This hotfix was rolled out on Thursday, February 21st, and addresses some additional bugs and imbalances that came with the February 19th 2.0 patch.

General Updates

  • Season Titles and Avatars for previous season have been handed out.
  • Clear All New Items now works as intended.
  • Fixed an issue where no avatars were displayed when trying to change team avatar.
  • Fixed a bug where you could get stuck when going back after browsing Battle Pass rewards.


  • Fixed an issue where Daily Quest refresh Timer did not display correctly when below 1 hour.
  • Fixed an issue where the timer in Daily Quests mismatched between Lobby and Quests overlay.
  • Fixed an issue where “View Sponsors” was not localized.


  • Season Level is no longer displayed in Seasons prior to Battle Season 1.
  • Fixed a layout issue with top team entries.

Gameplay Updates


  • Fixed a bug where recast UI showed the wrong recast keybinding
  • Fixed a bug where you could see enemy item picks before the round has started

The Armory

Armory was designed with player choice in mind. To that end, it has expanded the strategic options available each round in a way that the old Rite system never did. We’ve made a few adjustments to the power level of items based on consensus in player feedback and internal discussion. Additionally, we’ve scaled back the impact of chaotic consumables. Impactful and splashy consumables are a positive design for the Armory, except when it comes at the cost of player control and readability of the game state. Armory as a whole serves its intended purpose, and we are willing to revise individual items as needed to ensure it’s serving its design goal. Additionally, we’ve fixed an issue where armory item selection was revealed; it’s now hidden information for all rounds rather than only being hidden during the first round.


  • Ahmrilas Ward
    • Healing received bonus reduced from 12% to 10%.
  • Heart of Boulder Pass
    • Invulnerability duration reduced from 3s to 2.5s.
    • Health bonus reduced from 20 to 10.


  • Chronometer
    • Haste bonus reduced from 75% to 60%
  • Explosive Barrel
    • Burning ground radius reduced from 3.3 to 3
    • Burning ground duration reduced from 4s to 2s
    • Burning ground damage reduced from 28 to 15 over duration
  • Grappling Hook
    • Cast time increased from 0.25s to 0.35s
  • Meteor
    • Duration reduced from 8s to 6s
  • Rock
    • Cast time increased from 0.5s to 0.65s
    • Fading Snare duration increased from 0.5s to 1s

Map Objects

We’ve collected first impressions of map objects in Arena and have made decisions for both Explosive Barrels and Jump Pads.

Explosive Barrels: These map objects add a positive zone-control dynamic but are a bit too ever-present and threatening for too long. As such, we’ve chosen to reduce the impact and chaos introduced by barrels. We’ve reduced their impact radius, the lingering fire effect, and moved them away from more pivotal parts of the map.

Jump Pads: These map objects create situations where players make last-second escapes and also reposition. They reward map control and awareness of when they go active. The counterplay dynamic is working as intended: if you dive in with the jump and hit, your team can followup. If you dive in and miss, you’ll be greatly punished. As such, we’ve opted to go for more of a quality-of-life fix for Jump Pads that targets fairness. We’ve re-scaled the impact radius but given the user an aim preview to improve fairness on both ends of the jump pad.

  • Explosive Barrels
    • Moved Explosive barrels further away from the center of the maps.
    • Reduced explosion radius of Explosive barrel.
    • Burning ground radius reduced from 3.3 to 3
    • Burning ground duration reduced from 4s to 2s
    • Burning ground damage reduced from 28 to 15 over duration
  • Jumppads
    • Added an aim-preview for jumppad landing Incapacitate area.
    • Reduced the radius of jumppad landing incapacitate area from 3 to 2.75.


No changes are being made to Overload at this time. We’ve heard a diverse range of opinions and feedback regarding the topic, and in many ways Overload is meeting our expectations of how it would play and beyond. A possible issue we’re keeping close tabs on is that Overload is weaker on some champions than others, and generally weaker on support champions or champions that have to stand still to use their primary damage abilities.

Champion Updates


Time-to-Kill is a key value to the flow of Battlerite and has fluctuated due to many of the changes added to the Big Patch™. During internal testing, games were becoming longer due to the speed changes and the overall defensive slant of the Armory. However, this did not entirely translate over to the live environment. As a result, we’re increasing health of all champions. Additionally, champions mistakenly had a bit of slidey-ness after being immobilized due to a change in how the game engine handles friction. Champions should now come to a full stop sooner after being immobilized.

  • HP increased by 20 for all champions
  • Friction increased for all champions

Hit Rate and Haste

To continue fine-tuning hit rate after the large adjustments made in the recent patch, many Champions are receiving slight tweaks targeting projectile speeds, haste multipliers and heal radii.

  • Projectiles used for poking and sustained damage were increased in the previous patch. This was made to preserve offensive pressure against healing without increasing the damage since that would empower burst combos. After seeing the feedback and experiencing the changes live, we want to dial back some of those numbers a bit. The new values are in between the old ones and the 2.0 values. This change mostly affects LMB abilities of ranged Champions.
  • We are also reducing some of the bigger Haste multipliers as they scale with the increased base movement speed. Champions more reliant on speed advantage need additional tuning and will be addressed in upcoming patches; since these Champions received various adjustments due to other changes concurrently, we want to hold off from overdoing haste changes.
  • While heals are not meant to be difficult to land, there is a significant amount of skill that goes into picking the moments to heal and sometimes even target switching while casting. The extra radius matters in these moments. The healing abilities of Blossom, Sirius and Ulric are all receiving radius reductions to roll back the gain in unintended functionality while retaining the speed compensations.

  • Frost Bolt (M1)
    • Projectile Speed reduced from 21 to 18
  • Ice Lance (M2)
    • Projectile Speed reduced from 28 to 26
  • Figure Skating (Q)
    • Haste reduced from 60% to 50%

  • Fireball (M1)
    • Projectile speed reduced from 20 to 18
  • Fire Storm (M2)
    • Projectile speed reduced from 27 to 25

  • Mobile Defense (Q)
    • Haste reduced from 60% to 50%

  • Thwack! (M1)
    • Projectile speed reduced from 20 to 18
    • Charged projectile speed reduced from 21 to 18
  • Nourish (M2)
    • Radius reduced from 1.95 to 1.6
  • Fluttering Grace (M2)
    • Haste per stack reduced from 12% to 10%
  • Refreshing Seed (Q)
    • Haste reduced from 40% to 35%

  • Power Blaster (M1)
    • Projectile speed reduced from 20 to 18

  • Arcane Fire (M1)
    • Projectile speed reduced from 22 to 20
  • Grimoire of Chaos (F)
    • Pull force increased from 1.7 to 2

  • Revolver Shot (M1)
    • Projectile speed reduced from 22 to 20

  • Hunting Arrow (M1)
    • Projectile speed reduced from 24 to 21
  • Steady Shot (M2)
    • Projectile speed reduced from 36 to 34

  • Toxic Bolt (M1)
    • Projectile speed reduced from 22 to 20

  • Sands of Time (M1)
    • Projectile speed reduced from 20 to 18

  • Volatile Water (M1)
    • Projectile speed reduced from 22 to 20
    • Charged cast time increased from 0.35s to 0.4s

  • Overlord (M1)
    • Haste per stack reduced from 7% to 6%

  • Ghost Wolf (E)
    • Projectile speed reduced from 24 to 22

  • Berserk (Q)
    • Haste decreased from 50% to 40%
  • Madness (Q)
    • Haste reduced from 30% to 25%
Ruh Kaan

  • Night Stalker
    • Haste reduced from 8% to 6%

  • Sunlight (M2)
    • Radius reduced from 1.6 to 1.4

  • Holy Light (M2)
    • Radius reduced from 1.6 to 1.4

  • Hand of Corruption (M1)
    • Projectile speed reduced from 20 to 18
  • Hand of Judgement (M2)
    • Projectile speed reduced from 23 to 21
  • Hand of Punishment (EX M2)
    • Projectile speed reduced from 23 to 21
  • Fervor (M1)
    • Haste per stack reduced from 10% to 8%

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