Release Date: October 11, 2016
In darkness he lurks. Patient as the night in all its silence. For beneath his inverted perch scampers prey. Whether beast, mortal, or God matters not, only satisfying the unquenchable thrum in his veins for the boiling blood of another creature. But there is never enough. There will never be enough. So Camazotz, bat-god, whose bestial form matches that of his nocturnal servants, lurks in the darkness, waiting only to feed.
Once before, when the hero twins, Xbalanque and Hunahpu ventured to the Xibalba, stumbling blindly into the blackness of his cave, did Camazotz defeat a God. Finding themselves surrounded by a swarm of leathery bats, screeching and flapping with frenzied glee, the hero twins cowered and hid, hoping dawn to light their way out. Patient, as always, Camazotz waited. Hunahpu, unable to hold out, lifted his head from concealment to check for light. Camazotz leapt, sliding through the blackness like a dagger through skin, and snatched Hunahpu’s head from his neck. Victorious, he presented his prize as a trophy to the other underworld Gods. However, come the morning light, Xbalanque fashioned a new head for his brother from a gourd and the two escaped while Camazotz was away.
Long has Camazotz hung from his perch, watching as Gods clash and spill their sweet blood upon the earth. He’s waited, ever watchful, ever patient, for the moment to strike. Now that the moon has risen, and the night has come, Camazotz has disappeared into the darkness. When next he’s seen, there will be blood on his fangs.
Passive: Essence Drinker
Camazotz has a passive Vampirism bonus (+5% Lifesteal and Healing). Also, anytime a God dies they leave behind a pool of their essence in the spot they were slain. Camazotz may stand inside these pools to drink the essence, replenishing his health and mana (+2% Health and Mana per drink). If Camazotz is out of combat he drinks faster.
Heal per Tick: 2% Max Health
Mana per Tick: 2% Max Health
Drinks per Pool: 10
Camazotz screeches loudly and launches a sound wave that pierces through minions and deals (90/135/180/225/270 + 70% of your Physical Power) damage. If the screech hits an enemy god, the sound wave will echo. If Camazotz is hit by an echo, he gains vision of the God that was hit by screech for the next 15s and gains bonus Physical Power (20/25/30/35/40) for the duration.
Damage: 90/130/170/210/250 (+60% of your Physical Power)
Echo Buff: 20/25/30/35/40 Physical Power
Camazotz commands a swarm of bats to fly out and attack a single target, damaging (100/180/260/340/420 + 130% of your Physical Power) and slowing them by 30% and then carrying back a heal. If the target was a jungle buff monster they will be marked and Camazotz will receive a heal as well as a stackable Vampirism buff that lasts 210s. Marked monsters will not provide Camazotz with another stack of Vampirism. Vampirism Stack : +3% Lifesteal and Healing, stacking 3 times.
Damage: 100/180/260/340/420 (+130% of your Physical Power)
Heal: 20 (+100% of your Physical Power)
Buff per Stack: 5% Increased Healing and Physical Lifesteal
Max Buff Stacks: 3
Camazotz Leaps forward a short distance dealing damage (80,140,200,260,320 +75% of your Physical Power) on impact and healing himself (15/25/35/45/55 + 25% of your Physical Power) per enemy hit.
Damage: 80/140/200/260/320 (+75% of your Physical Power)
Heal per Hit: 15/25/35/45/55 (+25% of your Physical Power)
Bat Outta Hell (Ultimate)
Camazotz flies into the air, becoming CC immune for the next 3s. While flying, he may swoop forward to deal (140/180/220/260/300 + 20% of your Physical Power) damage. He may do this up to 3 times, landing on the 3rd time. Hitting more than one enemy God in a single swoop will deal increased (+10%) damage per god.
Damage per Hit: 160/200/240/280/320 (+40% of your Magical Power)
Bonus Damage: 10% per God
Feline Fashion Awilix – 400 Gems (Halloween Chest)
Voice Pack Available!
Wolfman Fenrir – 400 Gems (Halloween Chest)
Plague-bearer Izanami – 31,500 Odyssey Points
Scarlet Dangerfield Neith – 500 Gems (Odyssey)
Agni Dance Emote
As Cabrakan, keep an enemy stuck in a single tremor for six seconds.
As Cabrakan, get max stacks on your shield and stun an enemy god with it.
As Kali, kill five gods in one match that are marked for death by your passive.
You Thought You Had Me?
As Kali, get two kills in a single match while using destruction when you’re under 10% health.
Added back Ne Zha’s “Watch This” achievement which went missing.
What’s in the Bag?
As Zhong Kui, use expose evil and exorcism to fully stack your passive.
Book of Demons
As Zhong Kui, stun three or more enemy gods with book of demons.
Decorated Arena to set the mood for Halloween!
The Scary Potion makes a return this year with a brand new formula.
- Fixed an issue where players on low setting would not see the screen turn grey once they died.
- Fixed an issue where the Chinese Recall skin had a green glow when backing in base.
GEM OF ISOLATION
Gem of Isolation is a luxury item that gives a strong slowing effect. However, for it’s cost, it didn’t provide enough of a punch for mages to choose it over purely damaging options. We have bumped the Magical Power up to help it better compete with more popular items.
Increased Magical Power from
70 → 90.
Ritual Dagger should be a versatile item that could fit into many builds. Reducing the cost will give players more chances to utilize this item. To fit the cheaper cost, it is losing some attack speed.
Reduced cost from
2000g → 1850g.
20% attack speed → 10% attack speed.
At 2400 gold, Runeforged Hammer was hard to fit into a build even when you could get a log of use out of the Aura. At 400 gold less (and with a stronger passive) players who either have strong slows on their gods or want to build it with items like Frostbound Hammer, will have a lot more room to do so.
Reduced cost from
2400g → 2000g.
Reduced Physical Power from
40 → 30.
Increased aura from
10% → 15%.
Shield of Regrowth and Shifter’s Shield are both strong hybrid items [?]. While we feel like these items are in a good place, players are struggling to justify building into this item tree due to the inefficiency of Tower Shield. We are adjusting the strength of this Tier 2 to help players invest into this tree.
Increased Physical Protection from
10 → 20.
Chaac’s receiving a mixture of Quality of Life adjustments, fixes, and changes to how his abilities work, all aimed at making him more consistent and freeing up his utility when it comes to using his Ultimate. Torrent will no longer occasionally miss targets it should have connected with and has had its interaction with cripple changed. Storm Call is also seeing its interaction with Thunder Strike removed in favor of getting a power boost. The interaction with Thunder Strike was often difficult to set up and removed Chaac’s strong ability to initiate with Torrent of zone with Rain Dance.
Chaac can now use this ability while crippled, but only if no axe is deployed.
Adjusted the tech of this ability to allow it to always hit enemies who are in the range of the spin. (The ability wouldn’t always connect previously).
Removed the conditional bonus damage and knockup when picking up the axe on activation. Storm Call no longer interacts with a deployed axe.
Base Damage Increased from
200/250/300/350/400 → 250/300/350/400/450
Physical Power Scaling Increased from
100% → 120%
Medusa is receiving a mana reduction on Acid Spray and Lacerate to better assist her ability to harass enemies, especially in the early game.
Acid Spray: Mana cost reduced from
85 → 70 at all ranks.
Lacerate: Increased cooldown from
13s → 15s.
Crush is receiving an increase in power while also becoming more expensive to cast. Our goal with this is to make sure Scylla still maintains her late game mage status, but not at the cost of her early game being too weak to get there. Scylla will be more potent overall to help balance her early game and late game differences. She will still need to play carefully though as she is more prone to running out of mana if she isn’t using this ability in smart situations. Sentinel is also see a similar adjustment to Chaac’s Torrent, allowing players to cast it but not teleport with it while crippled.
Sentinel: Scylla can now deploy Sentinel while crippled, but she still cannot use the leap portion of Sentinel while crippled.
Increased Mana cost from
60/65/70/75/80 → 70/75/80/85/90.
Increased Damage from
90/145/200/255/310 → 90/150/210/270/330.
Increased Magical Power Scaling from
80% → 100%.
We have been watching Susano closely since his last round of balance changes as well as the feedback surrounding him. While we feel like he has fallen into a balanced state (in both competitive and casual play) we understand his mobility, damage output, and control have been a frustration to play against. Our goal, as with any god, is to make sure gods are both fun and balanced to play as but also play against. Susano is seeing a good amount of his damage moved around to different points of his kit while also allowing for more counterplay. Storm Kata has a slight wind up on the first slash; the damage from this ability is now spread out over all three parts of the ability. [?] Players should now be able to respond better to Storm Kata and receive less damage if Susano chooses to flee a fight instead of fully committing. Additionally, Typhoon will now only knock up enemies when fully charged, removing Susano’s ability to chain Crowd Control effects together without much setup time.
Increased pre-cast time for the first slash from
.1s → .4s.
Damage from the First and Second Attack reduced from
55/90/125/160/195 → 40/70/100/130/160
The Third Attack of Storm Kata now deals 20/35/50/65/80 (+33% of your Physical Power).
Scaling reduced from
80% → 65%.
Typhoon: Now only applies a knockup effect when fully charged.