weak Point Enhancement" Skill Tree to "Advancing Hit".

Before: Weak Point Lv. +1.

After: Charge 6 meters forward and attacks the target.

Changed the "Quick Attack" Skill Tree to "Spin Attack".

Before: Atk. Speed +20%.

After: Spin 360 degrees and attack all nearby foes.

Changed the "Advancing Hit" Skill Tree to "Weak Point Enhancement".

Before: Charge 6 meters forward and attacks the target.

Changed the "Spin Attack" Skill Tree to "Quick Attack".

Before: Spin 360 degrees and attack all nearby foes.

After: Atk. Speed +20%.

Skill effect has changed as below.

Before: Swing your launcher, inflicting N Damage and stunning foes for 3.0s.

After: Swing your launcher, inflicting N Damage and stunning foes for 2.0s.

‘Stunner’ Skill Tree effect changed as below.

Before: Stun duration + 3.0/3.2/3.4/3.7/4.0 s.

After: Stun duration + 2.0/2.2/2.4/2.7/3.0 s.

Summon Turret

Skill's Firepower Meter and Barrage Meter gain -24.3%.

Homing Barrage

Damage -9.0% when in PvP.

Changed the "Vital Point Barrage" Skill Tree effects as follows:

Before: Crit Rate +30.0/37.0/44.0/52.0/60.0%.

After: Crit Rate +40%. Outgoing Damage +6.0/12.0/18.0/24.0/30.0%.

Barrage: Howitzer

Improved to make the skill faster to use.

Damage +68.3% when in PvE.

Barrage: Focus Fire

Shortened attack prep time and holding time.

Total Damage is the same regardless of the change in holding time.

Improved so that after holding ends, it can be canceled more quickly for the next skill.

Upon successful hit during PvP while opponent is using skill, Paralysis does not occur anymore.

Barrage: Energy Cannon

Improved so that you can turn faster when using the skill.

Barrage: Impregnability

Before: Generate a shield that absorbs Damage up to 30% of Max HP for 8s. Shield expires when Barrage Mode ends.

After: Generate a shield that absorbs Damage up to 40% of Max HP for 6s. Incoming Damage -50%. When Barrage Mode is ends, Shield and Incoming Damage Reduction Effect also expires.

Heavy Turret

Skill's Firepower Meter and Barrage Meter gain -40.3%.

Improved entering Barrage Mode to be faster.

Improved so that when another skill is pressed when entering Barrage Mode, the skill is activated immediately after entering Barrage Mode.

Changed so that Cooldown of Movement and Stand Up Skills reset when entering Barrage Mode.

Improved so that the following Battle Items can be used immediately without motion when in Barrage Mode.

[Grenade] Category Battle Items

[Bomb] Category Battle Items

Pheromone Essence

Guardian Restraining Orb

Barrage Enhancement

Changed the "Barrage Enhancement" effects as follows:

Before: Barrage Skill Damage +5/12/20%. Barrage Skill Crit Rate +20/30/40%. Barrage Meter Gain +30%. Does not enter in cooling state.

After: Barrage Skill Damage +5/12/20%. Barrage Skill Crit Rate +20/30/40%. Barrage Meter Gain +30%. Does not enter in cooling state. When entering Barrage Mode, Firepower Meter +70%.

Firepower Enhancement

'Firepower Enhancement' effect changed as below.

Before: When the Firepower Meter is full, Overheat is triggered. Normal Skill Damage + 7/14/28% and Firepower Meter duration +10/12/14s. When not in Barrage Mode, incoming Damage - 5/10/15%.

After: When Firepower level is above 1, Overheat is triggered. Normal Skill Damage + 7/14/28% and Firepower Meter duration +10/12/14s. When not in Barrage Mode, incoming Damage - 5/10/15%.

Damage of Normal Skills and Sync Skills during Hypersync increased by 2.5%.

Cooldown for normal movement skill during PvP changed as below.

Before: 8 seconds

After: 10 seconds

Energy Burster

Damage decreased by 9.5% during PvP.

Sharpshooter

Effect of ' Loyal Companion’ has changed as below.

Before: Summons Silverhawk MK-II, allowing party members’ Move Speed +4%, Silverhawk's Crit Rate +10/20/40%, Basic AoE Radius +60%, and Silverhawk's summon duration +30/60/100%. On Basic Attack or Wings of Storm hit, foes get a Mark of Death: foe Damage taken +3/7/12%. Additionally, when Silverhawk is summoned Atk. Power +1/3/6%.

After: Summons Silverhawk MK-II, allowing party members’ Move Speed +4%, Silverhawk's Crit Rate +10/20/40%, Basic AoE Radius +60%, and Silverhawk's summon duration +30/60/100%. On Basic Attack or Wings of Storm hit, foes get a Mark of Death: foe Damage taken +3/7/12%. Additionally, when Silverhawk is summoned Atk. Power +2/5/10%.

Rifle Skill PvE damage increased by 2.1%.

Changed the "Phantom Shot" Skill Tree as follows:

Before: Adds a finishing combo attack that allows both handguns to shoot powerfully. Inflicts +100% of Base Damage to foes. If Kill Confirmation hits a single target, Damage +50.0/63.7/77.4/91.2/105.0%.

After: Adds a finishing combo attack that allows both handguns to shoot powerfully. Inflicts +100% of Base Damage to foes. If Kill Confirmation hits a Push-Immune foe, Damage +50.0/63.7/77.4/91.2/105.0%.

Dual Buckshot

Before: low

'Concussion' Skill Tree effect changed as below.

Before: Increases the skill's Stagger Level to [Mid].

After: Increases the skill's Stagger Level to [Mid-High].

Spiral Flame

Catastrophe

Before: Increases the skill's Stagger Level to [Mid-High].

Before: Atk. Speed +8/12/16% for 9s in Handgun Stance. Crit Rate +10% and Outgoing Damage +5/10/15% for 9s in Shotgun Stance. Outgoing Damage +10% and additional Damage +10/20/30% for 9s to targets with 50% or lower HP while in Rifle Stance.

After: Atk. Speed + 8/12/16% in Handgun Stance. Crit Rate + 10% and Outgoing Damage + 10/17/24% in Shotgun Stance. Outgoing Damage + 16/22/28% for 9s while in Rifle Stance.

Time to Hunt

Before: Crit Rate +22/33/45%. Unable to use Shotgun Stance.

After: Crit Rate +22/33/45%. Crit Damage +0/6/15%. Unable to use Shotgun Stance.

Upon successful rapid firing during PvP, Paralysis will not occur.

Damage during PvP decreased by 25.0%.

Judgment Day

Damage during PvP decreased by 11.0%.

One Shot One Kill

Precise Aimed Shot Skill Tree effect changed as below.

Before: AoE Radius decreases. Upon single foe hit, outgoing Damage +40 /47.2/54.8/62.4/70%.

After: AoE Radius decreases. Damage +40.0/47.2/54.8/62.4/70.0%.

Fixed the Cooldown Reduction Effect to be the same regardless of the type of skill that summons companions.

Water Elemental

Changed the skill casting speed to be slightly faster.

Maririn is now a Companion that cannot be attacked during PvE, and does not take damage from monsters.

Changed 'Thick Skin' skill tree to 'Mind Enhancement' skill tree

Before: Damage inflicted to Maririn decreased by 30.0/33.0/35.0/38.0/41.0%

After: MP cost reduced by 50.0/53.0/57.0/62.0/67.0%

Changed 'Flash Ether' skill tree effect to 'Sticky Fist'

Before: When Maririn dies, create a Flash Ether at that position. Upon acquiring the Flash Ether, Crit Rate +15% for 30s.

After: Reduces the foe's movement speed by 10% for 2.0 seconds when Maririn hits a basic attack.

Changed 'Taunt Command' to 'Precision Fire' skill tree

Before: Upon summoning Maririn, changes the skill to Taunt Command. Upon using the changed skill, Maririn taunts all non-player foes for 2.0/2.5/3.0/3.5/4.0s. Challenge or higher foes are not affected by Taunt for a certain duration.

After: Maririn's basic attack Crit Rate is increased by 20.0%. Damage to foes increased by 60.0/68.0/77.0/86.0/95.0%.

Changed the effect of 'Elemental Blessing' skill tree to the following:

Before: Maririn's HP +100%

After: Maririn's size is increased with the elemental's blessing with attack range increased by 20.0% and basic attack attacking twice, but summon time for Maririn is decreased by 4.0s.

Electric Storm

Improved so that skill casting is not canceled by the next skill that summons a companion.

Ancient Spear

Adjusted the Ancient Spear drop interval when "Ancient Strength" Skill Tree is applied.

Fixed so that the spear drops at the cursor location when "Ancient Strength" Skill Tree is applied.

PvE damage for Ancient Elemental Skill increased by 7.5%.

Bagron's Wrath

Damage to foes on the outskirts of Bagron is now the same as damage to foes in the center.

All Normal Skill’s damage increased by 2.3 in PvE%.

Ruin’s PvE damage increased by 3.1%.

'Emperor' card’s PvE damage increased by 8.7%.

Cull card effect has changed.

Before: For 4s, basic attack or any skill attack on a single foe Crit Rate +100 and Crit Damage +50%.

After: For 4s, basic attack or any skill attack Crit Rate +100 and Crit Damage +50%.

PvE damage for all skills, except for Awakening Skill and normal skill, increased by 2.8%.

Changed the casting speed to be slightly faster.

Changed the "Wildfire Whirlwind" Skill Tree effects as follows:

Before: Element is now [Fire] and cooldown increases by 4s. On hit, Burns foe, inflicting N Damage every 1s for 3s and knockback foes.

After: Element is now [Fire] and Weak Point Lv. +1. On hit, Burns foe, inflicting N Damage every 1s for 3s and knockback foes.

Changed the "Lightning Whirlwind" Skill Tree effects as follows:

Before: Element is now [Lightning] and cooldown +10s. Crit Rate +30.0/37.0/44.0/52.0/60.0%. The final strike grants Electrocution for 4s.

After: Element is now [Lightning] and cooldown +6s. Crit Rate +30.0/37.0/44.0/52.0/60.0%. The final strike grants Electrocution for 4s.

Esoteric Reaction

Before: Mid

Frost's Call

Adjusted the damage of the Frost Energy Attack when "Unstable Rule" Skill Tree is applied.

Changed the skill casting speed to be faster when "Backfire" Skill Tree is applied.

Changed the "Igniter" effects as follows:

Before: When Arcane Torrent is triggered, normal skills' Cooldown -50%. During Arcane Torrent, Crit Rate +10/17/25% and Crit Damage +10/25/40%.

After: When Arcane Torrent is triggered, normal skills' Cooldown -50%. During Arcane Torrent, Crit Rate +10/17/25% and Crit Damage +20/37/55%.

All normal skills, except for ' Deathblade Surge', PvE damage decreased by 4.4%.

Surprise Attack

Changed the skill cooldown when in PvP as follows:

Before: Lowest

Changed the "Trailing Sword Burst" Skill Tree effects as follows:

Before: Before charging, create a sword burst that lasts for 1s. knocking foes backward and inflicting up to +100.0/111.0/122.0/133.0/145.0% Damage. This effect's cooldown time is +5s.

After: Before charging, create a sword burst that lasts for 1s. knocking foes backward and inflicting up to +100.0/111.0/122.0/133.0/145.0% Damage.

Slightly increased the number of strikes when "Trailing Sword Burst" Skill Tree is applied.

Slightly increased the basic number of strikes.

Changed the "Sustain Enhancement" Skill Tree effects as follows:

Before: Sword energy duration +0.6s. Total outgoing Damage +40.0/47.0/54.0/61.0/70.8%.

After: Sword energy duration +0.6s. Total outgoing Damage +40.0/47.0/54.0/61.0/70.8%.

Damage +41.8% when in PvE.

Death Orb Meter gain -46.3%.

MP Cost +26.9%.

Before: 12s

Changed the "Orb Control" Skill Tree to "Vital Point Hit".

Before: Death Orb Meter gain +50.0/56.0/62.0/68.0/75.0%.

After: Crit Rate +15.0/21.0/27.0/33.0/40.0%.

Changed the "Vital Point Hit" Skill Tree to "Orb Control".

After: Death Orb Meter gain +50.0/56.0/62.0/68.0/75.0%.

Changed the "Moon Star" Skill Tree effects as follows:

Before: Instead of the dual blades attack, launch foes in the air and slam them back down onto the ground with a giant sword, inflicting +100.0/110.0/120.0/132.0/144.0% Damage. Cooldown +6s.

After: Instead of the dual blades attack, launch foes in the air and slam them back down onto the ground with a giant sword, inflicting +100.0/110.0/120.0/132.0/144.0% Damage.

Changed motion cancel timing to be faster when "Moon Star" Skill Tree is applied.

Changed the "Stardust" Skill Tree effects as follows:

Before: Changes to Holding Mode. Aerial attack duration +1s. Outgoing Damage +100.0/114.0/128.0/142.0/156.0%.

After: Changes to Holding Mode. Increases number of aerial attacks. Outgoing Damage +200.0/220.0/241.0/262.0/283.0%.

Blade Dance

Damage -31.0% when in PvE.

Death Orb Meter gain -9.6%.

MP Cost +7.0%.

Before: 18s

Changed skill to Normal Mode.

Before: Hack at foes for up to 2 seconds and deliver 7 blows, inflicting N damage, and additional N damage with the finishing blow. Pushed foes are launched back in the air.

After: Hack at foes and deliver 5 blows, inflicting N damage, and additional N damage with the finishing blow. Pushed foes are launched back in the air.

Changed the "Soul Snatch" Skill Tree to "Weak Point Detection".

Before: Charge up the skill for as long as you can to create a 40% chance of getting half a Death Orb. This Orb Snatch effect is even applied during Death Trance.

After: Damage to Push-Immune foes +30.0/37.5/45.0/52.5/60.0%.

Changed the "Finishing Enhancement" Skill Tree effects as follows:

Before: Activates Perfect Zone on the last hold-down block. Enter Perfect Zone to use a longsword for the finishing attack to strike enemies in a wider AoE Radius. Inflict +200.0/227.0/257.0/287.0/317.0% Damage. Changes the Soul Snatch effect to require Perfect Zone.

After: Use a longsword for the finishing attack to strike enemies in a wider AoE Radius. Outgoing Damage +200.0/227.0/257.0/287.0/317.0%. On longsword attack hit, increases push distance and Paralysis duration.

Changed the "Mutilate" Skill Tree effects as follows:

Before: Removes the finishing attack. Enables you to attack more quickly. Holding duration +1s. Damage +100.0/110.0/120.0/132.0/144.0%.

After: Removes the finishing attack and changes to Holding Mode. AoE Radius +30% and can slowly turn. Increases the number of dual blades strikes and outgoing Damage +100.0/111.0/122.0/133.0/145.0%.

Changed the "Upper Axel" Skill Tree effects as follows:

Before: Spin Attack's Crit Rate +50%. Last longsword attack's Damage +100.0/122.0/144.0/166.0/188.0% and changes it to an upward strike, launching foes in front of you high in the air.

After: Last longsword changes to an upward strike, inflicting +150.0/172.0/194.0/217.0/240.0% Damage and launching foes in front of you high in the air.

Soul Absorber

Changed the "Swift Fingers" Skill Tree effects as follows:

Before: Preparation and charge speed +20.0/24.0/28.0/32.0/36.0%.

Changed the "Power Stab" Skill Tree effects as follows:

Before: Changes to Normal Mode. Attack Width +30%. Crit Damage +50.0/62.0/74.0/87.0/100.0%.

After: Changes to Normal Mode. Attack Width +30%. Outgoing Damage +50.0/57.0/64.0/72.0/80.0%. Death Orb Meter gain +60%.

Removed the damage from the grabbing motion and consolidated the damage into the final slashing motion when "Halve" Skill Tree is applied.

Death Sentence

Damage +58.3% when in PvE.

Death Orb Meter gain +20%.

Changed the "Confirmed Kill" Skill Tree effects as follows:

Before: Crit Rate on Pushed foes +100%. Crit Damage +0.0/11.0/22.0/33.0/44.0%.

After: Outgoing Damage +25.0/31.0/37.0/43.0/50.0% and additional Damage to staggered target +50%.

Changed the "Ruthless" Skill Tree to "Concussion".

Before: Crit Rate against Staggered foes +100%. Crit Damage +0.0/11.0/22.0/33.0/44.0%.

After: Changes Stagger to [Mid - High]. Outgoing Damage +30.0/37.0/44.0/52.0/60.0%.

Changed the "Cold Zone" Skill Tree effects as follows:

Before: Element is now [Water]. The last attack creates a Cold Zone. Move Speed -20% and N Damage is inflicted every 1s for 5s. Effect lasts for 2s. This Frost effect stacks up to 3 times.

After: Element is now [Water]. The last attack creates a Cold Zone. Move Speed -20% for 5s. Effect lasts for 1s. This Frost effect stacks up to 3 times.

Twin Shadows

Damage +58.9% when in PvE.

Death Orb Meter gain +19.2%.

MP Cost +14.9%.

Changed the "Quick Prep" Skill Tree to "Concussion".

Before: Cooldown -2.0/2.5/3.0/3.5/4.0s.

Changed the "Back Attack Enhancement" Skill Tree to "Weak Point Detection".

Before: Back Attack Damage +50.0/57.5/65.0/72.5/80.0%.

Changed the "Cross Attack" Skill Tree to "Bottom Cleave".

Before: Slash with dual blades and slam a longsword downward. Outgoing Damage +50.0/57.5/65.0/74.0/83.0%.

After: Slashes with the longsword in a wide circle while standing, then lowers stance to slash in an even larger circle. Outgoing damage +115.0/126.0/137.0/148.0/160.0%.

Changed the "Forward Retreat" Skill Tree to "Forward Slash".

Before: Move 4 meters forward before the 1st attack. Then 6 meters backward after the 2nd attack. Crit Damage +100.0/115.0/130.0/145.0/160.0%.

After: Advance 5 meters and performs a slash. Becomes stackable and charges up every 15s up to a max 2 charges. Outgoing Damage +80.0/90.0/100.0/110.0/120.0%.

Earth Cleaver

Changed the "Leap Attack" Skill Tree effects as follows:

Before: Leap 2 meters forward and slam your longsword downward. Crit Rate +100%. Crit Damage +0.0/11.0/22.0/33.0/44.0%.

After: Leap 6 meters forward and slam your longsword downward. Outgoing Damage +65.0/73.0/82.0/91.0/100.0%.

Changed the "Down Hunt" Skill Tree effects as follows:

Before: Removes the Stun effect. Attack is now a low lateral slash that knocks down foes. With Stun Enhancement, airborne and knockdown durations +20%.

After: Removes the Stun effect. Attack is now a vertical slash that knocks down foes. With Stun Enhancement, airborne and knockdown durations +20%.

Turning Slash

Damage +60.0% when in PvE.

Changed skill to Combo Mode.

Changed skill casting speed, combo timing, and motion cancel timing to be faster.

Changed the "Excellent Mobility" Skill Tree to "Law of the Jungle".

Before: Move Distance per spin +1.0/1.2/1.4/1.7/2.0 meter(s). Use with Concentrated Attack to advance 2.0/2.4/2.8/3.4/4.0 meter(s) before attacking.

After: Damage to Challenge or lower foes +50.0/57.5/65.0/72.5/80.0%.

Changed the "Point Slash" Skill Tree to "Concussion".

Before: Change to Combo Mode. Enables you to change direction after each spin attack.

Changed the "Concentrated Attack" Skill Tree effects as follows:

Before: Attack in place. Damage +100.0/111.0/122.0/133.0/145.0%.

After: Slash with the longsword, generating a large sword burst. Pull in nearby foes 4 times and outgoing Damage +90.0/100.0/110.0/120.0/130.0%. If Weak Point Enhancement is applied, the sword burst attack doesn't trigger the Weak Point effect.

Changed skill casting speed, combo timing, and motion cancel timing to be faster when "Triple Turn" Skill Tree is applied.

Changed the "Dark Order" Skill Tree effects as follows:

Before: On skill use, Move Speed +15.0/16.2/17.4/18.6/19.8% for all party members within 24 meters for 6s. Adds the Dark Order buff of Atk. Speed +20.0/21.2/22.4/23.6/25.0%.

After: On skill use, Move Speed +8.0/9.2/10.4/11.6/12.8% for all party members within 24 meters for 6s. Adds the Dark Order buff of Atk. Speed +8.0/9.2/10.4/11.6/12.8%.

Changed the "Quick Cast" Skill Tree to "Overwhelm".

Before: Skill's casting delay -60%.

After: Damage to Challenge or lower foes +100.0/111.0/122.0/133.0/145.0%. Paralyzes Normal foes with the continuous Damage.

Changed the "Overwhelm" Skill Tree to "Quick Cast".

Before: Damage to Challenge or lower foes +100.0/111.0/122.0/133.0/145.0%. Paralyzes Normal foes with the continuous Damage.

After: Skill's casting delay -60%. Becomes stackable and charges up every 30s up to a max 2 charges. Preparatory action is not changed when Wind Storm is applied.

Death Orb Meter gain -20.0%.

Changed the "Ice Cold Hands" Skill Tree to "Weak Point Detection".

Before: Element is now [Water]. Inflicts Frost. Foe Move Speed -20.0/21.6/23.2/24.8/26.6% for 6s. Stacks up to 3. At 3 stacks, Freezes foes for 5s.

Changed the "Death Wave" Skill Tree effects as follows:

Before: Shoots 1 slow, powerful sword burst that inflicts continuous Damage to foes in its path. Total Damage +155.0/168.5/182.0/195.5/210.5%.

After: Shoots 1 slow, powerful sword burst that inflicts continuous Damage to foes in its path. Total Damage +100.0/111.0/122.0/133.0/145.0%.

Changed the "Excellent Mobility" Skill Tree to "Enhanced Strike".

Before: Move Distance +2.0/2.5/3.0/3.5/4.0 meter(s).

After: Outgoing Damage +10.0/16.0/22.0/28.0/35.0%.

Changed the "Charge Enhancement" Skill Tree effects as follows:

Before: Outgoing Damage +20.0/23.0/27.0/31.0/35.0% per Charge Level.

After: Outgoing Damage +25.0/28.0/32.0/36.0/40.0% per Charge Level.

Changed the "Shadow Rush" Skill Tree effects as follows:

Before: An afterimage attacks instead of you, inflicting +40.0/47.0/54.0/62.0/70.0% Damage. Excellent Mobility will not be applied.

After: An afterimage attacks instead of you, inflicting +50.0/57.0/64.0/72.0/80.0% Damage. (Modified to match the description written in 2023-10-18)

Changed the "Dual Blitz" Skill Tree effects as follows:

Before: Total Damage +25%. Crit Damage +55.0/68.0/82.0/96.0/110.0%. Longsword attack disappears when Overcharged, instead attacking with [Fire] and [Water] elements.

After: Longsword attack disappears when Overcharged, instead attacking with [Fire] and [Water] elements. Outgoing Damage +25.0/31.0/37.0/43.0/50.0%.

Void Strike

Skill Damage +5.6% when in PvE.

Death Orb Meter gain -26.6%.

Reduced the number of strikes of the pushing attack and changed the strike timings.

Changed the "Void Zone" Skill Tree effects as follows:

Before: The Overcharged attack creates a void zone on the ground for 5s. inflicting +20.0/26.2/32.4/38.6/45.0% Damage. Move Speed -30%. Casts Darkness.

After: The rising slash attack creates a void zone on the ground for 5s. If foes enter the zone, Move Speed -50% and casts Darkness.

Changed the "Black Explosion" Skill Tree to "Over Slash".

Before: The Overcharged attack causes a time-delayed Dark explosion after a while, launching its targets again in the air with 70.0/78.4/86.8/95.9/105.0% Base Damage.

After: Changes to Charge Mode. When Overcharged, outgoing Damage +50.0/57.5/65.0/72.5/80.0%. Outgoing Damage to staggered target +50%.

Changed the "Dark Dimension" Skill Tree to "Rising Slash".

Before: Changes to Holding Mode. Hold down the skill for a max of 1.5s to pull foes to you 7 times to inflict up to 35% of Base Damage and deliver the Overcharged attack.

After: After the rising slash attack, performs an additional rising slash, outgoing Damage +30.0/37.5/45.0/52.5/60.0%.

Blade Assault

Skill Damage +40.7%.

Before: Focus energy to inflict N damage and pull foes close. Hold to move forward while viciously slashing at foes for max N damage. Hit the Perfect Zone to cause N damage as you summon spiritual blades, then hurl them to inflict N damage and knock foes away. Pushed foes are launched back in the air.

After: Focus energy to inflict N damage and pull foes close. Hold to move forward while viciously slashing at foes for max N damage. After holding ends, cause N damage as you summon spiritual blades, then hurl them to inflict N damage and knock foes away. Pushed foes are launched back in the air.

Remaining Energy

Changed the "Remaining Energy" effects as follows:

Before: Art does not consume Art Meter for 2s when activated. Atk./Move Speed +6/9/12% on Surge. Atk. Power +(12/14/18%, 24/28/36%, 36/42/54%) depending on your Surge level, for 30s.

After: Deathblade Surge Damage -30%. Activating Death Trance immediately consumes Death Orbs and activates Deathblade Surge. Atk./Move Speed +6/9/12% and Atk. Power +(12/14/18%, 24/28/36%, 36/42/54%) depending on the number of Death Orbs consumed, for 30s.

Changed the tooltip of the Specialty to match the engraving effect when the engraving is equipped.

Changed the "Surge" effects as follows:

Before: Activates the top level of Deathblade Surge, which unleashes the same powerful attack regardless of the number of Death Orbs available. With this, the buffs from the Remaining Energy Engraving do not occur. When Death Trance is activated and skills other than Basic Attacks and Awakening Skills hit, Surge Enhancement effects will begin to stack every 0.4 seconds to a max of 20 stacks. This effect causes Damage to increase up to 100/110/120%, Damage increases even more with larger stacks. Each stack increases Atk. Power additionally by 0/0.5/1%. When Death Trance ends, gain up to 100% Death Orb Meter for each Surge Enhancement effect you have.

After: Activates the top level of Deathblade Surge, which unleashes the same powerful attack regardless of the number of Death Orbs available. When Death Trance is activated and skills other than Basic Attacks hit, Surge Enhancement effects will begin to stack proportional to the number of hits. This effect causes Damage to increase up to 45/60/85%, and increases two-fold when at the maximum 60 stacks. When Death Trance ends, gain up to 100% Death Orb Meter for each Surge Enhancement stacks.

Shadowhunter

+2.8% Damage from Demonize basic attack in PvE.

+7.4% Damage from Demon skill in PvE.

Demonic Clone

Added Weak Point Lv. 1 effect to the final attack.

Rising Claw

Changed the final attack's Weak Point to Lv. 2.

Reaper Skills

Dagger Skill Damage +12.0% when in PvE.

Chaos Meter gain +16.6%.

Additional Persona Meter and Chaos Meter gain +16.0% for the following skills:

Spinning Dagger

Spirit Catch

Shadow Vortex

Reaper's Call

Piercing Blade

Deathscythe

Phantom Dancer

Call of the Knife

Shadow Trap

"Poison: Bleed" Skill Tree

Changed the "Poison: Bleed" Skill Tree effects as follows:

Before: Attack now has "Bleeding Poison." Bleeding Poison inflicts N bleed Damage every 1s for 8s. At 3 stacks, inflicts Heavy Bleeding on foe. Inflicting N Damage every 1s for 8s.

After: Attack now has "Bleeding Poison." Bleeding Poison inflicts N bleed Damage every 1s for 12s. At the maximum 10 stacks, inflicts Heavy Bleeding on foe. Inflicting N Damage.

Changed move distance when using skill as follows:

Before: 1 meter

After: 2 meters

Before: Gather strength and pull foes to you inflicting N Damage. Use the skill again to deliver a powerful spinning blow, inflicting N and N Damage.

After: Gather strength to deliver a powerful spinning blow, inflicting N and N Damage.

Improved so that subsequent attacks are faster after the first strike.

Before: 4 meters

After: 5 meters

Changed the "Leap" Skill Tree effects as follows:

Before: Last attack's move distance +2.0/2.5/3.0/3.5/4.0 meter(s).

After: Gains Paralysis Immunity. Leaps even faster and deals the Finishing Blow. Leap distance +1 meter.

Changed the "Sharp Dagger" Skill Tree to "Shadow Afterimage".

Before: Element is now [Lightning]. Crit Damage +50.0/62.0/74.0/87.0/100.0%.

After: Rush straight forward and perform the last attack. After stabbing, a Shadow Afterimage performs an additional attack, inflicting 50.0/57.5/65.0/72.5/80.0% Damage of the last attack. Stacks 1 poison.

Changed the "Shadow Afterimage" Skill Tree to "Sharp Dagger".

Before: Instantly does the last attack and Shadow Afterimages do additional attacks. Inflicts 100.0/110.0/120.0/130.0/140.0% of the last attack. Stacks poison.

After: Element is now [Lightning]. Crit Damage +140.0/157.5/175.0/192.5/210.0%. When "Poison: Bleed" Skill Tree is applied, stack 1 bleed upon successful crit with the last attack.

Changed the "All-Out Attack" Skill Tree to "Ambush".

Before: Instantly does the last attack. Damage +60.0/68.0/77.0/86.0/95.0%. Move distance +2 meters. Atk. Speed +20%.

After: Back Attack Damage +50.0/57.5/65.0/72.5/80.0%. When "Poison: Bleed" Skill Tree is applied, stack 1 bleed upon successful back attack with the last attack.

Modified the AoE Radius of the last attack to fit the displayed effects.

Changed so that if you use the skill at an angle to a foe, you now travel through the foe.

Changed the "Wide-Angle Attack" Skill Tree to "Enhanced Spinning".

Before: AoE Radius +20%.

After: Throws the dagger even faster. AoE Radius +20.0%. Outgoing Damage +20.0/26.0/32.0/38.0/45.0%. When "Poison: Bleed" Skill Tree is applied, the dagger attack has a 30% chance to stack 1 bleed..

Changed the "Enhanced Spinning" Skill Tree to "Ambush".

After: Back Attack Damage +25.0/31.3/37.5/43.8/50.0%. When "Poison: Bleed" Skill Tree is applied, stack 3 bleed upon successful back attack with the last attack.

Changed the "Final Blade" Skill Tree to "Fatal Dagger".

Before: The last attack is always a Crit Hit. Crit Damage +0.0/25.0/50.0.75.0/100.0%%.

After: Crit Rate +15.0%. Crit Damage +50.0/62.5/75.0/87.5/100.0%. When "Poison: Bleed" Skill Tree is applied, stack 2 bleed upon successful crit with the last attack.

Changed the "Fatal Dagger" Skill Tree to "Sharp Dagger".

After: Crit Damage +30.0/42.0/54.0/67.0/80.0%. When "Poison: Bleed" Skill Tree is applied, stack 1 bleed upon successful crit with the attack. Stack 2 bleed if "All-Out Attack" Skill Tree is applied.

Changed the "Deep Breath" Skill Tree effects as follows:

Before: Shadow Energy envelopes the area. AoE Radius +10%. Atk. Speed +15.0/18.0/21.0/24.0/27.0%.

After: Shadow Energy envelopes the area. AoE Radius +10%. Atk. Speed +15.0/18.0/21.0/24.0/27.0%. When "Poison: Bleed" Skill Tree is applied, has a 50% chance to stack 1 bleed upon successful attack. Stack 2 bleed if "All-Out Attack" Skill Tree is applied.

Changed the "Death Blow" Skill Tree to "Ambush".

Before: Damage to Push-Immune foes +80.0/89.6/99.2/109.6/120.0%.

After: Back Attack Damage +80.0/89.6/99.2/109.6/120.0%. When "Poison: Bleed" Skill Tree is applied, stack 2 bleed upon successful back attack with the last attack.

Before: 3 meters

After: 4 meters

Changed so that the first attack goes out faster.

Changed the "Ambush" Skill Tree to "Death Call".

Before: Back Attack Damage +40.0/47.2/54.8/62.4/70.0%.

After: Doing the combo results in a bigger slash, inflicting 80.0% of base Damage. Last attack's Crit Damage +30.0/47.5/65.0/82.5/100.0%. When "Poison: Bleed" Skill Tree is applied, stack additional 2 bleed with last attack.

Changed the "Law of the Jungle" Skill Tree to "Eye of the Tempest".

Before: Damage to Challenge or lower foes +70.0/78.4/86.8/95.9/105.0%.

After: Changes to Normal Mode. Draws a large circle in the direction you are facing. Pulls nearby foes with Shadow Clones and knocks them into the air. Outgoing Damage against Challenge or lower foes +70.0/78.4/86.8/95.9/105.0%.

Changed the "Fatal Dagger" Skill Tree to "Unexpected Twist".

After: Doing the combo allows you to change directions. When "Poison: Bleed" Skill Tree is applied, stack additional 1 bleed with last attack.

Changed the "Death Call" Skill Tree to "Ambush".

Before: Changes to Normal Mode. Performs 1 huge slashing attack to inflict 120% of Base Damage. Crit Damage +100.0/115.0/130.0/145.0/160.0%.

After: Back Attack Damage +55.0/63.8/72.6/81.4/90.2%. When "Poison: Bleed" Skill Tree is applied, stack 2 bleed upon successful back attack with the last attack.

Changed the "Eye of the Tempest" Skill Tree to "Fatal Dagger".

Before: Changes to Normal Mode. Draws a large circle in the direction you are facing. Pulls nearby foes with Shadow Clones and knocks them into the air.

After: Crit Rate +15.0%. Outgoing Damage +35.0/42.0/49.0/57.0/65.0%. When "Poison: Bleed" Skill Tree is applied, stack 1 bleed upon successful crit with the last attack.

Changed the "Two Shadows" Skill Tree effects as follows:

Before: Uses shadows to attack from both sides. Damage +30.0/37.0/44.0/52.0/60.0%.

After: Uses shadows to attack from both sides. Damage+30.0/37.0/44.0/52.0/60.0%. When "Poison: Bleed" Skill Tree is applied, has a 25% chance to stack 1 bleed upon successful attack.

Changed the "Sharp Dagger" Skill Tree effects as follows:

After: Element is now [Lightning]. Crit Damage +50.0/62.0/74.0/87.0/100.0%. When "Poison: Bleed" Skill Tree is applied, has a 50% chance to stack 1 bleed upon successful crit with the attack.

Improved so that after using the skill, it can be canceled more quickly.

Changed the "Master of Evasion" Skill Tree to "Ghost Sprint".

Before: During skill use, Dodge Rate +20%.

After: Change to Holding Mode. On 3 or more hits, Fear foes for 2s.

Changed the "Tailwind" Skill Tree to "Fog Charge".

Before: On skill use, Move Speed +20.0/22.4/24.8/27.4/30.0% for 3.0/3.2/3.4/3.7/4.0s.

After: Changes to Chain Mode. Doing the chain allows one more use of the skill and the chain attack inflicts an additional 20% of base Damage. If used consecutively, Cooldown increases to 20s.

Changed the "Law of the Jungle" Skill Tree to "Shadow Sprint".

After: Outgoing Damage +30.0/37.0/44.0/52.0/60.0%. Move in a wide area and pull foes into a straight line.

Changed the "Shadow Sprint" Skill Tree to "Law of the Jungle".

Before: Outgoing Damage +50.0/57.0/64.0/72.0/80.0%. Move in a wide area and pull foes into a straight line.

After: Damage to Challenge or lower foes +200.0/216.0/232.0/248.0/264.0%.

Changed the "Ghost Sprint" Skill Tree to "Tailwind".

Before: Change to Holding Mode. On 3 or more hits, Fear foes for 2s.

After: During skill use, Dodge Rate +30.0%. On skill use, Move Speed +20.0/22.4/24.8/27.4/30.0% for 3.0/3.2/3.4/3.7/4.0s.

Improved the Reaper's sword to drop more quickly to match the Reaper's attack motion.

Adjusted the Damage of each hit.

Changed the "Charge Shadow" Skill Tree to "Weak Point Enhancement".

Before: On hit, Persona Meter and Chaos Meter gain +30.0/33.0/37.0/41.0/45.0%.

After: Explosion attack's Weak Point Level +1.

Changed the "Growing Darkness" Skill Tree effects as follows:

Before: The last explosion's Damage +50.0/62.0/74.0/87.0/100.0%.

After: The last explosion's Damage +50.0/67.0/84.0/102.0/120.0%.

Changed the "Call of Despair" Skill Tree effects as follows:

Before: The skill can now stack up to 2. Charge Time is now 30.0/28.8/27.6/26.3/25.0s.

After: Skill can now stack up to 2 times.

Improved so that entry the shadow is faster.

Chaos Meter gain +45.0%.

Changed the "Charge Shadow" Skill Tree to "Fog Curtain".

After: During skill use, Dodge Rate +10%.

Changed the skill's base Stagger Point as follows:

Before: Summon a shadow trap at your current position, then move 6 meters backward, detonating a shadow that inflicts N Damage to foes within a 3-meter radius, stunning them for 2s.

After: Summon a shadow trap at your current position, then move 6 meters backward, detonating a shadow that inflicts N Damage to foes within a 3-meter radius, stunning them for 2s. Upon successful counterattack with the skill, immediately enter Chaos Mode.

Glowing Brand

Damage +32.2% when in PvE.

Changed the "Vital Point Hit" Skill Tree to "Long Range Swoop".

Before: Crit Rate +15.0/21.0/27.0/33.0/40.0%.

After: Maximum movement distance 2 meters. Collisions are ignored, even with Guardians.

Changed the "Testament" Skill Tree effects as follows:

Before: Jump higher and slam down harder to inflict 150.0/157.5/165.0/172.5/180.0% of Base Damage.

After: Jump higher and slam down harder for Crit Rate +20% and inflicts 125.0/131.3/137.5/143.8/150.0% of Base Damage.

Damage +22.9% when in PvE.

Damage -10.0% when in PvP.

Changed the "Fatal Dagger" Skill Tree to "Assassin's Trade".

After: During skill use, gain Push Immunity, but Atk. Speed -6%.

Changed the "Quick Prep" Skill Tree to "Covert Assassination".

Before: Cooldown -5.0/6.0/7.0/8.0/9.0s.

After: Changes to Combo Mode. Use the skill again to stab the foe and move backwards 6.5 meters. Move Speed +40% for 2s.

Changed the "Slaughter" Skill Tree to "Concussion".

Before: Max Damage +60.0/68.0/77.0/86.0/95.0% according to number of foes hit.

After: Increases Stagger Level to [Mid - High].

Changed the "Tenacity" Skill Tree to "Concentrated Attack".

Before: During skill use, gain Push Immunity.

After: The attack's width is narrowed but range +3 meters. Before stabbing, pulls the target with Dark Energy, inflicting 10% of base Damage. The stabbing attack's outgoing Damage +35.0/42.0/49.0/57.0/65.0%. On hit, knockback foes.

Changed the "Isolation" Skill Tree to "Execution".

Before: Element is now [Lightning]. Crit Damage +80.0/94.4/109.6/124.8/140.0% if attack hits only 1 target.

After: Attack range is reduced to 4 meters but attacks faster and incoming Damage +35.0/42.3/49.7/57.4/65.1%.

Changed the "Concentrated Attack" Skill Tree to "Fatal Dagger".

Before: The width of the stabbing attack shortens but the length increases by 3 meters. Damage +50.0/58.0/67.0/76.0/85.0%.

After: Imbues fatal energy into the dagger. Crit Rate +30.0%. Outgoing Damage +30.0/37.0/44.0/52.0/60.0%.

Changed the "Execution" Skill Tree to "Quick Kill".

Before: Stab faster and move 5 meters backwards. Outgoing Damage +30.0/37.0/44.0/52.0/60.0%. Attack length -4 meters. Damage +50% when foe is Stunned or Feared.

After: Cooldown -9s. In Chaos Mode, outgoing Damage 25.0/31.0/37.0/44.0/50.0%.

'Boneless' Skill Tree effect has been changed as below.

Before: Cooldown - 9.0 seconds, During Chaos Mode, outgoing Damage + 30.0/37.0/44.0/52.0/60.0%.

After: Cooldown - 9.0 seconds, During Chaos Mode, outgoing Damage + 25.0/31.0/37.0/44.0/50.0%.

Dance of Fury

Damage +22.0% when in PvE.

Changed the "Nimble Movement" Skill Tree effects as follows:

Before: Atk. Speed +15.0/18.0/21.0/24.0/27.0%.

After: Gathers Shadow Energy faster, reducing attack charge up time.

Changed the "Piercing Strike" Skill Tree to "Swift Preparation".

Before: On hit, ignore foe's total Defense by 30.0/38.0/46.0/54.0/62.0%.

After: After defeating foes, chance to reset cooldown is 15.0/21.0/27.0/33.0/40.0%.

Changed the "Chaos Enhancement" Skill Tree effects as follows:

Before: In Chaos Mode, outgoing Damage +45.0/52.2/59.8/67.5/75.2%.

After: In Chaos Mode, outgoing Damage +50.0/57.5/65.0/72.5/80.0%.

Changed the "Swift Preparation" Skill Tree to "Law of the Jungle".

Before: After defeating foes, chance to reset cooldown is 15.0/21.0/27.0/33.0/40.0%.

After: Damage to Challenge or lower foes +60.0/68.4/76.8/85.8/94.8%.

Changed the "Fatal Dagger" Skill Tree effects as follows:

Before: Element is now [Lightning]. Crit Rate +30.0/37.0/44.0/52.0/60.0%.

After: Element is now [Lightning]. Imbues lightning energy into the dagger. Crit Rate +30.0%. Outgoing Damage +10.0/16.0/22.0/28.0/35.0%.

Changed the "Shadow Dance" Skill Tree effects as follows:

Before: AoE Radius +30%. Crit Damage +100.0/115.0/130.0/145.0/160.0%.

After: Hides among the shadows. During skill use, Dodge Rate +30%. Gathers even more Shadow Energy. AoE Radius +30.0%. Outgoing Damage +45.0/52.0/59.0/67.0/75.0%.

Silent Rage

Damage +7.1% when in PvE.

Before: Jump 3 meters backward and gather dark energy to shoot yourself forward, slashing foes for N Damage and knocking them down as you pierce through them. Ignore collisions with adventurers and Normal monsters while moving.

After: Gather dark energy to shoot yourself forward, slashing foes for N Damage and knocking them down as you pierce through them. Ignore collisions with adventurers and Normal monsters while moving.

Changed the "Quick Prep" Skill Tree to "Weak Point Enhancement".

After: Weak Point Level +1.

Changed the "Sharp Turn" Skill Tree to "Quick Prep".

Before: Can turn while attacking.

After: Cooldown -8.0/9.0/10.0/11.0/12.0s.

Changed the "Sharp Fall" Skill Tree to "Propulsion".

Before: Instantly attack without jumping backwards.

After: Jump back 3 meters and slam into foes with even greater force. Outgoing Damage +30.0/37.0/44.0/52.0/60.0%. Can change direction before attacking.

Changed the "Shadow Afterimage" Skill Tree effects as follows:

Changed so that the shadow clone's attacks don't trigger paralysis when in PvP.

Before: Shadow Clone attacks +3. Inflicts 30.0/37.5/45.0/52.5/60.0% of Base Damage.

After: Before descending, the shadow clone performs 2 additional attacks, inflicting 10% of base Damage each. If target is hit by the clone, Silent Rage Damage +8.0/11.5/15.0/18.5/22.0%.

Changed the "Ground Smash" Skill Tree effects as follows:

Before: Element is now [Dark]. Descend with more power. Outgoing Damage +60.0/68.0/77.0/86.0/95.0%.

After: Element is now [Dark]. Descend with more power. Crit Rate + 20.0%, Outgoing Damage + 30.0/37.0/44.0/52.0/60.0%.

Lunar Eclipse: Cadenza

Changed to gain Chaos Meter upon successful hit.

Solar Eclipse: Requiem

Changed to gain Persona Meter upon every successful hit.

Before: Focus your mind and blend into the shadows for 4s. Use the skill again to sneak up to your foe in the shadows and deliver 3 strikes to inflict N, N, N Damage, launching your foe in the air with the last strike. Become Stealthed again for 4s upon each strike, and you can still attack foes while you are not. Ignore collisions with adventurers and Guardians during skill use.

After: Focus your mind and ambush foes like the shadow to inflict N Damage and become Stealthed for 6s. Use the skill again to sneak up to your foe in the shadows and deliver 3 strikes to inflict N, N Damage, launching your foe in the air with the last strike. For every hit, Swoop Skill's Cooldown -10%. After the attack, become Stealthed again for 6s, and you can still attack foes while you are not. Ignore collisions with adventurers and Guardians during skill use.

Changed so that the Nightmare skill can be used by pressing the Specialty key.

Improved to make the Nightmare skill faster to use.

When using the Nightmare skill, dagger projectile size +25%.

When using the Nightmare skill, dagger projectile speed +20%.

Improved so that after using the Nightmare skill, it can be chained more quickly.

When using Nightmare skill while in Chaos Mode, changed so that targets hit by the dagger attack are inflicted by Bleeding Poison.

When using Nightmare skill while in Persona Mode, changed so that targets hit by the dagger attack are inflicted by Nerve Poison.

Improved so that the skill can be used faster.

Improved so that after using Persona skill, using Battle Items that don't have any motions doesn't remove Stealth.

Added Nightmare skill remaining Cooldown -30% effect when entering Persona Mode.

Changed the Chaos Mode duration as follows:

Changed the Chaos buff effects as follows:

Before: Atk. Speed +10%, Move Speed +10%, Crit Rate 15%.

After: Atk. Speed +10%, Move Speed +10%, Crit Rate 15%. Nightmare skill Cooldown -40%.

Changed the "Lunar Voice" engraving effect as follows:

Before: Gain Lunar Voice effect instead of the Swoop Enhancement effect that stacks every 1s upon switching to Persona Mode. Upon gaining Lunar Voice effect, Swoop Damage +120/140/160% and Atk. Speed +10%.

After: Gain Lunar Voice effect instead of the Swoop Enhancement effect that stacks every 1s upon switching to Persona Mode. Upon gaining Lunar Voice effect, Swoop Damage +120/135/150%. Additionally, Crit Rate +0/5/10%, Atk. Speed +10%, and resets Cooldown of "Shadow Step".

Changed the "Hunger" engraving effects as follows:

Before: Chaos Meter +30%. Atk. Power +16/22/30% when the Chaos Meter is full.

After: Chaos Meter +50%. Atk. Power +12/18/25% and Crit Rate +3/5/8% when the Chaos Meter is full.

Souleater Stats

Changed the Skill Damage coefficient when in Deathlord Mode from the Specialization Stat as follows:

Before: 0.59

After: 0.564

Lunatic Edge

Changed so that the "Shadow Snatch" Skill Tree effect triggers "On skill use" and not "On hit".

Changed the "Isolation" Skill Tree to "Lightning Strike".

Before: Element is now [Lightning]. When attacking a single foe, Damage inflicted +115.0/126.5/138.0/149.5/161.0%.

After: Element is now [Lightning]. On hit, outgoing Damage +115.0/126.5/138.0/149.5/161.0%.

Before: minimum

Reaper's Scythe

Guillotine Swing

' Concussion' Skill Tree effect has changed as below.

Before: Increases the skill's Stagger Level to [Mid - High].

Stroke: Hopper

Improved so that the next skill can be used faster when this skill is in use.

Paint: Starry Night

Changed the "Sturdy Armor" Skill Tree to "Energy Enhancement".

Before: Damage received -40.0/42.9/45.8/48.7/51.6% while casting skill.

After: On hit, Harmony Meter recovery +30.0/33.0/37.0/41.0/45.0%.

Modified the "Azure Starlight" Skill Tree effects as follows:

Before: Incoming Damage -75% for other party members within range for 1s. Creates a shield that absorbs Damage equal to 10.0/11.0/12.0/13.0/15.0% of Max HP.

After: On skill use, incoming Damage -50%. Incoming Damage -75% for other party members within range for 2s. Creates a shield that absorbs Damage equal to 10.0/11.0/12.0/13.0/15.0% of Max HP for yourself and party members.

Paint: Illusion Door

Changed the base effect as follows:

Before: Create a Dimensional Opening at a target location within 12 meters to teleport one party member to your location. The Dimensional Opening lasts for 10s, allowing party members to interact with it to travel as far as 32 meters. The transported party member generates a shield that absorbs Damage up to 30% of Max HP for 6s.

After: Create a Dimensional Opening at a target location within 12 meters to teleport one party member to your location. The Dimensional Opening lasts for 10s, allowing party members to interact with it to travel as far as 32 meters. Generates a shield 7 meters wide on the other party member that absorbs Damage up to 15% of Max HP for 6s.

Paint: Sun Well

Artist's Scroll becomes 30% bigger.

All Skill Damage, except Awakening Skill, +8.6% when in PvE.

Changed the "Current Occurrence" Skill Tree effects as follows:

Before: Oh hit, the Raindrop Meter gain decreases by 30%, but gain a Current Shield that absorbs Damage equal to 10% of Max HP for 3s.

After: Oh hit, the Raindrop Meter gain decreases by 30%, but gain a Current Shield that absorbs Damage equal to 15% of Max HP for 4s.

Downward Strike

Moved the Weak Point effect to be applied on the first strike of the skill.

When Sustain Enhancement Skill Tree is applied, changed the first attack to pull foes when in PvE.

Wind Gimlet

Changed the "Single Attack" Skill Tree to "Concentrated Attack".

Before: If the attack hits a single target, inflicts +60.0/68.0/77.0/86.0/95.0% Damage.

After: Outgoing Damage +60.0/68.0/77.0/86.0/95.0%.

Wiping Wind

Added Weak Point Lv. 1.

Slightly increased the changed radius of the Sun Shower skill when "Wind Fury" engraving is applied.

Other Improvements and Changes

Skill Effect Improvements

Wardancer, Scrapper, Striker, Deathblade, Reaper

Improved motion and effect for Scrapper's 'Fist of the Wind God' skill

Scrapper's specialty skill 'Tenacious Power' increased slightly in hit range

Improved certain sounds for Scrapper's 'Shredding Strike' skill

Improved to make sound when Scrapper's 'Tenacious Power' gauge is full

Improved to decrease the 'Penalty Meter' by 50% under the following conditions.

Gunlancer's 'Defensive Stance' activated

Destroyer's 'Hypergravity' activated

Destroyer's 'Endure Pain' skill in effect

Artillerist's 'Barrage: Impregnability' effect activated

Fixed issue where Deathblade's Blade Assault skill inflicts abnormally low damage.

Applying Deathblade's Remaining Energy engraving will bring up a new UI.

Sound and Specialty UI effect when Scrapper’s Tenacious Power is full improved.

Effect upon Scrapper making successful skill hit improved.

Both skill and Skill Tree effect for Scrapper’s 'Charging Blow' improved.

Both skill and Skill Tree effect for Scrapper’s 'Judgment' improved.

Both skill and Skill Tree effect for Scrapper’s 'Fist of the Wind God' improved.

Both skill and Skill Tree effect for Scrapper’s ‘Dragon Advent' improved.

Sound of Scrapper’s 'Explosive Fist' skill improved.

Sound volume and hit sound effect for Scrapper’s 'Fist of the Wind God' skill improved.

Deleted and Changed Skills Compensation

Players with Lv. 2 or higher skill tree for the deleted skills will have compensation sent to their Universal Storage. The compensation will correspond to their skill tree level. You will get 1 item per skill tree effect.

Lv. 2 : Oath Amulet x1

Lv. 3 : Prayer Amulet x1

Lv. 4 : Hope Amulet x1

Lv. 5 : Wishful Amulet x1

Notable Bug Fixes

Fixed the incorrect Skill Rune and Skill Pont information for the Reaper class in the Book of Coordination.

Fixed the issue causing PvP Weekly rewards to not be sent beginning with the December Update. Weekly rewards that have not been sent will be distributed via Universal Storage after the update.

phantom assassin patch notes

DotEsports Logo

PlayStation Plus new games for January 2024

Plenty more to dive into.

phantom assassin patch notes

Sony announced the lineup of PlayStation Plus’ free monthly games for January 2024, with a bunch of games joining the catalog.

Available to those with a PlayStation Plus Premium or PlayStation Plus Extra subscription, the games will be available to play from Jan. 16, 2024, and provide players with plenty to keep them occupied. You can see all of the January 2024 additions to PlayStation Plus below.

PlayStation Plus additions for January 2024

A promotional image showing games available on PlayStation Plus in January 2024.

The highlights of January’s crop of games on PlayStation Plus are Tiny Tina’s Wonderlands and Resident Evil 2, the latter of which was also added to the Xbox Game Pass service in January 2024. Meanwhile, several PS1 classics, including Star Wars: Episode 1 The Phantom Menace, and Street Fighter: 30th Anniversary Collection, are brought to a new audience.

A focus on LEGO seems to be a growing trend, with LEGO City Undercover’s addition to the PlayStation Plus catalog following the inclusion of LEGO 2K Drive in December 2023’s list of free games.

Alongside the batch of new games, Sony also announced that series from Crunchyroll will be added for PlayStation Plus Premium/Deluxe members via Sont Pictures Core starting Jan. 15, 2024, depending on regions.

The new slew of games comes in addition to three titles that are available to download now for subscribers until Feb. 5, 2024.

phantom assassin patch notes

IMAGES

  1. Exile Unveiled

    phantom assassin patch notes

  2. Phantom assassin gameplay Epic 6.88 patch guide

    phantom assassin patch notes

  3. Phantom Assassin’s item guide in Dota 2 patch 7.29c

    phantom assassin patch notes

  4. Dota 2 Phantom Assassin Full Guide

    phantom assassin patch notes

  5. Phantom Assassin’s item guide in Dota 2 patch 7.29c

    phantom assassin patch notes

  6. Dota 2 PA Hero Guide: High MMR Phantom Assassin (Items & Tips)

    phantom assassin patch notes

VIDEO

  1. RANK 1 DREAM? This Kid's Phantom Assassin is INSANE in 7.35b

  2. This New Ulti is Freaking BROKEN!

  3. EP38. Phantom Assassin. Transform (MVP)

  4. Patch 10.13 In 5 Minutes!

  5. 62 побед подряд 🔥 Габен в панике.. Новая Фантомка 7.35 Дота 2

  6. Phantom Assassin OP Khanda Build

COMMENTS

  1. Phantom Assassin/Changelogs

    1 Version History 2 Patch History Version History Version Description 7.35 Increased intelligence gain from 1.4 to 1.7. Increased base movement speed from 305 to 310. Phantom Strike No longer grants 10%/15%/20%/25% lifesteal bonus for its buff duration. Increased buff duration from 2 to 2.5. Aghanim's Shard upgrade: Fan of Knives CHANGED

  2. Phantom Assassin: Changelog

    Phantom Strike no longer has an attack limit. Phantom Strike Attack Speed bonus now lasts for 2.5 seconds. Phantom Strike mana cost rescaled from 50 to 35/40/45/50. Phantom Strike Attack Speed bonus no longer depends on attacking the specific target. Blur non-evasion passive component has been changed into an active.

  3. Gameplay Update

    Gameplay Update 7.34 General Updates Reworked Captains Mode Draft Order Old: 2-3-2 Bans, 2-2-1 picks First Pick Second Pick Ban Ban Ban Ban Pick Pick Pick Pick Ban Ban Ban Ban Ban Ban Pick Pick Pick Pick Ban Ban Ban Ban Pick Pick New: 3-2-2 Bans (First Pick) 4-1-2 Bans (Second Pick) 1-3-1 picks (Both) First Pick Second Pick

  4. Gameplay Update

    Phantom Assassin. Strength decreased from 21 + 2.2 to 19 + 2. Agility Gain reduced from 3.4 to 3.2. Base Damage reduced by 1. Talents. Level 10 Talent Phantom Strike Duration decreased from +1s to +0.5s. Phantom Lancer. Spirit Lance. Slow Duration increased from 3.25s to 3.75s. Talents. Level 20 Talent +8% Juxtapose Damage increased to +10% ...

  5. Dota 2 Patch 7.35b nerfs Solar Crest, attempts to save Phantom Assassin

    Phantom Assassin saved from death's door in Dota patch 7.35b In the highest Elo bracket, Phantom Assassin's win rate was just 36.9% prior to this patch (Image via Valve) But it isn't all nerfs in Dota 2 patch 7.35b, and one suffering Hero has received some much needed life support in the form of a buff of the majority of her abilities.

  6. World of Warcraft 7.2.5 Patch Notes

    Here are the full patch notes for Patch 7.2.5. New Features Timewalking: The Black Temple The time has come to join a raid of 10-30 adventurers and venture back in time to The Black Temple in Outland. You'll be scaled to player level 70 and item level 141 on your way into this memorable highlight of the Burning Crusade expansion.

  7. Gameplay Update

    7.35b Item Updates Bloodstone Bloodpact no longer restores mana Eternal Shroud Eternal Endurance Stack Duration decreased from 8s to 6s Helm of Iron Will Armor bonus decreased from +6 to +5 Health Regen bonus decreased from +5 to +4 Kaya and Sange Spell Amplification bonus decreased from +16% to +12% Mage Slayer

  8. Dota 2 Patch 7.34d: Valve Targets Phantom Assassin Ahead of TI12

    The International 2023 (TI12) is less than a week away and Valve unveiled the Patch 7.34d update on 5th October. This last update before TI12 brings a much-needed nerf to the overpowered Phantom Assassin, a hero that has been dominating professional matches and pubs alike. With the 7.34d update, Valve finally hopes to put a stop to her rampage.

  9. Dota 2 7.34d patch notes: Phantom Assassin, Pangolier ...

    The official patch notes for Dota 2 patch 7.34d are as follows: Expand Tweet Dota 2 Item Updates in Patch 7.34d BLADE MAIL Damage bonus decreased from +20 to +18 EUL'S SCEPTER OF DIVINITY...

  10. 7.33d Gameplay Patch · Dota 2 update for 16 June 2023

    Patchnotes via Steam Community Patch 7.33d is out now. You can check the notes [here] (www.dota2.com/patches/7.33d). Over the last few days we've addressed several gameplay issues: Fix the interaction of Phantom Assassin's Stifling Dagger and Dragon Knight's Dragon's Breath

  11. Phantom Assassin's item guide in Dota 2 patch 7.29c

    #1 - Starting items Starting Items for Phantom Assassin (Image via Valve - Dota 2) Phantom Assassin is a squishy hero during the laning stage of Dota 2 who requires regeneration items to...

  12. Dota 2 7.34b Patch Notes

    advertisement This page acts as a comprehensive breakdown of the 7.34b Patch for Dota 2, including a link to the full Patch Notes . Item Updates Glimmer Cape Glimmer Cooldown increased from...

  13. TI 2023 update: Here are the Dota 2 Patch 7.34d notes

    Oct 5, 2023 7:42 pm Dota 2 TI 2023 update: Here are the Dota 2 Patch 7.34d notes The meta has been turned upside down. Alex Tsiaoussidis Image via Valve Valve has released the last patch...

  14. Here are the Dota 2 Patch 7.35 patch notes

    Updated: Dec 14, 2023 9:12 PM PST Dota 2 players who weren't impressed with Patch 7.34e in late November, I hope you're a bit happier now. Valve has released a gigantic update ahead of the...

  15. Phantom Assassin

    updated Dec 14, 2013 General Description advertisement Phantom Assassin is a melee Agility hero who can function strongly as a carry, due to her teleport and ultimate's chance of inflicting...

  16. Exile Unveiled

    Available now to all Battle Pass owners who reach level 296, the new Exile Unveiled Hero Persona for Phantom Assassin features an all-new model, animations, ability effects, and voice performance to fully realize his deadly destiny in the midst of battle.

  17. Dota 2

    900 Defense 4.5 25% Mobility 310 0.8 1800 / 800 Stats Ability Details: Stifling Dagger Throws a dagger slowing the enemy unit's movement speed, dealing 65+30% of Phantom Assassin's attack damage as physical damage and applying attack effects from items and abilities. Ability: Unit Target

  18. Phantom Assassin

    It grants attributes across the board, giving Phantom Assassin more health, mana, and base damage. passive allows Phantom Assassin to slow enemies with her attacks and Stifling Dagger, reducing their movement speed and preventing them from easily escaping her. Mmm, divine. Something in your eye?

  19. Dota 2 Patch 7.32b: Full notes, buffs, nerfs, and updates

    Phantom Assassin received a much-needed buff in the previous patch. Phantom Strike was given a passive lifesteal from the get-go and her tablets were changed to include +25 percent Blur Evasion at ...

  20. Patch 14.1 Notes

    Check out the TFT patch notes here! Lilu "Riot Riru" Cabreros. Patch Highlights. Dragonmancer Kassadin, Dragonmancer Rakan, Dragonmancer Fiora, Dragonmancer Vayne, and Prestige Dragonmancer Rakan will be available January 10, 2024 at 19:00 UTC. ... Assassin Items. ... (Note: Phantom Hit's synergy with Kraken Slayer has been reintroduced ...

  21. League of Legends 2024

    Starting from the League of Legends Patch 14.1 Update, the items received a massive overhaul which removed the Mythic tier and changed the existing pool. Here's an all-around guide for the ...

  22. Dota 2 Patch 7.34 Brings Hero, Item, Captain Mode Changes

    Full Dota 2 7.34 Patch Notes Item updates in Dota 2 patch 7.34. Blood Grenade; Cost decreased from 65 to 50; ... While Phantom Assassin is focused, her next attack will deal a guaranteed critical hit with 200/325/450 percent damage and consume the buff. Stifling Dagger has a 40 percent chance to gain Deadly Focus.

  23. The biggest winners and losers of Dota 2 Patch 7.35

    Spectre Winners of Dota 2 patch 7.35 At the time of writing, Leshrac, Timbersaw, and Death Prophet are the three biggest winners of Dota 2 patch 7.35. Leshrac Disco pony returns for revenge....

  24. 7.33

    Grimstroke: Phantom. Juggernaut: Healing Ward. Keeper of the Light: Ignis Fatuus. Lich: Ice Spire. Phoenix: Phoenix Sun. Pugna: Nether Ward. Shadow Shaman: Mass Serpent Ward. ... Vhoul Assassin. Envenomed Weapon Damage per second increased from 0 to /20/40/80. Envenomed Weapon Health Regen Reduction increased from 75% to 75/80/85/90%

  25. Low Magic Age

    New Prestige Class: Assassin A remorseless murderer who kills for money and the sheer thrill of death-dealing. A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most ...

  26. Don't miss Assassin's Creed Valhalla on Xbox Game Pass

    Assassin's Creed Valhalla has big, sprawling fights to match the scope of the game, which are best demonstrated when Eivor raids villages and castles. There are hints of stealth as Eivor's ...

  27. Dota News and Updates

    News Updates December 21, 2023 7.35b Gameplay Patch Patch 7.35b is out now. You can check the notes here. Over the last few days we've also addressed several gameplay issues: Fixed tabbing through selections being in creation order, rather than reverse creation order

  28. January Release Notes

    The January Update arrives in Arkesia tomorrow. Downtime will begin on January 10 at 12AM PT (8 AM UTC) and is expected to last 8 hours. The January Update includes the Inferno mode of Brelshaza, a new Adventure Island, along with a ton of quality of life (QoL) updates and balance changes. Find the full list of content, events, skins, and other ...

  29. PlayStation Plus new games for January 2024

    Assassin's Creed; Baldur's Gate; ... Meanwhile, several PS1 classics, including Star Wars: Episode 1 The Phantom Menace, and ... Here are the LoL Patch 14.1 patch notes. Michael Kelly ...