Key takeaways
Hero changes

Full revamp. Detailed skill breakdown covered in a separate video.

Passive duration nerfed from 0.5s to 0.44s (less freeze). Ultimate adjusted so allies with his shield are no longer affected by Golden Hour — quality-of-life fix to avoid friendly-fire trolling.

Rage now regenerates automatically (2%–5% scaling), no longer forced to fight for it. Damage scaling improved especially on Circle Strike. Skill 1: higher base damage, cooldown reduced 6→4s. Skill 2: fixed at 6s cooldown. Smoother power curve, stronger late game.

Pushed toward jungle role. Slightly lower base durability but better scaling. Skill 1 deals up to 500 bonus damage to creeps. Enhanced basic attack stronger. Ultimate slow changed to consistent 40% instead of burst slow. Role reassigned from gold/mid to gold lane and jungle.

Skill 1 cooldown buffed from 5s to 3.5s. Skill 2 can now be cast during Skill 1 for smoother combos. Skill 2 damage nerfed (lower base, lower scaling, higher mana cost). Ultimate reworked: passive removed, now grants a shield scaling with extra physical attack on cast. Less burst, more consistent DPS and survivability.

Movement speed and base durability reduced (easier to punish). Physical attack growth improved. Skill 1 reworked: no longer stacks extra damage on hit but benefits more from passive. Ultimate: lower base damage early but stronger scaling vs low-HP targets. Weaker mid game, stronger early and late.

Movement speed nerfed from 257 to 245. Damage scaling buffed (higher base attack, better growth). Passive now converts life steal into spell vamp — all abilities can heal more based on life steal. Ultimate gains 100% spell ratio. Slower but stronger sustain scaling.

Skill 1 damage massively increased for better poke and weakness activation. Slightly more HP and defense for lane safety. Skill 2 mana cost fixed at 125 — early mana management becomes punishing.

Base HP, growth, and defense all reduced (easier to kill mid-to-late). Physical attack growth buffed. Skill 1 cooldown reduced to 7s at max level. More of a glass cannon — less forgiving but more rewarding.

Durability reduced (lower HP, lower defense). Gained more movement speed to compensate for lack of mobility. Skill 1: higher base damage, lower mana cost. Skill 2: cheaper. Ultimate mana cost increased to 120. Weaker early tankiness, better damage efficiency.

Movement speed increased and base HP buffed for safer laning. Late-game attack speed growth reduced. Skill mana costs increased — easier early game but requires better resource management.

More movement speed, HP, and defense for a stronger early game. Physical attack growth reduced and mana costs increased. Better early lane presence but weaker late-game damage scaling.

Mana cost increased on both Skill 1 and Skill 2. Tiny HP growth buff does not offset the mana penalty. Ability spamming will hurt more, especially in long fights.

More movement speed and higher base HP for better lane survivability. Skill 1 mana cost more efficient. Skill 2 fixed at 60 mana.

Better HP growth but lower base defense — weaker early, stronger scaling. Skill 1 mana cost tweaked for consistency. Minor balance adjustment.

Skill 2 mana cost reduced for more consistency. Ultimate now has a fixed mana cost, limiting free late-game casting.

Big early-game durability buff: more HP and defense, less punishable in lane. Skill 1 mana cost increased. Skill 2 mana cost fixed for consistency. Safer early but more resource-dependent.

Higher base HP for early survivability. Mana costs increased, especially ultimate (up to 150). Tankier early but less ability spam.

Skill 1, Skill 2, and Ultimate now all cost mana — free skill spam is gone. Ultimate damage reduced slightly early to mid game. Compensated with more HP and defense early. Survives better but deals less burst and needs mana management.

Lower durability overall (less HP, less defense). Ultimate now has a fixed mana cost — no more free late-game ability spam.

Slightly lower HP but a bit more defense. Minor stat balancing, nothing drastic.
Lower base durability, easier to punish early. Skill 2 cheaper for better utility uptime. Ultimate has a fixed mana cost.

Mana completely removed — can now spam skills freely without resource management. Major quality-of-life buff making gameplay smoother and more consistent.

Main ability damage reduced (base and HP scaling). Ultimate cooldown increased significantly. Less burst and less frequent ultimates — toned down after being too strong post-level 4.

Skill 1 damage slightly adjusted and a bug fixed where it dealt more damage than intended during her ultimate. More of a correction than a buff or nerf.

Skill renamed to 'Spin' with updated visual effects. Purely cosmetic — no gameplay change.

Role priority shifted: now prioritized as Roamer first, then EXP lane.

Role priority shifted: now prioritized as Roamer first, then EXP lane.
Item changes
Damage and slow effects reduced. Cooldown massively lowered from 5s to 1.5s — more frequent procs instead of big burst. Build path optimized for earlier cooldown reduction. Aimed at heroes like Harith.
Visual update only — new icon and redesigned look. No gameplay changes.
Adaptive penetration doubled from 5% to 10%. Significant damage boost especially early to mid game.