Combat Balance Changes - Abyssal Depths Update - Version 29.000.1 - June 30, 2025
June 30, 2025
Combat Balance Changes - Abyssal Depths Update - Version 29.000.1 - June 30, 2025
Arcane Staffs
Astral Staff has been hard to deal with in large group fights, so its resilience penetration has been reduced to keep its top-end damage potential comparable to alternatives.
Bloody Reap had fallen out of the meta after its previous nerfs, so some of those changes have been reverted to bring it back into contention.
Following the previous buff that significantly reduced its cooldown, Deadly Shot has been highly effective. To keep its range in line with the rest of the field, a previous buff has been reverted to limit some of its low-cooldown offscreen poke.
Divine Engine has picked up in play following its recent buffs. Its performance is being monitored but, in the meantime, an energy cost has been added.
Armor Piercer has received an AoE escalation in addition to its resistance reduction debuff, but as it already performs well, its damage output has been reduced to compensate.
Deadly Swipe has had its range reduced to keep its mobility potential under control.
Avalanche has been picking up some play, but to give it another small push, its slow can no longer be cleansed while in the snowball’s trail.
Seismic Tremor’s final hit has been sped up to improve its gameplay feel.
Sacred Pulse’s heal has been changed to single target in order to help Holy Staff players feel more secure in PvE.
Gravitas has received a cooldown reduction to reduce Morning Star’s downtime.
Thorn Growth’s area now has a larger initial radius to make it easier to land in PvP against moving targets.
Mystic Rocks’ aura radius has been increased slightly to help Staff of Balance players better control the battlefield.
As Hellspawn Imp continued to dominate at the top end of 2v2s, a disruption factor has been added to Hellfire Barrage, which reduces the channel duration if hit to give opponents a clear option to fight back. If not under pressure, Hellfire Barrage’s output is unchanged.
Corrupting Steel’s area damage often felt like a tacked-on afterthought. It has therefore been reworked to offer additional magical resistance reduction, giving certain compositions a reason to choose a Spirithunter.
Swords’ passive move speed has been reworked to preserve their high movement speed bonus in active combat while reducing their escape potential if there are no targets nearby.
Dragon Leap’s first cast’s range has been reduced, and a small stand time added to limit its mobility potential.
Following its previous nerf, Sacred Scepter hadn’t felt impactful. A portion of the power it lost has therefore been returned to make it an attractive option against CC.
Nasty Wounds’ area duration has been increased to help it function more effectively as an area denial tool.
Elbow Smash’s cooldown has been reduced to enable it to be used as an opener for more combos, but its maximum range has also been reduced to keep it in line.
Lightning Storm’s interrupting DoT duration had been highly frustrating for opponents, especially against multiple Battle Eagles. To reduce the impact of failing to dodge or cleanse this effect, its total duration has been reduced.
These changes aim to address the power of highly repeatable Q mobility spells, alongside minor QoL adjustments to many abilities.
Arcane Staffs
Astral Staff has been hard to deal with in large group fights, so its resilience penetration has been reduced to keep its top-end damage potential comparable to alternatives.
- Starfall (Astral Staff)
- Resilience Penetration: 50% → 35%
- Resilience Penetration: 50% → 35%
- Time Freeze (Great Arcane Staff)
- Energy Cost: 15 → 27
- Cooldown: 50s → 72s
- Cooldown reduction per 100 IP: 1s → 2.5s
- Energy Cost: 15 → 27
Bloody Reap had fallen out of the meta after its previous nerfs, so some of those changes have been reverted to bring it back into contention.
- Bloody Reap (Infernal Scythe)
- Cooldown: 25s → 20s
- Cooldown: 25s → 20s
- Razor Cut (Bear Paws)
- Lifesteal strength: 20% → 15%
- Lifesteal strength: 20% → 15%
Following the previous buff that significantly reduced its cooldown, Deadly Shot has been highly effective. To keep its range in line with the rest of the field, a previous buff has been reverted to limit some of its low-cooldown offscreen poke.
- Deadly Shot (all Bows)
- Range: 20m → 18m
- Range: 20m → 18m
- Enchanted Quiver (Bow)
- Amount of initial arrows: 6 → 4
- Additional arrows on recast: 4 → 3
- Maximum arrows: 6 → 5
- Physical attack bonus Strength: 230% → 280%
- Physical attack bonus with enemy player within 6m: 185% → 235%
- Cooldown: 12s → 10s
- Energy cost: 19 → 11
- Amount of initial arrows: 6 → 4
- Multishot (all Bows)
- Removed knockback
- Added: 30% slow for 1s
- Cooldown: 5s → 3s
- Damage: 115 → 127
- Cast time: 0.3s → 0s (Stand time remains 0.2s)
- Hit delay: 0s → 0.2s
- Range: 12m → 13m
- Removed knockback
- Raging Storm (Bow of Badon)
- Initial impact damage now counts as direct damage
- Storm Duration: 4.8s → 5s
- DoT duration: 1.8s → 2s
- Projectile accuracy increased at max range
- Initial impact damage now counts as direct damage
Divine Engine has picked up in play following its recent buffs. Its performance is being monitored but, in the meantime, an energy cost has been added.
- Divine Engine (Energy Shaper)
- Energy cost: 0 → 29
- Energy cost: 0 → 29
Armor Piercer has received an AoE escalation in addition to its resistance reduction debuff, but as it already performs well, its damage output has been reduced to compensate.
- Armor Piercer (all Cursed Staffs)
- Damage: 130 → 110
- Added missing AoE escalation to resistance reduction
- Damage: 130 → 110
Deadly Swipe has had its range reduced to keep its mobility potential under control.
- Deadly Swipe (all Daggers)
- Range: 5m → 4.5m
- Range: 5m → 4.5m
Avalanche has been picking up some play, but to give it another small push, its slow can no longer be cleansed while in the snowball’s trail.
- Avalanche (Hoarfrost Staff)
- Slow no longer cleansable
- Slow no longer cleansable
- Glacial Prison (Chillhowl)
- Damage radius: 8m → 6m
- Damage: 230 → 249
- Damage radius: 8m → 6m
Seismic Tremor’s final hit has been sped up to improve its gameplay feel.
- Seismic Tremor (all Hammers)
- Channel time: 1.8s → 1.6s
- Channel time: 1.8s → 1.6s
Sacred Pulse’s heal has been changed to single target in order to help Holy Staff players feel more secure in PvE.
- Sacred Pulse (all Holy Staffs)
- Heal: 40 → 94
- No longer heals in a 5m radius around the target
- Heal: 40 → 94
- Smite (all Holy Staffs)
- Cooldown: 2s → 3s
- Direct damage: 100 → 151
- Mark damage: 30 → 43
- Cooldown: 2s → 3s
- Sanctify (Exalted Staff)
- Now also removes negative enemy effects with buffing components:
- Smokebomb (Hellion Hood)
- Time Corridor (Occult Staff)
- Smokebomb (Hellion Hood)
- Now also removes negative enemy effects with buffing components:
Gravitas has received a cooldown reduction to reduce Morning Star’s downtime.
- Gravitas (Morning Star)
- Recast cooldown: 45s → 40s
- Recast cooldown: 45s → 40s
Thorn Growth’s area now has a larger initial radius to make it easier to land in PvP against moving targets.
- Thorn Growth (all Nature Staffs)
- Initial area radius: 0m → 1m
- Initial area radius: 0m → 1m
- Well of Life (Wild Staff)
- Cooldown: 25s → 20s
- Cooldown: 25s → 20s
Mystic Rocks’ aura radius has been increased slightly to help Staff of Balance players better control the battlefield.
- Mystic Rocks (Staff of Balance)
- Healing reduction and slow aura radius: 6m → 6.5m
- Healing reduction and slow aura radius: 6m → 6.5m
As Hellspawn Imp continued to dominate at the top end of 2v2s, a disruption factor has been added to Hellfire Barrage, which reduces the channel duration if hit to give opponents a clear option to fight back. If not under pressure, Hellfire Barrage’s output is unchanged.
- Hellfire Barrage (Hellspawn Staff)
- Disruption factor: 0 → 5
- Disruption factor: 0 → 5
Corrupting Steel’s area damage often felt like a tacked-on afterthought. It has therefore been reworked to offer additional magical resistance reduction, giving certain compositions a reason to choose a Spirithunter.
- Corrupting Steel (Spirithunter)
- Area no longer deals damage over time
- Area now decreased enemy magical resistance by an additional 0.04
- Added AoE escalation to resistance reduction
- Area no longer deals damage over time
Swords’ passive move speed has been reworked to preserve their high movement speed bonus in active combat while reducing their escape potential if there are no targets nearby.
- Heroic Charge (all Swords)
- Removed: 9% Movement speed per stack
- Removed: 9% Movement speed per stack
- Heroic Cleave (all Swords)
- Added 20% movement speed buff for 5s on hit
- Added 20% movement speed buff for 5s on hit
- Heroic Strike (all Swords)
- Added 20% movement speed buff for 3s on hit
- Added 20% movement speed buff for 3s on hit
- Iron Will (all Swords)
- Movement speed buff: 10% → 30%
- Movement speed buff: 10% → 30%
- Limit Breaker (Infinity Blade)
- Removed slow
- Damage buff duration: 5s → 6s
- Cooldown: 20s → 25s
- Resilience Penetration: 30% → 25%
- Removed slow
- Majestic Smash (Kingmaker)
- Hit delay: 0.2s → 0.1s
- Knock-up now ignores existing diminishing returns
- Hit delay: 0.2s → 0.1s
Dragon Leap’s first cast’s range has been reduced, and a small stand time added to limit its mobility potential.
- Dragon Leap (all War Gloves)
- Stand time: 0s → 0.1s (first cast only)
- Range: 4.5m → 4m (first cast only)
- Stand time: 0s → 0.1s (first cast only)
- Earth Crusher (Ravenstrike Cestus)
- Knock-up duration: 1.2s → 1.4s
- Knock-up duration: 1.2s → 1.4s
- Fleet Footwork (all War Gloves)
- Standtime: 0.4s → 0.35s
- Cooldown: 3s → 4s
- Dash range: 7m → 6m
- Standtime: 0.4s → 0.35s
- Gravitational Collapse (Spiked Gauntlets)
- Slow duration: 4s → 2s
- Slow duration now benefits from AoE escalation
- Slow duration: 4s → 2s
Following its previous nerf, Sacred Scepter hadn’t felt impactful. A portion of the power it lost has therefore been returned to make it an attractive option against CC.
- Sacred Scepter
- Crowd control resistance factor: 1.2 → 1.8
- Crowd control resistance factor: 1.2 → 1.8
Nasty Wounds’ area duration has been increased to help it function more effectively as an area denial tool.
- Nasty Wounds (Hood of Tenacity)
- Area duration: 2.5s → 4s
- Area duration: 2.5s → 4s
- Energy Regain (all Helmets)
- Reworked into the new ability: Energizing Shield
- Gain a shield absorbing up to 192 damage for 3s
- Restores 25% of your missing energy
- Cooldown: 20s
- Gain a shield absorbing up to 192 damage for 3s
- Reworked into the new ability: Energizing Shield
Elbow Smash’s cooldown has been reduced to enable it to be used as an opener for more combos, but its maximum range has also been reduced to keep it in line.
- Elbow Smash (Judicator Boots)
- Cooldown: 25s → 20s
- Range: 11m → 10m
- Cooldown: 25s → 20s
Lightning Storm’s interrupting DoT duration had been highly frustrating for opponents, especially against multiple Battle Eagles. To reduce the impact of failing to dodge or cleanse this effect, its total duration has been reduced.
- Lightning Storm (Battle Eagle)
- DoT duration: 8s → 6s
- DoT duration: 8s → 6s
- Earth Tornado (Juggernaut)
- No longer able to pull mounted enemies
- No longer able to pull mounted enemies
- Item Power for lower-tier equipment has been increased:
- Tier 2: 300 → 500 IP
- Tier 3: 500 → 600 IP
- Tier 2: 300 → 500 IP
- Armor abilities below Tier 4 have been adjusted and reordered to unify spell selection across all lines
- All Tier 2 armor has gained a second active and passive ability
- All Tier 3 armor has gained a third active and passive ability
- All Tier 2 armor has gained a second active and passive ability
- Dodge is now the default first-slot ability for all combat shoes
- To maintain balance after fixing an issue with lifesteal returning less health than intended, the following foods have had their lifesteal values reduced by about 25%.
- Roast Chicken, Roasted Whitefog Snapper, Roast Goose, Roasted Clearhaze Snapper, Roast Pork, and Roasted Puremist Snapper
- Roast Chicken, Roasted Whitefog Snapper, Roast Goose, Roasted Clearhaze Snapper, Roast Pork, and Roasted Puremist Snapper
- These abilities have had their skillshot indicators adjusted:
- Vicious Barrage (Siegebow)
- Spear Throw (Heron Spear)
- Polymorph (all Shapeshifter Staffs)
- Raging Storm (Bow of Badon)
- Vicious Barrage (Siegebow)
- These abilities no longer require line of sight:
- Caltrops (all Crossbows)
- Ballista Support Fire (Royal Helmets)
- Caltrops (all Crossbows)