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Key takeaways
Hero changes

Reworked toward a fighter. Basic attacks that land sword hits now also reduce Skill 1's cooldown (previously they only reduced Skill 2's dash), so S1 can be cast far more often, especially with max CDR; to compensate, S1's base cooldown is raised and its duration shortened, while S1 damage is up and its mana cost down. The ultimate gains higher base damage but lower scaling, so Saber leans less on full-damage items and can build some defense. He also gets higher HP and defense growth to stay tankier and survive longer in fights.

A damage buff paired with a spell-vamp rework. She no longer starts with free spell vamp and her base spell-vamp ratio drops to 75%, but it now rises by 1% for every 1% of HP she has lost, up to 150% -- less sustain while healthy, strong sustain when low. Skill 1 gains a large base-damage increase (with slightly lower scaling), and the ultimate's base damage is roughly tripled in exchange for a 10-14s longer cooldown.

Ultimate now triggers automatically when he takes fatal damage and has a much shorter cooldown. Skill 1 gains a shorter cooldown and a 2s slow; Skill 2 no longer leaves a cursed trail but instead grants attack speed for 3s when it hits an enemy hero. His passive now includes a mini-dash on attack, max energy is raised to 200, and he recovers more energy per hit.

Skill 1 in ultimate (demon) form can now be used on Turtle and Lord, improving objective control. Skill 2 gains roughly triple base damage plus a movable indicator so he can choose where to land instead of always landing at max range. The ultimate's cooldown is shorter, but if his vulnerable ghost form is healed, the ultimate's cooldown is doubled.

Enhanced Skill 1 can no longer lock onto enemies, but its cooldown is much shorter and starts after the skill ends, letting him cast Skill 1 twice inside his ultimate domain. The ultimate can no longer be interrupted by crowd control, though any CC applied before he enters the domain still affects him.

Skill 2 gains a longer dash distance, useful for diving backline heroes. His enhanced basic attacks now deal bonus damage scaling with the target's hero level instead of max HP, making them stronger against squishy targets.

Skill 1 no longer reduces physical defense -- that shred now lives on Skill 2 (his spin), so every spin shreds defense. The Skill 2 movement-speed boost no longer decays over time, but its damage can no longer crit (no more Berserker's Fury build). His passive now heals 10% of max HP on a kill OR an assist (previously 20% on a kill only), helping him in team fights.

Improved basic attack, shorter Skill 2 cooldown at later levels, and the ultimate now reveals the position of enemies it affects.

Lower early-game cooldown on her revive timer, lower mana cost on Skill 2 and the ultimate, and higher Skill 1 base damage.

Skill 1 gains higher magic-power damage, Skill 2 and the ultimate get higher magic-power scaling, the ultimate's base and wisp damage are increased, and its shield is larger.

His healing defense buff now scales with magic power (more magic power means more hybrid defense for allies), and the mana cost of Skill 2 and the ultimate is reduced.

Despite a small Skill 1 shield buff, Skill 2 now deals less damage to reduce her early-to-mid-game burst.

Lower skill damage overall but higher damage to minions, plus a 4-second-shorter Skill 2 cooldown at all levels.
Passive damage now scales with hero level (weaker early game) and Skill 2's cooldown is 2-3 seconds longer.

Higher Skill 1 base damage and enhanced basic attacks that scale better with HP, including during his Rage state.

Higher early-game base damage on her skill, and her passive steals more hybrid defense from enemies in the late game.

Skill 2 range shrinks from 3.5 to 3.3. The ultimate gains longer cooldowns, a shorter basic-attack range, and a shorter duration (12s down to 10s).

Early-game stats lowered to weaken his strong laning phase.

Skill 2 mana cost increased to rein in her strength in high rank and pro play, partly offset by slightly higher passive mana regen.

Passive now lasts 5s instead of 3s, and her skill's cooldown reduction now refunds 50% of the cooldown (instead of a flat 1.5s), letting her cast Skill 1 almost non-stop.

Shorter cooldowns on Skill 1 and Skill 2 to improve her early- and mid-game laning.

Lower Skill 2 base damage on both the tap and hold versions.

Skill 1 deals less damage to jungle creeps and the ultimate's bonus defense is cut by 20 in the late game, slowing his farming and reducing late-game durability.

Her passive now decays stacks more slowly -- one stack every 0.5s instead of every 0.3s.

Ultimate base damage is significantly reduced (weaker early game) with higher damage scaling added to compensate, so late game stays roughly the same.

Skill 2 gains 1 second more cooldown at all levels and a higher mana cost, reducing his mobility.

Lower passive damage to minions and reduced damage reduction while casting an enhanced skill -- slower farming and less tankiness.
Item changes
Now grants a flat +55 movement speed at all times (in or out of combat) and its unique passive is removed. Still faster than standard boots, which give +40 MS.
Gains a new unique passive: each critical strike deals bonus true damage equal to 12% of the pre-mitigation damage, rewarding crit and attack-speed builds.
Retribution damage now scales better with player level, reducing junglers' vulnerability to early jungle invasions.