Overwatch Patch June 16, 2026
Today · 42 heroes changed · Full patch notes ↗
Win rate impact data is not available for this patch.
Balance Changes
These changes are intended to improve clarity and solidify the niches for Ana's less popular powers, as well as tune her items to be more in line with their costs. We nerfed Dash Boots especially significantly so it can be a more situational option instead of an auto pick in all Ana builds.
- Currency from damage and healing reduced by 10%.
- Added +75 [Sleep Dart] Base Damage.
- New
- "[Sleep Dart] hits heal you and nearby allies for 10% of your Max Life every 1s for 5s."
- Removed.
- Reworked from "[Biotic Grenade] applies Overhealth equal to 200% of its healing" to "+30% [Biotic Grenade] Radius. [Biotic Grenade] applies Overhealth equal to 30% of your Max Life for [Biotic Grenade]'s duration."
- Damage increased to 75 (Up from 60).
- Cost increased to 12000 (Up from 4000).
- Rarity increased to Epic (Up from Rare).
- Category changed to Weapon (from Ability).
- Added 10% Weapon Power and 10% Cooldown Reduction.
- Removed +4 Ammo.
- Added 30% Max Ammo.
- Removed 25% Ability Lifesteal.
- Added 25 Health and 10% Ability Power.
- Removed.
- Removed.
- Cost reduced to 4000 (Down from 4500).
- Category changed to Survival (from Ability).
- Maximum Health increased to 100 (Up from 50).
- Cost reduced to 4500 (Down from 9000).
- Rarity reduced to Rare (Down from Epic).
- Health reduced to 25 (Down from 75).
- Added 5% Cooldown Reduction.
- Now also knocks back yourself.
- Cost increased to 10000 (Up from 4000).
- Rarity increased to Epic (Up from Rare).
- Cooldown increased to 5s (Up from 3s).
These changes enhance the fluidity of Anran’s abilities, allowing for smoother ability flow without significantly increasing her overall power.
- Reduced recovery after the ability from 0.3 to 0.1 seconds.
- Reduced recovery after the ability from 0.2 to 0.1 seconds.
We're lowering Ashe's reliance on Infrared Lenses in all her builds by making it more focused on a hybrid niche to open up her itemization more. We're also adding some quality of life to her less popular options.
- Currency earned from damage and healing reduced by 5%.
- Viper Scoped base damage reduced to 72 (Down from 75).
- Ammo restored increased to 25% (Up from 20%).
- Missed shots now consume Calamity stacks.
- Added 3s Cooldown so charge can be re-activated without eliminating an enemy.
- Now charges towards where your crosshair is pointed instead of its current target.
- Changed from Restore to Heal.
- Faster Burn Rate increased to 40% (Up from 25%).
- Added "If [Coach Gun] doesn't deal any damage, refund 3s of its cooldown."
- Cost increased to 11000 (Up from 10000).
- Added 10% Weapon Power.
- Category changed to Weapon (from Survival).
- Cost reduced to 4000 (Down from 10000).
- Rarity reduced to Rare (Down from Epic).
- Category changed to Ability (from Survival).
- Ability Power reduced to 5% (Down from 10%).
- Ability Power reduced to 5% (Down from 10%).
- Ultimate Charge gain reduced to 15% (Down from 20%).
- Removed 10% Ability Power.
- Added 50 Health, 5% Cooldown Reduction.
- Cost increased to 12000 (Up from 10000).
- Added 10% Weapon Power
- Ability Power reduced to 10% (Down from 15%).
- Damage increase only applies to non-Burning damage.
- Cost reduced to 9000 (Down from 10000).
- Armored Artillery – Minor Perk Removed.
- Removed.
- Smart Bomb – Minor Perk A-36 Tactical Grenade's self-knockback is increased by 25% and no longer damages you.
- A-36 Tactical Grenade's self-knockback is increased by 25% and no longer damages you.
Brigitte has been consistently very strong in Stadium since her launch. We're tuning down her survivability in her Powers and buffing up some of her weaker options.
- Overhealth reduced to 4% (Down from 5%).
- Reworked from "Ability: Using [Reload] consumes all [Repair Pack] charges. For each charge consumed, heal 25% of Max Life and 10% Attack Speed for 3s. (10s Cooldown)" to "Ability: Use [Reload] to consume 1 [Repair Pack] charge and heal for 20% of Max Life and gain a burst of 50% Move Speed. (3s Cooldown)".
- Self Heal reduced to 4% (Down from 5%).
- Damage per meter increased to 5% (Up from 4%).
- Category changed to Weapon (from Survival).
- Added 10% Attack Speed.
- Cost increased to 11000 (Up from 9500).
These changes are focused at reducing Cassidy's consistency, especially around Weapon Power Survival oriented builds, while empowering some other build archetypes, including Fan the Hammer builds and AP oriented builds. Fan the Hammer has been problematic in the past, but we hope this iteration delivers on the mag-dumping fantasy in a healthier way.
- Currency from damage and healing increased by 14.3%.
- Peacekeeper base damage reduced to 65 (Down from 70).
- Removed.
- New
- "The first time you run out of Ammo while [Fan the Hammer] is active, automatically reload all your Ammo and continue firing at 60% reduced damage."
- Removed.
- New
- "When you reload or restore ammo, heal 2% of your Life for every ammo restored."
- Throw distance increased to 125% (Up from 50%).
- Removed.
- New
- "[Fan the Hammer] is replaced with Ability: Fire a piercing [Peacekeeper] shot that deals 50(AP) bonus damage over 2.5s. Cooldown is reset when using an ability or Gadget."
- Hinder duration reduced to 25% (Down from 50%).
- Cost increased to 13000 (Up from 4000).
- Rarity changed to Epic (Up from Rare).
- Health increased to 50 (Up from 25).
- Added 20% Max Ammo.
- Cooldown Reduction reduced to 5% (Down from 10%).
- Cost reduced to 4500 (Down from 5000).
- Cost reduced to 9000 (Down from 12000).
- Added 10% Ability Power
- Reworked from "Heal 2.5% Max Life for each Ammo loaded using [Combat Roll] over 3s" to "After using [Combat Roll], heal 10% of your Max Life over 3s".
- Corporate Retreat – Major Perk Added. While Barrier Array is active, it can be moved one time to another location.
- Added.
- While Barrier Array is active, it can be moved one time to another location.
- Power Move – Major Perk Removed.
- Removed.
These changes are aimed at improving his lesser used powers. Jab Cross was reworked to enable more Weapon Power and hybrid builds. Asteroid Smash and Slam Wham were given some quality of life to improve their interaction with other powers.
- Damage reduced to 40% (Down from 60%).
- Now pulls down enemies within its area.
- Maximum Damage decreased to 150 (Down from 200).
- Base impact damage increased to 75 (Up from 50).
- Now grants Bonus Attack Speed (instead of just Melee Attack Speed).
- Duration reduced to 0.75s (Down from 3s).
- Reworked from "Increase [Seismic Slam] damage by 2% and range by 6% for every 1m traveled downward" to "Increase [Seismic Slam]'s damage up to 75% and range up to 50% based on time airborne."
- Added UI indicator.
- The Best Defense scaling increased to 50% (Up from 35%).
- Removed 20% Melee Damage.
- Added 15% Weapon Power.
- Removed.
- Removed slow after charging past threshold.
- New
- 25 Health
- 20% Reduced Ultimate Cost
- Spending your Ultimate Charge resets all your ability cooldowns and restores 100% of your Life.
- Added "You can [Jump] while Airborne during [Seismic Slam]."
These changes are aimed at giving D.Va a healthier Pilot oriented option, improving her Missile build and opening up its itemization by lowering reliance on hero specifics, and lowering the ease of value of Defense Matrix oriented strategies.
- Added "+50% [Call Mech] Radius."
- Bonus Explosion Damage increased to 375% (Up from 325%).
- Reworked to Power.
- Reworked to Power.
- Reworked from "When you eject from your Mech, gain [Nano Boost] for 4s" to "While ejected from your [Mech], gain 40% increased Max Life and 30% Move Speed".
- Removed.
- Removed.
- Added 10% Ability Lifesteal.
- Cost reduced to 9000 (Down from 10000).
- Removed 20% Ability Power.
- Added 50 Armor.
- Explosive damage reduced to 60 (Down from 80).
- Can now generate Ultimate Charge.
- Cost increased to 9000 (Up from 4000).
- Rarity increased to Epic (Up from Rare).
- Removed 15% Ability Lifesteal.
- Added 15% Starting Ultimate Charge and 25 Armor.
- Removed.
- Cost reduced to 10000 (Down from 12000).
- Ability Power reduced to 10% (Down from 15%).
- Partial Scan – Minor Perk Ultimate charge gained reduced from 50% to 30%.
- Ultimate charge gained reduced from 50% to 30%.
- Full Salvo – Major Perk Number of additional projectiles reduced from 3 to 2.
- Number of additional projectiles reduced from 3 to 2.
Emre’s ultimate generation rate is high due to his damage output and exceeds the impact of the ultimate. Increasing its cost better aligns its charge rate with its overall effectiveness.
- Ultimate cost increased 10%.
Freja has been difficult to balance in Stadium for most of her lifetime due to her base kit, so we're nerfing her base Take Aim damage to lower her baseline burst potential. We're also doing some small tweaks on some of her more outlier items and buffing her lower picked options.
- Take Aim explosion base damage decreased to 75 (Down from 80).
- Damage increased to 60 (Up from 40).
- Added "gain 20% Move Speed" while airborne.
- Cost increased to 5000 (Up from 4000).
- Buff Duration reduced to 2s (Down from 3s).
- Overhealth duration reduced to 3s (Down from 5s).
- Cost increased to 9500 (Up from 9000).
- Added 10% Attack Speed.
- Slow reduced to 20% (Down from 30%).
These changes are aimed at improving the viability and number of options for Swift Strike oriented builds as well as giving Genji a more potent anti air solution.
- Attack Speed per stack increased to 3% (Up from 2%).
- Reworked from "+200% Deflected Projectile Speed. During the first 2s of [Deflect], automatically deflect projectiles towards enemies" to "+200% Deflected Projectile Speed. Automatically deflect projectiles towards enemies. During the first 0.3s of Deflect, deflected hits will deal 50% bonus critical damage".
- Added "deals 25% increased dmg to Airborne enemies."
- Dragonblade Scaling increased to 100% (Up from 50%).
- Deflect healing reduced to 100% (Down from 125%).
- Dragonblade Swing now has 50% reduced effectiveness.
- Overhealth scaling reduced to 25% (Down from 35%).
- Added "For each enemy [Swift Strike] damages beyond the initial target, reduce [Swift Strike] cooldown by 2s."
- Bleed Damage reduced to 30% (Down from 35%).
- Reworked from "When [Deflect] stops incoming damage, reduce the cooldown of [Swift Strike] by 1s, up to 5s" to "+1s [Deflect] Duration. Deflect now deflects attacks from both sides".
- Reworked from "Targets hit by your [Shurikens] take 10% more damage from [Swift Strike] for 4s, stacking up to 5 times" to "After dealing [Shuriken] Damage, your next [Swift Strike] gains 10% Damage and 5% Range, stacking up to 5 times".
- Cost reduced to 9500 (Down from 11000).
- Cost reduced to 4500 (Down from 5000).
- Weapon Power reduced to 5% (Down from 10%).
- Ability Power reduced to 5% (Down from 10%).
- Removed.
- New
- 25 Armor
- 10% Ability Lifesteal
- "[Dragonblade]'s first swing is a wide [Swift Strike] that deals 100% bonus critical damage."
These changes are aimed at giving Hazard a viable Weapon Power build while focusing Hazard's Spike Guard oriented builds to specific windows of power.
- Bonus damage now scales with Weapon Power (instead of Ability Power).
- Bonus damage reduced to 8 (Down from 10).
- Reworked from "Ammo gained from [Spike Guard] deals 20 extra Damage. [Spike Guard] Ammo regeneration speed is increased by 25%" to "Dealing 6 instances of Weapon Damage marks targets with spikes. [Quick Melee] and [Violent Leap]'s slash detonate them for for 50(WP) damage".
- Changed from Item to Power.
- Added "grants nearby allies Overhealth equal to 10% of your Max Life for 3s" after using Violent Leap.
- Removed.
- Healing changed to 30% of Max Life over 3s (from 100 (AP) over 2s).
- Removed increased Ultimate Charge.
- Reduced enemy ignoring range to 7m (Down from 10m).
- Reworked from "After using [Violent Leap], your next [Bonespur] fires a second free shot with 75% damage" to "Every 3rd shot of [Bonespur] fires an additional shot with 50% damage".
- Reworked from "Each [Violent Leap] hit charges [Spike Guard] with 10% bonus energy. Gain 15% Extra [Spike Guard] Resource" to "After using [Violent Leap], increase [Spike Guard] Range by 50% for 3s".
- Removed.
- Cost decreased to 9500 (Down from 11000).
- Max Life Healing increased to 0.5% (Up from 0.3%).
- Max Healing Resource - removed.
- Health changed to Armor.
- Cost reduced to 9500 (Down from 10000).
- Weapon Lifesteal increased to 10% (Up from 5%).
- Cost reduced to 9000 (Down from 11000).
- Damage Mitigated converted to healing increased to 25% (Up from 10%).
- Rapid Construction – Minor Perk Cooldown reduction increased from 1.5 to 2 seconds.
- Cooldown reduction increased from 1.5 to 2 seconds.
- Bonus shot effectiveness increased to 35% (Up from 25%).
- Bounced projectile effectiveness increased to 50% (Up from 35%).
- Cooldown reduced to 8s (Down from 12s).
- Slow reduced to 20% (Down from 30%).
We're improving Junker Queen's Jagged Blade oriented build and also buffing Bow Down to give Junker Queen a stronger option against some of her hard counters.
- Can be held for 1s longer after fully charged.
- Bonus damage reduced to 75% (Down from 100%).
- Now also increases projectile speed based on time charged up to 200%.
- No longer knockbacks.
- Added "While casting [Rampage], become Unstoppable and reset all ability cooldowns."
- Knock Down duration increased to 2s (Up from 1.5s).
- Reworked from "Each enemy hit by [Jagged Blade] reduces its cooldown by 2s and slowed by 35% for 1s." to "Each enemy hit by [Jagged Blade] reduces its cooldown by 1s. When recalling [Jagged Blade] its radius is increased by 100% and deals 40 impact damage".
- Reworked from "Using [Commanding Shout] causes your [Jagged Blade] to home to a target within 25m" to "[Jagged Blade] can crit for 50% bonus damage. [Jagged Blade]'s pull strength is increased by 50%. When you crit, this bonus is doubled".
- Cost increased to 10500 (Up from 9500).
- Added 50 Health.
- Removed 5% Cooldown Reduction.
- Reworked from "[Rampage] and [Carnage] hits grant 10% Attack Speed for 4s" to "[Jagged Blade], [Rampage] and [Carnage] hits grant 20% Ability Power for 5s".
- Cost reduced to 9000 (Down from 10000).
- Damage reduction now also triggers while casting Jagged Blade.
- Damage reduction reduced to 30% (Down from 75%).
These changes are aimed at lowering Zip Grease uptime and requiring more build commitment and tradeoff to get online. We're also improving some of Junkrat's AP options, with buffs and added synergies for Concussion Mine and Trap oriented builds.
- Added "+25% [Total Mayhem] Explosion Radius."
- Bomb Drop Cadence reduced to every 0.35s (Down from every 0.25s).
- Added "trigger [Total Mayhem]" when Rip Tire is destroyed or detonated.
- Reworked from "Ability: [Quick Melee] explode for up to 100% [Quick Melee] damage, knocking you and nearby enemies back. (6s Cooldown)" to "Ability: [Quick Melee] detonates a[Concussion Mine] dealing 20% damage, launching you and knocking nearby enemies back. (8s Cooldown)".
- New
- "For each target hit by [Concussion Mine]'s detonation, reduce [Concussion Mine]'s cooldown by 0.5s."
- Now triggers on all Concussion Mine detonations.
- Reworked to Power (from Item).
- Reduced number of shots with increased Projectile Speed to 1 (Down from 2).
- Reworked to Item (from Power).
- Added 5% Ability Power, 5% Move Speed.
- Removed.
- Removed.
- Overhealth duration reduced to 3s (Down from 5s).
- Concussion Mine Health increased to 75% (Up from 50%).
These changes are aimed at giving Juno more options to provide utility with her Speed Ring and tune down some of her outlier Powers.
- Cooldown Reduction reduced to 50% (Down from 66%).
- New
- "[Hyper Ring] is deployed sideways and grants you 250% Jump Height. Reduce [Hyper Ring]'s cooldown by 1s when an ally passes through it."
- Removed bonus heal.
- Reworked to Power (from Item).
- Now also explodes on hitting allies for 20(AP) healing.
- Explosion damage reduced to 20 (Down from 35).
- Reduced Ultimate Charge Gain to 75% (Down from 100%).
- Reworked from "During [Glide Boost], every 50 damage you deal reduces the cooldown of [Pulsar Torpedoes] by 1s" to ""During [Glide Boost], every 75 Weapon Damage or every 100 Weapon Healing you deal reduces the cooldown of [Pulsar Torpedoes] by 1s".
- Renamed from Gravitational Push.
- Removed 15% Quick Melee Damage.
- Added 25 Armor.
- Reworked from "During [Glide Boost] your [Quick Melee] knocks enemies back" to "After using [Glide Boost], your next [Quick Melee] knocks enemies back and deals 50% increased damage".
- Removed.
- Reworked to Item (from Power).
- Now only counts targets past the initial target for Cooldown Reduction.
- Cooldown reduction per target hit increased to 0.75s (Up from 0.5s).
- Added 5% Ability Power.
- Added 10000 Cost.
- New
- 50 Armor
- "[Hyper Ring] slows the Move Speed of enemies who pass through it by 35% for 2s."
- 9000 Cost.
- Reworked into Item (from Power).
- Added 50 Shields.
- Added 11000 Cost.
- Slow reduced to 20% (Down from 35%).
- Removed.
Two-Zu has been contentious for most of Stadium's lifetime. We're removing it since it has been generically too useful regardless of build, and we've made further changes aimed at making Kiriko's powers more specialized to promote more build diversity.
- Clone now triggers Powers.
- Clone Damage and Healing reduced to 75% less (down from 65% less).
- Removed.
- Reworked to Power (from Item).
- Removed 5% Cooldown Reduction.
- Reworked from "After reloading, your next 3 [Kunai] explode on contact, dealing 20 damage to nearby enemies" to "After using an ability or gadget, your next 3 [Kunai] explode on contact, dealing 20 damage to nearby enemies".
- Removed Increased Cooldown if Swift Step with no target.
- Added "Range is reduced by 50% when used without a target."
- Minimum Range is now 0m (Down from 5m).
- New
- Kunai hits launch 3 [Healing Ofuda] to an ally in front of you.
- Reworked to Power (from Item).
- Added "After using [Kitsune Rush], refresh all other ability cooldowns."
- Self Healing per Ofuda reduced to 2% of Max Life (Down from 3%).
- Reworked to Power (from Item).
- Added "For each ally affected, reduce [Swift Step]'s cooldown by 1s."
- Removed 15% Ability Power.
- Removed.
- Removed.
- Cost reduced to 10500 (Down from 12000).
- Cost reduced to 4500 (Down from 5000).
- Added 5% Attack Speed.
- Bonus Attack Speed after using an ability reduced to 15% (Down from 20%).
- Cost increased to 5000 (Up from 4000).
- Added 20% Starting Ultimate Charge.
Improvements to Lifeweaver’s healing have increased his ultimate charge rate. Increasing the ultimate cost adjusts for this, while also reverting a previous change to Tree of Life’s overhealth conversion that made the ultimate too strong in sustained healing.
- Ultimate cost increased by 9%.
- Overhealth conversion rate from overhealing reduced from 100% to 50%.
Lúcio has fallen off in popularity after his previous nerfs to his Boop related builds. These changes are aimed at improving his Soundwave build, as well as adding a more distinct and transformative Weapon Power build to his build options.
- Reworked from "20% Ultimate Cost Reduction. Landing on an enemy with [Sound Barrier] deals up to 250 damage" to "Landing with [Sound Barrier] explodes for 75(AP) damage and can crit for 300% damage. If you spend your Ultimate Charge, [Sound Barrier] damage is doubled".
- Reworked from "While above 50% Move Speed, increase damage by 25%" to "Gain up to 30% increased damage and healing based on your current Move Speed and momentum".
- Reworked to Power (from Item).
- Removed 10% Weapon Power and 10% Ability Power.
- Added "While [Wallriding] or Airborne, abilities refresh 10% faster."
- Removed.
- Healing reduced to 65% (Down from 75%).
- Removed 15% Amp It Up Duration.
- Added "Weapon Damage increases duration by 0.25s, up to 3s."
- New
- "+50% [Sonic Amplifier] Projectile Speed. Gain 6% Attack Speed for each other ally within [Crossfade] and heal them equal to 30% of damage dealt. This bonus is doubled in [Amp It Up]."
- New
- "[Wallriding] for 3s charges your next [Soundwave], increasing its knockback by 25% and damage by 75%."
- Reworked from "After using an ability, restore 10% Max Ammo and your next [Sonic Amplifier] shot shoots a volley of 6 ammo with 80% increased projectile size" to "While [Amp It Up] is active, [Sonic Amplifier] fires continuously with 80% increased projectile size".
- Removed.
- Reworked from "Every 1s you are [Wallriding], gain 3% Move Speed and 1.5% Attack Speed for 5s, stacking up to 10 times" to "Every 0.5s while wallriding or whenever you Weapon Damage, gain 1% Move Speed for 5s, stacking up to 30 times".
- Removed 25% Melee Damage.
- Added 10% Weapon Power.
- Added 25% increased Melee damage after using [Soundwave] for your next Melee.
- Renamed to Riff Refiller (from Riff Repeater).
- Reworked from "[Sonic Amplifier] projectiles ricochet off walls 3 times" to "Amp It Up restores 15% of Max Ammo every 1s".
- Weapon Power reduced to 10% (Down from 15%).
- Added 15% Weapon Lifesteal.
- Cost increased to 10500 (Up from 10000).
- Ability Power reduced to 10% (Down from 15%).
- Added 20% Ultimate Cost Reduction.
- Added UI indicator.
- Ability Power reduced to 10% (Down from 15%).
- Added 10% Weapon Power.
- Duration increased to 33% (Up from 25%).
- Cost increased to 11000 (Up from 4000).
- Added 15% Ability Lifesteal.
- Cooldown Reduction increased to 10% (Up from 5%).
- Added "[Soundwave] deals bonus damage equal to 50% of [Soundwave]'s damage if the target hits a wall."
- Reworked from "After [Wallriding], gain 30% Move Speed for 2s" to "While [Wallriding] and for 2s after, gain 15% Move Speed".
These changes are focused on giving Mei a new option for her Primary Fire build and enabling a more distinct Secondary Fire sniper build.
- Reworked from "While within [Blizzard], heal 15% of your Life every second" to "Allies within [Blizzard] heal for 8% of your Max Life every 1s".
- Removed.
- New
- "Continuously hitting an enemy with [Endothermic Blaster]'s primary fire will Freeze them for 0.75s."
- Removed size increase.
- Reworked from "[Endothermic Blaster]'s secondary fire now shoots a snowball that applies 15% slow or 30% on critical hit for 1s" to "After using an ability or Gadget, your next 2 [Icicle] shots fire a snowball with 200% projectile speed that applies 30% slow on hit."
- Cost increased to 11000 (Up from 10000).
- Reworked from "While [Blizzard] is activated, gain 15% Attack Speed" to "While [Blizzard] is activated, gain 20% increased Weapon Damage".
- Removed 15% Attack Speed.
- Added 5% Weapon Power.
- Cost reduced to 4500 (Down from 10000).
- Rarity changed to Rare (Down from Epic).
- Ability Power reduced to 5% (Down from 15%).
- Ability Power per Pillar reduced to 4% (Down from 5%).
- Added 10% Ability Power.
- Cost reduced to 4000 (Down from 10000).
- Rarity changed to Rare (Down from Epic).
- Category changed to Survival (from Weapon).
- Removed 15% Attack Speed.
- Added 25 Health, 5% Move Speed.
- Effect now also triggers in Blizzard.
- Added 50 Armor.
- Removed 25 Health.
- Cost reduced to 9000 (Down from 10000).
Mercy's builds in Stadium have historically been centered around just a few of her Powers. The goal of these changes is to add a more distinct Flash Heal build and to further specialize her Powers so they each have a more specific niche and to reduce her reliance on Powers like Threads of Fate in most of her builds.
- Base Damage Boost reduced to 15% (Down from 20%).
- Reworked to Power (from Item).
- Added 15% Guardian Angel Launch Speed.
- Removed 15% Guardian Angel Move Speed.
- Removed 15% Ability Power.
- Reworked from "After swapping to [Caduceus Blaster], deal 20% increased damage and gain 20% Weapon Lifesteal for 1s for every 1s you spent tethered, up to 15s" to "After swapping to [Caduceus Blaster], gain 20% Attack Speed and 20% Weapon Lifesteal for 2s for every 1s you spent tethered, up to 20s".
- Reworked from "Allies boosted by your Caduceus Staff gain +20% Lifesteal" to "When you use [Flash Heal], grant the target Overhealth equal to 30% of your Max Life for 2s and knockback enemies 5m around the target".
- New
- "Gain 1 additional charge of [Flash Heal]. When [Valkyrie] is activated, refresh a charge of [Flash Heal]."
- Threshold to gain 1 charge of Resurrect reduced to 750 (Down from 1000).
- Removed.
- Added "[Caduceus Staff] can overheal up to 50."
- Reworked from "[Flash Heal] grants allies affected by it 20% Move Speed for 2s, restores 50% Ammo, and reduces their cooldowns by 3s. (10s Cooldown)" to "[Flash Heal] grants 20% Move Speed, 100% increased cooldown refresh rate, and 20% Lifesteal to the target and you for 2s".
- Buff Duration gained every 1s increased to 2s (Up from 1s).
- Max Buff Duration increased to 20s (Up from 15s).
- Removed.
- Removed.
- New
- 5% Weapon Power
- 5% Ability Power
- "While [Valkyrie] is active, automatically apply [Caduceus Staff]'s healing beam at 100% effectiveness and damage boost at 50% effectiveness to nearby allies."
- Removed.
- Reworked to Item (from Power).
- Added 10% Ability Power.
- Added 15% Guardian Angel Move Speed.
- Extra healing reduced to 20% (Down from 25%).
- New
- 50 Armor
- 5% Cooldown Reduction
- "[Flash Heal] also targets you with 25% healing."
Mizuki’s Katashiro Return is limited by its short duration and longer cooldown. Reducing the cooldown and increasing duration improves its availability and flexibility as a mobility tool.
- Cooldown reduced from 12 to 11 seconds.
- Duration increased from 4.5 to 5.5 seconds.
Moira's builds have been pretty stagnant since launch, with her Orb builds being her most popular by far. We're adding an additional playstyle for Moira by adding some Coalescence oriented powers triggered by fading through your enemies. We're also improving her Weapon Power build options and refreshing her Orb builds. Due to Moira's very high pick rate in Stadium, we are not taking the buffs she received in Core into Stadium.
- Biotic Orb damage per second reduced to 50 (Down from 60).
- Biotic Orb healing per second reduced to 65 (Down from 75).
- Maximum Orb damage capacity reduced to 200 (Down from 250).
- Reworked from "After using [Biotic Orb], [Biotic Grasp]'s secondary fire chains to 2 additional targets within 10m for 4s" to "After using an ability or Gadget, [Biotic Grasp]'s secondary fire chains to 2 additional targets within 10m for 2s".
- Removed.
- Added 25% Reduced Ultimate Cost.
- Removed 25% Coalescence Duration.
- Removed.
- Reworked from 'While aiming at an enemy's head with [Biotic Grasp]'s secondary fire, gain 30% Lifesteal, 30% Move Speed, and restore 100% increased Biotic Energy" to "Using [Biotic Grasp] or [Coalescence] on a target affected by [Biotic Orb] deals 20% increased critical damage".
- New
- "Using [Reload] sends out an [Orb], dealing up to 35 (AP) damage and reduces enemy's damage by 30% over 3s. (8s Cooldown)."
- Removed
- New
- "Recast [Biotic Orb] to detonate them, healing up to 35% or dealing damage up to 25% of the [Biotic Orb]'s max capacity."
- Spawned Orb also has 50% reduced capacity.
- New
- "After doing 300 Biotic Grasp healing, gain 25% biotic grasp range and 15% increased damage for 3s."
- Removed.
- New
- "If you pass through an enemy during [Fade], cast [Coalescence] for 1.25s at 60% effectiveness. For every additional enemy, cast for 0.75s longer."
- Reworked from "[Fade] phases other allies within 8m for 0.25s and grants them Overhealth equal to 20% of your max Life" to "Passing through a target grants you Overhealth equal to 10% of Max Life. If it is an ally, it also grants them the Overhealth and phases them briefly".
- Removed.
- New
- 5% Ability Power
- 10% Attack Speed
- "Passing through a target increases [Fade] Duration by 0.25s, and gain 5% stacking Attack Speed for 3s for every enemy passed through."
- 10000 Cost.
- Cost decreased to 5000 (Down from 10000).
- Rarity reduced to Rare (Down from Epic).
- Ability Power reduced to 5% (Down from 15%).
- Damage increase reduced to 10% (Down from 15%).
- Added 5% Weapon Power.
- Cost increased to 4500 (Up from 4000).
- Cost increased to 11000 (Up from 4500).
- Rarity increased to Epic (Up from Rare).
- Ability Power increased to 15% (Up from 10%).
- Added 25% Fade Duration.
These changes are aimed at giving Orisa a more specific Weapon Power oriented build and improve Javelin Spear oriented strategies, while tuning down some outliers.
- New
- "While [Fortify] is active, reduce Heat generated by 90% and gain 10% Attack Speed."
- New
- "[Energy Javelin] can crit for 50% bonus damage. [Energy Javelin] can be charged for up to 200% projectile speed and pierces enemies at full power."
- Removed.
- Reworked from "After [Fortify] ends, gain Shields equal to 50% of the damage received during [Fortify] up to 150. Resets when you next use [Fortify]" to "After [Fortify] ends, gain Shields equal to 60% of Weapon Damage dealt during [Fortify], up to 200. Resets when you next use [Fortify]".
- Removed.
- Removed.
- Added "Gain 3% Ultimate Charge for each enemy pulled."
- Reworked to Power.
- "While using [Javelin Spin] and [Terra Surge], gain Free Flight and 20% Move Speed, but [Terra Surge] deals 50% reduced damage."
- Removed.
- Cost increased to 11000 (Up from 4000).
- Rarity increased to Epic (Up from Rare).
- New
- 10% Weapon Lifesteal
- "Gain Weapon Power based on [Heat] up to 30%"
- 10000 Cost.
- Cost reduced to 10000 (Down from 11000).
- Added 50 Armor.
- Ability Power reduced to 10% (Down from 15%).
- No longer generates Heat on Energy Javelin use.
- Energy Javelin Cooldown Reduction on hit increased to 20% (Up from 15%).
- Max Life Heal reduced to 5% (Down from 10%).
- Heal Duration reduced to 2s (Down from 3s).
- Cost increased to 5000 (Up from 4000).
- Removed 20% Ability Lifesteal.
Pharah has had 3 distinct viable options for most of her Stadium lifetime, so we're doing a lighter touch here by reworking a couple of her least picked Powers and Items.
- Removed.
- New
- "Ability: While Airborne, use [Crouch] to dash towards the ground and restore 50% fuel. (6s Cooldown)."
- Removed.
- 10% Weapon Power
- 10% Ability Power
- 90% Reduced Rocket Launcher Self Damage
- "After using an ability, gain 75% Rocket Launcher Self Knockback for 3s."
- 11000 Cost.
- Cost increased to 5000 (Up from 4500).
- Cost reduced to 9000 (Down from 11000).
- Increased Jump Height now only affects you and not your allies.
We're happy with how Reaper's build variety has improved after the his midseason mini rework. These changes aim to further improve that by improving Reaper's Wraith Form oriented builds.
- Removed.
- Chance increased to 20% (Up from 10%).
- Life Restoration reduced to 15% (Down from 25%).
- Ammo Restoration reduced to 15% (Down from 25%).
- Move Speed reduced to 15% (Down from 25%).
- Now has bad luck protection.
- Pickup distance increased to 2m (Up from 1m).
- New
- "While in [Wraith Form], passing through enemies burns them for 25% of your Max Life and slows their Move Speed and Attack Speed by 30% for 3s."
- Removed.
- Removed.
- New
- "While in [Wraith Form], become 50% larger and block incoming projectiles while healing all other allies within 6m for 35(AP) every 1s."
- Reworked to Power (from Item).
- Added "While airborne, press [Jump] to glide."
- Cost increased to 13000 (Up from 9500).
- Added 10% Ability Lifesteal.
- Health increased to 50 (Up from 25).
- Ability Power increased to 15% (Up from 10%).
- Cost reduced to 3750 (Down from 4000).
We reworked a couple less popular options to enable stronger Barrier Field builds and a different flavor of Charge builds, while making some small tuning adjustments to his hero itemization.
- Removed.
- Barrier Shield health restore now triggers off of all Melee damage, not just Rocket Hammer damage.
- New
- "Ability: While [Barrier Field] is active, use [Primary Fire] to knock up enemies and deal Melee Damage equal to 5% of your Barrier Field Life. (8s Cooldown)."
- New
- "+200% [Charge] Duration. Charge can pin multiple enemies at once and can slow down by holding backwards."
- Removed.
- Cost increased to 11000 (Up from 10000).
- Cost reduced to 10000 (Down from 11000).
- Health increased to 50 (Up from 25).
- Cost reduced to 9500 (Down from 11000).
Sierra’s projectile size is large relative to her fire rate, making her weapon too consistent. Reducing projectile size lowers this consistency, while improvements to Anchor Drone's responsiveness increase her mobility.
- Tight Grip – Minor Perk Improved weapon spread reduced from 100% to 70% faster.
- Improved weapon spread reduced from 100% to 70% faster.
- Locked-In – Major Perk Now only provides increased attack speed when Tracking Shot hits an enemy hero.
- Now only provides increased attack speed when Tracking Shot hits an enemy hero.
- Base projectile size reduced from 0.175 to 0.15m.
- Drone deploy speed increased from 30 to 40 meters per second.
- Drone deploy range increased from 14 to 16 meters.
- Drone grapple range increased from 17 to 19 meters.
These changes are aimed at helping Sigma have some more agency in difficult matchups and improve his Accretion build.
- Damage increased to 75% (Up from 50%).
- Accretion damage increased to 25% bonus damage (Up from 20%).
- Experimental Barrier Health Restore increased to 150 (Up from 100).
- Removed 10% damage reduction.
- Duration increased to 2.5s (Up from 1.5s).
- Flight now also triggers on Gadget use.
- Added "If [Accretion] misses, [Accretion]'s cooldown is reduced by 4s."
Sojourn has been historically underwhelming in Stadium, and we were cautious with her power design because her base kit weapon is so powerful. We're pulling back some power from her Charged Shot baseline in Stadium and beefing up her powers, particularly those centered around Power Slide.
- Charged Shot Max base damage reduced to 115 (Down from 120).
- Reworked from "[Charged Shot] Final Blows trigger an explosion for 75% of the damage dealt" to "Fully-charged [Charged Shot] or [Charged Shot] critical hits trigger an explosion, dealing 50% damage to other nearby enemies".
- Now reduces cooldowns of all abilities instead of just Disruptor Shot.
- Reworked from "Generate 25% more Railgun charge. Railgun charge decays 75% slower" to "During [Power Slide] and the jump after, gain 10% [Railgun] Charge and restore 50% of your Max Ammo every 1s. [Railgun] Charge decays 75% slower".
- New
- "+50% [Power Slide] Speed. During [Power Slide], gain 25% damage reduction and deal 75 damage to nearby enemies."
- "During [Power Slide] and the jump after, gain 50% [Charged Shot] projectile size, 35% Attack Speed, and 35% Weapon Lifesteal."
- Now grants Charge equal to 50% of Ability Damage instead of just Disruptor Shot damage.
- Reworked from "Gain 35% Damage Reduction during [Power Slide]. [Power Slide] has 100% increased duration" to "+1s [Power Slide] Duration. Eliminations reset [Power Slide] cooldown".
- Removed.
- Removed.
- Reworked from 'During [Powerslide], gain 35% Attack Speed and 100% Weapon Lifesteal" to "Gain an additional [Power Slide] charge".
- New
- 10% Attack Speed
- 15% Ability Lifesteal
- "[Charged Shot] grants 0.25% Ability Power for every 1 [Railgun] Charge spent for 3s, up to 40%."
- 11000 Cost.
- New
- 10% Ability Power
- 10% Attack Speed
- 25% Starting Ultimate Charge
- "While [Overclock] is active, abilities refresh 300% faster. Eliminations during [Overclock] increase its duration by 2s."
- 10000 Cost.
- Added 25% Power Slide Length.
- Removed 5% Cooldown Reduction.
- Cost increased to 9000 (Increased from 4000).
- Bonus Melee Damage increased to 100% (Up from 30%).
These changes are aimed at giving Soldier 76 a couple new build options and playstyles, including a unique Sprint payoff in Run and Gun and a more crit oriented Weapon Power build. We're also lowering the effectiveness of power outliers and shaving off some of Soldier 76's baseline consistency.
- Pulse Rifle base damage reduced to 18 (Down from 19).
- Renamed from "Back Off".
- Added "+40% Biotic Field Radius."
- Ammo restore increased to 20% (Up from 10%).
- Added "gain 50% more Ultimate Charge" while in Biotic Field.
- Weapon Power per stack increased to 0.5% (Up from 0.4%).
- Overhealth Duration reduced to 2s (Down from 3s).
- Removed.
- Removed increased Max Life.
- New
- "Shooting [Pulse Rifle] and using abilities doesn't interrupt [Sprint]. Dealing damage during [Sprint] grants 1% [Sprint] Move Speed and Lifesteal for 5s, up to 25%."
- Reworked to "During [Sprint], [Biotic Field] cooldown refreshes 150% faster" to "During [Sprint], abilities refresh 75% faster and you restore 15% Max Ammo every 1s".
- New
- 15% Critical Damage
- 20% Ultimate Cost Reduction
- "While [Tactical Visor] is active, gain 25% Attack Speed and 35% Critical Damage but [Tactical Visor] no longer auto-aims."
- 10000 Cost.
- Removed +40% Biotic Field Duration.
- Added "[Helix Rocket] damage reduces [Biotic Field] cooldown by 1s."
- Now grants 300% increased Ability Refresh Rate instead of 20% Cooldown Reduction.
- Cost reduced to 9000 (Down from 10000).
- Removed +40% Biotic Field Radius.
- Added +40% Biotic Field Duration.
- Bonus healing increased to 25% (Up from 10%).
- Cost reduced to 9000 (Down from 10000).
We're letting Torbjorn throw his hammer.
- Healing increased to 75% (Up from 66%).
- New
- "Ability: While [Forge Hammer] is equipped, use [Secondary Fire] to throw it. It has 200% effectiveness on [Turrets] and allies. (2s Cooldown)."
- Overload Cooldown reduction reduced to 8% (Down from 10%).
- Removed.
- Attack Speed increased to 75% (Up from 50%).
- New
- 15% Ability Power
- 50% Deploy Turret Throw Range
- "[Turrets] can now attach to walls and ceilings."
- 11000 Cost.
- Removed.
Tracer's base kit enables her to have a very powerful Weapon Power build with little Power support, so we're moving power out of her base kit and more into her powers. We're also improving Tracer's Recall oriented builds by letting her double up on Recall effects with Temportal.
- Currency from damage and healing increased by 14.3%.
- Pulse Pistols base damage reduced to 5.25 (Down from 5.75).
- New
- "[Blink] teleports you 3m farther. If you use [Blink] while airborne, gain an air jump and reduce [Blink] cooldown by 0.2s."
- Removed.
- Now also slows enemies within the field by 20%.
- New
- "After you use [Blink], heal allies within 6m for 40(AP) and yourself for 10(AP)."
- Bonus Damage increased to 25 (Up from 10).
- Removed
- Added "reduces [Recall] cooldown by 2s."
- Now also detonates 50% faster.
- New
- "When you [Recall], gain Ammo equal to 100% of Max Ammo that decays over time."
- Reworked from "Your recall leaves a time portal. Allies can interact with it to recall back 3s" to "[Recalling] for 3s leaves behind a Temporal Portal. Up to 3 allies can [Interact] with it once to [Recall] back in time 1s".
- Tracer can now interact with her own Temporal Portal.
- Removed.
- Cost increased to 11000 (Up from 10500).
- Added 10% Weapon Power.
- Reduced Ability Power to 15% (Down from 20%).
- Reworked from "Enemies stuck or hit by Pulse Bomb are slowed by 30% and lose 30% bonus Attack speed for 2s" to "Steal 20% Attack Speed and 20% Move Speed from enemies stuck or hit by [Pulse Bomb] for 3s".
We're improving some of Vendetta's more niche options and tuning down some outliers.
- New
- "Gain 5% Lifesteal and your cooldowns refresh 5% faster for each Onslaught stack."
- Soaring Slice damage also triggers the explosion.
- Cooldown Reduction reduced to 0.5s (Down from 0.7s).
- Added "When you deal [Projected Edge] damage gain an additional 50% for 3s."
- Base energy regeneration reduced to 25% (Down from 50%).
- Overhealth cap increased to 200 (Up from 100).
- Now triggers off of all damage instead of just Ranged damage.
- Reworked from "After blocking ranged damage, Overhead swing shoots a [Projected Edge] with 75% damage" to "After using [Soaring Slice], your next [Palatine Fang] Overhead Slash also shoots a [Projected Edge] with 75% damage".
- Renamed from Continuum.
- Reworked from "Before dying, temporarily comeback to life with 20% Max Life per each [Onslaught] stack and become hindered. (90s Cooldown)" to "If you would die, instead become Hindered and prevent ally healing, gain decaying Overhealth equal to your Max Life, and double your [Onslaught] stack and Lifesteal."
- Cost increased to 5500 (Up from 4000).
- Weapon Power reduced to 5% (Down from 10%).
- Removed 10 Health.
- Cost reduced to 10000 (Down from 12000).
- Ability Power increased to 15% (Up from 10%).
- Ability Lifesteal increased to 15% (Up from 10%).
- Removed.
- Reworked to Item (From Power).
- Added 50 Health, 5% Cooldown Reduction.
- 9500 Cost.
These changes are aimed at improving Winston's Secondary Fire, Jump Pack, and Barrier focused strategies, while trimming some power off of his more generically strong powers.
- Barrier Projector now scales with Ability Power and no longer scales with Passive Currency.
- Electric Damage Lifesteal reduced to 10% (Down from 15%).
- Removed increased Electric Damage.
- Range reduced to 15% (Down from 20%).
- Bounce Range increased to 8m (Up from 6m).
- Ultimate Charge per target hit increased to 3% (Up from 2%).
- Reworked to Power.
- Removed 50% Base Jump Pack Damage.
- Reworked from "During [Primal Rage], [Jump Pack]'s base damage becomes electric and can increase up to additional 100% while airborne" to "[Jump Pack]'s damage becomes Electric and can increase by up to 75% damage while Airborne. This bonus is doubled while [Primal Rage] is active".
- Jump Pack cooldown also reset by Tesla Cannon Secondary Fire eliminations.
- Mini Barrier Projector Health increased to 10% (Up from 5%).
- Reworked from "Allies within the [Barrier Projector] gain 25 (AP) temporary Overhealth per second, up to 100" to "Allies within [Barrier Projector] are healed for 30 (AP) every 1s".
- Secondary Fire Critical Damage increased to 250% (Up from 200%).
- Cost increased to 5000 (Up from 4000).
- Overhealth Cap decreased to 50 (Down from 100).
- Cost reduced to 11000 (Down from 12000).
- Removed 25% Max Ammo.
- Added 50 Armor, 10% Weapon Power.
- Added "During [Jump Pack], [Tesla Cannon]'s Secondary Fire deals 15% increased damage and charges 75% faster."
- Cost decreased to 10000 (Down from 12500).
- Added 50 Armor.
- Ability Power reduced to 10% (Down from 20%).
- Added +50% Primal Rage Duration.
- Cost reduced to 5000 (Down from 6000).
- Cost reduced to 10500 (Down from 12500).
- Added 25 Shields.
We're improving his more damage oriented Guardian Wave builds, his Active Restorative Stream builds, and solidifying the niches of his other powers while nerfing Streamline to allow Wuyang's other powers to shine.
- New
- "After using an ability, your Active [Restorative Stream] chains to the previous target with 100% healing for 4s. You can place an additional Passive [Restorative Stream]."
- New
- "+25% [Restorative Stream] Duration. Allies affected by Passive [Restorative Stream] or [Guardian Wave]'s increaed healing effect are healed for 30% of damage you deal."
- Reworked from "While [Rushing Torrent] is active, every 50 healing with Active [Restorative Stream] extends the duration of [Rushing Torrent] by 2s" to "While [Rushing Torrent] is active, every 50 damage or 75 healing dealt extends the duration of [Rushing Torrent] by 1s, up to 5s".
- Reworked from "After using [Guardian Wave], Wuyang can shoot 2 additional water orbs for 8s. Each deals 30% damage" to "After you use an ability or Gadget, your next 2 [Water Orbs] shoot 2 additional orbs that each deal 20% damage".
- Healing increased to 75 (Up from 65).
- New
- "Empowered [Water Orb] can be steered more freely and has 35% increased explosion radius. Every 5s, your next [Water Orb] will reveal all enemies within 8m on impact for 5s."
- Removed.
- Reworked from "While [Rushing Torrent] is active, airborne [Quick Melee] activates a 50% short [Guardian Wave] and a splash attack with 60 damage per every second dropped. (15s Cooldown)" to "While [Rushing Torrent] is active, using [Quick Melee] while Airborne creates a short [Guardian Wave] with 75% effectiveness around you. (8s Cooldown)".
- Removed.
- No longer applies to you.
- Added 25% reduced healing to Passive Restorative Stream healing from Streamline.
- Added "Restores 15% Passive [Restorative Stream] Energy" for each target Guardian Wave hits.
- Healing decreased to 75% (Down from 100%).
- Removed.
- Now reduces cooldowns of all abilities instead of just Rushing Torrent.
- New
- "[Guardian Wave] can crit at close ranges and gains up to 150% more width and 75% more effectiveness based on time spent travelling downwards."
- Removed.
- Removed 15% Max Ammo.
- Added 5% Attack Speed.
- New
- 10% Weapon Power
- 50% Guardian Wave Increased Healing Effect Duration
- "Every 1s while using Active [Restorative Stream] reduces [Guardian Wave]'s cooldown by 0.3s for every attached ally."
- 10000 Cost.
- Cost increased to 12000 (Up from 10000).
- Removed 25% Active Restorative Stream Healing Power.
- Added "Using Active [Restorative Stream] on ally heals Wuyang for 50% of healing."
- Reworked to Item (from Power).
- Reworked from "Non-empowered Primary Fire shoots straight and gains 150% increased projectile speed" to "[Water Orb] gain 150% increased projectile speed when released".
- Added 10% Weapon Power.
- Added 10000 Cost.
- Removed Passive Restorative Stream Duration.
- Added 5% Cooldown Reduction.
- Cost reduced to 4500 (Down from 5000).
- Weapon Power reduced to 5% (Down from 10%).
- Travels upwards faster.
- No longer cancels Rushing Torrent upon landing.
- Cost reduced to 4000 (Down from 9000).
- Rarity reduced to Rare (Down from Epic)
- Reworked from "Restore 2% of your Shield every second. While [Rushing Torrent] is active, restore additional 10%" to "While [Rushing Torrent] is active, restore 20% of your Shields every second".
- Cost reduced to 4000 (Down from 10000).
- Rarity reduced to Rare (Down from Epic).
- Added 25 Health.
- Category changed to Survival (from Weapon).
- Reworked from "Empowered Orb's splash can remove burn and give 10% of its splash damage as temporary Overhealth to all allies, up to 100" to "Empowered [Water Orb] and Guardian Wave can remove Burn".
- New
- 50 Shields
- 15% Ability Power
- "After using an ability or Gadget, your next jump gains 75% jump height. This bonus is doubled while [Rushing Torrent] is not active."
- Cost reduced to 9000 (Down from 10000).
- Added 20% Ultimate Cost Reduction
- Removed "While Wuyang has Shield, gain 15% increased Ultimate Charge."
- Overhealth now scales with Ability Power.
We're improving some of Zarya's less picked options, particularly her Projected Barrier builds and Secondary Fire oriented strategies. Charged Link is intended to strengthen her pure Secondary Fire build while also being an interesting option for other Weapon Power builds.
- New
- "[Particle Cannon]'s secondary fire hits grant 2 energy and increases [Particle Cannon]'s Primary Fire range by 20% for 3s."
- Duration increased to 25% reduced (Up from 50% reduced).
- Added "+20% [Projected Barrier] Range."
- Healing increased to 30% (Up from 20%).
- Max Energy increased to 150 (Up from 125).
- Health increased to 50 (Up from 25).
- Base Secondary Fire Attack Speed increased to 20% (Up from 15%).
- Bonus Attack Speed increased to 500% (Up from 400%).
- Removed.
- Reworked to Item (from Power).
- Added 15% Weapon Power.
- Added 11000 Cost.
Zenyatta's survivability has been an outlier in Stadium. We're making the interaction between Enlightenment and Inner Peace more in line with his other Power combinations and reducing his Self Healing in other powers, as well as improving his Melee Build.
- Inner Peace now reduces the effectiveness of healing from Enlightenment on yourself.
- Healing increased to 40% (Up from 20%).
- Added 25% Bonus Damage to the Kick.
- Healing reduced to 25% (Down from 35%).
- New
- "[Orb of Destruction]'s Secondary Fire charges 20% faster. Gain temporary Overhealth equal to 5% of Max Life and 5% Move Speed for each Orb charged."
- Removed.
- Cost increased to 12000 (Up from 11000).
- Reworked to Item (from Power).
- Added 5% Weapon Power and 10% Attack Speed.
- Added 11000 Cost.
- Move Speed reduced to 5% (Down from 10%).
- Cost reduced to 10000 (Down from 11000).
- Cost reduced to 10000 (Down from 12000).
- Cost reduced to 3750 (Down from 4000).
- Move Speed reduced to 5% (Down from 10%).
- Added "[Quick Melee] damage grants you 25% Attack Speed for 1s".