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Vainglory’s Game Modes in 4.0

  • Vainglory
  • |
  • Feb 08, 2019


VAINGLORY’S GAME MODES IN 4.0

In 4.0, we’re going to be changing our lineup of game modes. Over the years, we’ve been experimenting with many new modes and saw many changes to play patterns of the Vainglory community. We launched 5v5, which quickly overtook 3v3 in popularity, we’ve introduced Blitz and ARAL, then tested several temporary modes such as Onslaught, then Rumble and OFA on a event based weekend rotation.

With everything we’ve learned, we want to revisit which game modes will be persistent versus which modes will be event driven, with the goal of 1) Providing clarity to new players what Vainglory is focused on and 2) Providing persistent modes that serve different interests and playstyles.

The new persistent game modes in 4.0 will be:

  • 5v5 Casual
  • 5v5 Ranked
  • 3v3 Ranked
  • Rumble
  • Blitz

Most notably, you’ll see that 3v3 Casual is not on the list. We want new players to have a single, clear place to learn the “Standard MOBA game play” before venturing off to a different try-hard mode. This also has the added benefit where we no longer divide the new user population in half across two queues. 3v3 Ranked will continue to be available, and we will continue to fix the balance & meta of 3v3, especially after the big wobble in 3v3 meta from 3.10.

Although a newer game mode, Rumble has been an impressive stand-out from the group of modes that have been on rotation prior to 4.0. Due to its popularity – and because we want to ensure there’s a faster game mode that doesn’t include Talents – Rumble will become a persistent mode in our line-up.  Rumble will replace ARAL’s slot as a permanent game mode. ARAL will now move into the event rotation, as we believing having all three Rumble + Blitz + ARAL as permanent modes would divide the short game mode queues too far.

Lastly, Blitz continues to be a staple mode for those invested in the Talents progression system and specifically want the shortest possible session that still resembles a MOBA. We’ve also added a ‘Talents’ descriptor so that newer players can more easily connect the dots as to why that enemy Skaarf can now spit 3 fireballs at once.

Overall, we want to present Vainglory with a clearer focus on “what the primary try-hard mode is”, while also providing players with an option for a fast game mod with & without talents.

UPDATE 3.10: YLVA THE NORTHERN WOLF

  • Vainglory
  • |
  • Jan 22, 2019

 

TABLE OF CONTENTS

YLVA THE NORTHERN WOLF
SKINS
NEW COLLECTIBLES
GAME MODE UPDATES
NEW FEATURES
BUG FIXES


YLVA THE NORTHERN WOLF

A northern huntress that stalks her prey while preparing the perfect ambush with stealth traps and surprising damage.


HERO ABILITIES

HUNTER’S SENSE (PERK)

Ylva can detect the location and movement direction of enemy heroes through walls and brush, as long as they are moving and within her vision range.


CHARGE SHOT (A)

Ylva charges her weapon, causing her next basic attack to deal bonus damage based on the time spent charging. After it reaches full charge the attack will also stun. While active, Ylva is slowed. Reactivate to cancel.
Overdrive: At max rank, the time it takes to reach full charge is reduced.


CRIMSON FANG (B)

Ylva lunges at her target to deliver a powerful strike that deals more damage to immobilized targets. She then gains additional move and attack speed for a short duration.
Overdrive: At max rank, lunge range is increased.


BINDING MINE (Ultimate)

Ylva places a mine that arms and stealths. When an enemy hero touches it, it will explode after a short delay, causing all enemies within range to take damage and become rooted. Only 1 trap can exist at once.
Traps expire after a minute. Basic attacks reduce their remaining duration.


TALENTS

 

SWIFT SHOT (Rare)

Charge Shot (A) reaches full charge faster.


 

MULTI MINE (Epic)

Ylva may place additional Binding Mines (C).


SHATTERED FANG (Legendary)

Ylva places a Binding Mine (C) at her feet after using Crimson Fang (B).


 

SKINS

‘WU XING FLAME’ TAKA (LEGENDARY)

 

Wu Xing Flame Taka will be available around Lunar New Year!

‘TEDDY BEAR’ JOULE (LEGENDARY)

‘PANDA’ JOULE (SPECIAL EDITION)

‘RED LANTERN LOTUS’ KOSHKA (SPECIAL EDITION)

 

Red Lantern Lotus Koshka will be available during the Lunar New Year celebration as a bonus for purchasing any one of the special Holiday offers in the Market. She’ll also be available throughout the release in the ‘All Bundle’.

 

NEW COLLECTIBLES

Just in time for Lunar New Year! We have added two new Charm Emojis: Heart Eyes and Pig, as well as a new Social Ping Pack to help celebrate Lunar New Year 2019! Check them out in the Inventory menu once the update goes live.

 


 

GAME MODE UPDATES

 

This winter, we added three brand new game modes to Vainglory. One for All and Rumble have both been featured on multiple weekends, and ARAM is slated to make its debut in this release.

One specific piece of feedback we saw for One for All was to make sure that there were mirror matches. We are granting that wish this update. Of course we will be monitoring feedback and watching the data closely to make sure that we tune the experience to be the best it can be in the future.

Rumble has had a number of tweaks related to the Big 3v3 Update (more info in our Balance Changes article), but we’ve done our best to keep the experience as similar to the 3.9 version of the game mode as possible. The major difference should be the existence of the Gold Miner buff (oooh what’s that? psst: read more here).


 

 

NEW FEATURES

IN GAME CHAT

In Game Chat has arrived! In 3.10, you will be able to chat with your teammates DURING the match. Desktop players just hit “enter” to start typing. For mobile players, a new chat button will appear that brings up the keyboard and even a MINIMAP while you type. So no excuses for dying while typing…

Don’t like chat or worried about toxicity? You have options under your control.

1st is you can disable in-game chat entirely via an in-game setting. You won’t see nor be able to send any messages once chat is disabled. This only affects in game though, as lobby chat, friend, guild and other types if chat are not affected.

2nd is that BY DEFAULT all players will auto-mute anyone below “Great Karma” while in public matches. You can also turn this option off, and will receive messages from everyone.

NEW AND IMPROVED HOMESCREEN

What’s this fresh new look on the home screen? As we move towards becoming a desktop + mobile cross-platform game, we needed to update our UI standards to look great on both big screens and small ones. What better time to also revisit its sense of style and personality? We are returning to our roots with a cleaner look that incorporates smooth glass surfaces and brush stroke accents. This is a work in progress and we will spread this new style to the rest of the UI over the coming updates.


 

BUG FIXES

      • Some abilities no longer allow an instantaneous basic attack after them
      • Fixed a bug where Shroudstep (A) caused Idris to deal reduced damage when using an empowered ranged attack
      • Damage dealt to scout cams is now displayed as True damage
      • Varya’s secondary basic attack no longer deals weapon damage
      • Activating stealth will no longer cause players to automatically deselect you while you are under the effect of their true vision

<br /><strong>TABLE OF CONTENTS</strong><a href=”#Ylva” data-mce-href=”#Ylva”><span style=”font-weight: 400;” data-mce-style=”font-weight: 400;”>YLVA THE NORTHERN WOLF</span></a><br />
<a href=”#Skins” data-mce-href=”#Skins”><span style=”font-weight: 400;” data-mce-style=”font-weight: 400;”>SKINS</span></a><br />
<a href=”#Collectibles” data-mce-href=”#Collectibles”>NEW COLLECTIBLES</a><br />
<a href=”#Updates” data-mce-href=”#Updates”><span style=”font-weight: 400;” data-mce-style=”font-weight: 400;”>GAME MODE UPDATES</span></a><br />
<a href=”#Features” data-mce-href=”#Features”><span style=”font-weight: 400;” data-mce-style=”font-weight: 400;”>NEW FEATURES</span></a><br />
<a href=”#Bug” data-mce-href=”#Bug”>BUG FIXES</a><a id=”Ylva”></a><img class=”alignnone wp-image-25589 size-large” src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/huntress_splash4-changes-1000×429.jpg” alt=”” width=”660″ height=”283″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/huntress_splash4-changes-1000×429.jpg” />YLVA THE NORTHERN WOLFA northern huntress that stalks her prey while preparing the perfect ambush with stealth traps and surprising damage.HERO ABILITIES<br /><br /><img class=”alignnone wp-image-25603″ src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Perk-150×150.png” alt=”” width=”75″ height=”75″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Perk-150×150.png” />HUNTER’S SENSE (PERK)Ylva can detect the location and movement direction of enemy heroes through walls and brush, as long as they are moving and within her vision range.<img class=”alignnone wp-image-25604″ src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/A-150×150.png” alt=”” width=”75″ height=”75″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/A-150×150.png” />CHARGE SHOT (A)Ylva charges her weapon, causing her next basic attack to deal bonus damage based on the time spent charging. After it reaches full charge the attack will also stun. While active, Ylva is slowed. Reactivate to cancel.<br />
Overdrive: At max rank, the time it takes to reach full charge is reduced.<img class=”alignnone wp-image-25606″ src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/B-150×150.png” alt=”” width=”75″ height=”75″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/B-150×150.png” />CRIMSON FANG (B)Ylva lunges at her target to deliver a powerful strike that deals more damage to immobilized targets. She then gains additional move and attack speed for a short duration.<br />
Overdrive: At max rank, lunge range is increased.<img class=”alignnone wp-image-25608″ src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/C-150×150.png” alt=”” width=”75″ height=”75″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/C-150×150.png” /><br />BINDING MINE (Ultimate)Ylva places a mine that arms and stealths. When an enemy hero touches it, it will explode after a short delay, causing all enemies within range to take damage and become rooted. Only 1 trap can exist at once.<br />
Traps expire after a minute. Basic attacks reduce their remaining duration.TALENTS<br /><img class=”alignnone wp-image-25605″ src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/A2-150×150.png” alt=”” width=”75″ height=”75″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/A2-150×150.png” />SWIFT SHOT (Rare)Charge Shot (A) reaches full charge faster.<br /><img class=”alignnone wp-image-25609″ src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/C2-150×150.png” alt=”” width=”75″ height=”75″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/C2-150×150.png” />MULTI MINE (Epic)Ylva may place additional Binding Mines (C).<img class=”alignnone wp-image-25607″ src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/B2-150×150.png” alt=”” width=”75″ height=”75″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/B2-150×150.png” />SHATTERED FANG (Legendary)Ylva places a Binding Mine (C) at her feet after using Crimson Fang (B).<br />SKINS’WU XING FLAME’ TAKA (LEGENDARY)<br /><img class=”alignnone wp-image-25590 size-large” src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/LionDanceTaka_Final-1-1000×562.jpg” alt=”” width=”660″ height=”371″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/LionDanceTaka_Final-1-1000×562.jpg” />Wu Xing Flame Taka will be available around Lunar New Year!’TEDDY BEAR’ JOULE (LEGENDARY)<img class=”alignnone wp-image-25591 size-large” src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Joule_TeddyBear-1000×563.jpg” alt=”” width=”660″ height=”372″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Joule_TeddyBear-1000×563.jpg” />’PANDA’ JOULE (SPECIAL EDITION)<img class=”alignnone wp-image-25592 size-large” src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Joule_TeddyBear_Panda-1000×563.jpg” alt=”” width=”660″ height=”372″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Joule_TeddyBear_Panda-1000×563.jpg” />’RED LANTERN LOTUS’ KOSHKA (SPECIAL EDITION)<br /><img class=”alignnone wp-image-25593 size-large” src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Koshka_RedLanternLotus-1000×562.jpg” alt=”” width=”660″ height=”371″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/Koshka_RedLanternLotus-1000×562.jpg” />Red Lantern Lotus Koshka will be available during the Lunar New Year celebration as a bonus for purchasing any one of the special Holiday offers in the Market. She’ll also be available throughout the release in the ‘All Bundle’.<br /><br /><br />NEW COLLECTIBLES<img class=”aligncenter wp-image-25602 size-full” src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/emoji.png” alt=”” width=”1000″ height=”191″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/emoji.png” />Just in time for Lunar New Year! We have added two new Charm Emojis: <strong>Heart Eyes</strong> and <strong>Pig</strong>, as well as a new Social Ping Pack to help celebrate <strong>Lunar New Year 2019!</strong> Check them out in the Inventory menu once the update goes live.<img class=”wp-image-25601 size-full aligncenter” src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/pings2.png” alt=”” width=”1000″ height=”191″ data-mce-src=”https://www.vainglorygame.com/wp-content/uploads/2019/01/pings2.png” /><br /><br />GAME MODE UPDATES<br /><span style=”font-weight: 400;” data-mce-style=”font-weight: 400;”>This winter, we added three brand new game modes to Vainglory. One for All and Rumble have both been featured on multiple weekends, and ARAM is slated to make its debut in this release. </span><span style=”font-weight: 400;” data-mce-style=”font-weight: 400;”>One specific piece of feedback we saw for One for All was to make sure that there were mirror matches. We are granting that wish this update. Of course we will be monitoring feedback and watching the data closely to make sure that we tune the experience to be the best it can be in the future.</span>Rumble has had a number of tweaks related to the Big 3v3 Update (more info in our <a href=”https://www.vainglorygame.com/news/update-3-10-hero-item-balance-changes/” data-mce-href=”https://www.vainglorygame.com/news/update-3-10-hero-item-balance-changes/”>Balance Changes article</a>), but we’ve done our best to keep the experience as similar to the 3.9 version of the game mode as possible. The major difference should be the existence of the Gold Miner buff (oooh what’s that? psst: <a href=”https://www.vainglorygame.com/news/update-3-10-hero-item-balance-changes/” data-mce-href=”https://www.vainglorygame.com/news/update-3-10-hero-item-balance-changes/”>read more here</a>).<br /><br />NEW FEATURES<strong>IN GAME CHAT</strong>In Game Chat has arrived! In 3.10, you will be able to chat with your teammates DURING the match. Desktop players just hit “enter” to start typing. For mobile players, a new chat button will appear that brings up the keyboard and even a MINIMAP while you type. So no excuses for dying while typing…Don’t like chat or worried about toxicity? You have options under your control.1st is you can disable in-game chat entirely via an in-game setting. You won’t see nor be able to send any messages once chat is disabled. This only affects in game though, as lobby chat, friend, guild and other types if chat are not affected.2nd is that BY DEFAULT all players will auto-mute anyone below “Great Karma” while in public matches. You can also turn this option off, and will receive messages from everyone.<strong>NEW AND IMPROVED HOMESCREEN</strong>What’s this fresh new look on the home screen? As we move towards becoming a desktop + mobile cross-platform game, we needed to update our UI standards to look great on both big screens and small ones. What better time to also revisit its sense of style and personality? We are returning to our roots with a cleaner look that incorporates smooth glass surfaces and brush stroke accents. This is a work in progress and we will spread this new style to the rest of the UI over the coming updates.<br />BUG FIXES<li style=”list-style-type: none;” data-mce-style=”list-style-type: none;”><ul><li style=”list-style-type: none;” data-mce-style=”list-style-type: none;”><ul><li>Some abilities no longer allow an instantaneous basic attack after them</li><li>Fixed a bug where Shroudstep (A) caused Idris to deal reduced damage when using an empowered ranged attack</li><li>Damage dealt to scout cams is now displayed as True damage</li><li>Varya’s secondary basic attack no longer deals weapon damage</li><li>Activating stealth will no longer cause players to automatically deselect you while you are under the effect of their true vision</li>
</ul>
</li>
</ul>
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Update 3.10 Hero & Item Balance Changes

  • Vainglory
  • |

GENERAL META

  • Decrease bounties – bounties were just a bit too high, leading to too much snowballing
    • Base bounty
      • 300 → 250
    • Minimum bounty
      • 20 → 25
    • First blood bonus
      • 150 → 125
    • Bounty increase per kill
      • 150 → 125
  • Turret heat duration
    • 3 → 4
  • Total experience when sharing non-jungle minion EXP
    • 125% → 120%

3v3 META

  • GENERAL
    • Ambient Gold
      • Lane
        • 60% → 50%
      • Jungle
        • 85% → 50%
    • Trickle Gold
      • 5 → 6
    • Trickle Experience
      • 0.8 → 1.0
    • Experience To Level
      • 90 + 10 → 68 + 16
    • Now has warning timers on camp spawns
    • Bounty increase per farm
      • 5 → 6
    • Death Timers
      • 5/25/60 at 0/13/24 → 5/25/60 at 0/8/18
    • Sanctuary Speed Boost
      • Match Start
        • 2.7 for 11s → 3.5 for 15s
      • Mid Game
        • 2.2 for 4.5s → 2.5 for 5s

     

  • LANE MINIONS
  • GENERAL
    • Time Between Spawns
      • 23s → 25s
    • [NEW] Spawns an additional range minion
    • [NEW] Replaces a siege minion with a captain minion every fourth wave
    • First Level Up Time
      • 4:00 → 3:00
    • Level Up Rate
      • 120s → 90s
    • Experience
      • Melee Minion
        • 6 → 8
      • Siege Minion
        • 8 → 9
      • Captain Minion
        • 10 → 11
    • Gold
      • Range
        • 45 → 40
      • Melee
        • 45 → 40
      • Siege
        • 65 → 60
      • Captain
        • 85 → 80

     

  • JUNGLE MONSTERS
  • GENERAL
    • No longer scales off attacker net worth
    • Respawn Time
      • Bears
        • 45s → 50s
      • Treants
        • 50s → 60s
    • Now all have a fixed leash range
    • First Level Up Time
      • 2:15 → 3:00
    • Level Up Rate
      • 120s → 90s
    • Max Level
      • 12 → 7 (12 for bosses)

     

  • ELDER TREANT
    • Despawn Time
      • 3:58 → 3:45

     

  • CRYSTAL MINER
    • No longer walks from base
    • No longer has lives
    • Respawn Time
      • 60s → 90s
    • [NEW] Grants the killer Sentry’s Might for 90s
      • Deal 15% more damage
      • Take 20% less damage
      • Nearby enemies are slowed by 25%

     

  • GOLD MINER
    • Respawn Time
      • 10s → 30s
    • Despawn Time
      • 15:00 → 11:45
    • Gold Generation
      • 2.222/s → 2.5/s
    • Starting Gold
      • 0 → 50

     

  • KRAKEN
    • Spawn Time
      • 15:00 → 12:00
    • Respawn Time
      • 180s → 90s

     

  • STATS
    • Treant
      • Health
        • 480 + 90 → 1000 + 240
      • Defense
        • 60 + 5 → 50
      • Damage
        • 48 + 8 → 40 + 10
      • Experience
        • 28.5 → 28
      • Gold
        • 25 → 80
    • Elder Treant
      • Health
        • 960 + 180 → 1500 + 360
      • Defense
        • 60 + 5 → 50
      • Damage
        • 80 + 16 → 80 + 20
      • Experience
        • 27 → 28
      • Gold
        • 100 → 140
    • Big Bear
      • Health
        • 360 + 65 → 700 + 200
      • Defense
        • 60 + 5 → 50
      • Damage
        • 36 + 8 → 35 + 7
      • Experience
        • 15 → 16
    • Small Bear
      • Health
        • 300 + 65 → 520 + 180
      • Defense
        • 60 + 5 → 50
      • Damage
        • 28 + 6 → 30 + 5
      • Gold
        • 20 → 45
    • Gold Miner
      • Health
        • 2500 → 4500 + 450
      • Defense
        • 0 + 27.5 → 100
      • Damage
        • 50 + 12 → 100 + 25
      • Experience
        • 0 → 30
    • Crystal Sentry
      • Health
        • 1200 + 200 → 3500 + 350
      • Defense
        • 40 + 5 → 100
      • Damage
        • % Max Health
          • 4% → 0%
        • 60 + 15 → 80 + 20
      • Experience
        • 15 → 20
    • Kraken (Jungle)
      • Health
        • 3200 → 10500 + 900
      • Defense
        • 200 → 100
        • No longer takes reduced damage from basic attacks
      • Damage
        • 300 → 250 + 25
      • Experience
        • 250 → 100
    • Kraken (Captured)
      • Health
        • 4500 → 15750 + 1350
      • Defense
        • 200 → 100
        • No longer takes reduced damage from basic attacks
      • Damage
        • 1000 → 400 + 75
      • Experience
        • 250 → 100

     

  • TURRETS
  • DEATH EXPLOSION
    • Damage
      • Set to 30 health → 25% of current health

     

    • STATS
      • Outer
        • Health
          • 2750 → 2500
        • Damage
          • 300 → 250
        • Defense
          • 32 + 13 → 100
        • Gold
          • 200 → 100 global + 300 local
      • Middle
        • Health
          • 3500 → 3000
        • Damage
          • 300 → 250
        • Defense
          • 32 + 13 → 100
        • Gold
          • 300 → 150 global + 300 local
      • Base
        • Health
          • 3500 → 3500
        • Damage
          • 300 → 300
        • Defense
          • 32 + 13 → 100
        • Gold
          • 300 → 200 global + 300 local
      • Vain
        • Health
          • 2600 → 3000
        • Damage
          • 300 → 250
        • Defense
          • 32 + 13 → 100
        • Gold
          • 100 → 100 global + 300 local


5v5 META

  • RIVER
    • River flow movement speed bonus slightly decreased

     

  • AMBIENT GOLD
    • Lane
      • 75% → 50%
    • Jungle
      • 30% → 0%

     

  • EXPERIENCE
    • Experience is no longer shared from slain jungle monsters
    • Trickle decreased by 25%
      • Experience redistributed to lane minions and jungle

     

  • JUNGLE CAMPS
    • First Level Up Time
      • 2:15 → 4:00
    • Durability
      • Increased by ~15-20% at level 1, scaling back to the same amount by level 7.

     

  • TREANTS
    • Heal
      • 150-300 → 100-400
    • Energy
      • 50-100 → 75-300

     

  • BARRIER TREANTS
    • Barrier
      • 150-300 → 75-500

     

  • LANE MINIONS
    • Gold
      • Melee
        • 45 → 35
      • Siege
        • 65 → 60
      • Captain
        • 85 → 100

     

  • EPIC MONSTERS
    • Jungle bosses now have consistent armor/shield throughout the game
    • Ghostwing
      • Much tankier at first spawn
      • Slightly less tanky at max
    • Blackclaw (Uncaptured)
      • Slightly tankier at first spawn
      • Slightly less tanky at max

HEROES

 

ANKA

SHIMMER BLADE (A)

  • Damage
    • 35/60/85/110/160 → 25/50/75/100/150

EVISCERATE (REACTIVATE A)

  • Bonus Movement Speed Duration
    • 3 → 2
  • Damage
    • 70/120/170/220/320 → 50/85/120/155/225
    • Crystal Ratio
      • 80% → 60%

DANCE OF BLADES

  • Damage
    • 50/80/110/140/200 → 50/75/100/125/175
    • Crystal Ratio
      • 40% → 50%

MIRAGE

  • Cooldown
    • 90/70/50 → 100/80/60

ARDAN

JULIA’S GIFT

  • Vengeance Per Hit
    • 15% → 5%

VANGUARD

  • Ardan no longer gains Vengeance from a self-casted Vanguard
  • Overdrive Vengeance Recovery
    • 30% → 50%
  • Damage
    • 50/100/150/200/250 → 60/100/140/180/220
  • Cooldown
    • 17/16/15/14/13 → 17/16/15/14/12
  • Range
    • 8/8/8/8/9 → 7/7/7/7/9

BLOOD FOR BLOOD

  • Damage
    • 60/100/140/180/260 → 60/120/180/240/360
  • Percent Bonus Damage
    • 40% → 15%
  • Cooldown
    • 24 → 20/19/18/17/16
  • Range
    • 7/7/7/7/9 → 7

GAUNTLET

  • Cooldown
    • 130/120/110 → 120/110/100
  • Duration
    • 4/5/6 → 6
  • Stun Duration
    • 1/1/1 → 0.6/0.9/1.2

BARON

STATS

  • Movespeed
    • 3.0 → 3.3
  • Basic Attack
    • Range
      • 5.4 → 5.9
    • Primary Target Damage
      • Weapon Ratio
        • 130% → 135%
    • Splash Damage
      • Weapon Ratio
        • 84.5% → 90%

JUMP JETS

  • Bonus Move Speed
    • 0.8/1/1.2/1.4/1.8 → 0.5/0.6/0.7/0.8/1.0
    • Weapon Ratio
      • 0.1% → 0.3%

ION CANNON

  • Bonus Attack Range
    • 1/1.5/2 → 0.4/0.8/1.2

FLICKER

STATS

  • Movespeed
    • 3.7 → 3.5

BINDING LIGHT

  • Damage Per Second
    • 80/160/240/320/400 → 60/120/180/240/300
    • Crystal Ratio
      • 25% → 50%

FAIRY DUST

  • Damage Per Second
    • 30/60/90/120/180 → 20/40/60/80/120
    • Crystal Ratio
      • 50% → 40%

MOONCLOAK

  • Time Before Stealth
    • 0.8 → 1

FORTRESS

TRUTH OF THE TOOTH

  • Now immediately jumps to target then applies the Prey mark
  • Cooldown
    • 11/10/9/8/7 → 9/8.5/8/7.5/7
  • Damage
    • 20/45/70/95/145 → 30/60/90/120/180

GWEN

BUCKSHOT BONANZA

  • Cooldown
    • 10/9/8/7/5 → 7/6.5/6/5.5/4
  • Energy Cost
    • 60/65/70/75/90 → 50/55/60/65/70
  • Damage
    • 60/100/140/180/220 → 60/105/150/195/240
    • Crystal Ratio
      • 225% → 200%

SKEDADDLE

  • Cooldown
    • 24/21/18/15/12 → 20/18/16/14/10
  • Energy Cost
    • 60/60/60/60/60 → 60/65/70/75/80

ACES HIGH

  • Cooldown
    • 75/60/45 → 80/65/50
  • Range
    • 12 → 14
  • Damage
    • 250/400/550 → 300/400/500
    • Crystal Ratio
      • 240% → 250%
  • Stun Duration
    • 1/1.2/1.4 → 0.9/1.2/1.5

IDRIS

DIVERGENT PATHS

  • Ranged Attack Crystal Ratio
    • 75% → 85%
  • Ranged Attack Weapon Ratio
    • 50% → 0%

SHROUDSTEP

  • Stamina Cost
    • 60 → 70
  • Damage Amplification
    • 25%/30%/35%/40%/50% → 20%/20%/20%/20%/40%
  • Barrier
    • 125/175/225/275/325 → 70/115/160/205/250
    • Weapon Ratio
      • 75% → 100%
  • Barrier Duration
    • 3.5 → 1.5
  • Barrier Lockout
    • 4.5 → 7
    • [NEW] Bonus Weapon Power reduces lockout timer
    • Weapon Ratio
      • 0% → 3%

CHAKRAM

  • Cooldown
    • 8/7.5/7/6.5/5 → 8.5/8/7.5/7/5
  • Stamina Recovery On Hit
    • 15 → 10
  • Crystal Ratio
    • 110% → 90%
  • Weapon Ratio
    • 90% → 60%

SHIMMER STRIKE

  • Cooldown
    • 100/80/60 → 110/90/70
  • [NEW] Total Periodic Damage
    • 0 → 200/350/500
    • Crystal Ratio
      • 0% → 125%
  • Sweep Damage
    • 200/350/500 → 100/150/200
    • Weapon Ratio
      • 150% → 100%

JOULE

ROCKET LEAP

  • Crystal Ratio
    • 170% → 100%

THUNDER STRIKE

  • Bonus Pierce Removed
  • No longer crits on overdrive
  • Energy Cost
    • 40 → 30/35/40/45/25
  • Cooldown
    • 2.5/2.5/2.5/2.5/2 → 3/2.8/2.6/2.4/2
  • Damage
    • 80/110/140/170/200 → 80/110/140/170/260
  • Weapon Ratio
    • 160% → 200%
  • Crystal Ratio
    • 180% → 220%

BIG RED BUTTON

  • Crystal Ratio
    • 200% → 240%

KINETIC

TRACER SHOTS

  • Weapon Ratio
    • 10% → 6.25%

KOSHKA

POUNCY FUN

  • Now also deals a basic attack’s worth of damage on hit
  • Cooldown
    • 5/5/5/5/4 → 6/5.5/5/4.5/4
  • Bonus Damage
    • 80/120/160/200/280 → 10/40/70/100/160
  • Energy Cost
    • 20/25/30/35/40 → 30/35/40/45/50

TWIRLY DEATH

  • Bonus Attack Weapon Ratio
    • 0% → 30%

LORELAI

THAT’S SWELL

  • Basic Attack Crystal Ratio
    • 70% → 50%

FISH FOOD

  • Impact Delay
    • 0.7 → 0.8
  • Stun Duration
    • Bonus Health Ratio
      • 0.03% → 0.02%

SPLASHDOWN

  • Cooldown
    • 9/8/7/6/5 → 10/9/8/7/5
  • Slow
    • 25% → 20%
    • Bonus Health Ratio
      • 0.017% → 0.015%

WATERWALL

  • Cooldown
    • 80/65/50 → 90/75/60

LYRA

PRINCIPLE ARCANUM

  • Light Attack Damage
    • Crystal Ratio
      • 60% → 40%

IMPERIAL SIGIL

  • Cooldown
    • 15/13/11/9/7 → 12/11/10/9/8
  • Energy Cost
    • 75/90/105/120/135 → 80/100/120/140/160
  • Damage Per Second
    • 60/100/140/180/260 → 65/110/155/200/290
    • Crystal Ratio
      • 60% → 50%
  • Heal Per Second
    • 20/35/50/65/95 → 20/30/40/50/70
    • Health Ratio
      • 9% → 11%
  • Burst Damage
    • 75/125/175/225/325 → 80/130/180/230/330
    • Crystal Ratio
      • 75% → 60%
  • Burst Heal
    • Health Ratio
      • 9% → 15%

BRIGHT BULWARK

  • [NEW] Overdrive
    • Greatly increases slow duration
      • 1.5 → 1.5/1.5/1.5/1.5/2.5
    • Greatly increases slow amount
      • 30% → 30%/30%/30%/30%/50%
  • Cooldown
    • 24/22/20/18/14 → 18/17/16/15/12
  • Energy Cost
    • 70/80/90/100/110 → 60/70/80/90/100
  • Damage
    • 80/155/230/305/380 → 80/160/240/320/400
    • Crystal Ratio
      • 50% → 30%

ARCANE PASSAGE

  • Cooldown
    • 50/40/30 → 75/60/45
  • Energy Cost
    • 100/100/100 → 150/175/200
  • Range
    • 11/13/15 → 10/12/14

MAGNUS

MYSTIC MISSILE

  • Hitbox slightly reduced
  • Primary Damage
    • Crystal Ratio
      • 100% → 110%
  • Secondary Damage
    • 60/105/150/195/240 → 60/110/160/210/260
    • Crystal Ratio
      • 75% → 85%

SERAPHIC FLARE

  • Damage
    • 400/550/700 → 350/500/650
    • Crystal Ratio
      • 135% → 125%

MALENE

LIGHT RIBBONS (A1)

  • Root Duration
    • 0.7/0.8/0.9/1/1.2 → 1/1/1/1/1.5
  • Damage
    • Crystal Ratio
      • 120% → 100%

SHADOW TENDRILS (A2)

  • Damage
    • 35/60/85/110/135 → 30/60/90/120/150
    • Crystal Ratio
      • 55% → 60%

ROYAL AMNESTY (B1)

  • Barrier
    • 60/105/150/195/285 → 75/120/165/210/300
  • Bonus Movement Speed
    • 1/1.1/1.2/1.3/1.4 → 0.8/1/1.2/1.4/1.8

WICKED ESCAPADE (B2)

  • Cooldown
    • 22/21/20/19/16 → 20/19/18/17/14

REIM

FROSTGUARD

  • No longer applies Chill
  • Fortified health gain from non-heroes
    • 4% → 5%
  • Max Fortified Health Percent
    • 20% → 40%

WINTER SPIRE

  • No longer has a Chill bonus
  • Primary Damage
    • Damage
      • 40/60/80/100/120 → 60/100/140/180/220
    • Crystal Ratio
      • 50% → 80%
  • Secondary
    • Damage
      • 70/140/210/280/350 → 80/140/200/260/320

CHILL WINDS

  • No longer requires Chill to root

REZA

FIRESTARTER

  • Perk Damage
    • 10-175 (Based on Level) → 45-100 (Based on Level)
    • Crystal Ratio
      • 110% → 230%

SCORCHER

  • Cooldown
    • 6/5.5/5/4.5/4 → 5/4.5/4/3.5/3
  • Energy Cost
    • 30/40/50/60/70 → 30/35/40/45/50
  • Damage
    • 80/130/180/230/280 → 40/80/120/160/200
    • Crystal Ratio
      • 90% → 40%

TROUBLEMAKER

  • Charge Time
    • 20/19/18/17/15 → 15/14/13/12/10
  • Cooldown
    • 0.5 → 0.5/0.5/0.5/0.5/0.2
  • Energy Cost
    • 40/50/60/70/80 → 40/60/80/100/120
  • Dash Damage
    • 70/100/130/160/190 → 80/110/140/170/200
    • Crystal Ratio
      • 60% → 40%
  • Empowered Basic Attack Damage
    • 25/50/75/100/125 → 20/40/60/80/100
    • Crystal Ratio
      • 60% → 20%

NETHERFORM DETONATOR

  • Cooldown
    • 50/45/40 → 90/70/50
  • Energy Cost
    • 100/120/140 → 150/175/200
  • Damage
    • 250/350/450 → 200/300/400
    • Crystal Ratio
      • 50% → 80%
  • Fortified Health
    • 200/300/400 → 0
    • Crystal Ratio
      • 40% → 150%
  • Duration
    • 6/7/8 → 10

SAW

SUPPRESSING FIRE

  • Now generates Spin Up stacks incrementally
[REWORK] MAD CANNON

  • SAW fires an explosive shell, dealing damage to nearby enemies when it explodes.
  • Damage
    • 150/225/300 + 100% Weapon Power + 140% Crystal Power

SILVERNAIL

STATS

  • Damage
    • 132 → 120

DOUBLE SHOT

  • Now always fires if a bolt is held

STAKE

  • Duration
    • 4/4.5/5/5.5/6.5 → 3/3.5/4/4.5/6
  • Slow
    • 30/35/40/45/50% → 35%

SKAARF

FAN THE FLAMES

  • Damage Per Second
    • 16 → 12-34 (Based on Level)
    • Crystal Ratio
      • 0% → 15%
  • Basic Attack Max Health Damage
    • 2% → 2.5%
    • Crystal Ratio
      • 2% → 0%
    • Critical Hit Modifier
      • Removed

SPITFIRE

  • Cooldown
    • 5/4.5/4/3.5/3 → 6/5.5/5/4.5/4
  • Energy Cost
    • 25/30/35/40/45 → 30/35/40/45/50
  • Damage
    • 75/135/195/255/315 → 75/125/175/225/275
    • Crystal Ratio
      • 130% → 100%
  • Range
    • 12.5 → 14

GOOP

  • Energy Cost
    • 50/65/80/95/110 → 40/50/60/70/80
  • Damage
    • 40/60/80/100/120 → 60/105/150/195/240
    • Crystal Ratio
      • 110% → 70%
  • Damage Per Second
    • 40/85/130/175/220 → 40/70/100/130/160
    • Crystal Ratio
      • 80% → 50%

DRAGON BREATH

  • Bonus Shield Pierce
    • Removed
  • Fortified Health
    • Removed
  • Cooldown
    • 80/75/70 → 90/75/60
  • Energy Cost
    • 125/150/175 → 100/125/150
  • Damage Per Second
    • 350/450/550 → 500/700/900
    • Crystal Ratio
      • 130% → 150%

TAKA

HOUSE KAMUHA

  • Cooldown Reduction Per Stack
    • 10% → 5%
  • Perk Charge Time
    • 2-1s → 2-0.5s

KAITEN

  • Cooldown
    • 15 → 9/9/9/9/7.5

KAKU

  • No Longer Heals
  • Energy Cost
    • 50/65/80/95/110 → 40/50/60/70/80
  • Speed Boost
    • 1.25 → 1.25/1.5/1.75/2/2.5
  • Duration
    • 3/3.2/3.4/3.6/4.0 → 4/4.5/5/5.5/6
  • Cooldown
    • 25/24/23/22/21 → 14/14/14/14/12

X-RETSU

  • Cooldown
    • 20 → 30/22.5/15
  • Weapon Ratio
    • 140% → 100%

VOX

JULIA’S SONG

  • Basic Attack Damage
    • Crystal Ratio
      • 50% → 40%
  • Resonance Damage
    • Crystal Ratio
      • 100% → 80%

SONIC ZOOM

  • Cooldown
    • 7/6.5/6/5.5/5 → 7/6.5/6/5.5/4
  • Energy Cost
    • 35/40/45/50/55 → 40/45/50/55/60
  • Damage Multiplier
    • 60/60/60/60/70% → 50%

PULSE

  • Energy Cost
    • 40/50/60/70/80 → 60/70/80/90/100

WAIT FOR IT…

  • Cooldown
    • 70/55/40 → 80/65/50
  • Energy Cost
    • 80 → 100
  • Impact Damage
    • Crystal Ratio
      • 20% → 50%
  • Burst Damage
    • 100/150/200 → 200/300/400
    • Crystal Ratio
      • 40% → 100%
  • Silence Duration
    • 0.7/0.7/0.7 → 0.4/0.6/0.8

ITEMS

 

ATLAS PAULDRON

  • Total Cost
    • 1900 → 1750

BONESAW

  • Total Cost
    • 2700 → 2900
  • Weapon Power
    • 40 → 30
  • Attack Speed
    • 20% → 30%
  • Armor Pierce
    • 25% → 30%

BROKEN MYTH

  • Total Cost
    • 2700 → 2900
  • Shield Pierce
    • 35% → 45%

CAPACITOR PLATE

  • Total Cost
    • 2400 → 2100

CRUCIBLE

  • Total Cost
    • 2100 → 2000
  • Health
    • 700 → 550

DRAGONHEART

  • Health
    • 400 → 350

FOUNTAIN OF RENEWAL

  • Total Cost
    • 2400 → 2100

OAKHEART

  • Health
    • 200 → 150

POISONED SHIV

  • Total Cost
    • 2500 → 2750

PULSEWEAVE

  • Total Cost
    • 2500 → 2250
  • Passive Burn
    • 15% → 25%
    • No longer burns structures

REFLEX BLOCK

  • Health
    • 200 → 150

ROOK’S DECREE

  • Total Cost
    • 2400 → 2100

SPELLFIRE

  • Cost
    • 2900 → 3000
  • Total Damage Over Time
    • 10-120 (Based on Level) → 25-80 (Based on Level)
    • Crystal Ratio
      • 60% → 75%

STORMCROWN

  • True Damage
    • 250-750 (Based on Level) → 400-750
  • Damage to Heroes → Damage to Non-Jungle Monsters

STORMGUARD BANNER

  • Health
    • 300 → 150
  • True Damage
    • 150-250 (Based on Level) → 250-400
  • Damage to Heroes → Damage to Non-Jungle Monsters

TENSION BOW

  • Total Cost
    • 2700 → 2900
  • Proc Damage
    • 50 → 100
  • Armor Pierce
    • 35% → 45%

TALENTS

 

TAKA

PROTECTIVE DECOY

  • Base Heal Per Second
    • 0 → 100
  • Heal Modifier
    • 110% + 4% → 100% + 5%

SAMUEL

UNWAKING NIGHTMARE

  • Fixed an issue where the duration was not being modified
  • Duration Modifier
    • 65% + 5%

Winter Battle Pass Progress Check-In

  • Vainglory
  • |
  • Jan 18, 2019

Winter Battle Pass Progress Check-In

 

Jan 18, 2019

tl;dr: check out the article and table below to see where you stand on your progress to Battle Pass Level 100!

Hey Vainglorians, we’re about one-third of the way through the Winter 2018-19 season. At the beginning of the season, we promised you that the new Battle Pass and Seasonal Progression systems would keep your Winter Sunlight-filled. Now that we’re a few weeks in, we thought we’d check in and give an update on what to expect for the remainder of the season.

First Win of the Day & Free Chests: 30+ Levels of Sunlight Still Available

 

With about two months left in the season, we have more than 30 levels worth of Sunlight on tap for players just for logging in a few times daily and winning one match per day in any mode.

 

Free Chests: Remember that Free Chests are a major source of Sunlight this season, awarding 60 Sunlight per Chest, up to four times daily, so stay on top of those Chests and you could find yourself 15+ levels further ahead at the end of the season.

 

First Win of the Day:
Are you winning at least one match a day in any mode? Let’s hope so. This season, the first win of the day in any game mode (bot modes included!) pays out a huge 250 SUNLIGHT, meaning that we have another 15+ levels of Sunlight to give out this season just for collecting those wins. And since that is a Spoils of War payout, that Sunlight is subject to Double Sunlight boosts and the 50% Sunlight Boost included in the All Access Pass. Get an All Access Pass today to take advantage of its 30-day 50% Sunlight boost and set yourself up for another 8+ levels of Sunlight in FWOTD Bonus Sunlight.

Events: 40+ Levels of Sunlight Still Available

We’ve got 20,000 Sunlight ready to drop from weekend checklist-style events between now and the end of the season – PLUS another 20,000 Sunlight in Bonus Rewards exclusively for Battle Pass holders.

 

We’re also aware that some of you found the weekly checklists in December to be a little grind-heavy and have taken steps to make these a pleasure to complete in the coming weeks, so we’re confident that you’ll be able to complete these, even if you’re a hardcore ranked player that doesn’t want to have fun with our awesome rotating weekend modes. (I mean, have you played Rumble?!)

 

Grinding: Player’s Choice

 

As always, you’ll be able to continue playing matches beyond your First Win of the Day to earn additional Sunlight from Spoils of War. Now that we’re a month into the season, you should have a good feel for this season’s Spoils Sunlight drop rates and can judge for yourself how much to expect to earn, depending on how much you play per week. How much you want to grind is ultimately up to you, but remember that this season’s Sunlight Progression is designed specifically not to require a crazy amount of grinding, so that the Battle Pass can be max-fun for casual and hardcore players alike.

 

That said, we’re already seeing some of our most hardcore grinding players reaching Level 100 after only one month of play. This is an incredible achievement that makes us worry about your health. Still, congratulations are definitely in order, so we’d like to send a shout out to the few hundred of you that are so adamantly set against doing things the new (much easier) way.

 

Benchmarking / Summary:

 

Due to the 20 levels of Bonus Sunlight Rewards available from weekend events in the coming weeks, Battle Pass holders should consider themselves “on pace” to hit Level 100 and claim Black Diamond Gwen with no grind if they have already reached Level 30 or higher. Battle Pass holders are on pace to hit level 81 (and fully recoup the price of the Battle Pass) if they are currently at level 11 or higher. All Access Pass is recommended for players currently between Level 22 and 30, as it could be the difference between getting to Level 100 or not.

 

Players without a Battle Pass can expect to hit Level 100 without additional grind if they are currently at Level 50 or higher and can expect to hit Level 81 without grind if they are currently at Level 31 or higher. If you are between Levels 11 and 31 and don’t have a Battle Pass, it may be worthwhile to pick one up soon in order to take advantage of 20 levels of Exclusive Battle Pass Bonus Sunlight Rewards that will be available in the season’s remaining weekend events. (This is equivalent to about two hours of play per day through the end of the season.)

 

Projections:

Current LevelExpected Finish Without Battle Pass, No GrindExpected Finish With Battle Pass, No GrindExpected Finish With Battle Pass and All Access Pass, No Grind
1517179
2527280
3537381
4547482
5557583
6567684
7577785
8587886
9597987
10608088
11618189
12628290
13638391
14648492
15658593
16668694
17678795
18688896
19698997
20709098
21719199
227292100
237393100
247494100
257595100
267696100
277797100
287898100
297999100
3080100100
3181100100
3282100100
3383100100
3484100100
3585100100
3686100100
3787100100
3888100100
3989100100
4090100100
4191100100
4292100100
4393100100
4494100100
4595100100
4696100100
4797100100
4898100100
4999100100
50+100100100

Sunlight pays out at a little over 3 Sunlight per minute of play, so even starting from zero, a player could grind an additional 11 Levels in a bit less than an hour of play time per day (or, e.g., 22 Levels in ~2 hours daily without boosts, etc.); this will allow a new player with a Battle Pass to reach Battle Pass Level 81, assuming they take full advantage of events, First Win of the Day, and Free Chests.

 

Recommendations:

 

All players should be taking max advantage of upcoming events and playing regularly to get their First Win of the Day and to open Free Chests.

 

With Masquerade Magnus at Level 1 and a ton of other rewards even in the first 50 Levels, we think that the Battle Pass is a great value for anyone that plans on playing this game in the next two months. Given the vast amount of Sunlight we’ve committed to making available, all players should find it easy to level up to a very high level and should be very happy with the rewards paid out between now and the end of the season. And since it will provide an additional 20 Levels worth of Bonus Sunlight from the season’s remaining events, it’s a no-brainer for those intent on getting the most rewards out of their play time.

 

That said, players without a Battle Pass, but who who are already Level 50 or higher might want to hold off on getting the Battle Pass, as they’re likely to reach Level 100 without it. They also might want to consider sleeping more.

 

Players between Level 31 and 50 can consider waiting to get a Battle Pass if they only intend to reach Level 81 — Otherwise, they’ll have to grind about 2 hours daily to make up the 20-Level difference (from missing out on Bonus Event Reward Sunlight) and still reach Level 100. These players may also consider picking up an All Access Pass (with it’s 50% Sunlight Boost) to help cut down on the grind to 100.

 

New players and anyone who hasn’t yet hit level 11 should plan accordingly and manage their play time to ensure that they can reach their target season progression level. In any event, these players should (without grinding or using boosts) still have time to reach Level 70+ and earn some excellent rewards.

 

We hope this helps provide some context for your seasonal grind. Looking forward to seeing you out there!

2018 VPL World Invitational presented by Razer Phone 2

  • Vainglory
  • |
  • Dec 13, 2018

This Sunday on December 16th at 10 AM PST, our partners at ESP bring you the 2018 VPL World Invitational presented by Razer Phone 2. Your 2017 Vainglory World Champions, Tribe Gaming, will attempt to hold onto their elite status as the best Vainglory team in the world against Team Ace, Nova esports, and QLASH. This invitational will showcase these four teams in a best of three, double elimination format (order of matches to be determined at random).

In 2018, we leaned into our partners (local & global) to bring competitive Vainglory as we focused on launching 5V5 and bringing Vainglory cross-platform in early 2019. Vainglory cross-platform will welcome desktop players and console (end of 2019) with cross-play and competitive parity.

Coming to you from the OGN Super Arena in Manhattan Beach; the 2018 VPL World Invitational will also spotlight the first showcase match of Vainglory cross platform live on stage. Pitting players on Razer Laptops vs. Razer Phones!

Upholding tradition, to celebrate the 2018 VPL World Invitational, everyone will have a limited-time opportunity to get the Championship Catherine for free.

To unlock this exclusive skin:

  1. Open your Vainglory app on Sunday, Dec. 16th
  2. Tap the WATCH LIVE button on the 2018 VPL World Championship TIV  (Doing so will redirect you to the stream. You must tap through the in-game banner or else we will not collect your player name and cannot unlock the skin for you!)
  3. Watch the live broadcast continuously for at least 30 minutes to gain eligibility.
  4. The skin will be automatically added to your player account within 14 days.

Look out for a surprise skin unlock right before the Desktop vs. Mobile showcase match in game! (Unlock instructions identical to Championship Catherine)

See you on the rise.

-ReadyPlayer1


TEAM ROSTERS

TRIBE GAMING

  • gabevizzle                
  • chuck                              
  • ttigers                       
  • Oldskool                   
  • MaxGreen                
  • Xelciar                      

TEAM ACE

  • creatioN
  • T4SA
  • DarKLon
  • SHaNa
  • sweetbox

QLASH

  • Hundor
  • TetnoJJ
  • Tyruzz
  • KeanuNakoa
  • KraQz

NOVA ESPORTS

  • Hami
  • TheTruthOfLight
  • Delphi
  • CozZ
  • StartingAllOver

 

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!