An analysis of the patch notes for Arena of Valor patch 13. We break down the changes introduced in the new patch and give our opinion on how it will affect the heroes, items, and overall game play.

Update: We’ve found five items on the SEA (MSP) server whose changes weren’t listed in the SEA patch notes. See below for our analysis on them. The unlisted changes on the SEA (MSP) server have been reverted, meaning it was likely unintentional. We have deleted the section describing those changes.

Update 2: Tencent’s official patch notes can be found here

Overview

The version 13 patch has officially gone live on the SEA (MSP), India, and Taiwan servers, so it’s time to do a full analysis of the massive changes incoming. Though patch notes for the Europe and Americas servers are scheduled to be released later this week, we suspect that the differences will be minimal based on the teaser videos released so far.

Gameplay Changes

Guild Wars/Valor Cup is a handy new feature that should encourage players to form close-knit teams. Based on the MSP server, the rewards appear to be shards, magic crystals, and themed goodies. It also appears that teams will be ranked according to their performance in the weekly tournaments, which is a welcome addition to the individual rankings (it is a team game, after all).

This is nice, though it rarely seems available whenever our writers look into things on the Taiwanese server. The fact that the top prize (on the Taiwanese server) was a phone leads us to believe that this is going to be more of a recurring event than a standard feature. This has so far been effectively one more Lucky Draw/Gatcha spin without the chance for heroes/skins.

Very well done. They gave Chunk Bigsword much better proportions. The new armor and sword are very nice. The red, grey, and white of the armor are much more distinct than the gold mess that he used to wear. The sword has a distinct shape now, as well, lending a lot to the aesthetic. At the very least, fewer people will call Arthur out for steroid abuse now.

This stuff always happens. An invite system comes up after we’ve already invited our friends. Do you know how many points we could have gotten from the Samurai Gamers team alone? Nevertheless, it is a nice addition that hopefully will lead to a bigger player base.

One of my (Green’s) biggest complaints with the game is easily the targeting mechanics. Many of the changes here are minor but a step in the right direction. Hopefully, these will continue in the future to eliminate some of the other “quirks” of the current targeting system. The way that the buttons change is smoother than we were expecting and allows for more consistent targeting, especially for those with sausages for thumbs.

This is much nicer than we were expecting. We only played around with practice games while it was loading to avoid the download from messing with the ping, but it made waiting for the patch to finish much more bearable. In addition, it was much more generous with the prizes it gave for downloading than we were expecting. For downloading HD textures and the like, they gave out a few lucky draw spins, gold, gems, and even a skin for the trouble. 10/10, would patch again.

Item Balance

New Item: Longbows Breath (Update: called Whispering Wind on Europe/Americas)

Price: 750

Passive: (Wild) Increase attack speed by 2% for every monster killed. Stack up to 15 times (Hunter) Deals 30% bonus damage to monsters and receive 30% additional EXP from killing monsters



This is an interesting item that seems to be a bit counter to Tencent’s stance against jungling marksmen. Marksmen are the best suited to receiving attack speed boosts. Slimz and Fennik are the first to come to mind as beneficiaries of this item, with jungle takes on Kil’groth and Omen also more viable.

New Item: Storm’s Tempest (Update: called Scorching Wind on Europe/Americas)

Price: 1750

+20% attack speed

+10% physical life-steal

+15 attack damage

Passive: (Wild) Increase attack speed by 2% for every monster killed. Stack up to 15 times (Hunter) Deals 30% bonus damage to monsters and receive 30% additional EXP from killing monsters (Wild Shear) Each normal attack on the same target will deal an increased (19 + hero level*0.5) magic damage with the maximum dealing (108 + hero level * 0.5.) Ranged heroes will deal 75% of the bonus damage.



A step up from Longbows Breath and a powerful one at that. Again, very well suited to marksmen who are able to clear the jungle well. A few melee heroes may find it useful as well, the immense 50% attack speed bonus possible through the item able to do more for some than attack damage could.

Price is increased from 1500 to 1750

AP increases from 120 to 150

Recipe: Monster’s Bane Ancient Scriptures Ring of Vitality



Tencent seems to want to bump up jungling items so that they are more viable in the late game, while increasing the price to prevent early-game power spikes. Loki’s Curse receives a nice buff to the ability power it provides, bringing its potential up to 270, more than the impressively powerful Boomstick.

Price is increased from 1500 to 1750

Increase 120 Armor

Recipe Gnoll Cleaver Light Armor Necklace of Vitality



Another improvement to make Leviathan more relevant late game. The added armor is nice and will help a lot when jungling. In a way, this is a soft buff to durable junglers like Zephys and Butterfly. It will distract from other items for longer, however, so be sure not to spend too long grinding the jungling item out in place of more vital items.

Price is increased from 1500 to 1750

+90 attack damage

Attack speed and physical life-steal effects are removed

Passive: Cooldown reduction increased to 15% (Wild) Increases attack damage by 3 for every monster killed. Stacks up to 15 times (Hunter) Deals 30% damage on monsters and 30% additional EXP from killing monsters

Recipe: Mr. Stabby Chainhammer Magic Ring



Soulreaver sees another set of changes that leave it in a much different place. Where once it was an item good enough to be picked up in lane as well as in the jungle, it now stands as a rather niche item. It offers a substantial amount of attack, its max potential of 135 only surpassed by Fenrir’s Tooth. That said, the lack of a passive outside of the cooldown reduction it offers keeps it from shining. The cooldown reduction is nice, but requires either cooldown reduction arcana or Spear of Longinus to neatly hit the max of 40%. The loss of lifesteal and attack speed make it now much more suited to physical casters than to normal attackers. The problem there is that most physical casters benefit more early game from defense than attack damage. Zuka, Ryoma, and possibly Airi will love this item when jungling, at least, and it will remain the top choice for jungle Violet as well. Finally, this Soulreaver re-work opens up the possibility of The Joker as a jungler.

Price is reduced from 2060 to 2020

Attack damage is increased from 100 to 110

Cooldown reduction is removed

Recipe: Astral Spear Chainhammer Short Sword



Rankbreaker feels quite a bit weaker with the shift, the 10 extra attack and 20 more gold not much to make up for losing 10% cooldown speed. It is now less of a perfect fit for assassins and now closer in line to other attack items. It will still be a regular pick up to many, just much less helpful now.

A simple recipe change to make the components better reflect the end result. Not much change here.

Just a component change. Pendant of Faith finally builds into something, at least.

Price is reduced from 2020 to 2000

Armor is reduce from 300 to 250

A bit of a needed tone down that will likely see Omni Arms as a more viable choice to some who previously took Frost Cape.

Hero Balance

The patch notes below are taken from the SEA (MSP) server. We’ll update these if there are significant differences in the Europe/Americas patch notes, but obviously won’t worry about things like syntax differences.

Divine Punishment (Passive): The slow effect is reduced from 90% to 50%

While this won’t do too much to offset Lauriel’s considerable power, it is a start in toning her down. The slow was far too much at 90%, especially with how consistently it could be spammed.

Damnation (Passive): Extra damage from passive is changed from (+1.0AD)(+0.4AP) to 40 (+1.0AD)(+0.4AP)

Eternal Blame: Damage every 0.5s is reduced from 160/180/200/220/240/260 (+0.35AP) to 135/155/175/195/215/235 (+0.3AP) Reduced cast animation from 0.8s to 0.5s

Grievance (Ultimate): Fixed the number of summons from 26 waves to 55 waves Increased 40% range view, increased flying speed of ghosts summoned Damage is reduced from 110/140/170 (+0.15AP) to 70/90/110 (+0.09AP) per ghost summoned Damage increases by 1500 （Before change: 2768. After change: 4429 (no items/arcana)) Improved animation

Attributes: ATK speed growth per level is reduced from 1% to 0%

While this looked like a nerf when first looking at the numbers, a bit of testing showed that her damage is, in fact, higher. The number of projectiles (for Grievance) on the screen does not look to be higher, each now seeming to strike multiple times. The increased vision while casting is a nice addition as well, giving Kahlii players an easier time aiming. Giving her passive a bit of additional power is a nice touch, particularly in the early game. The decreased damage on Eternal Blame is an acceptable trade-off for being able to cast it more quickly – previously, it was risky to even attempt casting Eternal Blame against a particularly mobile composition. Kahlii players should now have an easier time affecting the battlefield after enemies step out of her control zone.

Plague Specter: Base magic damage reduced from 360/450/540/630/720/810 (+0.55AP) to 240/300/360/420/480/540 (+0.37AP) Reduced cast animation time from 0.8s to 0.4s Changed from charging for 2s fully to deal double damage to the longer you charge, the higher the damage output will be (max. 300% base damage)

Poison Gas Bomb: Can be casted immediately after Plague Specter

This feels more like a bug fix than a buff, as it is how we assumed Plague Specter worked before we tested it in detail. The numbers are lower, but being able to reach 300% base instead of 200% base is a big buff. Furthermore, the scaling damage lightens the punishment on Preyta players who need to move before the ability is finished charging. Allowing an immediate use of Poison Gas Bomb will help him corral players into the ability’s path as well. While Preyta was a capable mage before, this should make him more accessible to more players and let him see some more play, especially at lower levels.

Hellbat Mana cost decreased from 80/85/90/95/100/105 to 70/75/80/85/90/95 Cooldown time reduced from 12/11/10/9/8/7 to 8.5/8.2/7.9/7.6/7.3/7



Veera gets a bit of quality of life improvement, allowing her to both stay in lane longer and clear waves faster. Her power level in the late game remains unchanged, however, so we don’t see this moving the needle too much.

Arcane Spirit: Flight speed increased from 11 to 13 unit per second

Lethal Rays (Ultimate): Natalya now will immediately remove all control effects when she casts her ultimate

Natalya is a fun mage with a load of damage at her disposal. Her main problem is not being able to easily hit people in the current mobility focused meta. The increase in projectile speed will hopefully make her spirits a bit harder to dodge. Natalya has the potential to truly shine in fights if she could just land her spells.

Nirvana (Ultimate): Changed damage calculation from the number of enemies nearby based on when he casts his ultimate to continuously detecting the number of enemies nearby while ultimate is being [cast]. Movement speed changed from 70% that decreases over 1.5s to 80% that decreases over 2.5s Cooldown time increased from 30/25/20 to 36/32/28



This was an interesting buff, as Jinnar felt like a very balanced hero before the change. His ultimate will make him much scarier in fights, it now a decent initiating tool. While he wasn’t particularly weak, he did not have the same impact that Lauriel or Tulen sported in fights. Perhaps after this patch the monk will be a more viable replacement for the powerful duo, though Liliana coming to the game might have already shut that chance down.

Flutter (Passive): Reduction of speed from 30% to 25% for 2 seconds when Krixi hits enemies with her ability

Mischief: Magic damage increased from 320/395/470/545/620/695 (+1.0AP) to 350/420/490/560/630/700 (+1.0AP)

Moonfall (Ultimate): Movement speed increases by 15% when she casts her ultimate skill. Now she can cast her ultimate skill when there is no enemy around

Krixi is a decent mage but suffered early game due to the amount of time it took for her spells to reach an effective level. The buffing of her damage will hopefully alleviate this problem. Her ultimate will now be an even more vital tool for her, turning the fairy into a green and pink blur at the cost of some passive strength.

Sacred Flame (Passive): When the flame mark is consumed, he will get HP recovery for 50 (+5/level) (+0.1AP) points

Fire Crash: The shield gain is reduced from 300/450/600/750/900/1050(+1AP) to 300/425/550/675/800/925(+0.9AP) along with the mana cost：50/55/60/65/70/75 to 40/45/50/55/60/65

Holy Embers (Ultimate): When the target is marked, the true damage is reduced from 800/1050/1300 (1.1AP) to 800/1000/1200 (+1.0AP)

Attributes: Base HP increases from 3093 to 3205 Base armor increase from 87 to 93



Poor Ignis. Not a patch goes by that his ultimate doesn’t get toned down in some way. Even here where the developers seemed aware of his lacking state, his true damage got lowered. It’s not all bad news for Gandalf the mage, though. He will find himself much more durable in fights due to the healing he will now receive from flame marks. While not the buff he needs to get pulled into a more viable state, the constant flow of health should keep him in the lane longer and safer in team fights. It looks like the team is trying to make the wizard into more of a sustained brawler than a nuker, but he’s not quite there yet.

Fancy Footwork (Passive): Extra magic damage from his 3rd phase of normal attack is reduced from 100(+7/level) (+1.0 AP) to 100(+5/level) (+0.7AP)

Some vital information is missing here. Namely, that his first attack in a three hit combo is the damaging leap now rather than the third. This makes comboing much easier due to the much lower need for preparation beforehand. His damage remains very high, he just now is much more satisfying to play.

Matrix of Woe: Every strike of magic damage is changed to 100/115/130/145/160/175 (+0.4AP) to 115/130/145/160/175/190 (+0.38AP)

This gives Aleister a smidge more farming and harassing ability. While welcome, it will take a bit more to get him up to a more viable state. He’s still just too slow, particularly when not part of an organized team.

Reload (Passive): Only if her normal attacks hit an enemy hero will the cooldown time for Tactical Fire reduce by 0.5s

Tencent continues their attack on jungle Violet. This does lower her clear speed into being similar to other junglers, but her poke and maneuverability remain strong enough for her to stay the strongest marksman choice in the game. Jungle Violet should remain a viable choice; she just won’t be through the jungle quite as fast as before.

Heart Shot (Ultimate): The additional magic damage equal to 10% of the target’s lost HP is now at a maximum 1000 damage to monsters

This not having a max value to monsters seems more like an oversight than intended design, given how every other percentage based damage has a maximum amount. Yorn will be a little less able to snipe the Dark Slayer or Abyssal Dragon, though he should still be able to solo either still with the right gear.

Terrifying Plague: The ratio of max HP per magic damage is changed from (8/9/10/11/12/13) % max HP to a fixed 10% of max HP. This skill can also be used when ultimate has been casted

Horn Rush: The HP recovery after hitting an enemy hero is changed from 100/175/250/325/400/475 (+0.3AD) to 150/200/250/300/350/400 (+0.2AD)

Drone Drop (Ultimate): Damage is reduced from 400/600/800 (+1.6AD) to 350/500/650 (+1.5AD). The landing speed for this skill is also faster Second instance can be casted immediately after first instance



Kriknak got a bit of retooling, his early game HP recovery and damage buffed at the expense of his later game. As a jungler, this is generally rather good, increasing his already impressive clear speed. In addition, his ultimate gains quite a bit of utility, now able to be used immediately after its initial cast. This is a great way to extend his combo, should the initial burst not be enough in a scuffle. In addition, Kriknak can now cast Terrifying Plague while flying, giving him more options when initiating.

Bladed Guardian (Passive): The shield is changed from (450+hero level*75) to (150+1.50AD) The damage from her shield is removed from her shield

Spin Slash: Damage rescaled from 160/200/240/280/320/360(+0.6AD) to 150/200/250/300/350/400 (+1.2AD)

Dire Blow (Ultimate): Damage is changed from 500/750/1000 (+1.2AD) to 400/600/800 (+2.0AD). Removed the 50% slow down effect Refreshes the cooldown for her passive when hitting a hero Removed the damage increase when her HP is low When her ultimate skill hits a target whose HP percentage is lower than herself, it will deal (16% of the target’s lost HP) points of true damage. Max damage on monsters is 500



This is huge for Astrid. She moves from being a defensively focused off-tank into a much more aggressive brawler. The damage buffs on her abilities more than make up for the removal of her shield’s burn. The new scaling for the shield looked like it would lead to a smaller shield on average, but in practice, it ends up being both stronger and more readily available. Given her base attack power of 170, the shield surpasses its previous power right out of the gate. In addition, the cooldown now shortens with each normal attack, rather than only when attacking heroes. As a result, it will be constantly up and available for the knight.

Her other abilities get a rather significant damage boost, specifically in improved AD scaling. Astrid players will want to focus much more heavily on attack damage than they did before, it now contributing to both her damage in a much more significant way and to her survivability via her passive.

Fixed a bug which distorts Fennik’s visual when he moves in the base area

Chain Hammer Cyclone (Ultimate): Ultimate damage now can accumulate the first skill mark

This is a nice little buff for Fennik. It lets his ultimate chain better with his signature Theif’s Mark ability, giving him some added presence in team fights and increasing his ability to clear epic monsters.

Furious Charge: The cooldown time is changed to 7/6.7/6.4/6.1/5.8/5.5

Power Glove: The next normal attack will start to charge after Skud casts the skill, increasing 20% damage per 0.5s, max increased to 100%, the damage increase will be gone if he finishes his charging (this damage cannot be critical damage)

Skud is an interesting hero in that he can really shine when in a coordinated team, but also be next to useless in even average hands. This buff will hopefully give him a bit more soloing potential and make him a bit more attractive to players looking for a warrior.

The Fanatic (Passive): ATK speed bonus per normal attack increased from 4 – 8% to 6 – 10%

The Fanatic (Passive): Max number of layers can be stacked decreased from 8 to 5

Sea Spear: Mana cost reduced from 60/68/76/84/92/100 to 50/55/60/65/70/75

Enraged Spear: Damage from his 3rd normal attack is increased from 25/50/75/100/125/150 (+0.25AD) to 60/95/130/165/200/235 (+0.3AD) HP recovery when he hits a target is increased from 20/25/30/35/40/45 (+0.1AD) to 45/56/67/78/89/100 (+0.2AD), if the target hit is an enemy, the recovery effect will increase another 150% Mana cost reduced from 70/75/80/85/90/95 to 50/55/60/65/70/75 Cooldown time changed from 14.5/14/13.5/13/12.5/12 to 12

Gore Lord (Ultimate): Passive stacked changed from 4 times to 5 times Kil’Groth cannot be slowed/stunned etc. for the next 4s Bonus +0.3s per normal ATK on enemy heroes (max can be extended to 3s)



Kil’groth got a huge buff here, and boy did he need it. The warrior will now be able to shrug off control effects similar to Chaugnar, making him much better at sticking to his prey as he wails on them with his spear. While his passive now has a lower attack speed potential, it will be much easier for Kil’groth to hit high attack speeds and tear through his opponents. Additional buffs to his damage, healing, and cooldowns should have the warrior in a much better place than he was before.

Flying Spear: ATK speed decreases from 25/30/35/40/45/50% to 20/24/28/32/36/40%

Savage Potion (Ultimate): Enhanced ATK during and after his ultimate is cast

This moves a bit of Slimz’s power from his spear into his ultimate. This shouldn’t do much to the mercenary’s power, instead giving people more of a reason to not forget their damage buff.

Fixed a bug that two consecutive normal attack triggers first skill passive



The patch notes list this as a nerf. Are bug fixes really nerfs? Lindis will be just as viable as she was before to those who didn’t exploit this bug.

Cleave: Damage rescaled from 385/485/585/685/785/885 (+1.44 AD) to 350/440/530/620/710/800 (+1.8 AD)

Souleater: Shield value rescaled from 200/275/350/425/500/575 (+0.6 AD) to 170/225/280/335/390/445 (+0.75 AD)

This seems to have a similar mindset to Astrid‘s tweaks in that it tries to force Maloch into needing damage items. His damage was immense before, even when buying nothing but tank items, so hopefully this will make him a more dynamic character.

Whirlwind: Damage scaling increases from 150/180/210/240/270/300 (0.55AD) to 150/180/210/240/270/300 (0.6AD)

A tiny buff. Taara will be a bit better at clearing waves and staying relevant in team fights. She’ll feel more or less the same as before.

Hero model updated

Damage scaling increased from 100/125/150/175/200/225(+0.35AD) (+0.4AP）to 100/125/150/175/200/225(+0.4AD) (+0.4AP)

Let’s be honest, his visual improvement was a bigger buff than the scaling increase here. What a dream boat.

Base armor decreased from 125 to 113

Malleus: Cooldown increased from 9/8.6/8.2/7.8/7.4/7 to 10/9.4/8.8/8.2/7.6/7

A minor change; Xeniel should remain a huge threat in game with his shield and ultimate. This will just make players need to be a little more careful in the early game.

Red Stallion: Third strike stun duration decreased from 0.5 seconds to 0.25 seconds

Lu Bu’s incredible dueling ability will be about the same with the lessened knock up, but his chasing potential takes a bit of a blow.

Monkey Business (Ultimate): Wukong can cast Monkey Business a second time within 5 seconds of the initial cast in order to go stealth and gain increased movement speed for 1 second

Despite seeming to be the god of all burst at lower ranks, Wukong desperately needed some sort of disengage. He relied on his movement abilities for damage, often leaving him stranded in fights if he couldn’t immediately kill his prey. Having even a minor escape should make Wukong a bit more viable at higher ranks.

Magic defense improved from 0 to 50

This seems like the fixing of an oversight rather than a buff, as Airi was the only hero in Arena of Valor who started games without magic defense. It won’t do much aside from make her better at surviving any ganks the enemy mage tries early game.

Improved casting animation. Two skills can be casted immediately after one another

This should make the slippery Nakroth even slipperier. He could use a bit of love, so hopefully this will keep him from getting immediately gibbed later in the game.

Non-SEA Heroes

Thunderclap damage lowered 350 (+0.52AP)(+40 per level) → 320 (+0.52)(+40 per level)

A necessary nerf to his passive’s base damage. Tulen will need a bit of addition ability power to have the same sting as before, but will be largely the same as before the patch.

Chain Lance approach speed lowered 2100 units/second → 1600 units/second

A very minor nerf, mostly requiring TeeMee players to get used to new timing when it comes to their combo. Ultimately won’t change his strength in fights by very much.

Man of Steel cooldown increased 12 seconds → 14 seconds

Speeding Bullet early level cooldowns increased 60/55/50 → 70/60/50

It’s a start, but not much. If nothing else, Krypton’s Last Son will have to better plan when he uses his abilities. Otherwise, he is still going to be the monster that he was before the patch.

Shining Light scaling reduced 500/580/660/750/820/900 (+0.9 AP) → 500/580/660/750/820/900 (+0.8 AP)

This is a tiny change that won’t do much to lower the mage‘s damage, either early or late game. Her damage will still be very high and her mobility will more than cover the loss of damage brought in this patch.

Wailing Blade damage lowered 330/375/420/465/510/555 (+2.12 AD) → 320/360/400/440/480/520 (+2.0 AD)

Toning down some of the samurai’s immense poke, this should make him a bit more manageable in lane. This shouldn’t neuter the warrior, however, he still looking to be a truly fearsome fighter.

Static Shock scaling reduced 30(+4 per level)(+0.22 AD) → 30(+4 per level)(+0.18 AD)

A small tweak that should help lower the true damage the Max will burn away from opponents. The change, like many others, is very mimnor and the warrior won’t be seeing very much loss in usefulness after the patch.

Max stacks of Precision increased from 7 → 8

Reinforced normal attack range after activation of Precision increased from 7m –> 7.5m

Moren hasn’t been seeing much play lately, especially after being nerfed in previous patches. These should make him a bit heartier and thereby more of a contribution to his team.

Gameplay Changes

5v5 Map – Brightness Setting

The game now has 5 different brightness settings so that you can adjust it to your liking.

A good way to avoid tempting a game crash by going into a device’s system settings.

HP Pack Behind the Fist Tower

Can no longer be seen without true vision of the area.

Small change that will require gankers to plan a bit more before diving. Feels more like an oversight fix than anything else.

Brush Invisibility

There is now a 0.2 second delay before turning invisible when entering a bush. Previously, this was instant.

Hopefully, this will give a bit of extra time to prepare when an enemy steps into the brush. A small thing, yes, but it can be very frustrating when the targeting resets because your enemy went instantly invisible.

Monsters

Improved the attack animations of the Might Golem, Sage Golem, and Wolf monsters in the jungle.

More varied animation is always nice. Baby steps in making the game look better and better.

Towers

Adjusted the tower mechanics when there are no opponent minions around

Outside towers: Gain bonus 1000 Armor and Magic Resist → Gain 60% damage reduction

Highground towers: Gain bonus 1600 Armor and Magic Resist → Gain 70% damage reduction

Base: Gain bonus 2000 Armor and Magic Resist → Gain 75% damage reduction

Gold earned from destroying the towers：100 gold for all towers → 1st towers 60 / 2nd towers 80 / Highground towers 100

This should help prevent backdooring, especially from poking marksmen like Violet or Tel’annas. The lowered reward for earlier towers is odd, as it takes away some incentive from actually playing the objective over kills.

3v3 Mode

Fixed the issue on occasional disappearing minions and tower buttons in game Fixed display issue of game tower UI on mini map for 5v5 game Fixed the Heart of Incubus‘ passive effect to have additional damage on monsters Fixed issues for both Arcane Hammer and the passive of Hyoga’s Edge to take effect Fixed rail issue on the base tunnel on the blue side in 3v3 mode Fixed the HP regen effect to not disappear after killing a Goblin momnster



Bug fixes are always fun. Shouldn’t shift the game’s balance at all.

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