Update #39 Release Notes May 7 2015

Hero Rework: Atasha the Queen of Flames

Atasha transforms into a Phoenix Flower with full health when she takes lethal damage. While she is a flower, she is unable to take any actions (move, cast abilities, attack) and has her Armor and Magic Resist modified (depending on her level).



Armor and Magic Resistance will be modified by -40/-25/-10/+5/+20 (passive's level is determined by Hero's Level / 3)



If the Phoenix Flower survives the full duration (6 seconds), it bursts into flames and Atasha rises from its ashes, reviving with health equal to what the Phoenix Flower had.

Normal: Atasha throws a Fireball, which explodes on the first enemy it hits, dealing Magic Damage within a radius of its position.





Atasha throws a Fireball, which explodes on the first enemy it hits, dealing Magic Damage within a radius of its position. Empowered: The Ascended Goddess throws a massive Fireball. It explodes when it hits an enemy or when it reaches its max range, expanding its radius greatly. The Empowered Fireball will continue to travel for a short distance after exploding, dealing Magic Damage to all enemies it passes through.

Normal: Atasha calls forth a pillar of blazing fire that explodes skyward after a short delay, dealing Magic Damage and Slowing all nearby enemies. All enemies hit directly by the pillar take increased Magic Damage and are Slowed by a greater amount.





Atasha calls forth a pillar of blazing fire that explodes skyward after a short delay, dealing Magic Damage and Slowing all nearby enemies. All enemies hit directly by the pillar take increased Magic Damage and are Slowed by a greater amount. Empowered: The Ascended Goddess calls forth a massive pillar of flame that explodes skyward after a short delay, dealing Magic Damage and Slowing all nearby enemies.



The Ascended Goddess calls forth a massive pillar of flame that explodes skyward after a short delay, dealing Magic Damage and Slowing all nearby enemies. This is effectively the same as Normal except with greater range and all enemies hit by this ability suffer the "inner" radius effects (aka no more outer radius and inner radius has been expanded to fill the whole area)

Normal: Atasha creates a line of smoldering ground upon the target location. After a short delay - longer delay depending upon casting distance - the line bursts into flames for 3 seconds. All enemies caught in the fire will be set ablaze. All enemies that have been set ablaze will take Magic Damage over time (every 1/2 second for 3 seconds).





Atasha creates a line of smoldering ground upon the target location. After a short delay - longer delay depending upon casting distance - the line bursts into flames for 3 seconds. All enemies caught in the fire will be set ablaze. All enemies that have been set ablaze will take Magic Damage over time (every 1/2 second for 3 seconds). Empowered: The Ascended Goddess creates a line of fire that will travel from her current position to the target location before lingering there. All enemies caught in the fire will be set ablaze (Magic Damage every 1/2 second for 3 seconds).

Atasha unleashes the Goddess's full power, becoming an Ascended Goddess of living fire for a moderate duration. While Active, the Ascended Goddess's abilities are empowered and cost no mana.



The Ascended Goddess gains the ability to cast Dragon's Breath once per ascension, exhaling a large cone of flames, dealing Magic Damage to enemies within the area.



While in Avatar form, Atasha will have a completely new animation set that have her floating off the ground, instead of walking like a mere lowly 'mortal'.

The Ascended Goddess exhales a large cone of flames, dealing Magic Damage to enemies within the area.



Dragon's Breath can only be used while Atasha is in her Avatar Form, and a maximum of once per transformation.

Hero Rebalance: Slag - The Mad

Ability Changes Fire Grenade (Q)

Base damage reduced to 90/145/200/255 (from 90/155/220/285)



(Q)

Tar Ball (E)

Uses an ammo system where it requires a Charge to be cast.

Slag generates a Charge of ammo every 17 seconds, and can hold up to 2 at a time.

Ability Cooldown has been reduced to 4 sec (from 12 sec)

Tar Puddle lifetime has been reduced to 15 sec (from 40 sec)

All enemy units hit by the Tar Ball itself (the travelling skillshot) will be coated in Tar for 3 seconds.

Tar coated enemies can be set on fire by Slag's abilities, in the same way Tar puddles can be.

Enemies who've been set on fire will take Magic Damage over 6 seconds.



(E)

The Big One (R)

Special Power Scaling on damage reduced to +0.7 SP (from +1.0 SP)

(R)

Hero Rebalance: Khagas - The Khari Marksman

Ability Changes Blinding Arrow (Q)

Fires a special arrow in target direction, that explodes if it hits an enemy unit, blinding and dealing Magic Damage all enemies in a small radius.



(Q)

Volley (W)

Volley now applies the "Bonus Physical Damage against heroes" to the primary target if they are a hero.



(W)

Deft Hands (E)

Renamed to Khari Swiftness

Reduced the Attack Speed bonus to +15%/ +30% / +45% / +60% (from +25% / +45% / +65% / +85%)

Added Movement Speed bonus that starts at +25% but decays over 3 seconds.

(E)

Part 2 Continued Below

Atasha's original kit, though iconic, had some major fall off in the mid/late game and other Mages overshadowed her in many of her primary 'roles'. So we took her back to the drawing board and came up with a brand new kit that we felt better suited her intended role as well as brought her gameplay a lot closer to her lore of being a powerful Avatar of the Goddess.(PASSIVE):(Q)(W)(E)(R - primary cast)(R - secondary cast)Slag's old Tar mechanic made him an extremely frustrating hero to deal with in both Siege and Counter-Siege situations, as well as there was not a lot of counterplay opportunity vs his tar, because it had very little "downtime". We've adjusted his Tar Ball to work off an Ammo system, where its usage cooldown is very short, but it's ammo generation rate is a little slower than it's old cooldown, in order to help with counter play options. To help compensate for this lower availability of Tar, we've added an "on enemy hit" portion to it's skillshot, which gives Slag opportunities to set units themselves on fire. We've also balanced some of Slag's extreme instant damage burst potential, by adjusting his Fire Grenade and The Big One damage.Khagas, being one of the slowest champion with no non-ult way of shaking off pursuers, despite being a centaur, always felt a little odd. So to combat this we've given Deft Hands (renamed to Khari Swiftness) a small movement speed boost (at the cost of some of the bonus attack speed) to help Khagas with his positioning as well as with his escape. We also found that his Blinding Arrow was an extremely strong tool against certain basic attack centric heroes, and was fairly reliable/easy to land, so it's been changed from a point targeted AoE, to a Skillshot that explodes in a small radius on the first enemy unit it hits.