Key takeaways
Hero changes

Full revamp: retains 3 HP bars. Gains Fury on damage (converts to HP out of combat). New wound mechanic — attacking from wound direction deals bonus damage and heals; breaking 3 wounds triggers Feral State (massive resilience, attack speed, movement speed). Skill 1: forward swipe that damages and slows. Skill 2: dash + enhanced basic attack releasing shockwave. Ultimate: jumps to target, stuns them, knocks back nearby enemies.

Passive no longer reduces basic attack damage. Skill 1 (Jab) now grants a shield on hitting any enemy. Enhanced skills now give 1.2s damage reduction. Skill 2 deals extra damage to minions scaling from 10%–40%, improving wave clear.

Item changes
Extra damage from Dire Hit can now be triggered by both basic attacks and skills, granting more flexibility especially for skill-based damage dealers.
Base stats buffed (tankier early), but late-game scaling reduced. Passive partially benefits from attack speed again and gains 300% HP regen out of combat. Skill 1 loses immobilize but slow increased to 60% with higher damage scaling.

Passive now heals on kills and assists at 10% max HP (lower amount). Defense reduction effect moved to Skill 2 — each hit reduces enemy physical defense by up to 8 stacks. Removed same-enemy stacking damage bonus. Damage bonus changed to 20% of total physical attack and can no longer crit.

Base stats buffed for tankier fighter builds. Skill 1 has better sustained damage and lower mana cost (slightly longer cooldown). Hitting enemies with orbiting swords reduces Skill 1 and Skill 2 cooldowns. Ultimate base damage increased but scaling reduced for more consistent output.

Basic attack range increased. Skill 1 now allows instant basic attack follow-up for faster combos. Ultimate scales better into late game with higher damage and reduced cooldown at max level; knockback distance in second phase slightly reduced for easier follow-up.

Early and mid-game sustain reduced. Ultimate HP regen at early levels dropped from 40 down to 10, preventing early fight dominance.

Skill 1 base damage per card reduced, directly lowering mid-game burst.

Mixed adjustment leaning nerf: early damage reduced, but Skill 1 shield is stronger. Skill 2 deals less damage. Less bursty but more durable.

Skill 1 damage nerfed especially early game, but damage to minions gradually increased to 60%–85%. Skill 2 cooldown reduced for more sustain and utility.

Skill 1 base damage increased (100 to 150), making her more threatening early game. Passive scaling improved so she gains more defense over the course of fights.

Skill 1 hits harder and enhanced basic attack scales better with HP — tankier and more threatening offensively.

Enhanced basic attack deals extra damage, providing better early pressure.

Skill 1 cooldown reduced for more frequent engages, but shield now deflects only 50% of projectile damage instead of 100%. Less anti-marksman power, more offensive utility.

Skill 1 cooldown fixed at 4.5 seconds at all levels, enabling more frequent damage and better early game pressure.