- Rama generates an Astral Arrow every 12s.
- New Feature: Astral Arrows spawn slightly closer to Rama.
OB3
Gods
Increased Damage Reduction Scaling from 5% INT to 7% INT.
Increased Damage from 105/170/235/300/365 + 80% STR to 125/185/245/305/365 + 85% STR.
Increased Final Damage from 110/155/200/245/290 + 100% STR to 125/175/225/275/325 + 115% STR.
Increased Damage Scaling from 60% STR + 40% INT to 75% STR + 45% INT.
Decreased Cooldown from 14s at all ranks to 14/13.5/13/12.5/12s.
Increased Damage Scaling from 50% INT to 55% INT.
Increased Enhanced Damage Scaling from 70% STR to 75% STR.
Increased Damage Scaling from 35% INT to 40% INT.
Increased Refire Damage Scaling from 50% STR to 55% STR.
Increased Damage Scaling from 80% STR + 60% INT to 95% STR + 65% INT.
Decreased Damage Increase from 20% per stack to 15% per stack.
Chain Lightning
Increased Damage Scaling from 25% INT to 30% INT.
Increased Damage Scaling per tick from 55% INT to 65% INT.
Increased Damage from 20 + 10% INT to 30 + 20% INT.
Increased Damage Scaling from 110% INT to 120% INT.
Decreased Damage from 100/155/210/265/320 + 60% STR + 75% INT to 90/145/200/255/310 + 50% STR + 70% INT.
Gods
Astral Strike is always active, but you no longer regen Astral Arrows. When out of Astral Arrows, reload. While Infinite Arrows is active, Astral Arrows are not consumed.
Combat Dodge can now be recast after striking a Jungle Monster or Boss, with Spear Strike gaining increased Scaling when forgoing your Armor. Radiant Glory no longer grants increased Protections or Crowd Control Reduction.
Sol's Heat provides Intelligence and Ability Damage, but no longer provides Strength, Attack Speed, and Basic Attack Damage. Sol erupts and deals damage around her when becomes immune in Disapparate.
Divine Presence now defaults to Red Buff, and when activated you gain Movement Speed, Haste, and Basic Attack Power in addition to the original effects. It no longer alternates to Gold Buff, or Heals you when activated.
Astral Strike is always active, but you no longer regen Astral Arrows. When out of Astral Arrows, reload. While Infinite Arrows is active, Astral Arrows are not consumed.
Combat Dodge can now be recast after striking a Jungle Monster or Boss, with Spear Strike gaining increased Scaling when forgoing your Armor. Radiant Glory no longer grants increased Protections or Crowd Control Reduction.
Sol's Heat provides Intelligence and Ability Damage, but no longer provides Strength, Attack Speed, and Basic Attack Damage. Sol erupts and deals damage around her when becomes immune in Disapparate.
Divine Presence now defaults to Red Buff, and when activated you gain Movement Speed, Haste, and Basic Attack Power in addition to the original effects. It no longer alternates to Gold Buff, or Heals you when activated.
Items
2600 Gold
+35 Physical Protection
+35 Magical Protection
+10 Cooldown Rate
Passive: If you take damage below 40% health, you unleash a shockwave that Stuns all enemies within a range of 3.2m for 1s and you become CC Immune for 1s. Cooldown 110s.
These items no longer require Mana, allowing Thanatos and Yemoja to use them.
Abilities with extremely low cooldowns, such as Pele's 3 and Ullr's 4, will prevent item procs on the ability side.
These items no longer require Mana, allowing Thanatos and Yemoja to use them.
Abilities with extremely low cooldowns, such as Pele's 3 and Ullr's 4, will prevent item procs on the ability side.
Decreased Cost from 3000 Gold to 2800 Gold.
Passive now deals % Max HP damage instead of % Current HP
Minimum damage has been removed
Intelligence scaling now applies to the passive effect
Passive: Your abilities deal bonus magical damage over time, equal to 1% + 0.5% of your Intelligence per tick. This effect ticks four times over two seconds. Hitting the same target refreshes the damage over time.
Increased Cost from 2550 Gold to 2850 Gold
Removed Attack Speed
Added 5% Lifesteal
Removed Attack Speed
Added 5% Lifesteal
Added 10% Lifesteal Aura
Now builds from Evil Eye + Ring of Dispel instead of Evil Eye + Killing Stone
Added 10 Cooldown Rate
Decreased Active cooldown from 150 seconds to 120 seconds
New effect: Passive now also grants 30% Crowd Control Reduction for 6 seconds.
Decreased Cost from 2650 Gold to 2500 Gold
Decreased Cost from 2600 Gold to 2450 Gold
Increased Projectile speed by approximately 50%
Now passes through and damages all targets hit, with shield stacking per enemy shield reduced
Added 10% Attack Speed
Increased Mark cooldown from 8 seconds to 10 seconds
Gold gains effect now applies only to gold earned from kills and assists
Increased Basic Attack Damage now applies only when hitting enemy gods
Decreased Damage from the projectile from 125 + 5 per level to 110 + 5 per level
Decreased Heal on consuming the mark from 130 + 5 per level to 110 + 5 per level
Increased Cost from 3000 Gold to 3700 Gold
Modes
Bug Fixes
Fixed Explosive Bolts not being able to hit Deployables (Wards, etc)
Fixed Sickle Storm Attacks not being able to hit Deployables (Wards, etc)
Fixed an issue where this item’s self-silence and disarm duration could be reduced by Diminishing Returns, allowing the player to take actions earlier than intended.
Fixed an issue that was causing Runic Bomb to not be damageable when it was placed.
Fixed an issue where this item could be used during Channeled abilities, such as Geb’s Rollout and Mordred’s Charge Ultimate.
General
General
General
Modes
Conquest
Joust & Duel
Arena
Assault