2.12 Notes
Update 2.12 Notes: 5V5 Early Access & Skins System Overhaul
January 28th 2018
Update 2.12 opens up 5V5 Early Access to all Golden Ticketholders, introduces an easier way to craft skins using ‘blueprints,’ a cleaner, more intuitive user interface, three nekesw skins — including the extremely rare Limited Edition Golden Lance — and so much more. Read on for all the details. …
TABLE OF CONTENTS
5V5 EARLY ACCESS INTRODUCING BLUEPRINTS APP REFRESH NEW FEATURE: FREE CAMERA SCOREBOARD IN-GAME COMMS 10 MORE ACCOUNT LEVELS SURRENDER CHANGE (5V5) NEW SKINS GENERAL BALANCE HERO BALANCE ITEM BALANCE TALENTS BALANCE BUG FIXES & IMPROVEMENTS
5V5 EARLY ACCESS: NOW OPEN TO GOLDEN TICKETHOLDERS
Early Access begins!
Golden Ticketholders can jump into Vainglory 5V5 matches the moment Update 2.12 goes live. Experience superior gameplay and strategic depth, the most accurate and responsive controls and the best graphics and highest frame rates on mobile before Sovereign’s Rise officially debuts to the general public in February.
REMINDER: GOLDEN TICKETS SENT – CHECK YOUR EMAIL!
Did you pre-register for Vainglory 5V5 Early Access? Check your email to see if you were selected! The first few waves of Golden Tickets have already been sent, so make sure your ticket to 5V5 isn’t hanging out in your inbox. Check your SPAM folder too. While unlikely, it’s possible your Golden Ticket email may have been caught in a spam filter.
5V5 ACADEMY VIDEOS & COMMUNITY GUIDES
Don’t feel quite ready to step onto the Rise and win your first 5V5 match? Want to learn more before the worldwide launch in February? Check out these resources from Super Evil and the Vainglory Community:
VAINGLORY 5V5 ACADEMY VIDEOS
FEATURED COMMUNITY 5V5 CONTENT
Vainglory 5V5 playlist (FlashX)
Vainglory 5V5 Starter Guide (Excoundrel)
Vainglory 5V5: Early Rotations & Jungle (Broken Myth)
5V5 UNVEILING VIDEOS
Complete playlist, including full competitive matches
INTRODUCING BLUEPRINTS: VAINGLORY’S NEW SKINS SYSTEM
Update 2.12 introduces a brand-new skins-crafting system to Vainglory, delivering on one of the most-requested game features after 5V5. The new system is simpler, far easier to use and focuses players on a hunt for a single desirable collectable: skin “blueprints.”
HOW THE NEW SYSTEM WORKS:
Complete quests to find skin blueprints in your loot. Each skin has a unique blueprint.
Unlock the skin by spending your single blueprint and the required Essence.
Crafting costs vary based on the skin’s type. (Crafting a Rare skin requires the blueprint + 1000 Essence; crafting an Epic skin requires the blueprint + 2500 Essence; crafting a Legendary skin requires the blueprint + 5000 Essence.)
That’s it!
WHY THE REVAMP
New and longtime players have consistently told us that the tiered, card-based skins system is too muddled, difficult to navigate and requires painfully repetitive behavior, like individually destroying hundreds of cards for Essence. In addition, the card system bogged down loot drops with undesirable commons and created UI clutter.
The revamp unifies two largely disconnected systems, clearing up all the related confusion.
THE HUNT FOR BLUEPRINTS BEGINS!
In the new system, players can focus their attention on finding blueprints (one for each skin). Once the blueprint is discovered, all that’s needed is the Essence to finish crafting the skin. Essence is the same for all skins, so this common pool can be easily distributed however you want. And instead of scanning through a skin collection looking at “79/8” cards (lel) and doing a ton of mental math, you’ll know exactly where you stand at all times.
If you find a skin blueprint you already have, it will automatically convert into a bunch of Essence you can use toward crafting any skin. If you find a blueprint for a skin you’re not interested in, you can always destroy that blueprint for Essence to put toward a different skin.
To discover new blueprints, complete in-game quests. Every time you complete a quest, a blueprint might drop as chest loot.
In Update 2.12, in-game quests are the primary way to acquire blueprints, but we’re looking to introduce more ways to get blueprints over time, whether that’s rewards systems or special offers or something entirely new.
BONUS BLUEPRINTS BASED ON SKIN PROGRESS
Do you have a skin in progress but won’t have time to finish it? We didn’t forget about you.
If the Essence value of the non-common cards you own for a skin is at least 33% of the Essence needed to craft the skin, we’ll gift you the blueprint for that skin automatically. (Basically, if you already have 33% of the progress for that skin, we’re giving you its blueprint when Update 2.12 launches.)
All existing cards in your library will be automatically destroyed for Essence at their full crafting value.
You will only be granted blueprints for skins currently craftable, but you will get Essence for all of the cards you had.
For any cards for uncraftable skins and for Limited Edition and Special Edition skins, cards will be destroyed at the highest Essence value.
EXAMPLE OF GRANDFATHERED SKIN PROGRESS
YumaRanken is hoping that in Update 2.12, she’ll get the Kandi Twirl Koshka (Legendary) blueprint. To get the “grandfathered” blueprint automatically, she needs cards worth at least 33% of the Essence required to craft the skin, which is 1,188 Essence.
When YumaRanken looks at her Kandi Twirl Koshka (L) card collection today, she has a bunch of non-common cards worth 2,160 Essence, based on their crafting value. (Rares craft at 30 Essence; Epics craft at 120 Essence; Legendaries craft at 360 Essence.)
That’s more than enough to get the Blueprint automatically!
WHAT’D I GET?!
If you want to check which blueprints you got when Update 2.12 hits, just head to your SKINS browser.
If you’re interested in all the nitty-gritty numbers for the new skins system, read this.
EXISTING CARD ART COLLECTIONS
Wait … Did you just say you’re automatically destroying my card collection?!
That’s correct. We’re removing all the cards from the game, and in doing so freeing up a ton of clutter and memory usage. But we recognize there are a lot of players who enjoyed collecting cards and admiring the card art. That’s why we are retaining the data of each player’s individual card collection. We intend for your personal card art library to return sometime in the future in a new, different form. It’s likely some ways away and it’s premature to talk about that right now, but we know how many of you feel and we’re all over this.
SKIN RENAMING
Eliminating the three-tiered skins system necessitated breaking apart our existing tiered skins such as Catherine’s “Paragon” skin line. Now, instead of three different skins all named “Paragon Catherine” of different rarities, you’ll find “Queen’s Knight” Catherine, “Paragon” Catherine and “Serpent Mask” Catherine all individually listed in-game.
While the tiers are gone, we’ve introduced new skin “themes” across heroes for you to collect, including an “Ice” theme (Glaive, Krul, Reim, Skaarf), a “Churn” theme (Phinn & Rona) and two additions to the “School Days” theme (Joule & Samuel, joining Taka, Lyra, Vox & Koshka).
These themes are just to collect for fun; there’s no relationship you have to worry about for skin crafting. We’ll also take advantage of these skin themes to create sale bundles and special boxes.
HIGHER RANDOMNESS; LOWER SKIN PRICES
While the new system is cleaner and simpler, it also means targeting a specific skin to craft will be harder because of the randomness of blueprint loot. You can’t control which blueprint will drop, so if you have your heart set on a particular skin, you may want to more often purchase it with ICE.
Because of this, we’re reducing prices for the vast majority of skins, so your premium purchases will go much further. Actual prices vary depending on the skin. This is an especially good option if you don’t want to take the time to craft a skin or must have one skin in particular.
The contents of Rare and Epic Mystery Chests may also change over time as our systems evolve.
SPECIAL EDITION SKINS
Special Edition skins will not have blueprints in Update 2.12, although it’s possible this will change in the future. For now, the primary way to get Special Edition skins remains collecting and spending Opals and participating in special boxes and bundles.
LIMITED EDITION SKINS
If you’re a Vainglory OG who has the original seven limited-edition skins, those are still sacred and will not be craftable. If you don’t have them already, there’s no way to get them.
If you’re a Golden Tickeholder, you’ll be receiving the Limited Edition Golden Netherknight Lance skin in Update 2.12 as a gift. That LE skin is also not craftable in the new system.
We’re confident this new skins-crafting system will be a better experience for new and dedicated players alike. Give it a try, and after you’ve used it enough to form an opinion, tell us what you think. With your help, we’ll refine and improve the system over time.
APP REFRESH: A NEW LOOK
Visual Refresh
When we launched Vainglory, it was just a thin glimmer of what it is today in every way. However, one thing we lost along the way as we added a robust feature set was a clarity in visual message with our front-end experience. With Update 2.12, we are taking very firm steps aiming to reclaim some of the cleanliness we all miss from those days when the game was much simpler.
Some structural changes to note
You now get into a match via the PLAY menu, which you get by tapping the new giant Play button in the middle of the home screen. There are now only five big buttons on the main lefthand navigation. Elements that no longer are on the left now live in smaller icons along the top, which is also where you’ll now find a permanent home for your account info. (Just tap on it to launch your profile.)
A brief note on the aesthetic changes
Lively. That’s about the last term I’d use to describe our interface previously — and yet it’s something I’ve wanted you to feel for a long time. In Update 2.12 and beyond, expect to see more energy, life and care invested in making your out-of-match experiences much more pleasant. This step marks the first in our journey to improve the look overall. It doesn’t end here.
iPhone X
We didn’t want to push out a simple “app-stretch” and have a suboptimal experience for early adopters of the new iPhone, so we took a moment to build out the right tech to support it and make it a great experience. I’m pretty happy with the results. It feels really lovely to have the game fill out the gorgeous new screen.
— Kraken
FREE CAMERA: FOLLOW THE ACTION ANYWHERE
New to Update 2.12, the Free Camera feature gives you complete control over what you see on the Halcyon Fold and Sovereign’s Rise. That’s right: This new feature is available in both 3v3 and 5V5.
Toggle it on or off in-game for a more advanced, involved way to play. Once you tap it, your camera will unlock, giving you free access to look anywhere on the battlefield and plot your next moves.
You can also use the new Free Camera to look out ahead of your current position to better anticipate enemies and incoming attacks — or to better see the enemy backline during a teamfight. It’s a feature that requires more coordination, but those who master it will find it highly rewarding.
Free Cam will be available in all game modes, including 3v3 & 5V5
Access the Free Cam by tapping the camera icon in the upper right (next to zoom)
SCOREBOARD: THE INFORMATION YOU NEED IN ONE SPOT
Alongside many other uprades to the Vainglory interface, we’ve made some substantial changes to the in-game scoreboard to streamline as much relevant information to you as possible as well as now making it capable of supporting our new 5V5 gameplay. — Kraken
NEW SCOREBOARD FEATURES
GAMEPLAY TAB
Tracks current net worth of each hero in the game
Tracks ultimate ability cooldowns on allied heroes
Creep (minion) score calculation updated to reflect the exact number of creatures killed instead of being based on gold bounties
Tracks team net worth
SOCIAL TAB
Make friend requests to players not already on your Friends list
Thumbs up/thumbs down players in your match
Mute annoying players
IN-GAME COMMS: STREAMLINING QUICK MESSAGES
Gone are the days where you must tap on two separate menus to access quick messages and pings: The things you need to communicate the most have been merged into one menu. On the battlefield, every second counts, and this change should help ensure that you’re not fumbling through comms during heated moments.
Quick Messages and social pings added to one menu for easier in-game comms
New quick messages added, including useful 5V5 messages
Less effective quick messages removed
ACCOUNT LEVEL CAP INCREASE: MORE PROGRESS, MORE LOOT
Feel like you’ve been stuck at Level 30 forever? Even worse, do you have that weird half-full progress bar? Get ready to move forward. We’re adding 10 new account levels in Update 2.12, which will give you more rewards to play for.
Account level cap increased from 30 to 40
Vainglory 5V5: SURRENDER UPDATE
“With the addition of two extra players per team in 5V5, each individual counts for less of the majority surrender vote. We’re interested to see if players prefer a faster, more lenient approach to surrendering, while also introducing a team-wide shared cooldown on calling a vote.” -s4v0r
Requires 4 (out of 5) votes
Votes can be started at 12:00 game time
The team shares a surrender vote cooldown (2 minutes)
Cooldown starts as soon as vote is called
Vote remains up for 30 seconds until auto-fail
NEW SKINS
‘Golden’ Netherknight Lance (Limited Edition)
Golden Ticketholders get an exclusive Limited Edition Golden Netherknight Lance skin. This LE skin will never be sold or available for unlock in any form. The eventual Special Edition version to be released later will be substantially different, just like all past LE/SE skins. We hope this skin gives Golden Ticketholders an extra-awesome way to kick off your 5V5 Early Access.
SKIN HIGHLIGHTS
MODEL CHANGES
Golden Nether-forged armor
Golden Death’s Head sallet
Wing-hilted zweihander
Golden Netherwyrm pauldrons
‘Kyūdō’ Kestrel (Rare)
A young Stormguard trainee is sent to the Seven Islands for exclusive training and earns her lifelong nickname.
Read the full story to learn more about ‘Kyūdō’ Kestrel!
AVAILABILITY
Jan. 31 at 4PM PST – Feb. 14: Get ‘Kyūdō’ Kestrel & ‘Heartless’ Alpha in the Duo Bundle for 1099 ICE
Feb. 7 at 4PM PST: Direct purchase for 599 ICE
MODEL CHANGES
Ornate yumi bow with rayskin same-kawa wrapped grip and blades that snap open when the string is pulled!
Flowered blue kimono top with red sun design on the back
Golden hakama with white leaf design
Deerhide tomo armguard
Long pink tabi socks with geta sandals
Deerhide quiver tied into burgundy obi sash
Pink camellia in her hair
WALLPAPERS
Click to see Wallpapers
‘Heartless’ Alpha (Rare)
The Tin Queen’s friends have come to save her from a misguided uprising.
Discover the finale to this three-part story with ‘Heartless’ Alpha!
AVAILABILITY
Jan. 31 at 4PM PST – Feb. 14: Get ‘Kyūdō’ Kestrel & ‘Heartless’ Alpha in the Duo Bundle for 1099 ICE
Jan. 31 at 4PM PST – Feb. 14: Get her in the Wizard of Oz Box. It’s 199 ICE to open the box and the chances of pulling her skin or ‘King’ Glaive (E) or ‘Scarecrow’ Baptiste (E) are 1/8.
Feb. 7 at 4PM PST: Direct purchase for 599 ICE
MODEL CHANGES
New tin body with bronze filigree detailing
Funnel hat
Beautiful face, red hair & red bow paint job
Axe with red blade & missing heart
BALANCE CHANGES
GOLD BOUNTIES
“We needed to slightly retune gold bounties so that players don’t hit full builds too early. These changes will also put more emphasis on hero kills, Gold Miner and turrets. We’ll keep a close eye on these changes and make future tweaks, if necessary.” —Sonata
CRYSTAL MINERS
Base gold bounty decreased from 125 to 100
ELDER TREANT
Base gold bounty decreased from 110 to 100
HEALING TREANT
Base gold bounty decreased from 32 to 25
SMALL LANE MINIONS
Base gold bounty decreased from 40 to 35
SMALL JUNGLE MONSTERS
Base gold bounty decreased from 22 to 20
BIG JUNGLE MONSTERS
Base gold bounty decreased from 75 to 70
HERO BALANCE CHANGES
RANGE AND MOVE SPEED INCREASES
With the addition of more heroes in 5V5, large teamfights can feel a bit claustrophobic. To combat this we are increasing the basic attack range for most of our ranged heroes, in addition several ranged abilities are also receiving a range increase or area of effect increase. Melee heroes in general are receiving a base movement speed increase to balance out the range increases. — Doomnyr
ADAGIO
“We’re updating Adagio’s range & move speed and increasing the range of the splash for Gift of Fire to compensate for more spread-out teamfights in 5V5.” — Doomnyr
STATS
Basic-attack range increased from 6.6 to 6.7
Base move speed increased from 3.2 to 3.3
GIFT OF FIRE
Radius increased from 5.0 to ~5.5.
VERSE OF JUDGEMENT
Fortified health increased from 250/400/550 to 500/800/1100
ALPHA
“Alpha was having a tough time adjusting to 5V5. With the extra players, it was to easy to break her reboot. To address this but also prevent her from being overwhelming in 3v3, we’re making adjustments to her reboot health and reboot times. In addition, we have increased the amount of time she holds onto her stacks of Core Overload so she can move between jungle camps more easily without losing her stacks.” —Nivmett_
STATS
Move speed increased from 3.4 to 3.5
INFINITE REBOOT
Minimum and maximum reboot time changed to 3.5 sec
Energy recharge ratio reduced from 20% to 0%
Reboot health increased from 450-2250 to 500-2800
CORE CHARGE
Stack duration increased from 5.5 to 8.0
Healing per stack reduced from 9/10/11/12/14 to 8/9/10/11/13
ARDAN
“We wanted Ardan’s Vanguard and Blood for Blood to have more range for larger teamfights. To compensate, we increased its cooldown.” -—Doomnyr
VANGUARD
Range increased from 7/7/7/7/8.5 to 8/8/8/8/9
Cooldown increased from 13/13/13/13/13 to 17/16/15/14/13
BLOOD FOR BLOOD
Range increased from 5 to 7/7/7/7/9
Cooldown increase from 20 to 24
GAUNTLET
Cooldown increased from 100/90/80 to 130/120/110
BAPTISTE
“While we are happy with the impact that Fearsome Shade had during battles, it was up too frequently. We upped its damage to compensate for the cooldown increase.” —- Doomnyr
FEARSOME SHADE
Cooldown increased from 80/65/50 to 100/85/70
Damage per second increased from 100/125/150 to 120/160/200
BARON
“Baron is amazing in 5V5, so we had to adjust his splash radius and damage. We also reduced the slow on Porcupine Mortar to lower its impact in large teamfights.” — Doomnyr
GENERAL
Base move speed increased from 2.8 to 2.9
ROCKET LAUNCHER
Splash damage reduced from 100% to 50%
Attack speed increased from 100% to 122%
Damage to minions increased from 20% to 50%
PORCUPINE MORTAR
Slow strength reduced from 35% to 10%
Weapon ratio decreased from 0.25% to 0.10%
Weapon ratio cap reduced from 65% to 30%
JUMP JETS
Cooldown reduction from basic attacks decreased from 12.5% to 8.0%
ION CANNON
Range is now global across the Halcyon Fold & Sovereign’s Rise!
BLACKFEATHER
“Blackfeather’s kit was immensely powerful in 5V5 playtesting. His ability to uncontestedly split push proved to be unhealthy for the game. So, we have removed the slow on his On Point as well as increased the cooldown on the charge time for his Rose Offensive.
In addition, due to the increased amount of heroes, he was stacking Breaking Point a bit to easily resulting in massive executes. This has proved to be overall an unhealthy ability for the game. So we have removed the weapon scaling on the execute and moved it to the initial impact of Feint of Heart.” —Nivmett
FEINT OF HEART
Weapon power ratio increased from 0% to 50%
Removed weapon power scaling from the execute damage
ON POINT
Barrier health ratio reduced from 10% to 5%
No longer slows targets hit
ROSE OFFENSIVE
Cooldown increased from 40/35/30 to 60/55/50
CATHERINE
“Catherine is pretty incredible in 5V5. Her kit sports one of the most reliable stuns in the game as well as a large AoE silence that when combined with Echo can silence an entire five-person team for more than 5 seconds. It became more and more apparent in testing that this was too much. In addition, her Stormguard was proving to be a bit weak in the transition. These changes will reflect a bit more damage while she takes less.” —Nivmett
GENERAL
Base move speed increased from 3.4 to 3.5
MERCILESS PURSUIT
Stun duration reduced from 1.0 to 0.7
STORMGUARD
Reflect threshold lowered from 10% base max health to 7.5% base max health
Duration lost per proc lowered from 0.5 seconds to 0.4 seconds
BLAST TREMOR
Silence duration reduced from 2.2/2.5/2.8 to 2.0/2.1/2.2
CELESTE
“Celeste got a tuneup to keep up with the range of teamfights in 5V5.” —Nivmett
GENERAL
Base attack range increased from 5 to 5.3
HELIOGENESIS
Cast range increased from 7-7-7-7-9 to 7.5-7.5-7.5-7.5-9.5
CORE COLLAPSE
Range increased from 7.0 to 8.0
CHURNWALKER
“Churnwalker has proved himself to be a force in 3v3. In 5V5, his power was even greater with more opponents to chain. We have reduced his health gain and damage sharing. In addition, we have increased the projectile speed of Hook & Chain so it’s easier for players to land and doesn’t lock you in place for quite as long during a teamfight.” —Nivmett
FUTILITY OF LIFE
Healing reduced from 18% to 12%
Tether damage reduced from 30% to 25%
HOOK & CHAIN
Skillshot speed increased from 18 to 20
TRESPASS
Cooldown increased from 50/40/30 to 70/60/50
FLICKER
“Flicker’s Mooncloak is an amazing ability in 5V5 in that it is a global five-person stealth. This change will make it feel a bit more impacting while decreasing how often it is up.” —Nivmett
GENERAL
Move speed increased from 3.5 to 3.6
WILLOW WHISPER
Flicker will have true sight while stealthed
MOONCLOAK
Cooldown increased from 105/90/75 to 160/140/120
Stealth duration increased from 8/10/12 to 12/14/16
All heroes affected by Mooncloak’s stealth will have true sight while stealthed
FORTRESS
“We have increased the amount of wolves Fortress can spawn to scale with the amount of players in the game. In addition, we have given Fortress increased utility to help him on the Rise.” —Nivmett
TRUTH OF THE TOOTH
Lifesteal increased from 10/12/14/16/20% to 12/14/16/18/22%
Duration increased from 2/2/2/2/3 to 3/3/3/3/4
LAW OF THE CLAW
Increased slow on overdrive from 30% to 40%
ATTACK OF THE PACK
Cooldown increased from 80/70/60 to 120/110/100
Wolves base health increased from 450/575/700 to 600/800/1000
GLAIVE
Glaive has been one of the harder heroes to balance in 5V5. His Afterburn provided ultimate level CC and ganks at a very early point of the game. We have decreased his early damage, slowing his jungle clear speed, so if he jungles he has a downside. We also decreased the power of Afterburn and increased the cooldown. — Nivmett
GENERAL
Basic attack range increased from 2.6 to 2.8
Move speed increased from 3.3 to 3.4
Weapon power reduced from 80 to 70
Weapon power scaling increased from 6.7 to 7.9
AFTERBURN
Cooldown increased from 20/18/16/14/10 to 24/22/20/18/14
Now stuns at the start of the knockback instead of at the end
Stun duration increased from 0.65 to 0.75
GRACE
“We have increased the range and duration of Benediction’s directional damage reduction. Not only will this aid reach all teammates, but it will also give them a bit of extra protection. We have also changed her empowered attack cone to match that of Benediction. This means it will be much easier to land the empowered hit. With this change, the damage early game needed to be decreased slightly.” —Nivmett
RETRIBUTION
Empowered basic attack now uses the same Benediction version
Empowered bonus damage reduced from 20-108 to 10-109
Weapon ratio reduced from 20% to 15%
BENEDICTION
Directional Holy Shield radius increased from 11.0 to 12.0
Ally duration increased from 1.8 to 2.0
HOLY NOVA
Cooldown increased from 13/12/11/10/8 to 14/13/12/11/9
GRUMPJAW
“Grumpjaw has been a sad … monster? For a while. With 5V5, he is going to need some additional tools to help him. We have given him a stronger slow on Grumpy to help him stick and a lower cooldown on Hangry to allow him to feel powerful more often. Finally, Stuffed no longer spits out the target when stunned since more stuns happen each game in 5V5.” —Nivmett
GENERAL
Move speed increased from 3.4 to 3.5
GRUMPY
Slow strength increased from 55% to 65%
HANGRY
Cooldown decreased from 9 to 8
STUFFED
No longers spits out his eaten victim when stunned or with any other crowd control
GWEN
“So, Gwen has been an interesting hero in the past few updates. While her weapon path hasn’t seen a resurgence as much, her crystal path has become very viable. Because of the slow and range of her Buckshot, Gwen could harass from near-perfect safety and give the enemy team very little ability to respond.
So, we have removed the base slow of her Buckshot and put it into weapon scaling. This way, it’s very clear weapon is more utility-oriented while crystal is more focused on long-range burst damage. We have also made some tuning for 5V5 involving the range of her basic attacks and Aces High. these should bring her in line with the other weapon carries.” —Nivmett
GENERAL
Basic-attack range increased from 5.3 to 6.2
BUCKSHOT
Slow strength reduced from 40/45/50/55/65% to 0%
Slow strength now has a weapon ratio of 20%
Slow capped at 65%
ACES HIGH
Increase range from 12 to 18
Increase the projectile speed from 16 to 18
IDRIS
“So, Idris is finally coming back into light. His crystal path has been missing ever since Broken Myth had been changed. So, we gave him base crystal power on his ranged attacks once he unlocks his crystal path. To compensate, we have reduced his base crystal power but gave him a little extra power in other parts of his kit.” —Nivmett
GENERAL
Move speed increased from 3.2 to 3.4
Crystal path basic-attack bonus range increased from 3.6 to 3.8 (making this a total of 6.2 basic attack range)
Crystal path basic attacks now have base damage of 50 and 3.0 per level, same as his base weapon power and weapon power scaling; the melee attack should not receive this base damage (but will still have the crystal ratio bonus)
Crystal ratio on basic attack lowered from 100% to 75%
CHAKRAM
Crystal ratio increased from 100% to 110%
SHIMMER STRIKE
Cooldown increased from 100/75/50 to 100/80/60
Weapon ratio increased from 100% to 150%
JOULE
“These changes on Joule are to help her fit into 5V5 more easily. Her crystal path will be able to ult more frequently but at the cost of a bit of damage. Her Rocket Leap has also received a slight increase in cooldown because of the amount of walls she can escape over in 5V5.” —Nivmett
ROCKET LEAP
Cooldown increased from 22/20/18/16/10 to 22/20/18/16/12
THUNDER STRIKE
Weapon ratio increased from 175% to 180%
BIG RED BUTTON
Cooldown decreased from 60/50/40 to 50/40/30
Damage per second decreased from 530/995/1460 to 430/795/1160
KESTREL
“Just a simple range update for a better fit into 5V5.” —Nivmett
STATS
Basic-attack range increased from 6.0 to 6.2
KOSHKA
“Koshka is one of the longest-serving heroes in the game. When she was first introduced, she used to actually give herself bonus defenses to help her to stay in a fight. While this was removed because it made her a bit too durable in 3v3, in 5V5 she had a major issue of exploding the moment she jumped into five people. We want assassins to try high-risk, high-reward plays. So, we have given her barrier generation on her Twirly Death that scales with the number of players hit. This will give her a bit more durability if she chooses to make a daring play while not scaling out of control in 3v3.” —Nivmett
STATS
Move speed increased from 3.25 to 3.4
POUNCY FUN
Energy cost decreased from 30/35/40/45/55 to 20/25/30/35/40
TWIRLY DEATH
Gains barrier per enemy heroes hit for 1 second
Barrier strength is 20/35/50/65/95 with a 30% crystal ratio per hero hit.
Energy cost decreased from 40/50/60/70/80 to 20/30/40/50/60
Base damage decreased from 80/120/160/200/280 to 70/105/140/175/245
KRUL
“This change will give a clever Krul the tools he needs to gank targets effectively in 5V5 — while not increasing his base move speed and making him inescapable. In addition, the small buff to his barrier will help him survive in 5V5 teamfights more easily.” —Nivmett
SHADOWS EMPOWER ME
Activation timer reduced from 1.5 to 1.0
Move speed increased from 2.0 to 2.5
DEADMANS RUSH
Barrier increased from 80/180/280/380/480 to 100/200/300/400/500
FROM HELL’S HEART
Stun duration reduced from 1.8/2.0/2.2 to 1.6/1.8/2.0
LANCE
“Lance has always been a high skill cap hero, and while he is fairly durable, he needed slight tuning for 5V5. We have lowered his damage but increased his health to make him last in a fight longer as well as increased the knockback distance on his Gythian Wall to hit those walls in the wider 5V5 lanes.” — Nivmett STATS
Base health increased from 742-2487 to 842-2587
IMPALE
Damage decreased from 120/240/360/480/600 to 80/160/240/320/400
GYTHIAN WALL
Knockback distance range increased from 3.8 to 4.2
Active damage reduction increased from 20/24/28/32/36% to 40/44/48/52/56%
COMBAT ROLL
Empowered damage decreased from 150/250/350 to 100/150/200
LORELAI
“Just a simple range update and a slight tune down to her Waterwall availability. Since 5V5 fights go longer, she would often time be able to ult two (maybe even three) times in a single fight. This cooldown increase should ensure it doesn’t reach such extremes.” — Nivmett
STATS
Attack range increased from 6.0 to 6.2
FISH FOOD
Range increased from 7/7/7/7/9 to 7.5/7.5/7.5/7.5/9.5
WATERWALL
Cooldown increased from 60/45/30 to 80/65/50
LYRA
“Lyra has been one of the strongest captains for a long time. Her power level was accepted due to the nature of 3V3. Unfortunately, her kit is a bit too overwhelming in a 5V5 setting. We have had to tune down the strength of her heal and have changed how her B works. We have compensated by having the bulwark stay for longer, increasing the health scaling on her slow as well as giving her increased portal range and reduced cooldown on Arcane Passage.” —Nivmett
PRINCIPLE ARCANUM
Health scaling on slow increased from 0.01% to 0.02% bonus max health.
IMPERIAL SIGIL
Healing amount per second reduced from 40/60/80/100/175 to 20/35/50/65/95
Cooldown changed from 14/12.5/11/9.5/8 to 15/13/11/9/7
BRIGHT BULWARK
Duration increased from 2 to 4
Lyra’s Bright Bulwark no longer silences move abilities; it still stops move abilities but only when crossing the bulwark radius
ARCANE PASSAGE
Cooldown reduced from 75/60/45 to 50/40/30
Portal range increased from 9/11/13 to 11/13/15
OZO
“We started with some increased move speed to make our favorite monkey a bit stickier. We have also increased the speed of Bangarang so it feels much smoother. In addition, we lowered the cooldown to make it more appealing to max. —Nivmett
STATS
Base move speed increased from 3.3 to 3.4
BANGARANG
Travel speed increased from 12 to 16
Cooldown reduced from 70/55/40 to 70/50/30
PETAL
“Unfortunately, with the increased amount of players in 5V5, Petals poor munions would be destroyed instantly. This buff will increase their durability, allowing them to more easily stick around in a fight. We have also limited her mobility, which proved to be unhealthy in 5V5 but have given her a longer window of power after she uses it to compensate. —Nivmett
STATS
Basic-attack range increased from 5.8 to 6.2
BRAMBLEBOOM SEEDS
Pet health crystal ratio increased from 30% to 50%
Pet defenses increased from 30/35/40/45/50 to 30/40/50/60/80
TRAMPOLINE!
Cooldown increased from 10/9.5/9.0/8.5/7.0 to 15/14.5/14.0/13.5/12.0
Duration increased from 4 seconds to 5 seconds
PHINN
“Just a simple move speed update.” —Nivmett
STATS
Move speed increased from 2.8 to 2.9
REIM
“Just a simple range and movement speed update.” —Nivmett
STATS
Move speed increased from 3.2 to 3.3
WINTER SPIRE
Range increased from 6/6/6/6/7.5 to 6.5/6.5/6.5/6.5/8
VALKYRIE
Stun duration decreased from 0.8/1.0/1.2 to 0.6/0.8/1.0
REZA
“Reza’s mobility was a bit extreme in 5V5, especially with a cooldown build. This change will tune down his constant mobility slightly while making his dashes feel more impactful.” —Nivmett
TROUBLEMAKER
Cooldown increased from 15/14/13/12/10 to 20/19/18/17/15
Dash range increased from 5 to 6
RINGO
“A simple change to give Ringo a higher high and lower low. He will now deal more damage while twirling but at the same time he will have to wait a little longer to do it again. Those seeking better cooldowns still have Spellsword available now. ” —Nivmett
TWIRLING SILVER
Cooldown increased from 9 to 12
Base attack-speed bonus increased from 15/25/35/45/65% to 30/40/50/60/80%
RONA
“Mobility has been an issue in 5V5 with so many walls to cross. Rona’s mobility proved to be a bit too problematic, so Into the Fray was tuned to be more 5V5 friendly. It will hit a bit harder, slow more and give her more fortified life for longer … at the cost of a higher cooldown. We tuned down her damages a bit due to the power of her Red Mist in 5V5.” — Nivmett
STATS
Base move speed increased from 3.3 to 3.4
INTO THE FRAY
Cooldown increased from 13/12/11/10/9 to 15/14/13/12/11
Fortified health increased from 30/50/70/90/130 to 50/70/90/110/150
Fortified health duration increased from 3 to 4
Base damage increased from 50/70/90/110/150 to 60/85/110/135/185
Slow strength increased from 35% to 40%
RED MIST
Damage per second reduced from 225/350/475 to 225/325/425
Crystal Ratio increased from 100% to 120%
SAMUEL
“A simple range update.” —Nivmett
STATS
Basic-attack range increased from 6.0 to 6.3
SAW
“We started with the standard range increase on SAW but also made him slightly more mobile, so his stacks don’t impact him quite as hard as well give crystal SAW some of the power he lost in previous updates.” — Nivmett
STATS
Basic-attack range increased from 6.5 to 6.8
SPIN UP
Move speed penalty per stack decreased from 0.12 to 0.10
ROADIE RUN
Cooldown decreased from 15/14/13/12/11 to 13/12/11/10/9
SUPPRESSING FIRE
Crystal ratio increased from 200% to 220%
SKAARF
“Skaarf surprisingly enough had some major issues adjusting to 5V5. We decided to lean more heavily into his place as a siege and poke mage. So, after equalizing his spitfire so it’s much easier to land at early levels, we have decreased the cooldown, the damage slightly and increased the range of his Goop. This allows for greater zone control and sieging ability. Of course, with the spammability of Goop we needed to decrease the slow on it a bit.” — Nivmett
SPITFIRE
Projectile speed normalized from 9/9.5/10.0/10.5/11.0 to 11.0
GOOP
Base cooldown changed from 10/10/10/10/8 to 9.0/9.0/8.0/7.5 /7.0
Slow strength of Goop pool reduced from 60% to 30%
Slow strength of Goop pool on fire reduced from 40% to 15%
Crystal ratio reduced 70% to 50%
Crystal ratio per second reduced from 140% to 110%
Range increased from 7.5 to 9.0
Base energy cost reduced from 75 to 50
SKYE
“Skye’s mobility proved to be pretty overwhelming not only in 3v3 but especially in 5V5. While we have increased the cooldown of her B, we have increased her basic-attack range and lock-on range. This way, Skye can use smart placement to keep herself alive, and the enemy team has counterplay if she misses a Forward barrage.” —Nivmett
STATS
Basic-attack range increased from 5.5 to 6.0
SURI STRIKE
Cooldown increased from 14/12/10/8/6 to 18/16/14/12/10
DEATH FROM ABOVE
Bonus lock-on range from 1.5/3/4.5 to 2/3/4
TAKA
“Much like Alpha, Taka needs his stacks to jungle. We have made it a littler easier to keep them and made it a bit easier to generate them. In addition, Taka was scaling a bit too well into the late game in 5V5, so we decreased his crystal ratios but increased his base damages. This will make him a little bit better in early/mid but will weaken as the late game comes around.” — Nivmett
HOUSE KAMUHA
Max perk charge time reduced from 5 to 4
Perk reduction per stack reduced from 0.5 to 0.4
Bonus weapon damage increased from 40 to 50
Stack duration increased from 12 to 14
X-RETSU
Crystal ratio reduced from 170% to 150%
Crystal ratio on bleed reduced from 70% to 50%
Base damage increased from 250/400/550 to 300/450/600
VARYA
“Varya certainly took the Fold by storm. We have reduced the amount of damage her second arching attack deals to her primary and secondary targets. In addition, we have removed the weapon damage on her second attack due to this going against her intended playstyle. —Nivmett
STATS
Basic-attack range increased from 6.1 to 6.2
CHAIN LIGHTNING
Secondary targets damage reduced from 60-137 to 30-69
Secondary targets crystal ratio reduced from 45% to 25%
Chain Lightning no longer deals weapon damage
STORMFORGED SPEAR
Range reduced from 13/13/13/13/16 to 12/12/12/12/14
ARC RECURSION
Damage reduced from 45/105/165/225/285 to 40/70/100/130/190
VOX
“By popular demand, I am returning to all of you crystal Vox. While his bounce damage has been reduced slightly, we have given back crystal power and crystal scaling on his basic attacks. In addition we have added bonus range on the bounces when you overdrive Pulse.
To compensate for the lower base weapon power, we gave him a bit of power back in his A ratio. His range has been increased as well to fit in 5V5.” — Nivmett
STATS
Basic-attack range increased from 5.0 to 5.6
Basic attacks now have base damage of 20 and plus 2 per level with a crystal ratio of 50%
Weapon power changed from 72-149 to 54-109
SONIC ZOOM
Range increased from 3.5 to 3.8
Basic-attack damage from 50/50/50/50/60% to 60/60/60/60/70%
PULSE
Overdrive: Bounce range increased by 2.0
ITEMS BALANCE
Melee heal increased from 50 to 65
Crystal power reduced from 60 to 40
Total cost decreased from 1900 to 1700
Max health decreased from 300 to 250
Total cost decreased from 2300 to 1700
Max health decreased from 250 to 150
Max energy decrease from 400 to 350
Crit damage decreased from 15% to 8%
Cost increased from 50 to 100
Crit damage decreased from 10% to 5%
Weapon power increased from 30 to 40
Hits required to apply Mortal Wounds reduced from 3 to 2
Critical-strike damage reduced from 15% to 10%
Attack speed increased from 40% to 50%
Total cost decreased from 1000 to 800
Max health decreased from 125 to 100
Critical-strike damage reduced from 15% to 10%
Weapon damage increased from 60 to 80
Attack speed increased from 25% to 30%
Cost increased from 2600 to 2700
Weapon damage reduced from 110 to 100
Passive changed to: Stormguard: Basic attacks deal bonus true damage per second. Lowered effectiveness against heroes and structures. (Does not stack with other Stormguard.)
Damage to non-heroes increased from 40-140 to 50-160
Cost decreased from 2200 to 2000
Sell price reduced from 1100 to 1000
Passive changed to: Stormguard: Basic attacks deal bonus true damage per second. Lowered effectiveness against heroes and structures. (Does not stack with other Stormguard.)
Damage to non-heroes reduced from 20-70 to 10-60
Damage to heroes reduced from 25% to 15%
Cost decreased from 850 to 600 (Can now be taken at Level 1 for jungling.)
Sell price reduced from 425 to 300
Total cost decreased from 2500 to 1900
Max health decreased from 650 to 500
TALENTS BALANCE
VANGUARDIAN
Damage base decreased from 70% to 50%
KNOCKOUT PUNCH
Damage base increased from 85% to 100%
LONGTOOTH
Bonus range base decreased from 3.5 to 1.6
Bonus range per talent level increased from 0 to 0.1
CRITICAL WOUNDS
Cooldown base increased from 120% to 145%
Cooldown per talent level increased from -4% to -5%
FLANK ATTACK
Cooldown base increased from 180% to 190%
BIG APPETITE
Now eats all heroes in Grumpjaw’s path
Cooldown base increased from 45% to 50%
GLIMMER VOLLEY
Damage base increased from 70% to 77.5%
Damage per talent level increased from 2% to 2.5%
PIERCING SHOT
Damage per talent level increased from 20% to 30%
TWIRLY LIFE
Health to barrier base decreased from 20% to 13%
SLASHY PLAY TIME
Cooldown base decreased from 60% to 55%
STRIKER
Impale reduction per hit base increased from 25% to 30%
Combat Roll reduction per hit base increased from 15% to 20%
SPLASH DOUBLEDOWN
Charge time base decreased from 98% to 88%
Energy cost base decreased from 50% to 25%
CLAM UP
Bonus stun duration base increased from 0.1s to 0.33s
Bonus stun duration per talent level increased from 0.1s to 0.13s
GYTHIAN WARD
Health to barrier base decreased from 15% to 10%
HEROIC BRAWLER
Damage base decreased from 60% to 50%
POWER SIPHON
Charge time base decreased from 3s to 2s
UNWAKING NIGHTMARE
Stun duration per talent level increased from 0.2s to 0.3s
SAW
ROAD RAGE
Damage base increased from 90% to 100%
LONG STRIKE
Bonus range base increased from 0.5 to 0.8
Bonus range per talent level increased from 0.25 to 0.3
Stun duration base decreased from 0.9s to 0.12s
Stun duration per talent level increased from 0 to 0.02s
Damage base decreased from 110% to 101%
Damage per talent level decreased from 3% to 1%
STATIC BARRIER
Charge time base decreased from 0.4s to 0.3s
Barrier modifier per talent level increased from 10% to 15%
THUNDERSTORM
Damage base increased from 110% to 120%
Damage per talent level increased from 20% to 25%
BUG FIXES & IMPROVEMENTS
Vainglory is now fully optimized for iPhone X!
Koshka and Catherine guide new players through Vainglory’s basics
Koshka and Catherine unlocked for NEW players as Tutorial steps are completed. Players who completed the Tutorial prior to 2.12 do not qualify for this offer
Fixed bug where Joule’s Rocket Leap could occasionally fail to damage turrets
Fixed bug where Petal’s exploding seeds didn’t affect summons (enemy Petal’s minions and enemy Fortress’s wolves)
Fortress wolves will now attack enemy captured Kraken if all enemy heroes are dead (previously, they would run past Kraken and attack enemy minions/turrets).
Spellfire no longer affects Petal/Fortress summons
Turrets don’t attack neutral jungle monsters.
The capturing bar on Kraken is no longer inverted
Krul’s Spectral Smite no longer deals reduced damage to lane minions
Reim’s Frostguard perk no longer gives a fixed amount of fortified health from hitting Petal/Fortress summons
Krul’s Spectral Smite’s weakness no longer reduces damage dealt by the Crystal Sentry/Gold Miner.
The burst of damage from Skaarf’s burning Goop now deals 50% reduced damage to Epic Monsters
Celeste’s Solar Storm now only deals reduced damage to structures. Previously, the ability stated it dealt reduced damage to non-heroes. The lead star actually did. The side stars only dealt reduced damage to structures. Now, the ability states that it deals reduced damage only to structures, and both the lead and side stars follow this rule.
Fixed a bug where Skye’s Forward Barrage was able to critically strike
Reza’s Scorcher no longer passes through turrets (it still damages them, but the projectile stops).
The speed boost granted by Fortress’ Truth of the Tooth is no longer cancelled when taking damage from a hero, turret, or summon.
Fixed a bug where Kestrel’s Active Camo cooldown would be put on cooldown when taking damage from non-heroes
Crystal Sentry now aggros enemies within its vision range of 12 instead of aggroing within a larger box whenever its team had vision on you (this should make Crystal Sentry behavior much more predictable)
Jungle minion will now leash a little further
Mirror Mini-map setting:
If you would like your Mini-map position in 3v3 to be consistent with where it’s at in 5V5, you can go to your SETTINGS and flip it. Otherwise, your Mini-map will remain as is.
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