Release Date: May 10, 2016
Like his sister, Amaterasu, Susano was born to rule, but he was tempestuous, with a flaring anger, wicked tongue, and a penchant for destruction. Their father, Izanagi, would have none of it and decreed that Susano live in the Underworld. His mood dark at this news, Susano committed heinous acts of vandalism and murder. Acts that sent Amaterasu into shameful hiding. Cast low, Susano descended to earth on his way to the Underworld. He carried only his Ten-Span Sword, and regret for his actions. What had his defilements achieved but to envelop the world in darkness? This was his nature, to broil like a storm, to frighten and destroy what stood in his path.
But a storm could also herald life.
At a river side, Susano ventured upon an elderly couple, weeping and cradling their young daughter. Eight children, they’d had once, but now only one remained; seven devoured by the eight-headed serpent. Susano was resolved. To atone for his crimes, to prove his father wrong, to better himself, Susano would slay this beast.
Eight traps he laid, one for each head of the creature, with eight tubs of aromatic saké as bait. Slithering forward, the Orochi spread its gruesome heads to drink from the trapped tubs. Susano cut the rope. Gates dropped. The heads were imprisoned. One by one, he chopped the eight necks, until only the wriggling tail remained. Sweeping his blade split the reptilian hide, leaving notches in his blade but revealing a brilliant sword inside: the Kusanagi-no-Tsurugi.
To his sister, he gave the blade. An act of atonement, but not an apology. His nature would never change, but his intention could.
Though seen on the battlefield of the Gods, Susano’s fight is not truly against those foes, but within himself. He is a raging summer storm, struggling to focus that destructive power at evil, and atoning when the innocent are harmed.
Passive: Swift as the Summer Storm
For each trained Ability that is on Cooldown, Susano gains bonus Movement Speed.
Speed Per Stack: 4%
Susano moves thrice in quick succession; after each attack he has up to 3s to fire the next one.
First Attack: Attacks all Enemies in a cone dealing 70,105,140,175,210 (+90% of your Physical Power).
Second Attack: Attacks all Enemies in a circle dealing 70,105,140,175,210 (+90% of your Physical Power).
Third Attack: Dashes Forward.
Susano commands the winds to blow, dealing 60,75,90,105,120 (+25% of your Physical Power) damage in a cone in front of him. Enemies in the center of the attack are pulled towards him.
Susano throws forward a gust of air which creates a whirlwind, dealing 20,35,50,65,80 (+30% of your Physical Power) damage every .75s for 3s. He may activate this ability again to teleport to the whirlwind. If the initial gust hits an Enemy, the whirlwind surrounds and travels with them, and teleporting to the Enemy reduces this cooldown to 6s.
Susano summons a hurricane at his location that pulls Enemies towards the center while growing to up to twice its size. Susano may activate this ability again to launch the storm in the direction he is facing, knocking up opponents in its path and dealing 160,210,260,310,360 (+140% of your Physical Power).
Scarlet Storm Susano
Vicious Apollo – 8500 Fantasy Points
Voice Pack Available!
Joki Loki & Last Laugh Loki – Joke’s on You Bundle (400 Gems)
Voice Pack Available!
Jag.Rar Xbalanque – Chest Exclusive
Riftshaker Janus – 400 Gems
Red Vengeance Nemesis – 250 Gems
We are doing our first update to the 2016 Season Ticket to include new content unlocks! We will continue to do updates to the 2016 Season Ticket throughout the year, with the next one happening after the Masters at Dreamhack.
- Enigma Chest Roll (8000 FP)
- Vicious Apollo (8500 FP)
- Undying Chest Roll (9000 FP)
Look At Me!
As Medusa stun three or more enemy gods using Petrify.
As Medusa deliver the killing blow to an enemy using Lacerate.
As Loki kill three or more enemy gods from behind.
Made You Look
As Loki get the killing blow on an enemy with your Decoy.
Watch it Bounce
As Zeus kill an enemy God on the fourth bounce of Chain Lightning.
As Zeus kill three or more enemies who have three charges on them with Detonate.
- Fixed an issue where you could open the party window and it would appear broken and only be closable using the Esc. key.
- Consumables now appear on a tree similar to the Relics tree.
- Fixed the Clan chat tab disappearing after a game.
- Fixed an issue where GM messages would be sent out as GM Global Alerts.
We’re making a number of changes to Conquest this patch, based on feedback we’ve received since the start of Season 3. While overall the Season 3 meta changes have been very successful, Conquest in particular has lost some enjoyment, especially in the jungling role. We want to empower Junglers once more, and let them spend more time roaming the Jungle.
The biggest change is the return of the Speed buff from Season 2. The return of speed buff will allow junglers to roam more easily and disrupt multiple lanes. We took a lot of feedback on this issue before making the decision to bring it back, but at the end of the day we think the game will be more enjoyable with Junglers having a dedicated buff again, and that was mirrored in the responses we received from the community.
The relocation of back Harpies will help to solve some issues with the jungle being too accessible at all times. The map will also see some improvements to quality of life with changes to the Boars and Fire Elementals.
Overall these changes should lead to Junglers being able to make more interesting decisions, feel more relevant in all lanes, and have more dedicated sources of farm for them to stay relevant as an individual role.
The Conquest Jungle is seeing a few adjustments in this patch.
- Added Speed Camp back to the Jungle.
This buff has been placed at the current Mana Camp Location.
- Removed short lane Boar Camp.
- Moved Mana Camp to the short lane Boar Camp location.
- Increased Boar XP from
- Increased Boar Gold from
- Fire Elementals give 45 XP and 30 Gold each and are now a single camp.
- Moved the Back Harpy camp back to it’s original Season 2 location.
- Back Harpy respawn timer adjusted from
110 secondsto 80 seconds.
- Boar respawn timer adjusted from
110 secondsto 180 seconds.
Bloodforge is receiving a new identity to separate it from Devourer’s Glove. The new Bloodforge will act as a mid to late game luxury item focused around Physical Assassins, offering a lot of base power in addition to a boost of speed and a shield upon getting a kill. Assassins who want to jump into a fight and pick off a single target are going to enjoy this item which allows for the potential for continued aggression or a safer exit strategy.
Increase cost from
2265g → 2850g.
Increased power from 40 → 75 Power.
NEW! Passive: Killing an enemy god forges a shield from their blood with health equal to 200 + 10 per Player Level for 20s. While the Blood Shield is active you gain +20% movement speed.
Gem of Isolation is a fun utility item for mages that helps them bring additional control to a team, but was often too prohibitive cost wise to build.
Reduced cost from
2850g → 2700g.
Increased magical protection from
40 → 45.
HIDE OF THE NEMEAN LION
Fixed the tooltip incorrectly stating it reflected damage as magical damage. It reflects damage as Physical damage.
MAIL OF RENEWAL
Fixed an issue where all player deployables were proccing Mail of Renewal.
ROD OF ASCLEPIUS
Rod Of Asclepius is receiving two noticeable increases this patch. Rod Of Healing, the item it builds from, is receiving a weaker version of the aura and Rod of Asclepius is going to be slightly stronger at providing health and increased healing. This should make this item easier to build into and more effective once it has been purchased.
Increased Health from
200 → 250.
Increased Aura from
20% → 25% healing.
ROD OF HEALING
NEW! Passive: AURA – The healing and Health regeneration of allies within 70 units is increased by 10%.
This change, along with the Witchblade change below, is the continued effort to encourage players to build towards the situation and reward them for that decision with efficient buys.
Reduced cost from
2250g → 2150g.
Added an effect for when the Passive is active.
STONE OF GAIA
Increased MP5 from
10 → 15.
Wind Demon is seeing a change of design in this patch. Anti-healing on crit was simply not enticing for players who wanted to prioritize crit, as those characters would either buy Brawler’s Beatstick or rush for more damaging options. Highlighting that second aspect, Wind Demon will now provide increased attack speed and movement speed upon critting an enemy, allowing characters to deal more damage upon critting and provide tools to give those players better positioning.
NEW! Passive: Your Critical Hits increase your attack speed and movement speed for 20% for 5s.
Reduced cost from
2200g → 2050g.
Artemis traps now show a warning indicator rather than a visible trap for enemies viewing it. Once triggered, the visible trap will appear as normal. We’ve taken this approach to solve visibility issues across her various skins that have different thematic traps.
Transgressor’s Fate: Updated the hidden trap FX to look more consistent across all Artemis Skins.
Chaac is receiving some additional love to help him compete more directly with other Warriors. An increase to his slow, as well as making his Ultimate more punchy, especially in the early game, should allow him to more regularly box and secure kills on his enemies.
Rain Dance: Increased Slow from
15/20/25/30/35% → 20/25/30/35/40%.
Storm Call: Increase base damage from
150/200/250/300/350 → 200/250/300/350/400.
Freya is receiving a very focused change that is both a buff and a quality of life improvement. By increasing the pulse duration by 1 second we ensure that Freya will never have leftover Irradiate time.
Pulse: Increased duration of pulse from
5s → 6s.
Power of the Wind Duel: Fixed an issue where Kukulkan’s Passive would not get modified by Rod Of Tahuti’s Passive.
Nemesis excels as a late game executor, focused on shredding assassins and tanks alike. We feel she currently does well in this role, but her early game is too punishing to allow her to reach this point of the game. Increasing her Passive as well as allowing Divine Judgement to steal 50% protections at all rank should give Nemesis more potency in the early stages of the game while still keeping her the late-game focused assassin that she currently is.
Scales of Fate: Increased Power Gain and Power Loss from
4% → 6%.
Divine Judgement: Increased Protection stealing from 30/35/40/45/50% → 50% at all ranks.
Raijin is seeing a mixture of quality of life improvements and small positive adjustments. We’ve fixed an issue with Percussive Storm being improperly silenced and interrupted, while also making it more usable and reliable for Raijin. Raijin will no longer be interrupted out of his Thunder Crash if hit with a hard CC after he has become invisible. Finally Taiko Drums will now allow for more time to make smart decisions, and should feel less restrictive. Raijin has been performing under the curve, and we feel these changes will put him in a better place without directly increasing his burst potential.
Increased projectile speed from
100 → 115.
Fixed an issue where this ability would not stop upon being silenced.
Removed Raijin’s collision during his pre-fire. (while invisible)
Raijin will no longer be able to be stunned/silenced/etc. once he has become invisible.
Time in air increased from
3s → 4.5s
Reduce movement penalty from
75% → 40%.
Increased radius from
12 → 15.
Updated tooltip to correctly indicate it as a Leap instead of a Dash.
Skadi and Kaldr have been performing well, with a large portion of damage and power coming from Kaldr. While we like the dynamic, we wanted to tone down Kaldr’s damage some to make him more manageable to play against.
Rune of the Hunt: Decreased Kaldr’s Basic Attack Damage from
60/60/80/80/100/100% → 50/50/70/70/90/90%.
A bit of a give in take on Vamana; we’re decreasing the scaling on Armored Umbrella and increasing the scaling on Ubrellarang. Vamana has many strengths from his ability to dish out damage, control a fight, and sustain in his ultimate. This shift is to better balance his damage across all his abilities.
Armored Umbrella: Reduced Physical Power Scaling from
100% → 70%.
Umbrellarang: Increased Physical Power Scaling from
40% Per hit → 50% Per Hit.
Xing Tian is seeing the balance of his kit shifted around, but we overall wanted to bring him up in strength. By making his ultimate more well defined for enemy players to play around, we felt comfortable bringing back some of the strength of his main abilities. Furious Roar’s damage now happens over a longer period but will end up stronger in the end, and Hook Slam’s Root has been brought back allowing Xing Tian more control over enemy players in a fight.
Fixed an issue where Xing Tian’s Ultimate could get stuck on the Joust Map.
Increased duration from
1/2/2/3/3s → 1/2/3/4/4s.
Decreased dot damage from
4% per second → 3% per second.
Increased base damage from
70/100/130/160/190 → 80/115/150/185/210.
Hook Slam: This ability now roots instead of slows on the slam hit.
Whirlwind of Rage and Steel:
Increased casting time from
.72s → 1.25s.
There is a new animation for casting of the ultimate.
This ability now deals 25/45/65/85/105 + 35% per hook, rotation, and throw.
Cooldown reduced from
100s → 90s.