The July 5th Update sees new revamped hero Helen, battlefield changes, system improvements, core gameplay improvements, new career system, and hero balance adjustments arrives.
Slayer Gameplay Improvements
The purpose of the Slayer gameplay hasn’t been clear and effective for a long time now, so we’ve improved the mechanics related to summoned creatures of the Slayer gameplay to enable its summoned creatures to help take down the tower, which makes the Slayer’s assistance in pushing towers more intuitive.
Added: The attacker will now summon 1 wave of Slayer Vanguards instead of dealing additional damage to towers.
Like minions, Slayer Vanguards can break down the high defense state of the tower.
Added: The attacker will summon 2 waves of Slayer Vanguards.
Details: Instead of being summoned at the summoner’s location, the summoned Slayer will now appear at the summoner’s base and choose the lane closest to the summoner to attack the enemy.
The Infinite Slayer will have a combination of the powers of the Slayer and Holy Dragon to enhance its finishing capabilities.
Added: After it is killed, the attacker will summon 3 waves of Slayer Vanguards. Killing an enemy hero grants a one-time shield that has 40% of max HP as well as the Holy Dragon’s effect that deals damage equal to 5% of the target’s max HP to the enemy heroes intermittently.
Removed: The Armor, Magic Defense, and HP Regen bonus for all allies in the old version.
Details: Instead of always choosing the middle lane like before, the summoned Slayer will now appear at the summoner’s base and choose the lane closest to the summoner to attack the enemy.
Overhauling of Wildlings
After adjusting the Spirit Sentinel many times, we’ve found that its actual strength no longer matches its powerful appearance, so we’ve replaced the Spirit Sentinel with a new creature from Afata. The departure of the fearsome Spirit Sentinel has opened up the possibility of adding more creatures to the ecology of the Antaris Battlefield.
Removed: Spirit Sentinel
Base HP: 4000
Base Attack: 200
Base Armor and Magic Defense: 0
Base Kill Rewards: 35 Gold, 100 EXP, Killer recovers 5% max HP
Super Armor is no longer granted.
New Minion Model
We’ve remodeled the appearance of the ranged minions that spawn in the first 4 minutes of the Dragon Lane.
These minions have come to the Antaris Battlefield with gold on their back, and the challengers who kill them will be rewarded with lots of gold!
Jungler Weapon Passive Stack Improvements
In scenarios where teammates are needed to help clear the jungle, Jungler might not always be able to score the final blow against wildlings, which makes them miss out on gaining passive stacks from jungling equipment. This makes it harder for teams who want to jungle together and makes the passive stack of jungling equipment stack slower than we expected. Therefore, we have made some changes to the original stacking rules.
Added: When a hero kills a wildling, allied heroes within 10m will also accumulate passive stacks of jungling equipment.
Structure and Wildling HP Bar Improvements
We’ve added an HP bar for the Base. Moreover, when the Tower or Base are attacked, they’ll lose HP in a similar manner to heroes.
Similarly, the Slayer, Dragon, Sage Golem, and Might Golem will also lose HP in a similar manner. We hope this will help you compete for them.
New Highlight Broadcast
In the new version, we’ve added more targeted improvements to highlight players’ actual actions in battle and their dazzling performance from multiple perspectives, such as ganking in the jungle, competing for resources in the creek, providing support, etc.
Owlgriff Sentinel: Triggered when players seized the Owlgriff
Finisher: The player finishes off all their wildlings quickly
Superior Gank: A Jungler player deals a lot of damage to an enemy hero in the middle lane
Eye of the Creek: A Marksman player successfully seizes Cruiser Hawk in the creek
Pace Setter: A Jungler player successfully defeats the Slayer/Dragon
Complete Beatdown: Players deal a lot of damage to the enemy on the lane
Excellent Interference: Get in the enemy’s Jungler’s way when they are trying to get the Might or Sage Buff
Guardian: The player gives a shield or restores HP to an ally with low HP
Battlefield Graphics Improvements
In this update, we’ve optimized the graphics of the battlefield to increase both quality and performance and optimized art performance at the Low Graphics setting without putting pressure on performance.
In-game Smart Tactical Communication System Updates
In this version update, we added more quick battlefield event signals so that players can share battlefield information with teammates more quickly.
New battlefield event signals in the update include:
Enemies have invaded the jungle in the first 10 minutes.
Enemy disappeared on the lane.
Enemy hero has low HP.
An enemy hero is attacking our tower.
Reminder to clear minions when they are building up.
Reminder that minion earnings are not shared with the jungling equipment in the early game.
Whether the enemy has the Might/Sage buff in the first minute of the game.
When an enemy uses Punish.
When an enemy uses Flicker.
When an enemy uses Purify.
When an enemy uses Arctic Orb.
When an enemy uses Blade of Eternity.
When an enemy uses Mother Earth: Cleansing.
Battlefield Experience Improvements
Made targeted improvements to some skills of 34 heroes such as Capheny, Toro, Yan, Aoi, Enzo, and Yue to improve the control experience of the camera that follows skills.
Added special skill indicators for Yorn’s skill 2, Violet’s ultimate, and Qi’s ultimate.
Improvements of the clarity for the Holy Dragon skill casting range: Increased the range of special effects to match the actual range of actions.
Improved the Tower performance of Iron Defense Line.
Added a reminder that appears when an invisible hero is about to take any action that will expose them to enemies. When the player is discovered by the enemy, a yellow exclamation mark will appear above their head. When an invisible enemy hero is discovered, a red exclamation mark will appear above their head.
New Career System
The Career system is a feature that integrates multiple goal-related gameplay to make it easier for players to focus on quests and claim rewards.
Play Standard or Ranked and complete the specified quests to get quest rewards and accumulate Activity. Players can claim Activity Chests when reaching certain Activity targets.
Migrated the entrance of the Season Challenge to the Career system and retained the original entrance on the Ranked screen.
Skill Demonstration Improvements
In this update, targeted improvements have been made to the skill demonstration system for transforming heroes or heroes who have multiple forms to make the demonstration more consistent with their actual combat performance.
Affected heroes include:
- Wonder Woman
Equipment and Enchantment Description Improvements
To help players better understand equipment and enchantments quickly, we have improved the descriptions of their skill effects:
Standardized the description of some equipment effects, enchantment effects, and cooldown time.
Used different colors to represent skill effects, e.g., using red for physical damage.
Added some explanations for special effects such as resistance.
New Season Theme – Afata
Support for real-time spectating.
Support for video recording of matches.
Improved the logic of redirection links to facilitate continuous spectating.
Battle Stat Display Update
Revised the Battle Stats screen. All official data will be used starting from the next season.
Popularity Performance and Description Improvements
New popularity special effects for receiving Likes.
New descriptions for the gaining of popularity.
Rank Entrance Changes
Tap the button above the Friend List in the Lobby to switch to the Rank entrance.
Armory System Improvements
Quick Armory button in the Lobby
Unified all the Armory entrances in the Lobby so that it is no longer necessary to configure the same hero multiple times.
Heroes’ equipment, Enchantments, Arcana, and Talents will be presented as sets. It is now possible to apply system-recommended sets, popular sets, or sets used by pros with one tap.
There are a total of 5 custom set loadouts. The first 3 are automatically unlocked, while the 4th and 5th set is unlocked by purchasing the Codex. Set loadout 4-5 will be automatically unlocked after this update if they were previously unlocked.
If you want to customize the loadout in the set, you can tap to enter the detailed configuration interface and manually configure or select the recommended equipment layout. The modified equipment loadout will be applied to your currently equipped sets.
In the old version, the equipment loadout, Enchantment loadout, and Arcana loadout currently used by each hero will be transferred to set loadout 1. Other customized equipment and Enchantment loadouts will be transferred to set loadouts 2 and 3.
Unlocked, customized Arcana loadouts of the old version have also been migrated to the new Arcana system. Go to My Arcana Page – More Builds to view, edit, and use them.
Quick Armory sets in the Hero menu
The Armory entrance in the Hero menu has also been integrated with a set entrance.
After selecting a set, you can also replace the Enchantment and Arcana loadouts of the set separately. Changes made to the Armory in the Hero menu will also be synchronized with your set loadouts.
Improvement of Rank Entrance
The information of player’s tier will be displayed above rank entrance.
Pre-selected Lane Improvements
We’ve modified the entrance display of pre-selected lanes to make it easier for players to understand those pre-selected lanes can be modified here.
Team Related Improvements
We’ve improved the team joining process. If a player is the only player in the team, they can directly join another team that is recruiting players.
In the team room, players can tap the avatar of other players in the room to view their personal information.
Overhauling of Heroes
Helen was the last fairy born in the World Tree before the Second Invasion, and she was discovered and raised by Peura. Peura wanted to train Helen to become the guardian of Soul Glade, but Helen had a mischievous personality that made her unsuitable for the lonely burden of guarding Soul Glade. One day, Veera invaded Soul Glade after creating a rift in the Abyss. However, Helen was negligent and didn’t discover her in time. After rushing back to Soul Glade, Peura sacrificed herself to force Veera to retreat. Faced with the death of her master, Helen blamed herself so much that she finally grew up and shouldered the responsibility of guarding Soul Glade.
In this round of adjustments, we have focused on Helen’s healing ability. Peura’s healing ability gives herself and her teammates strong survivability while at low HP, whereas Helen’s healing ability focuses more on keeping herself and her teammates in a safe state with more HP, which is more friendly to back-row heroes.
Passive Skill: Increases own movement speed by 25% → Increases the movement speed by 70% that diminishes over time.Every 0.5s, recover 4% of lost HP → Every 0.5s, recover 100 (+20% magic bonus).Removed the effect that reduces the target’s movement speed by 25%.
Skill 1: Every 0.5s recover 100 +20/Lv. (+20% magic bonus) → Every 0.5s recover 100 +30/Lv. (+25% magic bonus). Removed the effect that deals damage to the enemy and slows them.
Ultimate: Recovers 4% of lost HP every second (+0.4% magic bonus) → Recovers 175 +75/Lv. every second (+50% magic bonus).
As a mage who has excellent sustainability in combat, Lorion’s projectile is too powerful at wearing down enemies, and the combination of his ultimate’s control and damage makes his enemies unable to fight back. Therefore, we have reduced the damage of his projectile and removed its HP recovery effect. At the same time, we’ve enhanced the projectile’s damage and HP recovery effect when it is inside Lorion to encourage Lorion to enter the battlefield more.
Shock damage: 155 +22/Lv. +0.35 AP → 155 +30/Lv. +0.35 AP.
Healing amount: 36 +6/Lv. +0.15 AP → 30 +18/Lv. +0.15 AP.
Shock damage frequency: 0.5 → 0.75
Halved the damage of shocks and removed their healing effect.
When the projectile is out of Lorion, he gains super armor instead of becoming untargetable when the projectile is on its way.
The charging time of skill 2 now benefits from the cooldown reduction attribute bonus.
When we redesigned Murad, we made it easier to unseal his ultimate but also slightly reduced its damage to limit its power. According to the data, Murad has become weaker after these changes, so we’ve increased the damage of his ultimate again slightly to make him stronger. At the same time, we’ve reduced the cooldown of his skill 1 in the early game to help Murad level up faster.
Skill 1: Cooldown: 8-6s → Fixed 6s
Ultimate: Damage: 250 +75/Lv. +0.6 additional AD -> 250 +75/Lv. +0.75 additional AD. Diminishment rules: Reduces the damage by 10% for every enemy focused on, up to 40% -> Reduces the damage by 10% for every enemy focused on, up to 20%
After fixing the bugs in Pulse Shot form, Capheny now has a mid-to-high win rate at all Mastery Levels, and she is even outperforming other heroes at the advanced Mastery Level. We are now implementing some adjustments to target this problem.
Skill 2: Removed the slow effect removal mechanic. Cooldown: (9 -0.6/Lv.) -> (10 -0.4/Lv.)
Old Hero Improvements
Designer’s perspective: Although Xeniel has a very unique full-map support ability, he has been rather unpopular for a while now. This time, we have upgraded his ultimate to make it easier to use and made him more powerful in the early game. Hopefully, this will allow him to shine in the Slayer Lane and as a support hero.
Passive: The 3rd normal attack deals additional magic damage equal to 4-8% max HP → The next normal attack is enhanced to deal magic damage equal to 5% of max HP and slow the target by 50% for 1s. Cooldown: 5s.
Skill: Deals magic damage and inflicts slow if the shield is canceled in advance → Deals magic damage and resets the cooldown of the passive enhanced normal attack if the shield is canceled in advance. No magic damage is dealt when the shield is broken → Deals 50% magic damage and resets the cooldown of the passive enhanced normal attack when the shield is broken.
Skill: Cooldown: 10-0.6/lv → 11-0.6/lv
Grants self and the target with 40% damage reduction before teleporting → Grants the target a shield that absorbs 700/1000/1300 (+0.4AP) (+6/8/10% of Xeniel’s max HP). Deals 500/750/1000 (+0.4AP) magic damage to enemies when the shield ends or is broken.
The skill is cast at the target location where Xeniel lands. → Xeniel lands at the place where the skill is cast.
He restores 15% of max HP to himself and nearby teammates when landing. → He restores 10% of max HP to himself and nearby teammates when landing.
Removed: Magic damage dealt to nearby enemies within range of where he lands, and the speed-up effect granted to teammates.
Added: The teleport will be interrupted if the target dies while teleporting.
Added: Skill 1 can be activated early while being teleported.
Baldum is a regular on the battlefield because of the special ability of his ultimate that immobilizes his enemies, which makes it difficult for enemies to counter him when he uses his ultimate. In this round of improvements, we’ve changed how his ultimate is cast. It will now be cast at a target instead of at a target area. At the same time, we’ve removed the cooldown suspension and redundant slow effects of his ultimate and increased its hit rate so that Baldum has more reliable support capabilities while giving his enemies a fair chance to defeat him.
In terms of survivability, we’ve changed Baldum’s passive armor to an on-hit damage reduction effect for his skill. At the same time, we’ve removed the increased damage against wildlings, which is rather unreasonable for a supporting character, replacing it with a vulnerability passive which is more effective for team play. We hope these changes will help Baldum play a bigger role in protecting and buffing his teammates on the battlefield as tank support.
Removed: Additional 18% Armor bonus.
Changes: Baldum’s normal attacks deal magic damage → Enemies hit by Baldum’s skill are inflicted with vulnerability for 3s, which increases the damage they receive by 5% during this time.
Skill Range: 2.8m → 2.5m
Removed: Slow effect on targets hit.
Changes: Mana Cost: 60 (+5/Lv.) → 40 (+8/Lv.)
Removed: Successful hits reduce the cooldown of this skill
Double damage to wildlings
Changes: Enemies hit deal 20% less damage to Baldum for 1s → Whenever Baldum’s skill 2 hits an enemy, Baldum gains a 6% damage reduction for 2s, up to 4 stacks (damage reduction effect: 6% +0.5%/Lv.)
Hits slow the enemies by 30% for 1s → 2s
Mana Cost: 50 → 40
Cooldown: Immediately enters cooldown after it is cast → Enters cooldown after the bar fills up
9s → 5s
Changes: Cast Method: Target location → Target enemy
Cast Range: 10m → 6.5m
Ultimate Speed: 15m/s → 12m/s
Added: The enemy is knocked up for 0.5s after escaping
Removed: Removed the slowed effect on the path and in the circle when summoning a circle
Removed the slowed effect in the circle while the circle is active
Removed the slowed effect after escaping the circle
Removed the cooldown immobilizing effect inflicted on enemies in the circle
New Mode: Double Ultimate
A wave of Ultimate power sweeps across Athanor once every year, and the heroes of the land have started to study this power to harness it and use it in battle.
How to Play:
The Classic 5v5 map and rules are adopted in this mode.
Extra Ultimate Mechanic:
Each player will get an extra ultimate. The usage and cooldown logic of the extra ultimate is the same as the normal ultimate.
Players will be able to select an extra ultimate after all players finish selecting a hero.
When selecting an extra ultimate, each player will be randomly assigned 3 extra ultimates (excludes the ultimates already selected by ally players).
Players will have 20s to choose 1 ultimate out of these 3 extra ultimates.
The extra ultimate starts off at Level 1 and has no skill cost. The extra ultimate automatically levels up when the player reaches Level 8 and Level 12.
Extra Ultimate Damage Conversion Mechanic:
When calculating the damage of the extra ultimate, the player’s higher attributes will be automatically factored into the calculation.
If Tel’Annas uses Krixi’s Starfall ultimate, the hero’s physical attack attribute will be used to calculate the damage dealt.
Adjustments will be made to the damage bonus proportions of some skills.
Mode Balance Adjustments:
Shortened the resurrection time in the early game.
Increased the growth speed of minions.
Increased gold/EXP gains.
Brought forward the refresh time of the Dragon/Slayer and the alternation of day and night.
Graphics Quality Improvements
We constantly strive to improve the graphics of Arena of Valor. After taking in a lot of feedback from players, we have improved Krixi and Tel’Annas from the previous version, upgraded the display of their character models in the Lobby, and completely reset Krixi’s in-game skill effects.
Reset the Lobby display.
Reset the Lobby display.
Reset in-game special effects.
We have also improved the in-game special effects of heroes, such as Mganga, Butterfly, Batman, The Flash, Superman, and Wonder Woman to varying degrees. In future versions, we’ll try to work faster to upgrade more heroes.
Improved the quality of some Enchantment special effects and the quality of Talents
To give players a better combat experience, we’ve improved the special effects of Enchantments such as Explosive Shield, Forest Wanderer, Enhanced Restore, Luxuriant Tantrum, Evanescence, etc., and the quality and clarity of all Talents.
Enchantment Special Effects
Talent Special Effects
Mini-map signal special effects upgrades
On my way:
Fixed a bug that caused pre-orders of equipment to automatically be canceled after a period of time if the pre-order was made while equipped with a full set of equipment.
Fixed a bug that caused the halo effect of the Genesis to take effect after the hero equipping it has died.
Fixed a bug that caused heroes’ armor and magic defense to remain for a short period of time after leaving Genesis’ range.
Fixed a bug that caused super minions in the side lanes to have slightly slower movement speed.
Fixed a bug that caused the skill indicator to not move up or down when a hero is knocked up.
Fixed a bug that caused the exclamation mark special effect above the hero’s head to appear abnormally when the hero is discovered by the Vision Sprite generated by the Cruiser Hawk.
Fixed a bug that caused normal attacks to increase 2 stacks of the Devil’s Handshake buff when attacking at a fast attack speed.
Fixed a bug that caused the actual damage range of Explosive Shield to look bigger than it really is.
Fixed a bug that allows ranged heroes to attack the Slayer from behind it without making it leave combat in certain situations.
Fixed a bug that caused the Slayer summoned by players to be unable to attack the base or tower in certain situations.
Fixed a bug that caused Tachi’s speed to increase by an abnormally high amount when he unseals his mark.
Fixed a bug that caused Taara’s skill 2’s damage range to be abnormally large and not move with her.
Fixed a bug that caused the direction of his skill 2 to be abnormal after the second stage of Volkath’s ultimate is cast automatically.
Fixed a bug that caused Ryoma’s passive’s enhanced normal attack to have abnormally low damage when it hits an enemy from an extreme distance.
Fixed a bug that caused Kriknak’s normal attack’s range to be abnormally big.
Fixed a bug that caused the performance of Yan’s skill 2 to look abnormal to the red side in 3v3 mode.
Fixed a bug that caused Yan’s enhanced skill 1’s damage range to be abnormally large during his ultimate.
Fixed a bug that caused Capheny’s ultimate and Grakk’s skill 2 to have missing special effects at low and moderate graphics settings.
Fixed a bug that caused Dextra’s skill 1’s enhanced normal attack to have an abnormal range and not slow the enemy properly.
Fixed a bug that caused Dextra to receive abnormally low healing from her skill’s conversion effect during her ultimate.
Fixed a bug that caused the resurrection-time-reduction effect of Sinestrea’s passive to not take effect when she has less than 7 stacks of her passive.
Fixed a bug that caused the disappearance of Qi’s marks to be inconsistent with her enhanced normal attack.
Fixed a bug that caused Bright’s skill 1’s increased movement speed effect to not take effect when it hits an enemy at a rather far range.
Fixed a bug that caused Wiro’s skill 1’s 3rd enhanced attack to stun the tower.
Fixed a bug that caused Omega’s skill 1 to not deal damage to epic wildlings.
Fixed a bug that caused the mark of Wiro’s resurrection passive to appear on walls.
Fixed a bug that caused the description of invisibility conditions to be incorrect in Krizzix’s skill 1 and ultimate.
Fixed a bug that caused the description of the skill cooldown to be incorrect in Arum’s skill 1.
Fixed a bug that caused the damage value to be incorrect in the description of Grakk’s ultimate.
Fixed a bug that caused Zip’s character model to appear abnormally after Zip is hit by Baldum’s ultimate while using an ultimate.
Fixed a bug that caused Zip’s skill 2 to suck allies hit by Baldum’s ultimate.
Fixed a bug that caused the invisibility effect of Krizzix’s skill 1 to look different from the invisibility effects of the ultimate to enemies.
Fixed a bug that caused Quillen’s ultimate’s skill indicator to be quite small and cause the screen to lag.
Fixed a bug where the healing reduction effect of Max and Mganga caused recovery to become abnormal.