Patch 1.6 is scheduled for Wednesday, May 16th, and will be the end of Season 1 and start of Season 2. Patching is scheduled to begin at 9 CEST.

General Updates

  • Physics can now be turned off to increase CPU performance, although it will give players less info about enemies in fog of war
  • Due to changes to underlying systems in preparation for Battlerite Royale, Battlegrounds is no longer available for hosting through Private Matches
Season 1 Rewards

Season 1 Avatars will be rewarded depending on your placement for Season 1. No other reward is given for season placement, as sponsors were designed to replace this.

The Top 5 in each region on the Leaderboards will receive a title for their placement.

Season 2

Season 2 will begin on May 16th, with two new sponsors appearing alongside four previous ones, most of them brandishing new rewards. Currently season 2 is scheduled to last until July 17th.

If you have sponsors signed from Season 1, you will still be able to complete them. All sponsors from Season 1 will be marked with a star.

Network Model

Large parts of the network model used for Battlerite has been reworked and improved upon in preparation for Battlerite Royale. As these improvements will benefit the other game modes in Battlerite as well, the new network model is included in this patch.

UI
  • Fixed a bug that caused Friend List to change friend’s usernames
  • With Season 2 live, you can now preview Leaderboard history (per Season)
  • Leaderboard now only uses rank data (most played champion)
  • Improvements to make sure the Leaderboard shows the correct data
Audio
  • Addressed an issue where the audio engine would cause degradation of high frequency content in audio assets
  • Most voice lines are now synced across clients

Champion Updates

General

The changes in this patch focus mostly on improving upon or replacing rites that see little use, as another step in our ambition to provide our champions with multiple viable and fun rites to choose from. As usual, some of the more popular and powerful rites also see adjustment. A few champions get bigger changes to their rites either because they have been struggling or because they suffered from poor variability in their rite trees.

  • VFX for Alysia, Zander, and Thorn have been updated for improved performance and clarity
Ashka

Battlerites
  • Fire Ward (Space)
    • Shield value increased from 15 to 16
  • Emberfire (Reworked) (Q)
    • Now grants a Shield for each enemy hit by Flamestrike
    • Shield absorbs up to 10 damage and lasts up to 3s
  • Molten Core (New Offense Rite) (E)
    • Molten Fist causes your next Fireball to deal 2 bonus damage and inflict Ignite
    • Added to Basic Loadout, replacing Lava Punch
  • Mach Punch (New Mixed Rite) (E)
    • Molten Fist travel distance increased by 50% and cooldown is reduced by 1.5s
  • Lava Punch (E)
    • Removed
  • Fire Punch (E)
    • Removed
Bakko

The Axe and Shield rite continues to create uncertain situations where the availability of Bulwark is up in the air. As such we are removing it and instead adding a new rite that speaks more to Bakko’s identity as someone going into the breach, protecting those behind him.

Battlerites
  • Axe and Shield (M1)
    • Removed
  • The Red Axe (M2)
    • Healing per charge reduced from 2 to 1
    • Added to Basic Loadout, replacing Axe and Shield
  • Howling Axes (M2)
    • Cooldown reduction increased from 1.5s to 1.75s
  • Heroic Leap (Space)
    • Now grants one weapon charge per target hit instead of 3 bonus damage
  • Shield Bash (Q)
    • Weaken factor reduced from 50% to 40%
  • Hold the Line (New Support Rite) (Q)
    • Blocking an attack with Bulwark grants a shield to the nearby ally with the least health
    • Shield absorbs up to 18 damage for 3s.
  • Dizzying Dash (E)
    • Snare factor increased from 15% to 20%
Croak

  • Sludge Spit (EX M2)
    • Blind duration reduced from 4s to 3s
  • Noxious Lunge (E)
    • Cast time reduced from 0.15s to 0.1s
    • Damage increased from 12 to 14
Destiny

We still have our eye on Destiny for potential future changes that will allow her to carve out a more stable place for herself, but in the meantime some of her lesser used rites see improvements both in numbers and functionality.

Battlerites
  •  Dispatch (Space)
    • Destiny now returns to the Magnetic Orb form for the remaining duration after jumping
    • If it is available, her attack charge is spent in the recast
  • Energy Conversion (Q)
    • Increase base shield from 12 to 14
  • Lasting Plasma (E)
    • Removed
  • Plasma Accelerator (New Mixed Rite) (E)
    • Accelerates allied projectile speeds up to 200% as they pass through Plasma Wall
    • Your projectiles deal 2 bonus damage when accelerated
  • Expansion Pack (R)
    • No longer increases Fading Snare duration, instead replaces Fading Snare with a Root that lasts 1s
Ezmo

The Grimoire of Death rite will now no longer claim the Center Orb in one go, but will instead grant Ezmo some immediate value out of Grimoire of Chaos while still retaining the same damage potential. Shackle sees some adjustment to allow Ezmo to combo it with Grimoire of Chaos, meaning the two can still be used together for good control of the Center Orb.

  • Shackle (E)
    • Damage increased from 8 to 10
    • Cast time increased from 0.9s to 1s
Battlerites
  • Grimoire of Death (F)
    • Damage bonus moved to the leashing, now deals up to 10 bonus damage over the pull
Freya

Seeing Freya walking around with a massive Shield is an impressive sight, but might also be a bit too common. With the following changes the shield she gains from one opponent remains the same, while decreasing the value out of multi-hits. Thunderslam sees an adjustment to promote using it as not just a Static applying tool.

  • Electric Shield (Q)
    • Additional shield value gained per new target hitting Electric Shield reduced from 18 to 18/15/12
  • Thunderslam (EX E)
    • Bonus damage against targets with Static increased from 6 to 8
Battlerites
  • Lightning Rod (E)
    • Yields a 8/7/6 health shield per target hit
      • Hitting one target yields 8 shield value, two targets yields 8+7, etc
Iva

Battlerites
  • EMP (E)
    • Now also removes negative effects from nearby allies
Jade

Battlerites
  • Shadow Shot (M2)
    • Healing increased from 8 to 12
  • Shrapnel (F)
    • Now grants +2 damage per shot, both to direct damage and area damage
    • Snare duration increased from 1.5s to 2s
Jamila

Jamila remains a bit of an underdog but these quality of life changes alongside some fresh new rites, some of them replacing other less used ones, should push her performance to a better level.

  • Blood Kunai (EX M2)
    • Now bounces to the target in range with the lowest HP that can be healed
  • Shadow Dance (Q)
    • Immaterial duration increased from 0.5s to 0.75s
  • Deadly Blow (R)
    • Cast time reduced from 0.7s to 0.6s
Battlerites
  • Roundhouse Kick (Space)
    • Removed
  • Quick Strike (Reworked) (Space)
    • Elusive Strike can now be recast to perform a short dash dealing 10 damage and inflicting Lesser Phantom debuff, dealing 16 damage after 2s
  • Agile Shadow (Q)
    • Removed
  • Blade Swirl (Q)
    • Removed
  • Crimson Blur (New Mobility Rite) (Q)
    • Grants a 70% Fading Haste lasting 0.75s when successfully countering an attack with Shadow Dance
  • Shroud of Shadows (New Survival Rite) (Q)
    • Reduces damage taken by 30% for 2.5s after the invisibility of Shadow Dance fades
  • Deceptive Momentum (New Survival Rite) (E)
    • While being pulled you take 75% less damage
  • Lurking Phantom (F)
    • Now called Shadow Double
    • In addition to Stalking Phantom being able to wall jump, you can now recast to switch places with the Stalking Phantom once it is stopped and remove negative effects
Jumong

Battlerites
  • Prey Drive (M2)
    • Hits now heal for 10 health, and an additional 6 health when consuming Seeker’s Mark (instead of 8 and 8)
    • Added to Basic Loadout, replacing Marked Prey
  • Marked Prey (E)
    • Removed
  • Trapper (E)
    • Duration of second trap reduced from 3s to 2.5s
Lucie

Battlerites
  • Dynamic Solution (Q)
    • Now also increases knockback distance by 20% (from 3 to 3.6)
Oldur

With a change to the Eternal Dunes rite Oldur gets a new way to compensate for his lack of burst healing if you choose to go for a more support focused loadout.

Battlerites
  • Eternal Dunes (E)
    • Now allows Oldur to get up to 5 healing charges by hitting enemies. Bonus healing charges will not regenerate.
Pearl

  • Bubble Barrier (E)
    • Maximum slow while inside of the bubble reduced from 50% to 40%
Battlerites
  • Riptide (Space)
    • Damage increased from 8 to 10
  • Tsunami (Q)
    • Damage increased from 8 to 10
Pestilus

Pestilus is one of the champions that has suffered from the least variance in his rite picks. With the changes to his rites there should be more reasons to deviate from his established build and try some new rites out.

  • Brain Bug (EX E)
    • Duration increased from 2s to 2.5s
Battlerites
  • Colony (M2)
    • Hitting an enemy with Bloodsucker now inflicts Moth and spreads Moth to nearby enemies
    • Hitting Queen will still spread Moth to nearby enemies as well
  • Disperse (Space)
    • Snare factor increased from 20% to 25%
  • Spores (Space)
    • Weaken factor on enemies increased from 50% to 60% and damage & healing output of allies increased from 25% to 30%
  • Broodmother (Q)
    • Now also increases the Queen’s area of effect by 10%
    • Battlerite category changed from Control to Mixed
  • Sacrifice (Q)
    • Snare factor increases by 5% for each additional tick an enemy stays in the Queen’s area (for a maximum of 45%)
    • Battlerite category changed from Offense to Control
  • Hive Mind (Q)
    • Battlerite category changed from Mixed to Utility
  • Heart of the Swarm (New Mixed Rite) (R)
    • Swarm sends out Lesser Moth projectiles dealing 5 damage or healing for 3, to nearby enemies and allies when destroyed
    • Cooldown is reduced by 3s
    • Inflicts Moth and heals self for 1 health
Poloma

Battlerites
  • Dark Souls (M1)
    • Radius bonus increased from 20% to 30%
  • Soul Theft (M2)
    • Damage and healing increased from 8 to 10, now also inflicts a 1s Fading Snare.
  • Ghostly Strike (Space)
    • Damage increased from 6 to 8
  • Spirit Walker (Q)
    • Tooltip fixed so it correctly states that haste is increased from 40% to 60%
Raigon

Battlerites
  • Acrobatics (Space)
    • Now also reduces cooldown by 1s
  • Soaring Speed (E)
    • Removed
  • Perilous Height (E)
    • Now also inflicts a 1.2s Fading Snare to enemies dealt area damage
  • Seismic Retribution (New Survival Rite) (E)

    • Seismic Shock hits reduce the cooldown of Retribution by 1.5s and grant 2 weapon charges.
Rook

The previous changes to Rook were primarily meant to improve his performance in organized play. While this was more or less achieved, it came at the cost of Rook overperfoming in general matchmaking games. With these changes we take a step back and remove the guaranteed incap combos he previously had. In return, one of his more picked rites is now part of Rook’s core abilities, allowing him to include a different rite in his rotation.

  • Eat (EX M1)
    • Healing over time reduced from 24 to 20
  • Crushing Blow (M2)
    • Squash rite now included in base
    • Damage reduced from 20 to 18
    • Stun duration reduced from 0.5s to 0.4s
  • Rush (Space)
    • Stun duration reduced from 0.5s to 0.4s
    • Damage reduced from 16-28 to 14-26
  • Smack (R)
    • Cast time increased from 0.3s to 0.35s
Battlerites
  • Squash
    • Now included in base kit
  • Rook Smash (M2)
    • Added to Basic Loadout, replacing Smash
  • Endurance (Space)
    • Hitting an enemy further reduces cooldown by 2s
  • Raging Bull (Space)
    • Now reduces cast time and cooldown of rush by 50% instead of 60%
    • Battlerite category changed from Offense to Utility
    • Fixed an issue with Raging Bull where casting Rush when Berserk ended would result in Rush having no cooldown; it will now always have the Raging Bull cooldown.
Ruh Kaan

It’s a bit too easy to escape the dreaded Shadow Beast hiding within Ruh Kaan. The change to Shadow Claw should overall provide Ruh Kaan with more consistent value out of his Shadow Beast form, while still being reliant on hitting his Shadow Claws.

  • Shadow Claw (Ultimate M2)
    • Pull distance increased from 2.5 to 4
    • Knockback duration increased from 0.25s to 0.33s
Battlerites
  • Death Grip (E)
    • Cooldown reductions increased from 1s to 1.5s
  • Nether Blade (New Offense Rite) (R)
    • Inflicting Curse with Nether Void fully charges your weapon
Sirius

Sirius sees the same treatment to Moonlight as Oldur does to Eternal Dunes. As Sirius has a longer cooldown on Lunar Strike and is also reliant on successfully applying petrify, there is more value inherent in his rite. Like Eternal Dunes, this should help Sirius’ healing output should he choose to use a more support focused loadout.

Battlerites
  • Daybreak (Q)
    • Post wait time on reappearance reduced from 0.2s to 0.1s (allowing people to act faster)
  • Sun Screen (Q)
    • Shield duration increased from 2.5s to 3s
  • Moonstone (E)
    • Cooldown reduction increased from 1s to 2s
  • Moonlight (E)
    • Sunbath buff removed, now allows Sirius to get up to 5 healing charges by hitting enemies
    • Each target petrified yields 2 Sunlight charges
    • Bonus healing charges will not regenerate
Taya

Throwing Technique allows Taya to get the jump on a lot of opponents. By toning it down a bit she will need to remain at a more disadvantegous distance.

  • X-Strike (M2)
    • Damage reduction per hit increased from 25% to 35%
Battlerites
  • Throwing Technique (M2)
    • Bonus range reduced from 15% to 10%
Thorn

With the meta shifting after the last patch Thorn once again rose to prominence. His energy gain on Burrow gets some adjustment to put in more in line with similar abilities and he will now also be forced to get in closer to engage with his opponents.

  • Burrow (Space)
    • Energy gain reduced from 7% to 6%
  • Evil Clutch (Q)
    • Range reduced from 10 to 9
Battlerites
  • Hamstring Briars (M2)
    • Slow factor increased from 20% to 25%
  • Impaling Roots (Space)
    • Damage reduced from 10 to 8
  • Whiplash (Q)
    • Damage increased from 12 to 14
  • Grounding Grasp (Reworked) (Q)
    • Now, when Evil Clutch starts moving nearby enemies are inflicted with Root for 1.5s
Ulric

  • Crusade (EX Space)
    • Travel time increased from 0.4s to 0.45s
Battlerites
  • Light Speed (Q)
    • Absorbing attacks with Radiant Shield increases movement speed by 25%/45%/60%, as opposed to 20% stacked per absorbed attack
  • Light’s Embrace (Q)
    • Healing increased from 10 to 12
  • Halo (E)
    • Shield value reduced from 14 to 12
Varesh

Battlerites
  • Return (Q)
    • Recast time increased from 2s to 2.5s
  • Inhibitor (E)
    • Movement speed while casting reduced from 75% to 60%
  • Law Bender (E)
    • Cooldown reduction increased from 2s to 3s
Zander

To help Zander to once again have a spot on the main stage we remove the Arcane Conductor rite, one of the picks most Zanders simply couldn’t go without, and put some of its power into Zander’s core kit. Some of his other rites see changes to let him have a more even spread of choices.

  • Spotlight (EX M2)
    • Healing increased from 21 to 24 (4×6 instead of 3×7)
  • Arcane Catalyst (Debuff)
    • Amplify factor increased from 10% to 15%
Battlerites
  • Arcane Conductor (M2)
    • Removed
  • Ace up the Sleeve (M2)
    • Now any ally traveling through the portal resets the cooldown of Grand Conjuration. Only the first ally traveling through will reset the cooldown
  • Awestruck (New Control Rite) (M2)
    • Grand Conjuration inflicts a 1.5s Fading Snare
    • Added to Basic Loadout, replacing Arcane Conductor
  • Transformation Sickness (E)
    • Removed
  • Lead Astray (E)
    • Arcane Catalyst is now applied when Sheep Form ends
  • The Big Stage (New Mixed Rite) (E)
    • Increases Sheep Trick radius by 10% and reduces cooldown by 1s

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