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UPDATE 3.9: MAGNUS THE ARCANE PRINCE

  • Vainglory
  • |
  • Dec 10, 2018

 

TABLE OF CONTENTS

MAGNUS THE ARCANE PRINCE
SKINS
NEW HATS & COLLECTIBLES
EVENT & GAME MODES
WINTER BATTLE PASS
GAMEPLAY ADDITIONS
HERO MASTERY
META CHANGES
BUG FIXES & PERFORMANCE IMPROVEMENTS


MAGNUS THE ARCANE PRINCE

A powerful arcanist with a penchant for Arcane Magic decimating enemies from afar!


HERO ABILITIES

ARCANE RITE (PERK)

Whenever an enemy is hit by any of Magnus’ abilities, they are afflicted with an Arcane Mark for 4s. Magnus’ abilities have additional effects when hitting marked enemies. Additionally, Magnus can basic attack a marked target to consume the mark, exploding it for bonus crystal damage.


MYSTIC MISSILE (A)

Magnus fires a magic missile in the target direction, dealing crystal damage to the first target hit. Hitting an enemy with Arcane Mark scatters the missile, dealing crystal damage to all nearby enemies.


CHRONO DRIVER (B)

Magnus sends a disc of time in the target direction that returns to him, dealing crystal damage to all targets it passes through. Enemies with Arcane Mark are briefly stunned.


SERAPHIC FLARE (Ultimate)

Magnus gathers arcane energy in the target direction for 1s, dealing crystal damage to all targets in the area afterwards.Deals 40% bonus damage to enemies with Arcane Mark. If an enemy hero dies within 0.3s of getting hit by this ability, they will explode in Arcane Magic, launching Mystic Missile to all nearby targets.


TALENTS

 

MYSTIC SEER (Rare)

Arcane Mark lasts longer and marked targets are revealed.


 

ARCANE ALCHEMIST (Epic)

Arcane Mark is not consumed when basic attacking a marked target. Magnus passively gains attack speed.


INFINITE ARCANA (Legendary)

All ability cooldowns are reduced upon hitting an enemy hero with an ability.


 

SKINS

‘MASQUERADE’ MAGNUS (RARE)

 

Masquerade Magnus unlocked as Level 1 reward in the Winter Battle Pass.

‘SNOW BUNNY’ GWEN (EPIC)

‘FESTIVE’ GWEN (SPECIAL EDITION)

‘BLACK DIAMOND’ GWEN (SPECIAL EDITION)

 

Black Diamond Gwen unlocked as Level 100 reward in the Winter Battle Pass.

‘SNOW QUEEN’ CELESTE (LEGENDARY)

 

‘CONTENDER’ KENSEI (LIMITED EDITION)

 

Contender Kensei unlocked by reaching Tier 6 in either 5v5 or 3v3 Ranked queues.

 

NEW HATS & COLLECTIBLES

 

Just in time for the snowy holidays! We have added two new hats: Santa Hat and Royal Crown Hat and a new Social Ping Pack of adorable Frosty Friends. Check them out in the Inventory menu once the update goes live.

MAKE SURE THAT HATS ARE COMPATIBLE WITH YOUR FAVORITE SKINS

Before crafting a Hat, make sure that it’s compatible with your favorite heroes and skins by tapping on the question mark.


 

EVENTS & GAME MODES

This winter, three brand new game modes are coming to Vainglory. Each game mode will be event based (special occasions, weekends etc) so make sure to check the game often to see what this week’s event is!

ARAM

You asked for it! All Random All Middle (formerly Battle Royale) arrives on the 5V5 map!

RUMBLE

Rumble on the fold brings 5 versus 5 players to the Halycon Fold (classic 3V3 map)!

ONE FOR ALL

This holiday you are all getting a special gift. Perhaps you asked for it. Perhaps you never knew you wanted it! Or perhaps your worst nightmare is right around the corner. Have you ever wanted 5 Saws on your team? Do you dream of a CP Saw, a WP Saw, and a Sawport? (And two extra Saws for good measure.). All for one pits teams of 5 of the same heroes versus a team of 5 of the same heroes. Queue the mayhem.

WINTER MAP

Last, but certainly not least, the Winter 3v3 map returns this update!


 

WINTER BATTLEPASS

Changes are a comin’! Winter brings a fresh new Battle Pass! Stay tuned for a detailed look at the exciting new rewards, more rewards, and more ways to earn Sunlight! TLDR: More, better.


 

GAMEPLAY

INSTANT RESUME

If you get interrupted by a phone call or tap on a notification accidentally, you will be able to load back into VG quicker than before.

RANKED CHANGES

Starting next season, your rank will reset deeper than before, but you’ll climb a little faster when you’re winning.  That means you’ll start the season lower than in previous seasons, but wins will be worth more.

 


 

HERO MASTERY 1.0

Starting with Winter, we are rolling out a new progression mechanic measuring your skillful play with each hero. Earn hero mastery XP by playing public matches (casual and ranked); your mastery is reflected in gold stars!

Normal Mastery

Earn mastery XP whenever you finish matches

100 for 3V3 or 5V5 ranked

80 for 3V3 or 5V5 Casual

40 for ARAL

20 for Blitz

40 Event Modes

1100
★★ 2600
★★★ 4100
★★★★ 6000
★★★★★ 8000

 


 

META CHANGES

3.9 Brings a slew of meta changes into Vainglory! Here is a break down of the exact changes and how we’re thinking about

GENERAL META

      • Boots – Travel Speed Bonus
        • No longer cancels upon attacking enemy heroes
        • Lockout time increased from 3 to 4 seconds (matches River Speed lockout time)
        • Goal is to reward aggression and proper positioning
      • Ranged lane minion shots are faster
        • With the lowered hero damage, minion shots aren’t meant to be outran; this also declutters the field with less lingering shots in the air
      • Decrease ambient gold range
        •  14 → 10
        • Goal is to promote active participation in receiving ambient gold
      • Increase treant heal duration (total heal amount unchanged)
        • 12s → 15s
        • Goal is to give opponents a slightly wider window to try to interfere with treant healing
      • Increase barrier treant barrier duration (total barrier amount unchanged)
        • 12s → 15s
        • Goal is to give players a slightly wider window to utilize the barrier if they don’t mind having the healing knocked off of them
      • Increase bounty gold
          • Base bounty
            • 200 → 300
          • Minimum bounty
            • 40 → 20
          • First blood bonus
            • 100 → 150
          • Bounty increase per kill
            • 100 → 150
          • Bounty increase per assist
            • 50 → 75
          • Goal is to put more emphasis on trying to harass and kill the opposing hero and add more risk to miscalculated jungle invades

5v5 META

      • River – River Speed Bonus
        • No longer cancels upon attacking enemy heroes
        • Goal is to reward aggression and proper positioning
      • Sprint – All Boots Actives
        • Slightly faster
        • Increasing active impact early game and maintains impact late game
      • Increase minion tankiness early game
        • Levels from 4 minutes to 26 minutes → Levels from 2 to 24 minutes
        • Total minion HP is increased early game; approximately the same late game
        • Goal is to keep laners in lane longer early game and have things to fight for/around
      • Increase jungle tankiness
        • All jungle camp scaling health increased
        • All jungle camp base armor/shield increased
        • All jungle camp base damage decreased
        • Some jungle camp scaling damage adjusted
        • Goal is to make it harder for multiple heroes to burst down jungle camps as well as make jungle camps less fragile mid to late game
      • Decrease ambient gold from jungle monsters
        • 60% → 30%
        • Goal is to make double jungling less efficient
      • Increase ambient gold from lane minions
        • 60% → 75%
        • Goal is to help captains/weaker heroes stay relevant and give them a clear path of catching up
      • Jungle spawns earlier
        • 45s → 35s
        • Goal is to create meaningful choice between clearing minions or taking/helping jungle
      • Gold & EXP trickle starts earlier
        • 45s → 35s
        • Matching jungle spawn; supposed to start when action begins
      • Increase turret local bounty
        • 200 → 300
        • Matching base hero bounty
      • Vain Crystal
        • No longer gains damage reduction from armories
        • Health
          • 13500 → 20000
      • Jungle Respawn
        • Normal Camps
          • 100 → 105
        • Guardian Camps
          •  120 → 125
      • Big Jungle Bear
        • Gold
          • 85 → 90
      • Goldoak
        • Gold
          •  230 → 220
      • Bounty increase per farm
        • 0 → 3

3v3 META

      • Bounty increase per farm
        • 0 → 5

 

BUG FIXES & PERFORMANCE IMPROVEMENTS

      • Baron’s Porcupine Mortars (A) now correctly deal reduced damage to minions
      • Ringo’s Spiked Brew talent now properly affects the damage of Hellfire Brew’s burn
      • Blackfeather’s Feint of Heart no longer incorrectly claims to have a 150% weapon ratio.
      • Heroes whose basic attacks were intended to be crystal damage no longer have base 10 WP.  That 10 extra damage has moved into the crystal damage of their basic attack. This affects:
        • Celeste
        • Malene
        • Lyra
        • Varya
        • Lorelai
      • 5v5 role selection has been updated
      • Added a build path selector back to the ARAL lobby
      • Healing Treants have been renamed to Barrier Treant
        • Barrier Treants are now colored white instead of green
      • Fixed a bug where
        • Infusions sold for full price
        • The backdoor barrier on turrets didn’t disable when minions were in range
        • Inara could use her perk to jump to treants and marked heroes while immobilized
        • Lorelai’s empowered Water Wall (Ult) granted more barrier than intended
        • Churnwalker wasn’t resetting Hook & Chain (A) properly
        • Certain abilities that fire multiple shots in a single direction could incorrectly fire them in different directions
        • Lane minions would stand on top of each other
        • Inara could use her perk to jump to treants and marked heroes while immobilized
      • Performance improvements
        • can now trigger ability procs
          • Samuel B
          • Petal A (Seed)
          • Rona C
          • Churnwalker B/C
        • Now deals reduced damage to epic monsters
          • Celeste C
        • No longer triggers ability procs
          • Lance C
        • Debuff may now be blocked
          • Silvernail B
          • Anka A

Update 3.9 Hero & Item Balance Changes

  • Vainglory
  • |


BUGS / CLEANUP

  • Reflex Block’s visual effect now stays up for its full duration
  • Item effects are more attached to heroes
  • Fixed a bug where certain abilities that fire multiple shots in a single direction could incorrectly fire them in different directions
  • Fixed some cases where lane minions would stand on top of each other
  • Baron’s Porcupine Mortars (A) now correctly deal reduced damage to minions
  • Ringo’s Spiked Brew talent now properly affects the damage of Hellfire Brew’s burn
  • Heroes whose basic attacks were intended to be crystal damage no longer have base 10 WP.  That 10 extra damage has moved into the crystal damage of their basic attack. This affects:
    • Celeste
    • Malene
    • Lyra
    • Varya
    • Lorelai
  • Fixed a bug where Inara could use her perk to jump to treants and marked heroes while immobilized
  • Fixed a bug where Lorelai’s empowered Water Wall (Ult) granted more barrier than intended
  • Fixed a bug where Churnwalker wasn’t resetting Hook & Chain (A) properly
  • Blackfeather’s Feint of Heart no longer incorrectly claims to have a 150% weapon ratio.
  • 5V5 role selection has been updated
  • Healing Treants have been renamed to Barrier Treant
  • Barrier Treants are now colored white instead of green
  • Fixed an issue where the backdoor barrier on turrets didn’t disable when minions were in range
  • Boomerang shots tweaked slightly to end when they reach the same distance from their target actor that they were when they started
  • Added a build path selector back to the ARAL lobby
  • Fixed a bug where infusions sold for full price
    Can now trigger ability effects

    • Samuel B
    • Petal A (Seed)
    • Rona C
    • Churnwalker B/C
  • Now deals reduced damage to epic monsters
    • Celeste C
  • No longer triggers ability effects
    • Catherine A
    • SAW A
    • Lance C
  • Debuff may now be blocked
    • Silvernail B
    • Anka A

GENERAL META

  • Boots – Travel Speed Bonus
    • No longer cancels upon attacking enemy heroes
    • Lockout time increased from 3 to 4 seconds (matches River Speed lockout time)
    • Goal is to reward aggression and proper positioning
  • Ranged lane minion shots are faster
    • With the lowered hero damage, minion shots aren’t meant to be outran; this also declutters the field with less lingering shots in the air
  • Decrease ambient gold range
    • 14 → 10
    • Goal is to promote active participation in receiving ambient gold
  • Increase treant heal duration (total heal amount unchanged)
    • 12s → 15s
    • Goal is to give opponents a slightly wider window to try to interfere with treant healing
  • Increase barrier treant barrier duration (total barrier amount unchanged)
    • 12s → 15s
    • Goal is to give players a slightly wider window to utilize the barrier if they don’t mind having the healing knocked off of them
  • Increase bounty gold
    • Base bounty
      • 200 → 300
    • Minimum bounty
      • 40 → 20
    • First blood bonus
      • 100 → 150
    • Bounty increase per kill
      • 100 → 150
    • Bounty increase per assist
      • 50 → 75
    • Goal is to put more emphasis on trying to harass and kill the opposing hero and add more risk to miscalculated jungle invades


5v5 META

  • River – River Speed Bonus
    • No longer cancels upon attacking enemy heroes
    • Goal is to reward aggression and proper positioning
  • Sprint – All Boots Actives
    • Slightly faster
    • Increasing active impact early game and maintains impact late game
  • Increase minion tankiness early game
    • Levels from 4 minutes to 26 minutes → Levels from 2 to 24 minutes
    • Total minion HP is increased early game; approximately the same late game
    • Goal is to keep laners in lane longer early game and have things to fight for/around
  • Increase jungle tankiness
    • All jungle camp scaling health increased
    • All jungle camp base armor/shield increased
    • All jungle camp base damage decreased
    • Some jungle camp scaling damage adjusted
    • Goal is to make it harder for multiple heroes to burst down jungle camps as well as make jungle camps less fragile mid to late game
  • Decrease ambient gold from jungle monsters
    • 60% → 30%
    • Goal is to make double jungling less efficient
  • Increase ambient gold from lane minions
    • 60% → 75%
    • Goal is to help captains/weaker heroes stay relevant and give them a clear path of catching up
  • Jungle spawns earlier
    • 45s → 35s
    • Goal is to create meaningful choice between clearing minions or taking/helping jungle
  • Gold & EXP trickle starts earlier
    • 45s → 35s
    • Matching jungle spawn; supposed to start when action begins
  • Increase turret local bounty
    • 200 → 300
    • Matching base hero bounty
  • Vain Crystal
    • No longer gains damage reduction from armories
    • Health
      • 13500 → 20000
  • Jungle Respawn
    • Normal Camps
      • 100 → 105
    • Guardian Camps
      • 120 → 125
  • Big Jungle Bear
    • Gold
      • 85 → 90
  • Goldoak
    • Gold
      • 230 → 220
  • Bounty increase per farm
    • 0 → 3

3v3 META

  • Bounty increase per farm
    • 0 → 5

HEROES

 

ADAGIO

VERSE OF JUDGEMENT

  • Damage
    • 500/900/1300 → 800/1100/1400
  • Fortified Health
    • 500/800/1100 → 600/800/1000

 

ANKA

SHIMMER BLADE

  • Cooldown
    • 10/9.5/9/8.5/8 → 12/12/12/12/8
  • Range
    • 8.25/9/9.75/10.5/12 → 8/9/10/11/12

 

DANCE OF BLADES

  • Cooldown
    • 8/7.5/7/6.5/5.5 → 8/7/6/5/4
  • Damage
    • 55/90/125/160/230 → 50/80/110/140/200

MIRAGE

  • Cooldown
    • 80/70/60 → 90/70/50
  • Initial Damage
    • 95/140/185 → 100/140/180
  • Return Damage
    • 190/285/380 → 200/280/360

ARDAN
GAUNTLET

  • Damage
    • 250/375/500 → 400/500/600
  • Crystal Ratio
    • 350% → 250%

BARON
PORCUPINE MORTAR

  • Crystal Ratio
    • 170% → 130%

ION CANNON

  • Cooldown
    • 80/65/50 → 80/70/60
  • Energy Cost
    • 140 → 100/125/150
  • Damage (Center)
    • 400/650/900 → 500/750/1000
  • Crystal Ratio
    • 225% → 150%

BLACKFEATHER
FEINT OF HEART

  • Base damage is now all weapon
  • Focus Cost
    • 50 → 60
  • Execute Damage
    • 11/12/13/14/16% → 15/15/15/15/25%

ON POINT

  • Focus Cost
    • 60/60/60/60/60 → 60/60/60/60/40
  • Focus Regeneration On Hit
    • 35 → 40
  • Barrier
    • 120/150/180/210/270 → 125/175/225/275/325

ROSE OFFENSIVE

  • Charge Time
    • 45/40/35 → 40/30/20
  • Recast Cooldown
    • 1.8/1.0/0.2 → 0.2/0.2/0.2
  • Focus Cost
    • 50/50/50 → 60/40/20
  • Bonus Damage
    • 50/100/150 → 100/150/200

CATHERINE
BLAST TREMOR

  • Damage
    • 300/450/600 → 400/550/700
  • Crystal Ratio
    • 130% → 150%

 

 

CHURNWALKER
HOOK & CHAIN

  • Damage
    • 80/115/150/185/220 → 40/80/120/160/200

TORMENT

  • Damage
    • 60/110/160/210/310 → 80/140/200/260/380
  • Crystal Ratio
    • 1% → 80%

TRESPASS

  • Damage
    • 200/350/500 → 300/400/500
  • Crystal Ratio
    • 1% → 100%

FLICKER
MOONCLOAK

  • Stealth Duration
    • 12/14/16 → 8/10/12

GRACE
HOLY NOVA

  • Damage
    • 130/230/330/430/530 → 210/290/370/450/530

GRUMPJAW
GRUMPY

  • Damage
    • 50/90/130/170/250 → 75/110/145/180/250

HANGRY

  • Weapon Damage → Crystal Damage
  • Damage
    • 25/40/55/70/85 → 40/60/80/100/120

STUFFED

  • Damage
    • 300/450/600 → 400/550/700

 

JOULE
ROCKET LEAP

  • Knockback → Slow
  • Slow Strength
    • 30/35/40/45/50%
  • Edge Damage
    • 33% → 50%

THUNDER STRIKE

  • Crystal Ratio
    • 160% → 180%
  • Weapon Ratio
    • 180% → 160%

BIG RED BUTTON

  • Cooldown
    • 50/40/30 → 80/70/60
  • Damage Per Second
    • 430/795/1160 → 600/900/1200
  • Crystal Ratio
    • 350% → 200%

KENSEI
STATS

  • Basic Attack
    • 119-163 → 90-134

IMMOVABLE MIND

  • Damage Max Health Ratio
    • 0.018% → 0.025%

LOTUS STRIKE

  • Recast Duration
    • 5 → 7.5

KESTREL
GLIMMERSHOT

  • Energy Cost
    • 30/40/50/60/70 → 30/35/40/45/50
  • Area Damage
    • 40/70/100/130/160 → 40/80/120/160/200
  • Crystal Ratio
    • 120% → 80%
  • Basic Attack Damage
    • 100/100/100/100/110% → 105/110/115/120/125%
  • Bonus Armor Pierce
    • Removed

ACTIVE CAMO

  • Damage
    • 100/150/200/250/300 → 140/230/320/410/500
  • Crystal Ratio
    • 270% → 120%

ONE SHOT. ONE KILL.

  • Damage
    • 450/625/800 → 600/800/1000
  • Crystal Ratio
    • 260% → 180%
  • Bonus Armor Pierce
    • Removed

KOSHKA
POUNCY FUN

  • Cooldown
    • 6/6/6/6/5 → 5/5/5/5/4
  • Damage
    • 60/100/140/180/260 → 80/120/160/200/280

KRUL
DEAD MAN’S RUSH

  • Basic Attack Ratio
    • 165% → 140%

SPECTRAL SMITE

  • Cooldown
    • 13/12.5/12/11.5/10 → 12/12/12/12/10
  • Damage
    • 100/150/200/250/350 → 60/120/180/240/360
  • Crystal Ratio
    • 50% → 80%
  • Damage Per Stack
    • 20/30/40/50/70 → 15/30/45/60/90
  • Lifesteal Per Stack
    • 6/8/10/12/16% → 5/5/5/5/7.5%
  • Heal
  • Crystal Ratio
    • 35% → 40%

FROM HELL’S HEART

  • Cooldown
    • 80/60/40 → 90/75/60
  • Damage
    • 350/500/650 → 250/450/650
  • Slow Duration
    • 3/3.5/4 → 2.6/3.3/4
  • Hitbox increased to match PFX

LANCE
IMPALE

  • Damage
    • 100/200/300/400/500 → 180/260/340/420/500
  • Weapon Ratio
    • 140% → 100%

GYTHIAN WALL

  • Damage
    • 70/105/140/175/210 → 50/90/130/170/210
  • Weapon Ratio
    • 120% → 80%

COMBAT ROLL

  • Cooldown
    • 6/4.5/3 → 5/4/3

LORELAI

THAT’S SWELL

  • Empowered Bonus Crystal Power
    • 15-180 → 10-120

FISH FOOD

  • Energy Cost
    • 60/75/90/105/120 → 60/70/80/90/100
  • Range
    • 7.5/7.5/7.5/7.5/9.5 → 8/8/8/8/9.5
  • Impact Delay
    • 0.6 → 0.7
  • Impact Damage
  • Crystal Ratio
    • 70% → 80%
  • Stun Duration
    • 0.45 → 0.5
  • Empowered Bonus
  • No longer has reduced impact delay
  • Increased stun duration

SPLASHDOWN

  • Energy Cost
    • 60/70/80/90/90 → 50/60/70/80/40

WATERWALL

  • Energy Cost
    • 90/105/120 → 100/125/150
  • Barrier Strength
    • 400/600/800 → 500/750/1000
  • Empowered Barrier Duration
    • 4 → 6

MALENE

LIGHT RIBBONS (A1)

  • Energy Cost
    • 40/50/60/70/0 → 40/50/60/70/35

SHADOW TENDRILS (A2)

  • Energy Cost
    • 40/50/60/70/0 → 40/50/60/70/35
  • ROYAL AMNESTY (B1)
  • Cooldown
    • 17/16/15/14/13 → 12/12/12/12/12

WICKED ESCAPADE (B2)

  • Cooldown
    • 21/20/19/18/16 → 22/21/20/19/16
  • ENCHANTED TRANSFORMATION
  • Cooldown
    • 7/6/5/4 → 6/5/4/3

PHINN

QUIBBLE

  • Damage
    • 160/270/380/490/600 → 200/300/400/500/600

POLITE COMPANY

  • Damage
    • 60/140/220/300/460 → 75/125/175/225/275
  • Duration
    • 3/3/3/3/4 → 2/2/2/2/3

FORCED ACCORD

  • Cooldown
    • 75/60/45 → 85/70/55

REIM

MOVEMENT SPEED

  • 3.5 → 3.4

FROSTGUARD

  • Damage Over Time
    • 30-107 → 50-160
  • Crystal Ratio
    • 160% → 180%
  • Duration
    • 2s → 4s

WINTER SPIRE

  • Energy Cost
    • 60/60/60/60/60 → 30/35/40/45/50
  • Impact Damage
    • 60/90/120/150/180 → 40/60/80/100/120
  • Crystal Ratio
    • 80% → 50%
  • Burst Damage
    • 60/90/120/150/180 → 70/140/210/280/350
  • Crystal Ratio
    • 120% → 160%
  • Range
    • 6.5/6.5/6.5/6.5/8 → 6/6/6/6/8

CHILL WINDS

  • Cooldown
  • 14/13/12/11/7 → 12/11.5/11/10.5/10
  • Energy Cost
    • 80/85/90/95/100 → 60/65/70/75/80
  • Damage
    • 80/120/160/200/280 → 60/110/160/210/310
  • Crystal Ratio
    • 40% → 80%
  • Root Duration
    • 0.9/1/1.1/1.2/1.4 → 1/1/1/1/1.5

VALKYRIE

  • Cooldown
    • 60/50/40 → 90/75/60
  • Energy Cost
    • 100/100/100 → 100/125/150
  • Damage (Center)
    • 250/375/500 → 300/450/600
  • Crystal Ratio
    • 125% → 160%
  • Damage (Edge)
    • 200/300/400 → 150/225/300
  • Crystal Ratio
    • 100% → 80%
  • Slow
    • 60%/70%/80% → 80%/80%/80%
  • Slow Duration (Center)
    • 3/4.5/6 → 4/5/6
  • Stun Duration
    • 0.6/0.8/1 → 0.9/1.2/1.5

RONA

BERSERKER’S FURY

  • Basic Attack Ratio
    • 85% → 90%

RED MIST

  • Fortified Health Per Second
    • 60/100/140 → 100/150/200

SILVERNAIL

STAKE

  • Charge Time
    • 8 → 10/9.5/9/8.5/8

CAUSTIC BLESSING

  • Weapon Ratio
    • 60% → 0%

SKYE

FORWARD BARRAGE

  • Damage Per Second
  • Weapon Ratio
    • 90% → 100%
  • Crystal Ratio
    • 150% → 175%
  • Slow
  • Weapon Ratio
    • 0.2% → 0.3%
  • Cap
    • 40% → 60%

SURI STRIKE

  • Cooldown
    • 16/14/12/10/7 → 16/14/12/10/6

TAKA

HOUSE KAMUHA

  • Damage
    • 20-75 → 30-85
  • Weapon Ratio
    • 20% → 30%

VARYA

CHAIN LIGHTNING

  • Default Attack Damage
    • 80-157 → 70-114
  • Crystal Ratio
    • 40% → 25%
  • Chain Lightning Damage
    • 30-69 → 37-125
  • Crystal Ratio
    • 35% → 50%

STORMFORGED SPEAR

  • Impact Damage
    • 75/120/165/210/255 → 70/110/150/190/230
  • Crystal Ratio
    • 200% → 150%
  • Chain Damage
    • 60/90/120/150/180 → 60/95/130/165/200
  • Crystal Ratio
    • 100% → 130%

ARC RECURSION

  • Dash Distance
    • 5.4/5.4/5.4/5.4/6.4 → 4.5/4.5/4.5/4.5/6.5

YATES

WOLF’S MAW

  • Damage
    • 125/225/325/425/525 → 165/255/345/435/525

OVERWHELM

  • Cooldown
    • 18/17/16/15/14 → 16/15/14/13/11

ITEMS

 

ALTERNATING CURRENT

  • Crystal Power
    • 50 → 45
  • Attack Speed
    • 30% → 40%
  • Crystal Ratio
    • 70% → 50%

AEGIS

  • Total Cost
    • 2100 → 2200
  • Armor
    • 40 → 45
  • Shield
    • 40 → 45

BONESAW

  • Armor Pierce
    • 20% → 25%

BROKEN MYTH

  • Builds out of Eclipse Prism + Piercing Shard
    • Total Cost unchanged
  • Crystal Power
    • 60 → 50

COAT OF PLATES

  • Total Cost
    • 800 → 750
  • Armor
    • 60 → 55

CRUCIBLE

  • May no longer be used while stunned

FOUNTAIN OF RENEWAL

  • Builds out of Lifespring + Warmail
  • Total Cost
    • 2500 → 2400
  • Armor
    • 20 → 40
  • Shield
    • 60 → 40

HALCYON CHARGERS

  • Move Speed
    • 0.5 → 0.7

JOURNEY BOOTS

  • Move Speed
    • 0.5 → 0.7

KINETIC SHIELD

  • Total Cost
    • 800 → 750
  • Shield
    • 60 → 55

METAL JACKET

  • Total Cost
    • 2400 → 2200
  • Armor
    • 90 → 95

POISONED SHIV

  • Total Cost
    • 2250 → 2500
  • Weapon Power
    • 30 → 35
  • Attack Speed
    • 25% → 35%

PULSEWEAVE

  • Total Cost
    • 2700 → 2500
  • [NEW] Passive: Also deals 15% of the burst damage per second to nearby enemies while available.

REFLEX BLOCK

  • May no longer be used while stunned
  • Active Barrier
    • 100-400 → 100-600

[NEW] CELESTIAL SHROUD

  • Builds out of Kinetic Shield
  • Total Cost: 2200
  • Shield: 95
  • Passive: Grants immunity to abilities and damaging debuffs. Disabled for 35s shortly after negating ability damage

SHIVERSTEEL

  • Active
    • Removed
  • [NEW] Passive: Basic attacks apply a 35/20% (Melee/Range) slow for 1s.
  • Total Cost
    • 1950 → 2400
  • Max Health
    • 400 → 600
  • Attack Speed
    • 25% → 20%

SLUMBERING HUSK

  • Builds out of Coat of Plates and Kinetic Shield
  • Total Cost
    • 2600 → 2300
  • Armor
    • 45 → 55
  • Shield
    • 90 → 55

STORMCROWN

  • Total Cost
    • 2000 → 2400
  • Energy Recharge
    • 1 → 2
  • Cooldown Reduction
    • 15% → 20%
  • True Damage
    • 140-480 → 150-750
  • Effectiveness on Heroes/Structures
    • 25% → 20%
  • Passive Cooldown
    • 4 → 6

STORMGUARD BANNER

  • Max Health
    • 250 → 300
  • True Damage
    • 30-200 → 150-250
  • Effectiveness on Heroes/Structures
    • 25% → 10%
  • Passive Cooldown
    • 4 → 6

TELEPORT BOOTS

  • Move Speed
    • 0.5 → 0.7

TRAVEL BOOTS

  • Move Speed
    • 0.3 → 0.4

WARMAIL

  • Total Cost
    • 900 → 800

WAR TREADS

  • Move Speed
    • 0.5 → 0.7

TALENTS

 

ALPHA

PRIME TIME

  • Fortified Health Scaling
    • 2.5% → 5%

ACCELERATION

  • Movement Speed Scaling
    • 0.5 → 1

ANKA

CRIMSON BLADE

  • Base Damage
    • 110% → 100%
  • Damage Scaling
    • 20% → 10%

ARDAN

HEAVY HITTER

  • Base Damage
    • 140% → 130%
  • Range
    • -3.5 → -5

GRUMPJAW

BIG APPETITE

  • Base Cooldown
    • 50% → 40%
  • Duration Scaling
    • 0.5 → 0.4

IDRIS

PATH OF THE SEEKER

  • Base Passive Weapon/Crystal Power
    • -40% → -45%
  • Passive Weapon/Crystal Power Scaling
    • 1.5% → 1%

INARA

DANCE OF MENDING

  • Base Healing
    • 95 → 125
  • Healing Scaling
    • 15 → 25
  • Damage Scaling
    • 3% → 2%

BANISHING  MIGHT

  • Base Distance
    • 2 → 3
  • Distance Scaling
    • 0.5 → 1

SACRED WARRIOR

  • Base Duration
    • 0.8 → 1
  • Duration Scaling
    • 0.4 → 0.5

KRUL

DEAD MAN’S BARRIER

  • Barrier Scaling
    • 8.75% → 5%

HEALING SMITE

  • Base Healing
    • 130% → 100%
  • Healing Scaling
    • 7.5% → 5%

CURSED BLADE

  • Base Damage
    • 40% → 30%

LORELAI

CLAM UP

  • Base Duration
    • 0.45 → 0.6

WONDER WALL

  • Base Duration
    • 2.5 → 4
  • Duration Scaling
    • 1 → 2
  • Base Cooldown
    • 60% → 100%

PETAL

EXPLOSIVE FORCE

  • Base Damage
    • 90% → 100%
  • Damage Scaling
    • 7.5% → 15%

RINGO

LONG SHOT

  • Base Damage
    • 115% → 100%

SAW

ROAD RAGE

  • Base Damage
    • 100% → 115%

SILVERNAIL

TRI-WIRE

  • Base Damage
    • 100% → 80%
  • Damage Scaling
    • 15% → 10%

TAKA

TRIPLE X-RETSU

  • Base Damage
    • 80% → 100%
  • Damage Scaling
    • 10% → 15%

TONY

HAYMAKERS

  • Base Damage
    • 30% → 20%

VOX

SOUND BARRIER

  • Base Barrier
    • 10% → 5%
  • Barrier Scaling
    • 3% → 2.5%

YATES

RAPID RESPONSE

  • Base Cooldown
    • 60% → 80%

 

3.9 WINTER BATTLE PASS: STAYING LIT

  • Vainglory
  • |
  • Dec 11, 2018

STAYING LIT

Major Changes to Sunlight Leveling, Battle Pass

Winter Season brings some exciting changes to the Battle Pass & seasonal Sunlight progression system!

REWARDS BUFF

While we felt pretty good about the rewards players could earn in Autumn 2018, we heard that some players weren’t feeling like the Battle Pass was a good pickup until pretty late in the season. We want Battle Pass to feel like a no-brainer from the start, so we’re making sure that the Winter Battle Pass has awesome rewards throughout – and much earlier!

We’re adding a brand-new skin at Battle Pass Level 1: Masquerade Magnus (Rare). Masquerade Magnus will remain exclusive to the Battle Pass throughout the Winter Season. You’ll also start getting cooler stuff sooner — For example, Gold Chests, not available until level 69 in Autumn, are available in this season’s Battle Pass starting at level 21! We also heard from players that they had too much Essence and not enough Blueprints, so we added some Blueprints (one Rare, one Epic, and one Legendary) to the Battle Pass and two additional Blueprints chests to the Free Pass. As always, the Battle Pass will feature an awesome skin at Level 100 — This season, you’ll be able to earn the ultra-sleek Black Diamond Gwen (SE). Oh, and we threw in the Hero Idris for good measure – one of our favorites and easily the most flexible hero in the game, good in any game mode, whether you like to build Weapon or Crystal. (Standard 20 Opal duplicate reward applies if you already own Idris.)

tl;dr for a mere 1250 ICE you’ll get:

      • 1425 ICE
      • New Masquerade Magnus skin at Battle Pass Level 1
      • Black Diamond Gwen skin at Battle Pass Level 100
      • Cooler stuff sooner throughout
      • More Blueprints and Blueprint Chests
      • Idris
      • Tons of chests, Social Pings, and other rewards with a total value of over 22000 ICE

CLEARER PROGRESSION

Up until now, Sunlight Levels have been tuned to require more Sunlight per level as a player climbed in level. For example, it only required 60 Sunlight to advance from Level 1 to Level 2, whereas advancing from Level 99 to 100 required 960 Sunlight. This kind of tuning is great for giving you an early feeling of progress, but it made it really difficult for players to gauge how much more work they had ahead of them to complete their passes. This season, all levels will require 1000 Sunlight. We are increasing the per-minute sunlight and adding a number of shiny-new sources of Sunlight to compensate. Read on for details.

MORE INTERESTING GRIND

Are you tired of playing Blitz with the same hero, over and over, just because you’ve got their high-tier Skin, in order to maximize your Sunlight earning per minute? Yeah, we are too. So we’re killing that. With fire. Here are the details:

Sunlight Modifier on Skins: GONE

First off, we’re removing all Sunlight modifiers from Skins. This was an interesting system back when we had a tiered Skins system, but the Sunlight modifier system was never explained in-app (the number of online posts we see asking how this works is pretty embarrassing) and was at best a half-finished thought, if we’re being really generous. So, we’re going to replace it with better things, including Event-specific bonuses for showing off your Skins in a few matches. That’s right – Events this Season will continue to be Sunlight-packed, even if the days have gotten DARKER!

Sunlight Events: STILL A THING

In Update 3.8, we made weekends awesome with Sunlight For Darkening Days, a series of in-game events that paid huge Sunlight dividends to players who participated that weekend. We’ll keep Sunlight-soaked events throughout this season, too, starting with the very first weekend of 3.9. These will be the biggest sources of Sunlight, so you won’t want to miss them. Battle Pass holders will be eligible for bonus Sunlight rewards (think “5+ Sunlight Levels in a weekend”), so you’ll want to lock that Battle Pass in early. We’re also continuing the Sunlight drip in players’ Free Chests — 60 Sunlight, up to four times daily… That’s more than 20 Sunlight Levels in the season, just for showing up.

First Win Sunlight Bonus: NEW AND AWESOME

This season, to finally end Battle Pass Burnout™, we’re awarding 250 Sunlight in Spoils of War for the first win of each day. Oh, and by the way, that’s SPOILS Sunlight, so it’s subject to boosts… Double Sunlight + All Access Pass + FWOTD? That’s a crazy 625 Sunlight – nearly one full level – for one match. We’re also upping the amount of Sunlight per minute and tuning them to ensure consistency across game modes, so you won’t be penalized if you prefer to grind out Sunlight in 5v5 instead of Blitz. That said, if you’re trying to get to Level 100 by grinding match after match, you’re probably doing it wrong. This winter, consistency is the key to success.

Claim free chests regularly = GOOD
Win a match each day = BETTER
Complete weekly Events = BEST

Example Sunlight Rewards

Still scratching your head on what this all means for you, in your daily experience of Vainglory? Let’s help you out. Here are some examples of what we’re looking to do for players this season:

Player collects all Free Chests → 20+ Levels

Player gets FWOTD every day → 20+ Levels

Player completes every event → 30+ Levels

Player earns Battle Pass exclusive rewards for every event → 30+ Levels

Play additional matches, use boosts, etc. → LIMITLESS

This season, we’re letting you play Vainglory your way. And if you want the coolest rewards, Battle Pass is a no-brainer. Of course, we’ll be monitoring player progression throughout the season and may make some adjustments over time, but we’re confident that this season will be the most rewarding yet.

MID-UPDATE BALANCE REALIGNMENT

  • Vainglory
  • |
  • Nov 07, 2018

Update 3.8 came with some big shifts in the meta meant to push Vainglory towards a new direction (clearer roles, rewarding active and skillful gameplay choices, etc.). With so many moving parts, we’ve been keen on monitoring the data from our backend and, just as important, listening to player feedback through all sources.

Some of the changes implemented in 3.8 didn’t quite hit the mark though. With a longer update period, we are introducing some further adjustments to shift the meta. That way we can bring everyone that more interesting, strategic, and ultimately, more fun game we promised.

With all this in mind, last week we pushed out a hotfix to address Tension Bow and today we deployed the 3.8 Mid-Update Balance Realignment to get the meta back on track towards our goals and tackle some pain areas.

Tension Bow Hotfix

We completed testing on a hotfix for Tension Bow and felt it was critical to push those changes out sooner rather than later. This hotfix rolled out server side on the evening of November 1st Pacific Time. Changes include:

Tension Bow…was everywhere: Tension Bow felt like a must-buy for all carries – and even non-carries at times. That’s not fun or strategic. We’re lowering Tension Bow’s stats to the following.

  • Weapon ratio
    • 125% → 100%
  • Weapon Power
    • 50 → 40
Mid-Update Balance Realignment

This mid-update balance realignment will drop as soon as we finish testing the build to ensure it doesn’t introduce any accidental bugs and addresses the following:

30% freebie gold from missing last hits: This simply didn’t line up with our goal of rewarding strategic and skillful gameplay, so we’re removing this. This will further accentuate disparity in laning skill, so practice getting last hits and tactics to help push the opposing laner out of your lane.

Returning the Crystal and Weapon values on a few items: Crystal Power feels weaker by a wider gap than we’ve had in the past. These changes are meant to bring back balance between the two build paths.

  • ATLAS PAULDRON
    • Armor
    • 60 → 65
  • COAT OF PLATES
    • Armor
    • 55 → 60
  • FROSTBURN
    • Crystal Power
    • 85 → 90
  • LIGHT ARMOR
    • Armor
    • 20 → 25
  • METAL JACKET
    • Basic Attack Damage Reduction
    • 10% → 15%
  • SERPENT’S MASK
    • Weapon Power
    • 60 → 70
  • SHATTERGLASS
    • Crystal Power
    • 125 → 130
  • SPELLFIRE
    • Crystal Power
    • 75 → 80
    • Crystal Ratio
    • 50% → 60%

*Disclaimer about in-game numbers: The numbers visible in the shop do not reflect the above changes, but they are actually re-balanced as stated. In order for the in-game numbers to be updated to these new stats we would have had to require a full client update for all players. We didn’t want to make our players all over the world download an entire new update for just a few numbers.

Bots substituting in for AFKs: Whether or not bots replace AFK players is determined by the Elo of the lowest players in that particular match. We are reducing the frequency at which this behavior will occur by lowering the ceiling at which bots replace AFK players, resulting in this happening less often.

The Tension Bow hotfix and 3.8 mid-update balance realignment changes have been made server-side and are already live. We hope that, combined, our efforts will help alleviate some of the pain points you’ve been feeling from 3.8’s rebalancing. And of course, we want to know what you think, so please share your thoughts with us on social media.

SUNLIGHT FOR DARKENING DAYS

  • Vainglory
  • |
  • Nov 02, 2018

Everyone get hyped for Battle Pass!

Between now and the end of the season we have lined up in rapid succession; a series of events to get you through the darkest of days. That’s right friends; Sunlight is coming!

BRIGHTLY LIT WEEKENDS

Over the next six weekends; you will find events showcasing ways to earn huge amounts of bonus Sunlight! At least three weekends will include Sunlight bonuses in Spoils of War. Other weekends will feature custom-tailored events bursting with Sunlight. You could say they’re lit.

This weekend we will be kicking off with the 100 Point Challenge where you’ll earn points by playing matches (points vary per match). Unlock a special reward for every 25 points you earn. Pace yourselves, as this event runs from Nov 2 until Nov 12 at 4PM PST! (find additional details on the events tab in game!)

The grind to Battle Pass Level 100 is a struggle! If you’re one of the players who has already reached the top, well done! You’ll receive a Spoils of War key when each challenge begins. If you’re still working towards the top—we’ll be raining sunlight every weekend to brighten up your days!

And if it is not yet evident–Battle Pass holders will earn Sunlight at a much quicker pace during these events versus non-Battle Pass holders. (So if you haven’t purchased your Battle Pass yet; now seems like a good time!)

See you on the Rise!

Update 3.8: Hero & Item Balance Changes (UPDATED)

  • Vainglory
  • |
  • Oct 16, 2018

DEV NOTES

Let’s start with the concerns that we have seen and are looking to address in this update. There are plenty more that we are aware of, but these are the ones that this update hopes to address.

General
Plenty of changes here with heroes and items seeing substantial tuning.

  • Things we’re addressing:
    • Lack of distinction between weapon and crystal damage styles
    • Energy being a non-factor on most heroes
    • Unclear windows of opportunity/power
  • Things to know:
    • A lot of tier 3 items were revamped! Be sure to familiarize yourself with them to ensure the best chance of victory against your opponents
    • Armor and shield are most effective early on, but will eventually be outpaced by carries that have a few items and penetration
    • If an opponent used an ability ineffectively, punish them with your abilities while theirs is on cooldown!
    • Watch your opponent’s energy bar! Heroes are effectively silenced when they’re out of energy
    • Last hitting is important, but not worth dying for. You can recoup some missed last hit gold by just being near an enemy minion when it dies

5V5
A huge shakeup to the overall meta of this game mode. We’ll continue to fine tune this, but this is a large step in the direction outlined in this article.

  • Things we’re addressing:
    • Lanes feeling uninteractive/unnecessary
    • 2v1 matchups in the side lanes
    • Jungle camps taken frequently by laners
    • Lack of strategic late game options
    • Unbalanced orb buffs
    • Tanks, tanks everywhere
  • Things to know:
    • You should generally stay in your lane early on, gold and experience are much more important early
    • Early game roaming needs to be much more carefully considered
    • Captains will earn the most gold and experience pairing with the mid laner
    • Try and find openings to take out opposing side lane turrets!

3V3
Starting small here. There are clearly some things that can be improved on this front and you can expect more substantial changes in following updates.

  • Things we’re addressing:
    • Healing Treants guarantee a won or lost team fight early game
  • Things to know:
    • Be sure to prevent healing by hitting heroes that have taken a treant recently

That’s it in a nutshell. We’d love to hear your feedback on all these changes when update 3.8 drops!

-Zekent/Sonata

OVERALL META


JUNGLE HEALING

  • [NEW] Cancels upon taking damage from an enemy hero

LANE MINIONS

  • [NEW] 30% of gold bounty granted as ambient gold if killed by a non-hero
  • Durability changed to Health instead of armor and shield

HERO STATS

  • Max Cooldown
    • 45% → 35%
  • Armor
    • 20-50 → 25-75
    • 20-60 → 30-85
    • 20-70 → 35-100
  • Shield
    • 20-50 → 20-55
    • 20-60 → 20-60
    • 20-70 → 25-75

3V3 META


STRUCTURES

DAMAGE
    • Outer Turret
      • 250 → 200
    • Middle Turret
      • 350 → 300
    • Vain Turret
      • 450 → 400

JUNGLE MONSTERS

DAMAGE
  • Elder Treant
    • 110+16 → 80+16
  • Healing Treant
    • 70+8 → 48+8
  • Big Bear
    • 60+12 → 36+8
  • Small Bear
    • 32+9 → 28+6
  • Gold Miner
    • 40+10 → 50+12
  • Crystal Sentry
    • 80+20 → 60+15
BUFFS
  • Healing Treant
    • Heal
      • 380-520 → 250-400
    • [NEW] Barrier
      • Grants 80-240 barrier for 12s

5V5 META


GENERAL

  • Trickle Gold
    • 5/s → 3/s
  • Experience Required Per Level
    • 90+10 → 68+16

STRUCTURES

  • Middle lane turrets permanently receive 33% reduced damage
HEALTH
    • Outer Turret (Middle Lane)
      • 3750 → 3000
    • Inner Turret (Middle Lane)
      • 5700 → 4000
    • Armory Turret (Middle Lane)
      • 7200 → 5000
    • Inner Turret (Side Lane)
      • 4950 → 4000
    • Armory Turret (Side Lane)
      • 6450 → 5000
DAMAGE
    • Outer Turret
      • 230-290 → 190-250
    • Inner Turret
      • 290-410 → 250-340
    • Armory Turret
      • 340-500 → 280-400

LANE MINIONS

ARMORY DESTRUCTION BUFF
  • Minion Damage
    • +100% → +50%
SPAWNING
  • [NEW] Middle lane spawns an extra range minion
  • Time Between Waves
    • 30s → 25s
CAPTAIN MINION AURA
  • Incoming Minion Damage
    • -20% → 0%
  • Outgoing Damage
    • 0% → +20%
STRUCTURE DAMAGE
  • Melee
    • 35+3 → 20+4
  • Ranged
    • 60+2 → 25+5
  • Siege
    • 60+2 → 35+5
  • Captain
    • 60+2 → 40+8
GOLD
  • Melee
    • 30 → 45
  • Ranged
    • 30 → 25
  • Siege
    • 40 → 65
  • Captain
    • 50 → 85
EXPERIENCE
  • Siege
    • 12 → 8
  • Captain
    • 12 → 10

JUNGLE MONSTERS

LEASH
  • Monsters try to stay in the jungle
SPAWNING
  • First Spawn
    • 55s → 45s
  • Respawn Time
    • Healing Treant + Small Bear
      • 120s → 100s
    • Big Bear + Big Bear
      • 120s → 100s
    • Orb Guardians
      • 135s → 120s
    • Goldoak
      • 120s → 100s
GOLD
  • Healing Treant
    • 35 → 50
  • Big Bear
    • 65 → 85
  • Small Bear
    • 20 → 25
  • Goldoak
    • 180 → 230
EXPERIENCE
  • Healing Treant
    • 9 → 11
  • Big Bear
    • 22 → 19
  • Small Bear
    • 6 → 5
  • Orb Guardian
    • 30 → 29
  • Goldoak
    • 40 → 34
BUFFS
  • Weapon Orb
    • Slow Duration
      • 2s → 0.5s
    • Weapon Damage Amp
      • 15% → 4-15%
  • Crystal Orb
    • Crystal Damage Amp
      • 20% → 4-15%
  • Healing
    • [NEW] Healing Treants, Orb Guardians, and Goldoak heal 150-300 and recharge 50-100 over 12s
    • [NEW] Healing Treants grant 100-300 barrier for 12s

HEROES


ANKA

GYTHIAN PROMISE
  • Execute Damage (Missing Health)
    • 13-35%  → 19-30%
SHIMMER BLADE
  • Cooldown
    • 8/7.5/7/6/6.5/6s → 10/9.5/9/8.5/8s
  • Damage Crystal Ratio
    • 50% → 40%
  • Reactivate Window
    • 2.2s → 3s
EVISCERATE (REACTIVATE A)
  • Damage Crystal Ratio
    • 100% → 80%
DANCE OF BLADES
  • Cooldown
    • 7/6.5/6/5.5/4.5s → 8/7.5/7/6.5/5.5s
  • Damage Crystal Ratio
    • 45% → 40%
MIRAGE
  • Cooldown
    • 60/50/40s → 80/70/60s
  • Initial Dash Damage
    • 120/180/240 + 50% CP → 95/140/185 + 40% CP
  • Return Dash Damage
    • 240/360/480 + 100% CP → 190/285/380 + 80% CP
  • Multiple Hit Damage
    • 50% → 75%

ARDAN

VANGUARD
  • Barrier Duration
    • 4s → 2s
GAUNTLET
  • Duration
    • 4/6/8s → 4/5/6s

BARON

PORCUPINE MORTAR
  • Energy Cost
    • 60/60/60/60/60 → 40/50/60/70/80

CATHERINE

MERCILESS PURSUIT
  • Bonus Movement Speed Duration
    • 1.5/1.5/1.5/1.5/1.5s → 1.5/1.5/1.5/1.5/2s
  • Stun window now matches bonus movement speed duration
BLAST TREMOR
  • Cooldown
    • 70/60/50s → 90/80/70s
  • Damage
    • 400/550/700 → 300/450/600
  • Silence Duration
    • 2/2.5/3s → 1.5/2/2.5s

CELESTE

HELIOGENESIS
  • Energy Cost
    • 40/40/40/40/40 → 25/30/35/40/45
CORE COLLAPSE
  • Energy Cost
    • 100/100/100/100/100 → 100/100/100/100/0
SOLAR STORM
  • Energy Cost
    • 100/100/100 → 150/175/200

CHURNWALKER

HOOK & CHAIN
  • Cooldown
    • 4/3.5/3/2.5/2s → 5.0/4.5/4/3.5/3s
TRESPASS
  • Cooldown
    • 60/50/40s → 80/70/60s

GRUMPJAW

GRUMPY
  • Damage
    • 75/125/175/225/325 + 50% CP → 50/90/130/170/250 + 75% CP
  • Damage Per Stack
    • 10/25/40/55/85 + 25% CP → 10/15/20/25/35 + 40% CP
HANGRY
  • Damage Increase
    • 30/50/70/90/110 + 80% CP → 25/40/55/70/85 + 90% CP
STUFFED
  • Damage
    • 400/550/700 + 200% CP → 300/450/600 + 150%

IDRIS

DIVERGENT PATHS
  • Required Weapon/Crystal Power
    • 120 → 100

JOULE

HEAVY PLATING
  • [REWORK] Joule takes 35% reduced damage when hit from the front or sides.

KESTREL

GLIMMERSHOT
  • Energy Cost
    • 60/60/60/60/60 → 30/40/50/60/70
ACTIVE CAMO
  • Energy Cost
    • 130/130/130/130/130 → 100/120/140/160/180
ONE SHOT, ONE KILL
  • Energy Cost
    • 60/60/60 → 150/175/200

KOSHKA

BLOOD RUSH
  • Duration
    • 4s → 3s
POUNCY FUN
  • Damage
    • 80/140/200/260/380 + 130% CP → 60/100/140/180/260 + 80% CP
TWIRLY DEATH
  • Damage
    • 70/100/130/160/220 + 90% CP → 50/80/110/140/200 + 80% CP
  • Empowerment Duration
    • 10s → 4s
  • Empowered Basic Attack Damage
    • 25/40/55/70/100 + 125% CP → 40/70/100/130/190 + 150% CP

KRUL

DEAD MAN’S RUSH
  • Cooldown
    • 8/8/8/8/7s → 10/9.5/9/8.5/7s
  • Barrier
    • 75/185/295/405/515 → 80/200/320/440/560
  • Barrier Duration
    • 3s → 2s
SPECTRAL SMITE
  • Damage Reduction Per Stack
    • 6.25% → 2.5%
  • Lifesteal Per Stack
    • 6/7/8/9/12% → 6/8/10/12/16%
FROM HELL’S HEART
  • Cooldown
    • 60/50/40s → 80/60/40s

LYRA

PRINCIPLE ARCANUM
  • Heavy Attack Crystal Ratio
    • 80% → 120%
  • Heavy Attack Slow + Bonus Health
    • 35% + 0.02% → 0% + 0.04%
IMPERIAL SIGIL
  • Damage Over Time Crystal Ratio
    • 80% → 60%
  • Detonate Damage
    • 80/140/200/260/380 + 100% CP → 75/125/175/225/325 + 75% CP

MALENE

STATS
  • Attack Range
    • 6.2 → 5.8
ENCHANTED TRANSFORMATION (LIGHT)
  • Slow
    • 30/40/50/60% → 25/30/35/40%
  • Slow Duration
    • 1.25s → 1s

PETAL

MUNIONS
  • Spawn Range
    • 11 → 16

REIM

FROSTGUARD
  • Fortified Health Generation
    • All damage generates fortified health
  • Fortified Health Cap
    • 25% → 20%
  • Fortified Health vs. Non-Heroes
    • 25% → 20%

SKAARF

SPITFIRE
  • Energy Cost
    • 35/35/35/35/35 → 25/30/35/40/45

TAKA

HOUSE KAMUHA
  • Duration
    • 14s → 10s
  • Charge Time
    • 4-0.4s → 2-1s
  • Empowered Basic Attack Damage
    • 30-63 + 35% WP → 20-75 + 20% WP
KAITEN
  • Damage
    • 100/150/200/250/300 + 110% CP → 80/120/160/200/240 + 140% CP
X-RETSU
  • Damage
    • 250/350/450 + 150% CP + 120% WP → 200/275/350 + 180% CP + 140% WP
  • Bleed Damage
    • 40/50/60 + 65% CP → 30/35/40 + 75% CP

VOX

SONIC ZOOM
  • Energy Cost
    • 40/40/40/40/40 → 35/40/45/50/55
PULSE
  • Energy Cost
    • 30/35/40/45/50 → 40/50/60/70/80
  • Bonus Bounce Damage
    • 10/30/50/70/110 → 15/30/45/60/90

ITEMS


AFTERSHOCK

  • Total Cost
    • 2400 → 2600
  • Crystal Power
    • 35 → 30
  • Max Health Damage
    • 12% → 10%
  • Proc Lifesteal
    • 50% → 25%
  • Cooldown
    • 1.5s → 1s
  • Energy Recharge
    • 2.5 → 1.0

ALTERNATING CURRENT

  • Crystal Power
    • 60 → 50

AEGIS

  • Build
    • Reflex Block + Warmail
  • Total Cost
    • 2150 → 2100
  • Health
    • 250 → 200
  • Armor
    • 25 → 40
  • Shield
    • 90 → 40
  • Cooldown
    • 35s → 45s

ATLAS PAULDRON

  • Armor
    • 80 → 60
  • Shield
    • 25 → 0
  • Cooldown
    • 20s → 45s

BARBED NEEDLE

  • Weapon Power
    • 12 → 10
  • Lifesteal
    • 8% → 10%

BONESAW

  • Weapon Power
    • 25 → 40
  • Armor Pierce
    • 18% → 20%
  • Passive: Your basic attacks shred 10% of the target’s armor for 3s. Max 4 stacks.

BOOK OF EULOGIES

  • Lifesteal
    • 4% → 5%
  • Life Restore
    • 65/25 → 25/10

BREAKING POINT

  • Total Cost
    • 2600 → 2700
  • Weapon Power
    • 55 → 50
  • Passive: Gain 5 Weapon Power for every 100 weapon damage done to enemy heroes; +5/10 (melee/ranged) needed for each stack thereafter. 35 stacks max. Decays 5 stacks per second after you’ve stopped attacking for 2.5s.

BROKEN MYTH

  • Crystal Power
    • 80 → 60
  • Shield Pierce
    • 30% → 35%

CAPACITOR PLATE

  • Build
    • Dragonheart + Warmail
  • Total Cost
    • 2100 → 2400
  • Health
    • 450 → 400

CHRONOGRAPH

  • Cooldown Reduction
    • 10% → 15%
  • Energy Recharge
    • 2.5 → 0.75

CLOCKWORK

  • Crystal Power
    • 40 → 30
  • Max Energy
    • 600 → 400
  • Energy Recharge
    • 10 → 5

COAT OF PLATES

  • Armor
    • 65 → 55
  • Shield
    • 10 → 0

CONTRAPTION

  • Energy Recharge
    • 3 → 2

CRUCIBLE

  • Total Cost
    • 1850 → 2100
  • Cooldown
    • 45s → 75s

CRYSTAL BIT

  • Crystal Power
    • 20 → 15

CRYSTAL INFUSION

  • Bonus Crystal Power
    • 20-70 → 30-60
  • Bonus Cooldown Reduction
    • 5-15% → 7.5-15%
  • Bonus Armor & Shield
    • 0-15 → 10-20

DRAGONHEART

  • Health
    • 450 → 400

DRAGON’S EYE

  • Crystal Power
    • 85 → 75
  • Passive: Gain 10 Crystal Power each second you damage enemy heroes. After 5s, lose 3 stack per second. 15 stacks max.

ECLIPSE PRISM

  • Crystal Power
    • 35 → 30

ENERGY BATTERY

  • Max Energy
    • 200 → 100
  • Energy Recharge
    • 4 → 1.5

EVE OF HARVEST

  • Crystal Power
    • 70 → 60
  • Damage Storage
    • 600-1200 → 400-800
  • Lifesteal
    • 10% → 15%
  • Max Energy
    • 400 → 300
  • Energy Recharge
    • 7 → 4

FROSTBURN

  • Total Cost
    • 2600 → 2700
  • Crystal Power
    • 100 → 85
  • Slow
    • 30% → 25%
  • Duration
    • 1s → 1.5s

FOUNTAIN OF RENEWAL

  • Total Cost
    • 2300 → 2500
  • Health
    • 250 → 400
  • Armor
    • 20 → 20
  • Shield
    • 65 → 60
  • Cooldown
    • 65s → 75s

HALCYON CHARGERS

  • Total Cost
    • 1700 → 1500
  • Max Energy
    • 350 → 250
  • Energy Recharge
    • 6 → 3.5
  • Movement Speed
    • 0.4 → 0.5
  • Cooldown
    • 50s → 45s
  • Sprint Duration
    • 3s → 2s

HEAVY PRISM

  • Crystal Power
    • 50 → 45

HEAVY STEEL

  • Weapon Power
    • 55 → 45

HOURGLASS

  • Cooldown Reduction
    • 5% → 7.5%
  • Energy Recharge
    • 1.5 → 0.25

JOURNEY BOOTS

  • Total Cost
    • 1700 → 1500
  • Max Health
    • 250 → 150
  • Cooldown
    • 60s → 75s
  • Cooldown Upon Damaging Enemy Hero
    • 12s → 10s

KINETIC SHIELD

  • Armor
    • 10 → 0
  • Shield
    • 65 → 60

LIGHT ARMOR

  • Armor
    • 35 → 20
  • Shield
    • 5 → 0

LIGHT SHIELD

  • Armor
    • 5 → 0
  • Shield
    • 35 → 25

LIFESPRING

  • Health
    • 250 → 200

LUCKY STRIKE

  • Critical Chance
    • 25% → 20%

METAL JACKET

  • Armor
    • 130 → 90
  • Total Cost
    • 2000 → 2400
  • Shield
    • 25 → 0
  • [NEW] Passive: Reduces incoming damage from Basic Attacks by 10%.

NULLWAVE GAUNTLET

  • Health
    • 500 → 400
  • Energy Recharge
    • 4 → 1

OAKHEART

  • Health
    • 250 → 200

PIERCING SHARD

  • Shield Pierce
    • 18% → 10%

POISONED SHIV

  • Lifesteal
    • 8% → 10%

PULSEWEAVE

  • Health
    • 700 → 600
  • Total Cost
    • 2300 → 2700
  • Damage + Bonus Health
    • 200 + 15% → 50 + 25%
  • Slow + Bonus Health
    • 20% + 0.01% → 5% + 0.02%

REFLEX BLOCK

  • Health
    • 250 → 200
  • Barrier
    • 25% Missing Health → 100-400 (Level 1-12)
  • Cooldown
    • 45s → 75s

ROOK’S DECREE

  • Build
    • Dragonheart + Warmail
  • Total Cost
    • 2200 → 2400
  • Health
    • 600 → 500
  • Armor
    • 0 → 30
  • Shield
    • 0 → 30
  • Energy Recharge
    • 2.5 → 0
  • Cooldown Reduction
    • 15% → 5%
  • Cooldown
    • 8s → 10s

SCOUTPAK

  • Energy Recharge
    • 2.5 → 2.0

SERPENT’S MASK

  • Weapon Power
    • 85 → 60
  • Damage Storage
    • 600-1200 → 400-800
  • Lifesteal
    • 10% → 15%

SHATTERGLASS

  • Crystal Power
    • 150 → 125

SHIVERSTEEL

  • Health
    • 650 → 400

SIX SINS

  • Weapon Power
    • 30 → 25

SLUMBERING HUSK

  • Build
    • Warmail + Kinetic Shield
  • Total Cost
    • 2350 → 2600
  • Armor
    • 75 → 45
  • Shield
    • 75 → 90
  • Cooldown
    • 25s → 30s
  • Burst Threshold
    • 20% → 25%
  • Burst Window
    • 1.5s → 1s
  • Selling and rebuying Slumbering Husk no longer resets the cooldown.

SORROWBLADE

  • Weapon Power
    • 150 → 120

SPELLFIRE

  • Total Cost
    • 2700 → 2900
  • Crystal Power
    • 90 → 75
  • Damage
    • 5-20 + 100% CP → 10-120 + 50% CP

SPELLSWORD

  • Build
    • Heavy Steel + Six Sins + Chronograph
  • Total Cost
    • 2750 → 2800
  • Weapon Power
    • 100 → 85
  • Energy Recharge
    • 3 → 2

STORMCROWN

  • Passive: Your next basic attack will deal 140-480 bonus true damage (4s cooldown). 25% effectiveness against heroes and structures. (Does not stack with other Stormguard)
  • Cooldown Reduction
    • 10% → 15%
  • Energy Recharge
    • 4 → 1

STORMGUARD BANNER

  • Passive: Your next basic attack will deal 30-200 bonus true damage (4s cooldown). 25% effectiveness against heroes and structures. (Does not stack with other Stormguard)

SUPERSCOUT 2000

  • Health
    • 500 → 450
  • Energy Recharge
    • 5 → 4.5

TENSION BOW

  • Total Cost
    • 2150 → 2700
  • Armor Pierce
    • 10% → 35%
  • Passive: Every 6s, your next basic attack will deal 50 + 125% of bonus weapon power bonus damage.

TORNADO TRIGGER

  • Total Cost
    • 2600 → 2800
  • Attack Speed
    • 30% → 40%
  • Critical Chance
    • 35% → 35%

TRAVEL BOOTS

  • Total Cost
    • 800 → 750

TYRANT’S MONOCLE

  • Total Cost
    • 2750 → 2900
  • Weapon Power
    • 70 → 50
  • Critical Chance
    • 35% → 35%
  • Critical Damage Amp
    • 10% → 15%

VOID BATTERY

  • Max Energy
    • 350 → 250
  • Energy Recharge
    • 6.0 → 3.0

[NEW] WARMAIL

  • Build
    • Light Armor + Light Shield
  • Total Cost
    • 900
  • Armor
    • 30
  • Shield
    • 30

WAR TREADS

  • Total Cost
    • 1900 → 1800
  • Max Health
    • 500 → 400
  • Movement Speed
    • 0.3 → 0.5

WEAPON BLADE

  • Weapon Power
    • 15 → 10

WEAPON INFUSION

  • Bonus Weapon Power
    • 20-70 → 20-40
  • Bonus Attack Speed
    • 5-15% → 15-35%
  • Bonus Armor/Shield
    • 0-15 → 10-20

 

UPDATE 3.8: INARA THE PROTECTOR OF THE FOREST

  • Vainglory
  • |
  • Oct 12, 2018

Thank you for bearing with us for two more weeks while we focus on quality improvements for this update cycle! We are continuing work on several features that will come out over the next few months that will make a big impact to the game experience, but we’re excited to share things we were able to accomplish for this update.

Let’s meet our new hero, Inara, the Protector of the Forest first, followed by some new seasonal skins and collectables. We will also take a quick look at the new unified lobbies in Brawl modes, and finally the first round of changes in the 3.8 meta.


TABLE OF CONTENTS

INARA THE PROTECTOR OF THE FOREST
THREE GREAT NEW SKINS
NEW HATS & COLLECTIBLES
UNIFIED LOBBY IN BRAWL MODE
RETURN OF THE DEV STREAM
HERO & ITEM BALANCE CHANGES
BUG FIXES & PERFORMANCE


INARA THE PROTECTOR OF THE FOREST

Wielding her dual glaives, Inara thrives in the jungle with boosted movement speed and vision empowered by the treants native to Sovereign’s Rise and the Halcyon Fold. Playing as Inara, the jungle is uniquely your home more than any other hero, so be on the look out for opportunities to take out enemies foolish enough to wander into your domain, or go on a little adventure to steal the bounty of the treants in the enemy jungle! Because, why not?!

Inara is only unlockable with ICE for the first 7 days. After that, you’ll be able to unlock her with ICE or Glory.


HERO ABILITIES

SACRED GROVE (PERK)

Inara summons wisps around nearby treants, gaining vision and allowing her to leap to them. Killing a treant grants Inara a movement speed boost for few seconds.


Dance of Leaves (A)

Inara spins with her blades, dealing damage to and slowing nearby enemies.


Banishing Kick (B)

Inara leaps backwards and kicks away enemies, dealing damage to and summoning a wisp on affected enemies. She may leap to marked enemies she has kicked for the next few seconds. Enemies knocked into a wall are stunned.


Nature’s Wrath (Ultimate)

Inara rallies nearby allies, granting them movement speed. Reactivate this ability to dash in target direction, dealing damage to enemies.


INARA’S TALENTS

Dance of Mending (Rare)

Dance of Leaves (A) also heals Inara and her allies.


Banishing Might (Epic)

Banishing Kick (B) knocks targets further.


Sacred Warrior (Legendary)

Inara gains invulnerability for a short duration whenever she dashes or leaps.


NEW SKINS

‘NIGHTBLADE’ INARA (RARE)

‘BLACK CAT’ FLICKER (SPECIAL EDITION) & ‘TRICK OR TREAT’ MALENE (SPECIAL EDITION)

‘HEADLESS’ IDRIS (SPECIAL EDITION)

‘RAINBOW’ GLAIVE (LEGENDARY)

NEW HATS & COLLECTIBLES

Just in time for the spooky holidays! We have added three new hats: Buccaneer Hat, Pumpkin Hat, Wicked Hat and a new Social Ping Pack of adorable Spooky Friends. Check them out in the Inventory menu once the update goes live.

MAKE SURE THAT HATS ARE COMPATIBLE WITH YOUR FAVORITE SKINS

Before crafting a Hat, make sure that it’s compatible with your favorite heroes and skins by tapping on the question mark.


UNIFIED LOBBY IN BRAWL MODES

All lobbies are belong to us! We have unified the lobby experience for all game modes. Chat with your teammates and pick the best team comp for your next Brawl match!


DEV STREAM RETURNS!

Did you miss us? We missed you too! We’re super excited to bring back the Dev Stream on Twitch and get a chance to say hello, show off our latest work, and play some matches with you. We plan to go live every other Friday at 2PM PT, but don’t forget to follow our Twitch channel to get notified when we go live next!


HERO & ITEM BALANCE CHANGES

Following up on the initiatives to improve 5V5 gameplay including the Discord AMA, Zekent and Sonata are rolling out huge changes into the meta. This is just the beginning of the initiatives and we are excited to hear what you think. Be sure to share your feedback with us!

Balance changes have been published as a separate article. You can see those changes HERE!


BUG FIXES & PERFORMANCE IMPROVEMENTS

      • Damage text now scales with amount
      • Fixed a bug where Tony’s Trash Talk dealt damage twice
      • Grumpjaw now spits his target out upon channeling Teleport Boots
      • Teleport Boots channel may now be canceled by stuns
      • Items with passive cooldowns now display on the item icon
      • Fixed a bug where turrets were switching targets when they shouldn’t
      • Fixed a bug where jungle monster health bars could display incorrectly after disconnecting and reconnecting
      • All single target abilities now display a modal if activated without a target selected
      • Fixed a bug where abilities could sometimes incorrectly display as being off cooldown after disconnecting and reconnecting

THE VAINGLORY HEROES ARE GETTING READY FOR THE AUTUMN SEASON PARTY

  • Vainglory
  • |
  • Aug 30, 2018

Autumn is almost here

This summer has been great, but we can’t wait to share with you what we have in store for the Autumn Season! Celebrate the start of the season with us by dressing our heroes for the party: use different types of hats and, if you want, add some confetti or serpentines.

You have until Monday 10th, September at 5PM PDT to send us your original work on Facebook, Twitter and Instagram. After that, we will be selecting all winners and announce them during the following week.

The awesome rewards:

  • Ten entries will be selected globally as staff favorites and will receive the hero for update 3.7 and all Update 3.7 skins.
  • Three entries will be randomly selected regionally and will receive 1000 ICE each

Drawing is not your thing? Don’t worry! Be sure to engage with as many entries as you can on Social Media. For the ten global winners, we will be selecting a random winner who has liked their entry – a total of ten random winners will get 250 ICE each! (Be sure to have your IGN as a comment or on your profile)

Official rules:

  • Include #Vainglory #VaingloryArt #HatsOn
  • You post must not start with the @ symbol, but you must tag @vainglory
  • Include your name-in-game with correct spelling and capitalization
  • Include your ORIGINAL fan art in your post
  • Your account must be public
  • You must be following our official Facebook, Twitter, Instagram accounts
  • You can enter as many times as you like

Have fun getting the heroes ready for party, we can’t wait to see what types of hats you think fits them best!

Update 3.7: Yates The Reclaimer

  • Vainglory
  • |
  • Sep 03, 2018

Autumn season has arrived! Log in to collect your end-of-season Summer payouts — including a FREE ‘Contender’ Kestrel Skin if you reached Credible Threat Bronze. Then, pull in unsuspecting victims with the armored commander, Yates the Reclaimer. Looking for a new skin? Check out Yates’ brilliant ‘Crimson Wolf’ Rare skin or the futuristic and chic Legendary ‘Cyber’ Krul. Want to add a lil’ flair to a skin you already own? Craft a Hat for it in your Player Inventory! Read on for all the details…


TABLE OF CONTENTS

YATES THE RECLAIMER
THREE GREAT NEW SKINS
INTRODUCING HATS & CRAFTING
NEW AUTO BUY & AUTO LEVEL UP FEATURES
EXPAND YOUR COLLECTION WITH THE SUNNY PING SET
SUNLIGHT SYSTEM UPDATES
IMPROVED BATTLE PASS
HERO & ITEM BALANCE CHANGES
BUG FIXES & PERFORMANCE


YATES THE RECLAIMER: SIDESTEP OR GET REKT

Hailing from the frigid lands of Campestria, Yates is a Captain who specializes in reeling in unsuspecting victims with his A ability, Wolf’s Maw.

Follow up a successful Wolf’s Maw with a stun and your high-powered carries will delete anyone who’s too slow on the sidestep or Reflex Block.

OP engagements aren’t Yates’ only trick, though, as he is an impactful crowd controller: Keep enemies in check with his B ability, Overwhelm, to create a shockwave in the area around him, stunning affected enemies.
Provide emergency assistance or engage from across Sovereign’s Rise or Halcyon Fold by using Yates’ ultimate ability, Iron Mandate, to leap to any location on the map, slowing and damaging any enemies you land on.

Yates is only unlockable with ICE for the first 14 days. After that, you’ll be able to unlock him with ICE or Glory.


HERO ABILITIES

DEVASTATION FLAIL (PERK)

Yates can combo up to three basic attacks within a short time of each other for increasingly powerful effects.

Second Hit: Bonus damage and gain a small movespeed boost.
Third Hit: Bonus damage and gain a large movespeed boost.


WOLF’S MAW

Yates extends his flail forward, pulling in the first enemy hit.


OVERWHELM

Yates gathers energy before releasing a shockwave around himself, stunning affected enemies.


IRON MANDATE

Yates leaps to the chosen location, dealing damage and slowing enemies while granting allies a barrier.

Overwhelm will not disperse until Yates lands.

Note: This is a global ability which means it can be casted anywhere in the map.


YATE’S TALENTS

EXTENDED HOOKS (RARE)

Wolf’s Maw (A) has increased range.


WHIPLASH (EPIC)

Devastation Flail’s (Perk) third hit deals greatly increased damage.


RAPID RESPONSE (LEGENDARY)

Iron Mandate (Ult) completes much more quickly.


‘CRIMSON WOLF’ YATES (RARE) AND
‘CONTENDER’ KESTREL (LIMITED EDITION)


‘CYBER’ KRUL (LEGENDARY)

Krul_cyber_prime
Krul_cyber
Krul_cyber_prototype

The Undead 1V1 champ is getting a new Legendary skin! Get ‘Cyber’ Krul in three different variants; here’s how to unlock your favorite version:

  • Cyber Krul Prototype (White)
    • At launch:
      • In a special box
      • In the All Box
      • For direct purchase
  • Cyber Krul (Red)
    • At launch:
      • In a special box
      • In the All Box
      • Not initially available for direct purchase
  • Cyber Krul Prime (Blue)
    • Only unlockable by by reaching Battle Pass level 100

NEW COLLECTABLE COSMETIC: CRAFT HATS TO SPICE UP YOUR FAVORITE SKINS

Hats are a collectable cosmetic that you’ll be able to equip on most skins starting in Update 3.7. To unlock your favorite Hat, simply find the necessary materials required to craft it. Materials to craft Hats can be found in Spoils of War Chests, Material Chests, and occasionally Event rewards.

Materials are used in a variety of recipes and will be reused in future updates. You’ll be able to collect up to 15 materials of each kind before being awarded a duplicate bonus.

See which Hats are available to craft by tapping on your Player Inventory and navigating to the “HATS” tab.

The HATS tab is your “workshop.” Here, you’ll be able to see which materials you own as well as which Hats are available to craft. This tab is also where you’ll equip any Hats you’ve already crafted.

MAKE SURE THAT HATS ARE COMPATIBLE WITH YOUR FAVORITE SKINS

Before crafting a Hat, make sure that it’s compatible with your favorite heroes and skins by tapping on the question mark.


NEW AUTO BUY & AUTO LEVEL UP FEATURES

Looking for a faster way to hop into combat? With the new Auto Buy and Auto Level Up features, your selected Recommended Build can automatically purchase items and level up skills for you!

Auto Buy will automatically purchase the items from your selected build while your hero is within range of valid shop locations and when you have enough gold for the items. Just walk by a valid shop location and the items in your selected build will simply “float” into your heroes’ inventory.

Similarly, Auto Level Up will instantly spend your skill points upon leveling up.

Like doing everything yourself? You can disable “Enable Auto Buy” and “Automatically Upgrade Abilities” under the new Gameplay tab of the in-game settings menu.


EXPAND YOUR COLLECTION:
GET THE SUNNY PING SET

Add another set of Social Pings to your collection: Get the Sunny Ping pack now! These were designed together with hallu, one of our talented community artists.

Individual pings have a chance to drop in Spoils of War chests and can also be found in the Market. You must collect the entire set to use them in-game.
Want to see which pings you own? Tap on your Player Inventory from the home screen, then on the SOCIAL PINGS tab.

 


SUNLIGHT SYSTEM UPDATES

Play more, earn even more!

  • We’ve added 50 levels to our seasonal Sunlight progression system and have dramatically increased the rewards available for all players – free and paid alike. We’ve concentrated rewards on the Free Pass track to pay out big rewards every 5 levels, but Battle Pass holders will now earn 100 levels worth of rewards, including the Battle Pass exclusive Cyber Krul Prime skin.
    • More Sunlight points will be needed to reach the maximum Sunlight level for Autumn Season 2018, but events will provide opportunities to earn huge amounts of Sunlight and help you reach level 100!
  • Autumn Season 2018 will not have end-of-season rewards related to Sunlight progression; instead of making you wait until the end of the season to unlock your rewards, we’ve rolled them into the 100 levels of the season’s Free Tier Battle Pass.
    • This means that you won’t have to wait until the end of the season to enjoy your payout – simply level up to instantly reap the benefits.
  • Check out the new SEASON button on the home page to see the full list of loot you can earn, and to view your overall progress.

IMPROVED BATTLE PASS

The next generation of Battle Pass is here! Like last season, you’ll be able to unlock your Vainglory Battle Pass for only $10 (or 1250 ICE), then start raking in the rewards. We’ve ramped up the value of the Battle Pass for Autumn and will be giving back over 20x in value!

Battle Pass details can now be found by tapping on the SEASON button on the home page.


CHAT IN BLIND LOBBIES

The newly simplified Blind Lobby design now features chat; coordinate with your team in all Casual and Brawl modes.


HERO & ITEM BALANCE CHANGES

Balance changes have been published as a separate article. You can see those changes HERE!


BUG FIXES & PERFORMANCE IMPROVEMENTS

    • Reim’s basic attacks now properly generate fortified health
    • Anka’s Crimson Blade talent now correctly modifies damage
    • Fixed a bug where Malene’s Royal Favors talent globally affected allies
    • Fixed a bug where Anka’s Dance of Blades locked her longer than intended
    • Catherine’s Blast Tremor angle is now more clearly displayed
    • Global gold and experience is now properly granted to all allies
    • In 5V5, Turrets, Armories, and Vain Crystals will display “INVULNERABLE” when hit while invulnerable
    • Stunning Ozo during his Acrobounce will now interrupt him
    • Recommended hero builds have been updated for more generalized usage
    • Chat added to Casual lobbies

 

Update 3.7: Hero & Item Balance Changes

  • Vainglory
  • |

GAMEPLAY BALANCE CHANGES

THE JUNGLE

  • Jungle monsters now take the same reduced damage from abilities as lane minions

    ALL 5V5 Jungle Camps
  • Spawn Time
    • 50s 55s

WEAPON/CRYSTAL GUARDIAN

  • Respawn Time
    • 120s → 135s
  • Orb Buff
    • Now always pass killer with a minimum of 30s duration

BLACKCLAW (CAPTURED)

  • Enrages past 25 minutes
    • Damage Dealt
      • +15%
    • Damage Taken
      • -30%
    • Movespeed
      • +0.4

HEALING TREANT

  • Base Health
    • 600 → 780

BIG JUNGLE BEAR

  • Health
    • 475 + 90 → 600 + 100

STRUCTURES

TURRETS

Developer Comments: These changes are intended to make turrets much more impactful early on when aiding an allied hero while also clearing up rules around when heroes will be targeted by a turret.

  • Armor/Shield Piercing
    • 15% → 50%
  • Now deals consistent damage to lane minions
    • This will slightly change last hit timings
  • Now only attacks enemy heroes that have attacked a nearby allied hero
  • No longer deals bonus damage based on a hero’s max health
  • No longer deals differing ramping damage per hero
  • Generates Heat when attacking enemy heroes up to 2 stacks
    • Heat: Each stack increases the turret’s damage against heroes by 62.5%
    • Indicated by PFX on the turret arm

STRUCTURES (5V5)

ARMORY
  • Now fully regenerates after 3 minutes of being out of combat

OUTER TURRET

  • Damage
    • 160 → 230-290

INNER TURRET

  • Damage
    • 160 → 290-410

ARMORY TURRET

  • Damage
    • 160 → 340-500

VAIN CRYSTAL

  • Halcyon Missile Damage
    • Has a more dynamic firing pattern
    • 25 + 10% → 50 + 15%
  • Rupture Stun Duration
    • 1.2s → 1.5s

STRUCTURES (3V3)

OUTER TURRET

  • Damage
    • 160 → 250

INNER TURRETS

  • Damage
    • 160 → 350

VAIN CRYSTAL TURRETS

  • Damage
    • 160 → 450

EXPERIENCE

Developer Comments:With the potential of some games being snowballed fairly dramatically, these changes aim to help bring games a bit closer if teams are able to take down high value targets.

  • Shared Experience Bonus
    • 160% → 125%
  • Now evenly split among participants
  • Scaling increase per level
    • 8 → 10
  • Trickle Experience
    • 0.6 → 0.8
  • Hero Kill Experience
    • 0 → 6 + 1.2/level +/-45% per level difference (minimum of -90%)
  • Blackclaw (Uncaptured)
    • 15 Each
  • Blackclaw (Captured)
    • 10 Each
  • Ghostwing
    • 10 Each
  • Big Jungle Bear (3V3)
    • 13 → 15
  • Healing Treant (3V3)
    • 27 → 28.5

GOLD

Developer Comments: In a similar vein to the experience changes, these put a bit more emphasis on killing heroes who are racking up kills and assists. Always aim to take out targets who are on long streaks.

KILL/DEATH STREAKS
  • Maximum Bounty
    • 600 → 1000
  • Minimum Bounty
    • 100 → 40
  • Change Per Kill
    • +75 → +100
  • Change Per Assist
    • +15 → +50 split between all assisters
  • Change Per Death
    • -25 → -40
  • Assist Gold
    • 25% → 50%


 

 

 

 

 

 

JUNGLE GOLD (5V5)

  • Jungle Ambient Gold
    • 85% → 60%
  • Weapon Guardian
    • 100 → 80
  • Crystal Guardian
    • 100 → 80
  • Goldoak
    • 160 → 180
  • Big Jungle Bear
    • 55 → 65

GOLD (3V3)
  • Gold/Experience Trickle Start Time (3V3)
    • 25s → 10s

HERO BALANCE CHANGES


ANKA

EVISCERATE

  • Anka will now basic attack the victim she blinks to unless cancelled

DANCE OF BLADES

  • Damage
    • 45/75/105/135/195 → 55/85/115/145/205
  • Crystal Ratio
    • 50% → 45%

BARON

ROCKET LAUNCHER

  • Perk Splash Damage
  • 80% → 65%

CELESTE

HELIOGENESIS

  • Range
      • 7.5/7.5/7.5/7.5/9.5 → 7/7/7/7/9

FORTRESS

TRUTH OF THE TOOTH

  • Speed Boost Strength
    • 3 → 1.8
  • Lifesteal
    • 12/14/16/18/22% → 10/11/12/13/15%

GRUMPJAW

GRUMPY

  • Now also hits things at his ending location

KENSEI

IMMOVABLE MIND

  • Stack Timeout
    • 5s → 2.8s
  • Barrier Duration
    • 1.4s → 0.8s
  • Bonus Damage
    • 20% → 15%

KESTREL

GLIMMERSHOT

  • Energy Cost
    • 60 → 50
  • Armor Pierce
    • 0/3/6/9/15% → 4/8/12/16/20%

KINETIC

STATS

  • Attack Range
    • 6.4 → 6.1

PHINN

POLITE COMPANY

  • Fortified life generated
    • 120/145/170/195/245 → 100/125/150/175/225
  • Health Scaling
    • 6% → 4%
  • Defense Scaling
    • 20% → 15%

REIM

FROSTGUARD

  • Fortified Health Generation
    • Basic Attack
      • 0% (bugged) → 20%
    • Damage Over Time
      • 30% → 20%
    • Winter Spire
      • 35% → 20%

REZA

FIRESTARTER

  • Damage
    • 20-185 → 10-175

SAMUEL

DRIFTING DARK

  • Heal Per Target
      • 4/6/8/10/12 + 12% CR → 2/4/6/8/10 + 10% CR

SAW

SPIN UP

  • Attack Speed Per Stack
      • 18% → 15%

SILVERNAIL

STATS

  • Attack Range
      • 6.4 → 6.2

TONY

TRASH TALK

  • Crystal Ratio
    • 75% → 125%

BADABOOM

  • Weapon Damage
    • 300/500/700 → 250/400/550 + 100% WR + 100% CR
    • Fixed a bug where Tony had no scaling on this ability
  • Knockback Distance
    • 10/12/14 → 12/15/18

VARYA

ANVIL’S HAMMER

  • Reduced damage per consecutive hit
    • 75% → 50%

ITEM BALANCE CHANGES

AEGIS

  • Shield
    • 85 → 90

AFTERSHOCK

  • Max Damage vs. Non-Heroes
    • 400 → 300

BONESAW

  • Weapon Power
    • 15 → 25

METAL JACKET

  • Armor
    • 120 → 130

PULSEWEAVE

  • Total Cost
    • 2000 → 2300

SERPENT MASK

  • Weapon Power
    • 100 → 85

SPELLSWORD

  • Cost
    • 2700 → 2750

TALENTS BALANCE CHANGES

Developer Comments: With the season transition, we will be shaking up the Blitz meta with a slew of talent changes. As talents may reflect a large investment by players, we aim to make as few changes to talents as possible from update to update going forward, and revisit them holistically once in a while.

ANKA

CRIMSON BLADE

  • Damage
    • 100%+25%/lv → 110%+20%/lv

ARDAN

VANGUARDIAN

  • Damage
    • 40%+2%/lv → 20%+1%/lv

HEAVY HITTER

  • Range
    • 2 → 3.5

KNOCKOUT PUNCH

  • Damage
    • 95%+10%/lv → 110%+20%/lv
  • Cooldown
    • 70%-10%/lv → 100%-10%/lv

IDRIS

PATH OF THE SEEKER

  • Crystal Power
    • 20%-1.5%/lv → 40%-1.5%/lv
  • Weapon Power
    • 20%-1.5%/lv → 40%-1.5%/lv

JOULE

BACKUP BUTTON

  • Charge Time
    • 70%-2.5%/lv → 80%-2.5%/lv

KENSEI

ENDLESS PATH

  • Damage
    • 100%+20%/lv → 120%+25%/lv

KRUL

DEAD MAN’S BARRIER

  • Barrier
    • 140%+7.5%/lv → 115%+8.75%/lv
  • Range
    • 1.0 → 0.5

PHINN

PHASTER

  • Fortified Health
    • 110%+2.5%/lv → 100%+1.0%/lv
  • Movement Speed
    • 1.3+0.15/lv → 1.3%+0.20/lv

RINGO

LONG SHOT

  • Damage
    • 125%+3%/lv → 115%+3%/lv
  • Range
    • 3 → 4

BULLET SPLIT

  • Damage
    • 97.5%+2.5%/lv → 87.5%+2.5%/lv
  • Cooldown
    • 95%-3%/lv → 90%-3%/lv

LORELAI

CLAM UP

  • Bonus Stun Duration
    • 0.33s+0.13/lv → 0.45s+0.2/lv

WONDER WALL

  • Invulnerability Duration
    • 2s+0.75/lv → 2.5s+1/lv

SAW

PIERCING BULLETS

  • Bonus Range
    • 0.9 → 0.5

TONY

MIGHTY BRAWLER

  • Bonus Attack Speed
    • 20%+5%/lv → 10%+2.5%/lv

HAYMAKERS

  • Damage
    • 40%+2.5%/lv → 30%+2.5%/lv