Key takeaways
Hero changes

Frozen Moment (passive) duration reduced from 0.5s to 0.4s. Ultimate buffed: allies with Platinum Snap Shield are no longer affected by Golden Hour, making Marcel more team-friendly.

Passive now restores rage over time and scales with level. Skill 1 gets higher base damage. Skill 2 adjusted to fixed cooldown. Smoother power curve mid-to-late game.

Stats adjusted. Skill 1 now deals extra damage to creeps (jungle buff). Enhanced basic attack from Skill 2 deals more damage. Ultimate now applies a continuous slow. Pushed toward jungle role; recommended lanes changed to gold lane and jungle.

Skill 1 cooldown greatly reduced; Skill 2 can now be cast during Skill 1 for smoother combos. Skill 2 deals less damage and costs more mana. Ultimate reworked: old passive removed, now grants Melissa a shield on cast.

Mana system completely removed. All skills are now free to cast — major quality-of-life buff.

Was too strong at level 4. Rush damage reduced including extra HP-based damage. Ultimate cooldown significantly increased to tone down early kill pressure.

Skill 1 base damage increased as compensation. Bug fixed: damage during ultimate against minions was higher than intended. Cleanup adjustment overall.

Art concept revamped and skill renamed. Mostly a visual/presentation change with no significant gameplay impact.

Power curve rebalance: movement speed, HP, and defense reduced; physical attack growth increased. Skill 1 adjusted with better early but lower late base damage. Ultimate has lower early base damage but stronger lost-HP scaling late.

Movement speed reduced (main nerf). Gains more base HP, base attack, and attack growth. Now gains extra spell vamp equal to 100% of life steal; ultimate fully benefits from it. Slower but stronger in sustain fights.

Loses movement speed but gains more HP and physical defense. Skill 1 deals stronger base damage early. Skill 2 costs more mana. Better poke, worse mana efficiency.

HP, HP growth, and defense reduced; physical attack growth increased. Skill 1 gets lower cooldown as it levels up. Squishier but more offensive mid-to-late game.

Movement speed increased. Skill 1 deals stronger early damage with lower mana cost. Skill 2 cheaper. Ultimate now costs much more mana. Less tanky but smoother to use.

More movement speed and base HP for better early laning. HP growth and attack speed growth reduced. Skill 1 costs more mana; Skill 2 becomes much cheaper. Stronger early, slightly weaker late.

Loses a bit of base HP but gains a little base physical defense. Minor stat adjustment only.

Tiny HP growth buff. Both Skill 1 and Skill 2 now cost much more mana. Noticeable mana pressure in lane.

More movement speed and base HP, slightly lower HP growth. Mana costs adjusted. Consistency update rather than a major change.

More movement speed and better HP growth, but loses some base HP and base defense. Mana costs adjusted. Rebalance.

Skill 2 mana cost made more stable; ultimate now always costs mana. Resource adjustment.

Base HP jumps significantly and base defense increases for better early durability. HP growth reduced and mana costs adjusted. Early game benefits.

Small base HP increase but lower HP growth. Skill 1 and ultimate are more expensive mana-wise. Slightly tankier but less comfortable.

More base HP and physical defense. Multiple skills that were free now cost mana, including ultimate. Ultimate also loses some early damage. Sturdier but less spammable.

Loses base HP, HP growth, and base defense. Ultimate now always costs mana. Straightforward nerf package.
Lose some base HP and base defense. Skill 2 becomes cheaper; ultimate now has a fixed mana cost. Part of the general marksman resource adjustment.
Item changes
Passive cooldown reduced from 5s to 1.5s (much faster). However, damage and slow effect per hit are reduced. Build path adjusted so heroes like Harith can access CDR faster. Smoother but less impactful per proc.
New icon added. No gameplay changes — visual update only.
Adaptive penetration increased from 5% to 10%. Significant boost that will help marksmen hit noticeably harder.
Events mentioned
4v4 arcade mode built around grappling hooks, special skills, and team-wide bonuses. Fast-paced and chaotic limited-time game mode.
Event where players earn Treasure Hunt Coins and Title Mount Chests by playing matches and completing in-game actions.
3-player co-op defense mode against waves of monsters and bosses. Standard mode opens May 7; Endless mode opens May 8.
Main all-star event. Players can earn rewards including a new Yu Zhong skin and other event items.
All-star event mode supporting both team and solo mode play.
Mini-game event tied to fish collection and extra rewards. Part of the all-star content wave.