3.0 Notes
UPDATE 3.0 NOTES: PLAY VAINGLORY 5V5 ON SOVEREIGN’S RISE NOW
It has finally arrived. Vainglory 5V5 is the last puzzle piece in the vision of what Vainglory was always meant to be — and we’re so excited to NOW put this category-defining experience in your hands. It’s a milestone four years in the making, and we’re so grateful you’ve taken this journey with us. See you on the Rise!
VAINGLORY 5V5 HIGHLIGHTS:
If you don’t have time to read all the details below, here’s just a taste of what 5V5 delivers:
BREATHTAKING MAP & DRAGONS!
Step onto Sovereign’s Rise, a brand-new 3-lane map featuring two terrifying dragons: Blackclaw and Ghostwing, the Storm Queen’s prized pets. Capture them for game-altering effects.
Sovereign’s Rise also features true line-of-sight Fog of War, shrouding the map in mystery and danger. Understanding what you can see in Vainglory is much easier … and walking into what you can’t see is that much more harrowing.
5V5 INTERACTIVE MAP
Visit the Sovereign’s Rise interactive map to preview all its Points of Interest.
THE VAIN FIGHTS BACK!
Beware: The enemy Vain crystal doesn’t take intruders lightly, firing Halcyon Missiles and stunning Rupture Cascades in its own defense. Combo your own hero’s abilities with the Vain crystal’s attack for unavoidably awesome damage. Take out enemy Armories to weaken their Vain’s defenses.
SIX NEW ITEMS
Shiny-new Teleport Boots beam you to allied locations anywhere on the map. Plus, Vainglory 5V5 introduces five new vision items and a new vision system centered around Scout Cams. Upgrade your cams for more vision and durability.
ORB GUARDIANS
New jungle monsters grant orbs of power. If you’re carrying a weapon or crystal orb and are killed, the orb will drop on the ground and can be picked up by another hero!
ALL-NEW 5V5 STRATEGIES
In Vainglory 5V5, you don’t need to be the most mechanically skilled player to succeed. With 3 lanes, 10 heroes an expansive jungle, more objectives and completely free camera controls, there’s many more opportunities to outthink your opponents en route to victory. “Macro-strategies” such as split-pushing, wave manipulation and jungle rotationsare powerful tools to victory — and if you want to soak up all that strategic knowledge, head to the Vainglory Academy in-game and check out some of the amazing Vainglory Community content creators making Vainglory 5V5 videos. We’ll feature community videos frequently in-game in the days and weeks ahead.
5V5 HERO OPTIMIZATIONS
Many heroes move faster to cover vast territory, are more durable to survive 10-hero teamfights and ultimates like Celeste’s Solar Storm and Baron’s Ion Cannon have extended ranges to cover the full Sovereign’s Rise map. Fortress, for example, now has 5 wolves during Attack of the Pack, one for each enemy hero in 5V5.
E.V.I.L. ENGINE OPTIMIZATIONS
Experience the smoothest Vainglory gameplay experience yet, running at 120 frames per second on supported devices and with unparalleled control accuracy and responsiveness.
ALL-NEW 5V5 MUSIC
Vainglory is excited to announce a brand-new 5V5 score by renowned video game composer Joris de Man. Best known for his music for the Killzone franchise and Horizon Zero Dawn, Joris was just won the 2017 Game Music Award for Outstanding Artist – Western Composer. Vainglory 5V5 features an adaptive music system that unveils the score based on how you play. The music during early game is different from the music during an epic dragon fight, and so on. We hope this incredible new score makes your Vainglory 5V5 experience that much more rich and immersive.
LUNAR NEW YEAR 5V5 CELEBRATION
Join the Infernal Dragons (Team Reza) or the Lucky Aces (Team Gwen) during Vainglory’s 2018 Red Lantern Event. Every time you play, you’ll earn Lunar Fame for your side of the global Community battle. If your side wins, you’ll unlock an unowned skin!
The event begins Feb. 15. Get all the details here.
Legendary ‘Vox on Ice’ Leaps into Vainglory!
‘FOUNDING 5V5’ PLAYER BADGE
Play during the first-ever Vainglory 5V5 update — Update 3.0 — to automatically receive an exclusive ‘Founding 5V5’ Loading Screen badge in a future release. Don’t miss your chance to claim your piece of Vainglory history and show it off before each match! Play Vainglory 5V5 (this specific game mode) during 3.0!
VAINGLORY 5V5: WHAT’S TO COME
In many ways, the release of Vainglory 5V5 is just the beginning. Ranked mode for Vainglory 5V5 is yet to come, along with an ambitious list of features and improvements for both 3v3 and 5V5 on the roadmap. Keep an eye on the new “Today in Vainglory” popup in-game for announcements and previews as we continue this 5V5 journey together with the Vainglory Community.
HERO BALANCE CHANGES
Update 3.0 (Sovereign’s Rise): Hero & Item Balance
THE VAINGLORY 5V5 ENCYCLOPEDIA
Below you’ll find details on all the creatures, structures and powers found on Sovereign’s Rise. Spreadsheet and theorycraft to your heart’s content. …
EXPERIENCE
“With more heroes on a team, we had to make a few additions to how much experience was granted when more than three heroes were sharing the pot. Keeping in line with Halcyon Fold, the hero to get the last hit will get the most out of the kill.” —Zekent
Players generate 0.6 experience per second starting at 0:45
Experience share is (Last-hitter/Other):
1 player = 100%
2 players = 85/75%
3 players = 60/50/50%
4 players = 46/38/38/38%
5 players = 36/31/31/31/31%
If killed by a non-hero, experience is distributed evenly among all nearby heroes:
100% if one hero
160% if more than one
Experience needed to gain a level:
90 + 8 for each additional level
SURRENDER
“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)
THE JUNGLE
RIVER MOVE SPEED BUFF
“With river granting move speed from the middle toward the side lanes, there is a higher incentive to put more forces in the center of the map to more easily rotate and assist allies. —Zekent
Heroes moving with the current of the river are granted 1.2 move speed when not in combat
Not in combat is defined as not dealing or receiving damage within 4 seconds
RIVER SHOPS
“With two shops available out on the Rise, you don’t have to recall often to base. It also becomes possible to catch enemies unaware while they look for a few quick purchases.” —Zekent
River shops spawn at 5:00 and contain everything that the base shop contains
JUNGLE BEHAVIOR
“Monsters in the jungle will now exhibit more consistent behavior and also regenerate small amounts of health if attacked from out of their range.” —Zekent
Jungle monsters will attempt to attack the nearest target to them
If no targets are found within their aggro radius, the jungle/boss monster will walk back toward its spawn location and heal for 2.5% (1.25% if a mythic monster) of its health per second
If the jungle/boss monster reaches its spawn location and idles, it will heal for 10% (5% if a mythic creature) of its health per second
MONSTER SCALING
“Monsters will periodically become stronger as the game progresses while capping out after awhile. Early game camps should feel fairly durable while being easily taken out come mid- to late-game.” —Zekent
These camps’ level will always be the current game time minute divided by two plus one rounded down. For example, if the game is at 4:05, all camps will be level (4 / 2) + 1 = 3. Camps cap out at level 12. (Yay, maths.)
MYTHIC CREATURES
BLACKCLAW – IN THE WILD
“Extremely durable and one of the most important objectives on the Rise, vying over Blackclaw can be the cause of many teamfights. Gaining control over this mighty dragon can be what turns the tides of a match.” —Zekent
Spawn: 15:00 (Level 8)
Respawn: 180 seconds after Blackclaw (captured) dies
Health: 7600 + 520
Defense: 50 + 25
Damage: 100 + 20
Piercing: 15%
ABILITIES
SWIPE
Each swipe hits enemies in a 120-degree radius, deals damage and applies a decaying slow starting at 45% for 2.5 seconds
Applies Mortal Wounds for 3 seconds
FIRESTORM
9 packets of damage
Minions: 50% of max health
Structures: 4% of max health + (14 + 1.5)
Other: 2% of max health + (14 + 1.5)
BLACKCLAW – CAPTURED
“Certainly a dragon to be feared, Blackclaw will storm down the middle lane and tear apart turrets with powerful flames and mighty claws. However, he does hand over a sizable bounty to the defending team, so be sure to push with him to gain an advantage during his rampage.” —Zekent
Health: 6500 + 1400
Defense: 35 + 15
Damage: 140 + 15
Piercing: 75%
Minion Defense: 800
Structure Defense: 0
Gold Bounty: 300 per player
SWIPE (CHANGES)
Each swipe deals 140 + 15
GHOSTWING
“Arriving on to Sovereign’s Rise earlier than her dragon kin, Ghostwing is a source of early conflict. She grants a solid boost in gold alongside powerful defensive boosts that become increasingly important as the game progresses.” —Zekent
Spawn: 6:00 (Level 4)
Respawn: 180 seconds
Health: 5400 + 350
Defense: 50 + 25
Damage: 145 + 25
Piercing: 15%
Gold Bounty: 300 per player
ABILITIES
SWIPE
Each swipe hits enemies in a 120-degree radius, deals damage and applies a decaying slow starting at 35% for 2.5 seconds
Applies Mortal Wounds for 3 seconds
FIRESTORM
10 packets of damage
Each packet deals (7.25 – 21) + 1.5% of her target’s max health
Applies Mortal Wounds for 3 seconds
GHOSTWING’S FAVOR
“While this buff is only triggered outside of combat, it allows teams to quickly heal up and prepare for combat once more. Engaging the opposing team while the barrier is active can lead to a significant advantage early on in a fight, while putting the enhanced health regeneration and energy recharge can be instrumental in helping a base siege continue.” —Zekent
Granted to the team of the killer
Lasts 90 seconds
After staying out of combat for 4 seconds, the bearer is granted:
20 health regeneration
10 energy recharge
Barrier that recharges over the course of 5 seconds
Barrier strength: 100 + 40 for every two minutes of game time that has elapsed
ORB GUARDIANS
WEAPON TREANT
“The ideal camp for a weapon jungler to start on. Granting a powerful slow and increased weapon damage, this is the camp of choice for junglers looking to set up ganks or looking to duel others in the jungle.” —Zekent
Spawn: 0:55 (Level 1)
Respawn: 150 seconds
Health: 950 + 180
Defense: 65 + 3
Damage: 40 + 10
Gold Bounty: 100
Experience Bounty: 35
WEAPON ORB
“Weapon-powered heroes wielding this buff will be more able to close the gap or keep their distance against their enemies. While extremely powerful on damage dealers, having more durable heroes take this buff can prove quite effective in locking down slippery foes.” —Zekent
Granted to the killer:
Lasts 90 seconds
Basic attacks on enemies will apply a decaying slow to them starting at 35% for 2 seconds
Weapon damage is increased by 15%
If the bearer of this orb is killed, the orb will drop on the ground and may be picked up by any other hero within the remaining duration of the buff (but with a floor of 20 seconds)
CRYSTAL TREANT
“One of the first two camps to spawn on Sovereign’s Rise, this camp is the perfect choice for crystal-powered junglers to start on as it increases both sustain and crystal damage upon capture.” —Zekent
Spawn: 0:55 (Level 1)
Respawn: 150 seconds
Health: 950 + 180
Defense: 65 + 3
Damage: 40 + 10
Gold Bounty: 100
Experience Bounty: 35
CRYSTAL ORB
“This orb is especially effective on crystal bruisers or long-range mages who are able to heal up damage that they may take in an exchange.” —Zekent
Granted to the killer:
Lasts 90 seconds
Crystal damage is increased by 20%
Crystal damage now lifesteals for 10% of the damage dealt
If the bearer of this orb is killed, the orb will drop on the ground and may be picked up by any other hero within the remaining duration of the buff (but with a floor of 20 seconds)
JUNGLE MONSTERS
GOLDOAK
“You don’t see the toad? It’s there. I swear!” —PlayoffBeard
“In terms of gold, this is the most valuable camp, but also the most well protected. If you manage to sneak into your enemies’ jungle and take it for yourself, it is a serious boon in gold. On your side, always try to share the ambient gold granted by this camp with an ally to maximize gold earnings.” —Zekent
Spawn: 1:05 (Level 1)
Respawn: 120 seconds
Health: 950 + 200
Defense: 65 + 3
Damage: 40 + 10
Gold Bounty: 160
Experience Bounty: 35
SMALL BEAR + HEALING TREANT
“This jungle camp is close to the side lanes and available to both the jungler and laners alike. Finding an opportunity to pick these off will help heroes sustain if they find themselves low on health or energy.” —Zekent
Spawn: 1:05 (Level 1)
Respawn: 90 seconds
HEALING TREANT
Health: 600 + 120 Defense: 55 + 2 Damage: 36 + 9 Gold Bounty: 35 Experience Bounty: 18
ABILITIES
ROOT
Casts a ground-targeted AoE which roots enemies caught in it for 2.5 seconds
The root ends immediately if the Healing Treant is killed
HEALING POWERS
“A quick kill of the Healing Treant can help sustain when you most need it. However, managing to take one of these away from your opponents may leave them at low health and unprepared for battle.” —Zekent
Granted to the killer. Restores the following amounts over 12 seconds:
Health: Level 1-12 = 475 – 650
Energy: Level 1-12 = 112.5 – 225
SMALL BEAR
Health: 350 + 75 Defense: 55 + 2 Damage: 18 + 7 Gold Bounty: 20 Experience Bounty: 13
BIG BEAR X 2
“Granting a sizable amount of experience and gold, these two jungle bears are no slouches. Taking them down consistently or stealing away a pair from your opponents can grant you a solid advantage.” —Zekent
BIG BEAR
Spawn: 1:05
Respawn: 90 seconds
Health: 475 + 90
Defense: 55 + 2
Damage: 27 + 8
Gold Bounty: 55
Experience Bounty: 18
TEAM STRUCTURES
STRUCTURE DESTRUCTION SEQUENCE
“Just making sure that no one is skipping over structures. Be sure to take things down in order.” —Zekent
Structures must be taken down in the following order in each lane:
Outer Turret
Halfway Turret
Base Turret
Armory
Vain Crystal (Only one Armory needs to be down.)
THE SANCTUARY
ABILITIES
MATCH-START SPEED BOOST
“Enjoy a huge burst of move speed coming off of the sanctuary for the first time! Having heroes quickly rush out to look for early advantages is now more dynamic than it has ever been in Vainglory.” —Zekent
Allied heroes are granted 4.0 decaying move speed for 20 seconds
MID-GAME SPEED BOOST
“Minimizing the amount of time spent healing while still being able to quickly make it back onto the battlefield ensures that most of your time is spent in battle, not walking around.” —Zekent
Allied heroes are granted 2.5 decaying move speed for 5.0 seconds
HEALING
Allied heroes regenerate 12.5% of their maximum health and energy every second (same as Halcyon Fold)
SHOPPING
Allied heroes may shop at base (same as Halcyon Fold)
VAIN CRYSTAL & ITS DEFENSES
“The Vain crystal fights back! Experience a new-and-improved final objective with more power and impact than ever before. Be careful when pushing into the enemy base without being prepared for its assault. Along with fight-altering damage, the crowd control it provides is something to watch out for.” —Zekent
STATS
Health: 13500
Defense: 0
Minion Defense: 0
HALCYON MISSILES
“Particularly effective at picking off single heroes, Halcyon Missiles grant an opportunity to catch a slowed enemy off guard or in a poor position.” —Zekent
Vain crystal fires shots equal to the number of Armories remaining that each deal 25 + 10% of the target’s max health and slow by 60% for 1.2 seconds
Deals 25% damage to Blackclaw (captured)
Deals 1000% damage to minions
Removed when all armories are downed
RUPTURE CASCADE
“With the power to completely change the course of a fight, defending alongside this ability can allow a team pressured into their base to mount a heroic comeback. While fairly simple to dodge on its own, when paired with a number of abilities flying out from heroes, this is a powerful tool that is not to be ignored.” —Zekent
Vain crystal creates a line of explosions that deal 100 + 10% of the target’s max
health and stuns for 1.2 seconds
Deals 50% damage to Blackclaw (captured)
Always available regardless of number of Armories remaining
VAIN CRYSTAL SHIELDING
“Taking down additional armories will make it dramatically easier to knock down the Vain crystal.” —Zekent
The Vain crystal takes reduced damage for each allied Armory that remains:
3 remaining: 100%
2 remaining: 50%
1 remaining: 25%
0 remaining: 0%
ARMORIES
STATS
Health: 3000
Defense: 190
Minion Defense: 200
ANTI-SNIPE BARRIER
“As an armory does not regenerate health, this barrier is to ensure that heroes with global ranged abilities are not able to take it down without being somewhat close to the action.” —Zekent
Disabled by lane minions (17.5m), Blackclaw (17.5m) and heroes (17.5m)
If it has been more than 3 seconds since the barrier has been disabled, it will regenerate 100 barrier every 0.5 seconds up to 800 barrier
TURRETS
TURRET SCALING
“With the middle lane being more valuable in terms of map control, we made sure that the turrets in that lane were more durable than the ones in two side lanes. That being said, taking an early mid turret can be a very powerful start of your team’s offensive maneuvers.” —Zekent
Side-lane turrets are level 3/5/7
Mid-lane turrets are level 4/6/8
STATS
Health: 3000
Damage: 160
Piercing: 15%
Defense: 35 + 30
Minion Defense: 100 + 20
Gold Bounty: 150 Per Player
DAMAGE TO:
Blackclaw (Captured):
Deals 1% of max health as structure damage
Heroes:
Applies one stack of damage amp (max 6 stacks)
Deals (160 + current hero level * 8 + 7.5% of max health) * (1 + 45% * damage amp stacks) as structure damage. Got that?!
Minions:
Deals 160 as structure damage
Reduces armor and shield of minions to 0
TURRET DESTRUCTION EXPLOSION
“Boom! Be sure to stand clear of these explosions as they can do significant damage!” —Zekent
Blackclaw:
Deals 10% + 3% * [12 – Blackclaw’s Level] of Blackclaw’s max health as true damage
Minions:
Deals 25% of current health as true damage
Heroes:
Deals 25% of current health as as structure damage
EARLY-GAME RESILIENCE
“Turrets are a bit tougher to take down earlier on in matches, though a well coordinated push can still knock one down before the extra resilience wears off. This allows more opportunities for heroes to roam around the map without fearing for their turrets.” —Zekent
Has 50% reduction to incoming damage for the first 6 minutes of the game
BACKDOOR BARRIER
“Similar to turrets on the Halcyon Fold, this barrier prevents a very particular, very unorthodox strategy from being employed.” —Zekent
Disabled by lane minions (9m) and blackclaw (17m)
If it has been more than 3 seconds since the barrier has been disabled, it will regenerate 100 barrier every 0.5 seconds up to 800 barrier
LANE MINIONS
“These allies have increased importance on Sovereign’s Rise. With proper control of minion waves, you can create opportunities, apply pressure or create perfecdt cycles of waves that maximize your last-hitting potential.” —Zekent
A wave of minions spawns every 30 seconds with an initial spawn time of 0:45
Minions all start at level 2 and start leveling up at 4:00 and gain 0.5 levels per minute (rounded down)
Minions cap out at level 12
Each wave spawns with two melee minions, one range minion, one siege minion, with a captain minion replacing the siege minion in every fourth wave.
CAPTAIN MINION
“Along with being worth a substantial gold bounty, taking down the opposing captain minion can help your minion wave create some serious pressure on your enemies. Be sure to utilize their aura and time your pushes into opposing structures alongside these allies.” —Zekent
Health: 418
Defense: 25 + 65
Move speed: 3.7 + 0.7
Minion defense: 45
Structure defense: -35 + 58
Damage: 32 + 15
Minion damage: 40
Structure damage: 58 + 2
Gold bounty: 75
Experience bounty: 12
CAPTAIN AURA
“As long as nearby allied minions see that flag around them, their morale is raised and they become significantly more durable.” —Zekent
Allied minions within a 12m radius take 50% less damage from structures and 20% less damage from enemy minions
MELEE MINION
Health: 320 Defense: 25 + 30 Move speed: 3.7 + 0.7 Minion defense: 45 Structure defense: -100 + 35 Damage: 13 + 3 Minion damage: 12 Structure damage: 32 + 3 Gold bounty: 30 Experience bounty: 6
RANGED MINION
Health: 280 Defense: 25 + 20 Move speed: 3.7 + 0.7 Minion defense: -35 Structure defense: -100 + 30 Damage: 10 + 4 Minion damage: 30 Structure damage: 58 + 2 Gold bounty: 25 Experience bounty: 6
SIEGE MINION
Health: 418 Defense: 25 + 65 Move speed: 3.7 + 0.7 Minion defense: 45 Structure defense: -35 + 58 Damage: 32 + 15 Minion damage: 40 Structure damage: 58 + 2 Gold bounty: 50 Experience bounty: 12
MINION EMPOWERMENT
“Here’s a fun one! If minions are able to push up to the Vain crystal and force opposing minions to immediately turn their attention without passing by an Armory, they will have a fairly significant advantage in durability against their minion counterparts.” —Zekent
Allied minions which pass by an armory are granted 35 bonus minion defense
MINION VICTORY BUFF
“Minions in the lane of a destroyed enemy armory will constantly be pushing toward the opposing side of the map. However, be careful as this does allow your opponents to have easier access to farming up those minions.” —Zekent
Destroying an enemy armory will grant allied minions in the respective lane the following:
30% increased damage to structures
30% increased damage to enemy minions
20% damage reduction against enemy heroes
NEW 5V5-SPECIFIC ITEMS!
“A new map calls for new items that not only allow for healthy gameplay, but also provide more interesting choices and tradeoffs. We’re moving toward a future where vision is a team effort, while still allowing players who want to focus on map and vision strategy to do so.” —Sonata
TELEPORT BOOTS
“Teleport Boots let you give up your combat sprint to gain a global presence. With a well-timed teleport onto a friendly minion, Scout Cam or structure, you can catch enemies off guard or force them to overcommit into a bad situation.” —Sonata
Total cost: 1600
Builds out of Travel Boots (800 to upgrade)
Stats:
+150 max health
+15 shield
+15 armor
+0.5 move speed (boots passive; does not stack)
Has travel boots passive
Starts channeling teleport upon activation
Can teleport to friendly non-hero units
Grants targeted friendly non-hero unit a 600 barrier while channeling
Teleport takes 2.5s to finish channeling
Gain a burst of speed upon arrival
180s cooldown
5V5-SPECIFIC VISION ITEMS
SCOUT CAM
“With a bigger and more mysterious map because of Fog of War, players needed persistent options for vision that weren’t easily destructible. Scout Cams bring the vision game to everyone and makes the vision game one about resource management and calculated risks, without the gold tax.” —Sonata
All players start out with this vision item in a new “bumper button” next to hero abilities
Cannot be purchased or sold
Scout Cams grant vision and true vision (sees stealth, including enemy Scout cams) in an area
Scout Cams last 150s
Scout Cams take 5 hits to kill; health correlates with duration
Scout Cams have 2 max charges
Scout Cams recover 1 charge every 150s
These will not be targeted by the Vain crystal or turrets
ScoutPak
“The ScoutPak is a good option for players who want to drop more Scout Cams. Use these charges to help your teammates light up more areas of the map, preventing your enemies from executing their strategies as easily. —Sonata
Total cost: 500
Builds out of Hourglass (250 to upgrade)
Stats:
+20% cooldown speed
+2.5 energy recharge
Scout Cams have 3 max charges
Scout Cams recover 1 charge every 120s
ScoutTuff
“ScoutTuff is a great buy for players who want to invest into a particular area. Tougher and longer-lasting Scout Cams mean more value for every one you drop. The Flares are a great added bonus for objective control.” —Sonata
Total cost: 500
Builds out of Flare Loader (200 to upgrade)
Stats:
+250 max health
Scout Cams last 180s
Scout Cams take 6 hits to kill; health correlates with duration
SuperScout 2000
“The premier item for maximum vision control, the SuperScout 2000 gives you everything you need to become a master tactician. Opt into a match of wits and force your opponents to wander into unknown territory.” —Sonata
Total cost: 2000
Builds out of ScoutPak and ScoutTuff (1000 to upgrade)
Stats:
+500 max health
+25% cooldown speed
+5 energy recharge
Scout Cams last 210s
Scout Cams take 8 hits to kill; health correlates with duration
Scout Cams have 5 max charges
Scout Cams recover 1 charge every 90s
Does not stack with any other vision upgrade items; takes highest value
FLARE LOADER
“The Flare Loader is a quick pickup for those who want to immediately deal with heroes with combat stealth. Alternatively, you can also use this to safely check areas without vision from afar.” —Sonata
Total cost: 300
+150 max health
Fires a flare upon activation
Flares last 3s
Flares grant vision and true sight (sees stealth) in the area
Flares have 3 max charges
Flares recover 1 charge every 75s
We hope Vainglory 5V5 is the most fun you’ve ever had on a mobile device … and we’re only just getting started. More heroes, features and system improvements are on the way in the months ahead. Now, go make your mark on the Rise.
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