e ][ h Version 6.82 Version Information Release Date: 2014-09-24 Highlights Balance Changes

Terrain Changes

Gold & XP Changes

Hero Reworks

New Items Chronology V6.81d V6.82b

General [ edit ]

Fountain [ edit ]

Fountain area is now at a higher elevation level

Fountain vision increased from 1400 to 1800

Fountain attack range increased from 1100 to 1200

Fountain True Sight increased from 900 to 1200

Terrain [ edit ]

Reworked terrain surrounding the Roshan area

Reworked terrain around the Dire bottom lane

Reworked terrain below the Top Radiant Tier 1 Tower

Reworked the area to the left of the bottom Dire Tier 2 Tower

Moved Dire bottom Tier 2 Tower back very slightly

Added an alternate path to the north of the bottom lane Side Shop

Added an alternate path to the right of the bottom Dire Tier 1 Tower

Added a new ward spot near the bottom Dire Tier 2 Tower

Added a new ward spot near the top Radiant Tier 2 Tower

Added a new ward spot between Roshan and the Dire bottom lane

Bottom Lane Dire creeps now arrive slightly closer to the Dire Tier 1 Tower

Top Lane Radiant creeps now arrive slightly farther from the Radiant Tier 1 Tower

Runes [ edit ]

Added the Bounty Rune Grants 50 XP +5/Min and 50 gold +2/Min Can be bottled

Two runes now spawn in the river every two minutes One of them will always be a Bounty Rune

Runes are replaced every two minutes if they are not picked up

Gold & Experience [ edit ]

Denied creeps now give less experience 50% experience, instead of a constant 36 per unit Example: Initial creep wave from 144 XP to 113 XP if the creeps are denied

First Blood bonus gold decreased from 200 to 150

Reworked the bonus area of effect XP This change only affects the extra XP given if within an area after a kill It does not affect the natural XP you get for killing a hero of a certain Level



Details Old:

==============

VictimLevel = Level of the Victim

1 Hero: XP = 120 + 20 × VictimLevel

2 Heroes: XP = 90 + 15 × VictimLevel

3 Heroes: XP = 30 + 7 × VictimLevel

4 Heroes: XP = 20 + 5 × VictimLevel

5 Heroes: XP = 15 + 4 × VictimLevel













New:

==============

VictimLevel = Level of the Victim

VictimXP = Total XP of the Victim

EnemyTeamXP = Enemy team's total XP

AlliedTeamXP = Your team's total XP

XPDifference = (EnemyTeamXP - AlliedTeamXP) (EnemyTeamXP + AlliedTeamXP) (minimum 0) XPFactor = XPDifference × VictimXP

1 Hero: XP = 20 × VictimLevel + XPFactor × 0.5

2 Heroes: XP = 15 × VictimLevel + XPFactor × 0.35

3 Heroes: XP = 10 × VictimLevel + XPFactor × 0.25

4 Heroes: XP = 7 × VictimLevel + XPFactor × 0.2

5 Heroes: XP = 5 × VictimLevel + XPFactor × 0.15

Reworked bonus area of effect Gold and Streak ending This change only affects the extra Gold given if within an area after a kill It does not affect the natural Gold received for killing a hero of a certain Level/Streak



Details Old:

==============

VictimLevel = Level of the Victim

1 Assist: Gold = 125 + 12 × VictimLevel

2 Assist: Gold = 40 + 10 × VictimLevel

3 Assist: Gold = 10 + 6 × VictimLevel

4+ Assist: Gold = 6 + 6 × VictimLevel























New:

==============

The player that got the last hit now also gets the area of effect bounty.

VictimLevel = Level of the Victim

VictimNW = The victim's Net Worth

EnemyTeamNW = Enemy team's total Net Worth

AlliedTeamNW = Your team's total Net Worth

NWDifference = (EnemyTeamNW - AlliedTeamNW) (EnemyTeamNW + AlliedTeamNW) (minimum 0) NWFactor = NWDifference × VictimNW

1 Hero: Gold = 40 + 7 × VictimLevel + NWFactor × 0.5

2 Heroes: Gold = 30 + 6 × VictimLevel + NWFactor × 0.35

3 Heroes: Gold = 20 + 5 × VictimLevel + NWFactor × 0.25

4 Heroes: Gold = 10 + 4 × VictimLevel + NWFactor × 0.2

5 Heroes: Gold = 10 + 4 × VictimLevel + NWFactor × 0.15​

In combination with these changes, the gold for ending

a spree is in turn reduced, from 125➜1000 to 100➜800.

Towers [ edit ]

Glyph of Fortification cooldown is now refreshed whenever you lose a Tier 1 tower

Tier 2 Tower's armor increased from 20 to 25

Tower bounty gold for destroying Tier 1/2/3/4 reduced from 264/312/358/405 to 160/200/240/280 (denied is 50%)

Game Modes [ edit ]

In Captains Mode, the 3rd ban phase order is swapped

Reworked how All Pick works in Ranked Matchmaking: Picking starts after a 35 second strategy period Teams alternate picking Whenever it is a team's turn to pick, anyone on that team can pick for themselves Teams have up to 30 seconds to pick a hero If the timer expires, each player that hasn't selected a hero will lose 2 gold per second The selection will stay on this team until a hero is picked Once a selection is made, it immediately switches to the other team to pick Initial starting team is random, but known at the start of the strategy period If a team has not picked and continued losing gold for more than 30 seconds, a player that hasn’t picked will be assigned a random hero and the turn will resume to the other team



Roshan [ edit ]

Aegis duration decreased from 6 minutes to 5

Roshan's Slam area of effect increased from 250 to 350

Roshan's Slam damage increases by 20 every 4 minutes

Neutrals [ edit ]

Other [ edit ]

Fixed some rare edge cases with pathing malfunctioning

Heroes [ edit ]

Mist Coil mana cost rescaled from 75 to 50/60/70/80

Acid Spray negative armor increased from 3/4/5/6 to 4/5/6/7

Base strength increased from 20 to 22

Counter Helix chance to activate increased from 17% to 20%

Culling Blade no longer ignores Linken's Sphere

Aghanim's Scepter Fiend's Grip now also causes anyone who attacks Bane while he is channeling to be afflicted with Nightmare

Flaming Lasso cooldown increased from 90/70/50 to 90/75/60

Wild Axes damage type from Composite to Physical

Wild Axes damage reduced from 90/120/150/180 to 70/100/130/160

Primal Roar side knockback radius increased from 250 to 300

Primal Roar side damage same as primary damage now (100/200/300 to 200/250/300)

Primal Roar push distance increased from 240 to 300

Primal Roar side push duration increased from 0.4 to 0.6

Removed from Captains Mode

Base movement speed from 300 to 290

Reworked Bloodrage

Details Old Bloodrage:

===============

Increases base damage, silences and deals damage over time. - This also dispels the target. - Buff cannot be dispelled - Duration: 6/7/8/9

- Base Damage Bonus: 30/60/90/120%

- Damage Per Second: 20

- Mana Cost: 80

- Cooldown: 12/10/8/6 - Cast Point: 0.4 Cannot target Spell Immune

(Spell Immunity does not remove it)











New Bloodrage:

===============

Amplifies all damage taken and dealt (including spells) A hero affected by the Bloodrage buff who kills a unit will be healed for 25% of the dying unit's max HP, however heroes affected by Bloodrage when killed will heal 25% of their max health to their killer - This no longer dispels the target - Buff can be dispelled - Duration: 9/10/11/12

- Amplified Damage: 25/30/35/40%

- Mana Cost: 0

- Cooldown: 12/10/8/6 - Cast Point: 0.2 Can target Spell Immune (Spell Immunity does remove it) Notes: This no longer silences or does damage over time.

Replaced Blood Bath with a new active ability, Blood Rite

Details Blood Rite:

==========

Targets an area. An effect that is visible to enemies appears on the ground.

After 3 seconds, enemies in the area are damaged and silenced. Area of Effect: 600

Cast Range: 1500

Silence: 3/4/5/6

Damage: 120/160/200/240 Pure Damage Mana Cost: 100

Cooldown: 29/26/23/20

Thirst visibility and true sight are granted only when the target is at or below 30% HP (instead of 50/25% for vision/true sight)

Thirst now shows a debuff and a visible effect to the enemy when they are revealed

Thirst movement and damage bonuses are now proportional to how low the enemy's health is Thirst scales linearly with HP, meaning it gradually provides the bonus from 0 at 100% health to full bonus at 1% health Previously it provided full bonus at 50% and nothing above it Thirst bonuses are independent from the vision granted at 30% HP

Thirst movement speed and damage bonus increased from 5/15/25/35 to 10/20/30/40

Rupture no longer deals initial damage

Rupture duration increased from 7/8/9 to 12

Rupture cooldown reduced from 70/60/50 to 60

Shuriken Toss now bounces to all Tracked units within a 900 range

Drunken Brawler's critical strike/evasion timer increased from 10 to 16/14/12/10 seconds

Spin Web now has 1/2/3/4 charges with a 40 second replenish time, instead of a 30 second cooldown Still has a max of 2/4/6/8 Webs total

Spin Web time to enter hidden mode after taking damage increased from 3 to 6 seconds

Spin Web movement speed bonus is doubled whenever Broodmother is in hidden mode (having not taken damage recently)

Spin Web phasing and speed bonuses now work on Spiderlings

Spin Webs are now selectable and have an ability to destroy themselves

Spin Web can now be cast from anywhere as long as the new web touches another

Whenever Broodmother is taken out of Spin Web's free pathing, she destroys nearby trees

Stampede mana cost increased from 80 to 100

Phantasm Illusion duration increased from 24 to 34

Penitence duration rebalanced from 7 to 5/6/7/8

Penitence slow and damage amplification rebalanced from 8/16/24/32 to 14/18/22/26

Penitence now amplifies a damage source directly instead of attempting to re-deal a percentage of the damage taken as Physical damage

Penitence cast range increased from 600 to 800

Holy Persuasion is no longer restricted from targeting Spell Immune neutral creeps

Aghanim's Scepter now allows Holy Persuasion to target Ancient Creeps (maximum 1 Ancient Creep per level of Hand of God)

Searing Arrows is no longer a Unique Attack Modifier

Hookshot now pulls Clockwerk to neutral creeps normally like any unit It previously triggered on Neutral Creeps but didn't travel to them



Frostbite damage interval from 70 per 1 second to 50 per 0.5 seconds (total damage now 150/200/250/300) Still lasts 10 seconds on Neutral Creeps

Freezing Field explosion radius increased from 230 to 250

Aghanim's Scepter Weave armor reduction per second increased from 1/1.25/1.5 to 1.25/1.5/1.75

Exorcism cooldown increased from 115 to 135

Doom now requires Aghanim's Scepter to disable passives

Doom ability cast point increased from 0.3 to 0.5

Frost Arrows slow increased from 11/24/37/60 to 15/30/45/60

Added Aghanim's Scepter: Grants Earth Spirit a new ability, Enchant Remnant, which lets him temporarily convert a hero into a Stone Remnant

Details Enchant Remnant:

=================

Converts an allied or enemy hero (not self) into a Stone Remnant for 3 seconds. The target behaves like a Stone Remnant fully until the duration is over. When the duration ends, the Remnant shatters, releasing the hero while dealing 300 damage in a 300 radius. Cast Range: 600

Mana Cost: 150

Cooldown: 45 Note: The Enchanted Remnant is like his other Remnants, they cannot do anything on their own, they are invulnerable, and they can be used with his skills.

Boulder Smash unit targeting now only selects units

Boulder Smash point targeting now knocks back the closest Remnant (within 200 area of effect) in the direction selected The cooldown for Boulder Smash will not reset unless a unit is struck

Geomagnetic Grip silence rebalanced from 2/3/4/5 to 2.5/3/3.5/4

Geomagnetic Grip damage rebalanced from 100/150/200/250 to 50/125/200/275

Geomagnetic Grip pull speed on allies reduced from 1000 to 600

Stone Remnant drop range reduced from 1400 to 1100

Fixed Stone Remnant being unable to travel as a projectile through Chronosphere

Fixed Stone Remnants not appearing in fog of war

Magnetize search radius increased from 300 to 400

Magnetized Stone Remnants disappear after 8 seconds instead of 5

Fissure no longer has unit targeting

Fissure is no longer blocked by Linken's Sphere

Added Aghanim's Scepter: Causes units that are pulled in by Earth Splitter to be disarmed in addition to being slowed Slow/disarm duration increased from 3/4/5 to 4/5/6

Natural Order armor reduction increased from 25/50/75/100% to 40/60/80/100%

Natural Order magic resistance reduction increased from 8/16/25/33% to 12/19/26/33%

Base movement speed increased from 310 to 315

Midnight Pulse cooldown increased from 25 to 35

Black Hole max damage rebalanced from 60/100/140 to 50/100/150

Black Hole max damage area of effect increased from 150 to 200

Black Hole min damage rebalanced from 30/50/70 to 25/50/75

Black Hole min damage area of effect reduced from 500 to 400

Black Hole mana cost rebalanced from 250/350/450 to 275/350/425

Chronosphere area of effect reduced from 450 to 425

Chronosphere flying vision area reduced from 1000 to 425

Chronosphere no longer disables passives

Chronosphere's effects no longer linger for an extra 0.5 seconds (like normal auras do) at the end of its duration

Homing Missile Maximum damage increased from 110/220/330/440 to 125/250/375/500

Inner Vitality cooldown reduced from 25 to 25/22/19/16

Berserker's Blood attack speed bonus increased from 8/12/16/20 to 14/16/18/20

Life Break cooldown reduced from 45/30/15 to 12

Life Break damage reduced from 50% to 35% Aghanim's Scepter is still 65%

Life Break self damage rebalanced from 40/35/30% to 35%

Life Break slow duration rebalanced from 5 to 4/5/6

Life Break slow rebalanced from 50% to 40/50/60%

Tornado flying vision area reduced from 1200 to 600

Tornado damage from 2×Wex+Quas to 3×Wex

Undocumented Changes

Dual Breath movement and attack slow rebalanced from 30% to 28/32/36/40%

Keeper of the Light [ edit ]

Mana Leak mana removal percentage increased from 3.5/4/4.5/5 to 5

Mana Leak duration increased from 4/5/6/7 to 5/6/7/8

Recall can now target invulnerable allies (e.g. allies affected by Song of the Siren)

Blinding Light knockback distance from 250 to 400

X Marks The Spot cooldown from 13 to 14/13/12/11

Enabled in Captains Mode

Duel no longer disables passives

Overwhelming Odds base damage from 60/100/140/180 to 40/80/120/160

Press The Attack mana cost from 80/90/100/110 to 110

Pulse Nova damage increased from 80/120/160 to 100/130/160; Aghanim's Scepter damage from 100/160/220 to 160/190/220

Pulse Nova activation cost reduced from 110 to 70/90/110

Ice Armor now slows ranged heroes for the full amount (instead of half)

Light Strike Array cast range increased from 600 to 625

Light Strike Array stun duration increased from 1.6/1.7/1.8/1.9 to 1.6/1.8/2/2.2

Earth Spike damage increased from 60/130/200/260 to 80/140/200/260

Spirit Bear now has 300 mana

Spirit Bear using Hand of Midas now grants the XP to Lone Druid

Shapeshift no longer grants 1.5 Base Attack Time

Shapeshift cooldown increased from 100/70/40 to 120/90/60

Shapeshift speed increased from 522 to 650

Shapeshift now has a 1.5 seconds transformation time

Empower is no longer removed by Spell Immunity

Empower mana cost increased from 40 to 30/40/50/60

Mana Shield damage absorption rate increased from 50% to 60%

Mystic Snake outgoing speed increased from 633 to 800

Mystic Snake return speed reduced from 833 to 800

Mystic Snake mana steal increased from 20/30/40/50 to 20/35/50/65

Meepo clones' boot item slots now match whichever slot Meepo Prime has his boots in

Leap speed reduced from 2000 to 1600

Leap distance rebalanced from 630/720/780/870 to 600/700/800/900

Nature's Call Treant magic resistance reduced from 20% to 0%

Reaper's Scythe added respawn time penalty from 30% to a constant 30 seconds

Hunter in the Night attack speed increased from 45/55/65/75 to 45/60/75/90

Darkness duration increased from 25/50/80 to 40/60/80

Base HP regeneration increased from 0.25 to 2.5

Fireblast damage reduced from 80/145/210/275 to 60/120/180/240

2× Multicast chance increased from 25/40/50 to 40/50/60%

Multicast spread interval increased from 0.3 to 0.4 (affects Ignite and Fireblast)

Base armor increased by 1

Purification damage area of effect increased from 240 to 260

Essence Aura chance to activate increased from 10/20/30/40% to 40%

Essence Aura percentage of mana restored reduced from 25% to 10/15/20/25%

Aghanim's Scepter Sanity's Eclipse now always triggers the mana drain

Blur minimap hide now has the opposite effect, and is active when no enemies are near

Removed from Captains Mode

Agility gain reduced from 4.2 to 3

Base Agility increased from 23 to 29

Base Strength increased from 18 to 21

Reworked Phantom Lancer:

Spirit Lance: unchanged

Phantom Rush: a passive basic ability for Phantom Lancer, or his illusions, to quickly close the distance to an enemy

Details Phantom Rush:

==============

Passive with cooldown. Triggers when issuing an attack order on an enemy unit outside of attack range. Grants bonus movement speed and Phase until Phantom Lancer strikes his target. Minimum distance to trigger: 300

Maximum distance to trigger: 600/700/800/900

Cooldown: 16/12/8/4 Note: Illusions also have this passive.

Note: If the attack order on the original target is canceled, the speed bonus is lost.

Doppelganger: a new ability for dodging immediate danger, and confusing enemies with deceiving illusions

Details Doppelganger:

============

Target an area. Phantom Lancer and all nearby illusions will disappear for 1 second, then have their positions shuffled into the target area. This also creates two illusions of opposite types. Illusion 1: Deals 0% damage and takes 100% damage.

Illusion 2: Deals 20% damage and takes 600% damage.

Illusion duration: 8 seconds Cast Range: 600

Target Area Radius: 325

Illusion Gather Range: 900 Mana Cost: 50

Cooldown: 25/20/15/10 Note: This ability dodges incoming projectiles.

Note: Allies can see which illusion takes 100% damage.

Juxtapose: now his Ultimate, and allows both Phantom Lancer and his illusions to create more illusions

Details Juxtapose:

===========

Grants Phantom Lancer, and his illusions, a chance to create an illusion when attacking. Max Illusions: 6/8/10

Illusion Duration: 8 when created by the Phantom Lancer, 4 when created by his illusions

Hero Chance: 40/45/50%

Illusion Chance: 8%

Illusion Damage Taken: 500%

Illusion Damage Dealt: 16% Note: Juxtapose illusions attack the target that the passive triggered on.

Added Aghanim's Scepter: Allows Phoenix to cast Supernova on an allied hero, bringing both into the Sun to be reborn together This does not refresh either hero's ultimate 500 cast range If the Sun is destroyed, both heroes will die



Turn Rate improved from 0.5 to 0.7

Dream Coil no longer ignores invisible units or Illusions

Aghanim's Scepter Dream Coil snap stun now pierces Spell Immunity

Aghanim's Scepter Dream Coil snap stun duration increased from 1.5/2.25/3 to 1.5/3/4.5

Life Drain can now be targeted on allies, allowing Pugna to drain his own life into them

Queen of Pain [ edit ]

Base Attack Time improved from 1.7 to 1.6

Removed unit targeting from Sonic Wave

Sonic Wave final area of effect increased from 300 to 450

Plasma Field minimum damage from 60/100/140/180 to 30/50/70/90 Max is still 160/230/300/370

Static Link no longer ignores Linken's Sphere

Static Link mana cost from 20/30/40/50 to 50

Eye of the Storm no longer lingers through aegis reincarnation

Base movement speed reduced from 300 to 290

Base damage reduced by 10

Base HP regeneration reduced from 1.5 to the default 0.25

Permanent Invisibility is now a basic ability

Permanent Invisibility fade delay from 3/2/1 to 8/6/4/2

Permanent Invisibility now provides 4/5/6/7 HP regeneration while invisible The regeneration is disabled whenever he breaks out of his invisibility, not when he is revealed

Blink Strike is now an Ultimate and can target Spell Immune

Blink Strike bonus damage from 30/60/90/120 to 50/70/90

Blink Strike now has 3/4/5 charges, with a 30 second replenish time, instead of a 20/15/10/5 cooldown

Blink Strike mana cost reduced from 50 to 40

Blink Strike cast range increased from 700 to 800

Soul Catcher now amplifies damage by 20/30/40/50% instead of attempting to re-deal 20/30/40/50% of the damage as Pure damage

Aghanim's Scepter Demonic Purge charges increased from 2 to 3

Necromastery soul cap increased from 12/20/28/36 to 15/22/29/36

Requiem of Souls debuff is now applied when the wave hits units instead of in a slightly smaller area independently

Requiem of Souls slow increased from 20% to 25%

Shackles mana cost rebalanced from 110/130/155/185 to 140/150/160/170

Mass Serpent Ward cooldown increased from 110 to 120

Glaives of Wisdom percent intelligence to damage from 30/45/60/75 to 30/48/66/84

Global Silence mana cost from 250/350/450 to 250/375/500

Concussive Shot movement slow rebalanced from 40% to 30/35/40/45%

Concussive Shot is now disjointable

Mystic Flare damage is now dealt over 2.2 seconds instead of 2 seconds

Slithereen Crush stun duration increased from 1/1.5/2/2.5 to 1.6/1.9/2.2/2.5

Slark is no longer visible inside Chronosphere during Shadow Dance

Headshot now causes a 0.5 second 100% MS and AS slow instead of a 0.25 second stun

Shrapnel area of effect increased from 400 to 450

Spectral Dagger movement speed change increased from 5/9/14/18% to 8/12/16/20%

Spectral Dagger projectile speed reduced from 857 to 800

Charge of Darkness cooldown reduced from 35 to 12

Charge of Darkness cooldown is now triggered when Charge hits its target or is cancelled, instead of when cast

Empowering Haste can now be cast to improve the Aura by 50% for 6 seconds 20 second cooldown After it is used, the aura is 50% weaker while the ability is on cooldown While active, Empowering Haste increases from 6/10/14/18% to 9/15/21/27% While on cooldown, Empowering Haste decreases from 6/10/14/18% to 3/5/7/9%

Greater Bash damage from 10/20/30/40% to 22/28/34/40% of movement speed

Ball Lightning mana cost per 100 units from 10 + 1% to 12 + 0.7%

Added Aghanim's Scepter: While activated, God's Strength grants an allied aura (900 area of effect) for 40/60/80% of base damage Sven is here to pump you up!



Land Mines cooldown from 25/20/15/10 to 19/16/13/10

Stasis Trap stun duration from 3/4/5/6 to 2.5/3/3.5/4

Stasis Trap activation area now matches stun area (200➜450)

Stasis Trap duration from 270/300/330/360 to 360

Remote Mine duration increased from 8 to 10 minutes

Remote Mines vision reduced from 900 to 700

Remote Mines area from 400/410/425 to 425

Batrider in Firefly, Visage's Familiars, Beastmaster's Hawk, and Flying Couriers no longer trigger or get hurt by Land Mines

Psionic Trap cooldown from 11/9/7 to 11/8/5

Enabled in Captains Mode

Sunder cast point improved from 0.5 to 0.35

Anchor Smash damage reduction reduced from 60% to 45/50/55/60%

Added Aghanim's Scepter: Grants Timbersaw a second Chakram

March of the Machines no longer affects Spell Immune units Ancient Creeps are Spell Immune and are no longer affected by March of the Machines



Nature's Guise mana cost reduced from 90/80/70/60 to 60

Added Aghanim's Scepter: Grants a new ability, Eyes in the Forest, which allows Treant to enchant trees to spy on his enemies and expand the area Overgrowth affects

Details Eyes In The Forest:

====================

Treant Protector enchants a target tree. Enchanted trees grant 800 unobstructed vision. If Overgrowth is cast by Treant Protector, units near an enchanted tree will be ensnared and damaged. If the enemy has true sight, they will be able to see visual effects on both the affected tree and the 800 area of effect around it. Cast range: 160

Cooldown: 55

Overgrowth Bonus Damage: 135 damage per second (3/4/5 ticks)

Mana Cost: 100 Note: Overgrowth only does damage if it comes from an Enchanted Tree.

Ranged Whirling Axes cooldown from 20 to 20/19/18/17 seconds

Acquisition Range increased from 600 to 800 This affects autoattack range This is now similar to how the acquisition range works for other ranged heroes



Ice Shards no longer stops when it hits a hero

Ice Shards now travels until the cast location and creates its blockade there

Ice Shards cast range increased from 1500 to 1800

Ice Shards no longer destroys trees

Snowball bonus speed per hero increased from 75 to 100

Allies can now click in the snowball to jump into it

Tombstone area of effect increased from 400/600/800/1000 to 600/800/1000/1200

Aghanim's Scepter Flesh Golem damage amplification increased by 5% at all levels, both min and max Aghanim's Scepter Minimum Damage Amplification from 10/15/20% to 15/20/25% Aghanim's Scepter Maximum Damage Amplification from 25/30/35% to 30/35/40%

Flesh Golem slow aura increased from 9% to variable from 5% to 15%, based on distance to Undying (same mechanic as the damage amplification)

Nether Swap range increased from 650/925/1200 to 700/950/1200

Poison Nova applies its debuff on Spell Immune enemies It still does not deal damage, due to its damage type



Corrosive Skin now only affects enemies within 1400 area of effect

Corrosive Skin damage cannot be reflected multiple times

Familiar Stone Form cooldown from 30 to 26

Fatal Bonds now shares the same damage type that is dealt to it, before it is reduced It previously took the damage that was dealt after all reductions and re-dealt it as HP Removal It now immediately redistributes the damage with the same original source type before any reductions

Fatal Bonds damage percentage from 20% to 25%

Golem attack range increased from 100 to 225

Golem Base Attack Time improved from 1.35 to 1.2

Golem HP regeneration increased from 15/20/25 to 15/30/45

Golem Immolation area of effect increased from 250 to 300

Golem Flaming Fists chance reduced from 60% to 40%

The Swarm duration increased from 8/12/16/20 to 14/16/18/20

Shukuchi no longer ignores invisible units

Shukuchi damage reduced from 90/110/130/150 to 75/100/125/150

Geminate Attack can now proc items

Geminate Attack cooldown increased from 6/5/4/2.5 to 6/5/4/3

Shackleshot max latch distance from 525 to 575

Windrun duration increased from 2.75/3.5/4.25/5 to 3/4/5/6

Maledict area of effect increased from 165 to 180

Death Ward bounces now behave the same as the Death Ward attacks with regards to Blademail (neither redirects damage to Witch Doctor)

Reincarnation mana cost increased from 140 to 160

Static Field area of effect increased from 1000 to 1200

New Items [ edit ]

New Item that is formed from Vanguard and Buckler

Details Crimson Guard

================

Requires:

Vanguard (2225)

Buckler (800)

Recipe (825)

Total: 3850 gold

Provides:

250 HP

+6 HP Regen

Passive Damage Block (80% chance for 40/20 melee/ranged)

+5 Armor

+2 All Stats

Active: Guard - Gives nearby allied heroes (750 range) +2 armor and a damage block shell that has a 100% chance to block 50 damage. Lasts 9 seconds. Cooldown 70.

Passive: Damage Block - Gives the wearer a chance to block damage from each incoming attack based on whether the equipped hero is melee or ranged.

Note: Guard only affects heroes. Has the same no stacking mechanic as Pipe of Insight/Mekansm for 70 seconds.

Items [ edit ]

Armlet of Mordiggian [ edit ]

Recipe cost reduced from 700 to 600

Assault Aura no longer displays its debuff on the enemy if the carrier is not visible

Black King Bar [ edit ]

Avatar spell immunity duration and cooldown are now tied to the hero, instead of the item Buying a new Black King Bar will not reset Avatar's duration

Minimum immunity duration increased from 4 to 5

Gold cost increased from 2150 to 2250

Now requires Soul Ring and a 800 gold recipe instead of Perseverance (1600 vs 1750 total gold)

No longer grants +10 damage (other bonuses stay the same)

Gold cost increased from 650 to 700

Boots of Travel [ edit ]

Teleport cooldown reduced from 60 to 50

Butterfly now has an active ability, Flutter, which can be cast to trade Butterfly's evasion for a 20% movement speed bonus for 8 seconds 35 second cooldown Evasion is lost during the 8 seconds you have the movement speed bonus



Cloak, Hood, and Pipe magic resistances now stack like all other normal magic resistance do

Intelligence bonus per level increased from 13/15/17/19/21 to 13/16/19/22/25

Energy Burst mana cost increased from 180/160/140/120/100 to 180

Recipe cost reduced from 850 to 700

Agility bonus rebalanced from 25/30 to 20/35

Feedback rebalanced from 20/36 to a constant 25

Ether Blast now has a projectile Projectile moves at 1100 speed

Ether Blast now only turns the caster ethereal if they target themself

Eye of Skadi [ edit ]

Frost Attack attack speed slow increased from 35 to 45

Base movement speed increased from 350 to 430

Flying Courier now takes 50% extra damage from melee heroes

Flying Courier Speed Burst cooldown increased from 40 to 90

Flying Courier Speed Burst duration reduced from 20 to 4

Flying Courier Speed Burst speed increased from 522 to 650

Helm of the Dominator [ edit ]

Now provides +3 HP regeneration (to match its components)

Dominated units now have 250 bonus HP

Hood of Defiance [ edit ]

HP regeneration increased from 8 to 9 (to match its components)

Linken's Sphere only blocks Wrath of Nature's initial bounce, not subsequent bounces

Linken's Sphere only blocks Lightning Storm's initial bounce, not subsequent bounces

Nether Ward no longer triggers Linken's Sphere

Lightning Bolt now triggers Linken's Sphere when targeted at the ground

Maelstrom and Mjollnir no longer trigger Linken's Sphere

Recipe cost increased from 600 to 700

Mirror Image vision type changed from Unobstructed/Flying to Ground Previously, using Manta Style granted a brief, unobstructed, 1000 radius glimpse of the caster's surroundings

Recipe cost reduced from 900 to 800

Mask of Madness [ edit ]

Recipe cost reduced from 1000 to 900

Restore mana cost increased from 150 to 225

Pipe of Insight [ edit ]

HP regeneration increased from 8 to 9 (to match its components)

Reset Cooldowns cooldown increased from 160 to 185

Ring of Protection [ edit ]

Armor increased from 2 to 3

Gold cost increased from 175 to 200

True Sight area of effect increased from 800 to 850

Shadow Walk invisibility break damage increased from 150 to 175

Freezing Aura no longer displays its debuff on the enemy if the carrier is not visible

Gold cost reduced from 135 to 100

Damage Type Changes [ edit ]

A few abilities and damage type mechanics have been reworked. There are now three primary damage types and a Spell Immunity Piercing status with each. Each ability now carries a notation in the tooltip indicating these.

The three damage types are Physical, Magical, and Pure:

Physical is affected by Armor

Magical is affected by Magic Resistance

Pure is affected by neither

Magic Immunity has now been renamed to Spell Immunity. Spell Immunity only defines if Spells interact with it, not how damage itself is handled. This means that on its own Spell Immunity status does not reduce any damage. Black King Bar, Repel, Rage and all other previous forms of "Magic Immunity" now grant Spell Immunity status and a 100% Magic Resistance bonus.

In the vast majority of cases, the interactions are still the same, however an example of a case that would be different is if an ability has both Spell Immunity exception and has Pure damage type. Previously the damage would not have any impact, however now it does.

Ability Tooltips now have these fields:

Damage Type: Physical/Magical/Pure

Pierces Spell Immunity: Yes/No

If the Damage Type is not Magical it will be colored differently to make it easier to notice. The same is true in cases where Pierces Spell Immunity is Yes.

There have been a few abilities rebalanced with these mechanics in mind. In some cases the intent is to maintain similar balance, in other cases as an adjustment to their balance.

Additional Notes:

Composite Damage: This damage type has been removed. There are no longer any abilities which use Composite Damage. HP Removal: This is no longer considered a Damage Type, and its remaining uses are as an alternative cost to Mana for spells to use (Sun Ray, Burning Spear) or as functional HP modifications (Armlet, Sunder, etc.) These are now considered usage costs in the game and are never lethal.

Heroes [ edit ]

Acid Spray damage type from Composite to Physical (still pierces Spell Immunity)

Acid Spray damage reduced from 14/20/26/32 to 12/16/20/24

Nightmare damage from HP Removal to Pure

Wild Axes damage type from Composite to Physical (still pierces Spell Immunity)

Wild Axes damage reduced from 90/120/150/180 to 70/100/130/160

Primal Split Earth Spirit's Pulverize damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)

Doom damage type changed from Magical that pierces Spell Immunity to Pure that pierces Spell Immunity

Doom damage reduced from 30/50/70 to 20/35/50 (Aghanim's Scepter from 50/80/110 to 40/60/80)

Echo Slam initial attack is now the same Magic damage type as the rest of its damage (initial damage no longer pierces Spell Immunity)

Midnight Pulse damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity

Midnight Pulse damage reduced from 4/5/6/7% to 3/3.75/4.5/5.25%

Diabolic Edict damage type changed from Composite to Physical (still pierces Spell Immunity)

Diabolic Edict damage reduced from 12.5/25/37.5/50 to 9/18/27/36

Diabolic Edict now deals 40% more damage to towers (same overall damage per second as before)

Laguna Blade Aghanim's Scepter damage type changed from Magical that Pierces Spell Immunity to Pure that Pierces Spell Immunity

Laguna Blade Aghanim's Scepter no longer increases damage, only the damage type is changed Overall, this is the same damage against 25% Magic Resistance



Spirit Bear death now deals 10% max health as Pure damage instead of 100/200/300/400 composite damage

Heartstopper Aura is now negative regeneration instead of HP Removal You will still get credit for kills with it



Land Mines damage type from Composite to Physical (still pierces Spell Immunity)

Land Mines damage reduced from 300/400/500/600 to 225/300/375/450

Suicide Squad, Attack! damage type from Composite to Physical (still pierces Spell Immunity)

Suicide Squad, Attack! damage reduced from 650/850/1150/1550 (350/400/450/500 partial) to 500/650/850/1150 (260/300/340/380)

March of the Machines damage type changed from Magical that pierces Spell Immunity to Magical that does not pierce Spell Immunity

Wave of Terror damage type from HP Removal to Pure that Pierces Spell Immunity

Fatal Bonds now shares the same damage type that is dealt into it, before it is reduced It previously took the damage that was dealt after all reductions and re-dealt it as HP Removal It now immediately redistributes the damage with the same original source type before any reductions

Fatal Bonds damage percentage from 20% to 25%

Flaming Fists damage type from Magical that pierces Spell Immunity to Magical (No longer pierces Spell Immunity)

Items [ edit ]

Last Will damage type from Pure to Magical (Still does not pierce Spell Immunity)

Last Will damage increased from 400/500/600 to 550/675/800

Urn of Shadows [ edit ]