Patch 1.5.2 is scheduled to go live on April 25th at 9:00 Am CEST. Downtime is scheduled for 2 hours.

General Updates

  • Creepy Chests and Spooky Chests are no longer available for purchase
  • Creepy Cosmetics no longer purchasable with tokens
  • Account Levels award Silver Chests once again
  • Ulric Chests and bundles are no longer available for purchase
  • Increased game volume, as it was too low according to industry standards
  • Fixed sound-loops issues in some of the character poses

Pro League Chests

Pro League Chests are coming Friday! Only obtainable through Twitch Commerce, by predicting Battlerite Pro League matches on a platform to be launched later this week, or competing Rising Stars. These exclusive chests contain in them BPL-themed items, and guarantee at least one non-duplicate Epic or Legendary item. Owning all items results in duplicates. Pro League items can only be obtained in Pro League Chests and cannot be purchased with Tokens.

To purchase Pro League Chests, players must first link their Battlerite and Twitch accounts (under the “Accounts” tab in Options within Battlerite). Pro League Chests can then be purchased for $4.99 (Exclusive VAT, prices may vary depending on country) on Friday, April 27th by navigating to the Battlerite Twitch Commerce Page. Purchasing a Pro League Chest will also reward a Twitch Crate that can include the Stormy Cloud Mount, Titles, Battlerite Emotes and Icons, and other Twitch items.

Twitch Commerce items can also be purchased beneath the streams of Partnered or Affiliated Streamers when they play Battlerite. When purchased here, 5% of the revenue will be given to the streamer.

Pro League items include:

  • Legendary Outfits, Epic Weapons, and Rare Poses for the following Champions:
    • Jade
    • Oldur
    • Rook
    • Shifu
    • Sirius

For regions unable to participate in Rising Stars – fear not. We will be working with local tournament organizers to make sure that players will have the opportunity to take part in tournaments that reward Pro League Chests.

Champion Updates

This patch sees some sweeping number tweaks to several characters, with a few functionality changes as well in preparation for the start of the group stage of Battlerite Pro League (BPL). We’ve given attention to a few champions who have not seen it in a while as well as toned down some of the champions that have made the strongest showing in BPL and competitive play thus far. We are continuing our work with balancing out the attractiveness of the least and most picked rites. We have still refrained from bigger mechanical changes however due to the proximity of this patch to start of the BPL group stage.


Alysia has had problems with claiming a spot for herself among the champions of Battlerite, as it’s tricky for her to consistently combo and maximize its effectiveness. With these changes, we aim to let her more actively engage in battles, have a higher potential for CC and be safer when getting into close range to execute her combos.

  • Glacial Prism (Q)
    • Cooldown reduced from 9s to 8s
  • Ice Block (EX Q)
    • Cooldown reduced from 9s to 8s
    • Shield health increased from 40 to 50
  • Flash Freeze (E) & Snow Cone (EX E)
    • Cooldown reduced from 9s to 8s
  • Ice Crown (R)
    • Now inflicts 1.75s Chill on impact and 1.75s Chill when destroyed
  • Chill (Debuff)
    • Max snare factor increased from 25% to 30%
  • Figure Skating
    • Haste now triggers when Ice Block (EX Q) ends, instead of when applied

The Axe and Shield rite makes it difficult to keep track of when Bakko has or doesn’t have access to Bulwark. Toning it down narrows the possibility space of Bulwark being available for now, but the rite may warrant a closer look again in the future.

  • Axe and Shield
    • Cooldown reduction reduced from 1s to 0.5s

One of Blossom’s main problems is due to the squishiness of her Tree of Life. With this health increase it will now survive most strong M2 attacks, while still falling to two of most ranged M1 attacks.

  • Tree of Life (Q)
    • Health increased from 24 to 30
  • Boom Bloom (E)
    • Cooldown reduced from 8s to 7s
  • Fluttering Grace
    • Haste factor per buff increased from 10% to 12%
  • Kindhearted
    • Butterfly bonus healing increased from 2 to 4
  • Nature’s Presence
    • Bonus damage and healing factor increased from 15% to 20%
  • Refreshing Seed
    • Haste percentage increased from 35% to 40%
  • Pollen
    • Bonus stun duration increased from 0.4s to 0.6s
  • Puff
    • Knockback distance increased from 2 to 2.5
    • Knockback duration increased from 0.35s to 0.4s

Destiny has fallen a bit out of favor of late, so she may get some more attention again in the close future. As a first step, her Counter cooldown has been changed to be in line with other Counters.

  • Sky Strike (Q)
    • Cooldown reduced from 9s to 8s

Ezmo has remained one of the most prominent ranged champions in competitive gameplay, with one of the main reasons being the strong Center Orb control due to his ultimate. It is something we will continue to examine, but for now we are reducing its collateral damage to enemy champions. Ezmo remains a very strong champion in other aspects too though. Ezmo will retain his Arcane Fire burst potential, but an increased reload time will decrease his overall damage.

  • Arcane Fire (M1)
    • Reload duration increased from 0.9s to 1s
  • Grimoire of Death (F)
    • Damage reduced from 55 to 50
  • Whizz
    • Fading haste factor reduced from 60% to 50%
  • Undermine
    • Weaken factor reduced from 50% to 40%

With the melee focused competitive meta of late, Freya is the Queen among melee champions. We are shifting some of her power from melee damage and mobility to ranged alternatives, so she can retain answers to ranged champions without being inescapable, as well as removing some of the enormous potential for shields she has.

  • Bash (M1)
    • Damage reduced from 10/10/16 to 10/10/14
  • Storm Mace (M2)
    • Damage increased from 10 to 12
  • Spring (Space) & Shock Vault (EX Space)
    • Haste factor reduced from 100% to 90%
  • Tempest
    • Haste duration reduced from 2s to 1.75s
    • Haste factor reduced from 35% to 30%
  • Thunderbolt
    • Bonus damage increased from 8 to 12
  • Electric Conduction
    • Shield health reduced from 14 to 12
  • Thundering Spring
    • Bonus duration reduced from 1s to 0.75s
  • Lightning Rod
    • Shield health reduced from 10 to 8
  • Rolling Thunder
    • Max range reduced from 2 to 1.75
  • Hammer Time
    • Cooldown reduction increased from 4s to 5s

With these changes we take some further steps to address Jade’s role. She will now have to be at a slightly less safe distance to engage with her Revolver Shots and will be both less punishing and less slippery when she tried to escape to give her a more clearly defined weakness.

  • Revolver Shot (M1)
    • Range reduced from 7.6 to 7.4
  • Blast Vault (Space)
    • Damage reduced from 12 to 8
  • Smoke Veil (EX Q)
    • Haste duration reduced from 0.9s to 0.8s
    • Fading haste factor reduced from 100% to 90%
  • Gunslinger
    • Cooldown reduction per hit reduced from 0.3s to 0.25s
  • Deadly Focus
    • Bonus damage reduced from 6 to 5
  • Delight
    • Initial healing reduced from 6 to 5, and on interrupt healing reduced from 10 to 8

Jamila receives further quality of life changes, along with increasing the reliability of her energy options.

  • Blood Kunai (EX M2)
    • Cooldown reduced from 7s to 6s
    • Projectile speed increased from 22 to 28
  • Phantom Strike (EX Space)
    • Now ignores Post Cast and Global Cooldown
  • Hook Shot (E)
    • Now ignores Global Cooldown
  • Stalking Phantom (F)
    • Cast time reduced from 0.7s to 0.5s

Poloma sees some changes in value that will primarily help her self healing, while also increasing the strength of rites that have a medium pick rate, resulting in more strong options to pick from. Pixie now has the potential to be used more often as part of Poloma’s rotation of abilities.

  • Soul Drain (EX Q)
    • Damage reduced from 15 to 10
    • Healing increased from 15 to 20
  • Pixie (R)
    • Cooldown reduced from 20s to 15s
  • Shimmering Bond
    • Healing shared bonus increased from 70% to 80%
  • Dire Wolf
    • Root duration increased from 1s to 1.2s

For Raigon, we bring Parry in line in terms of cooldowns with Counters. He also gets more ways to deal real damage.

  • Parry (Q)
    • Cooldown¬†reduced from 9s to 8s
    • Counterattack damage increased from 12 to 14
    • Fixed a bug where projectiles that return (i.e Boomerangs) would not add to Parry’s reflect counter, after they had been reflected
  • Dragon Palm (R)
    • Damage increased from 8 to 10, wall impact damage increased from 10 to 12
  • Aerial Strike
    • Fixed a bug where Raigon could jump to the wrong target if a team member reflected an enemy Seismic Shock at the same time

Rook has some value taken from his infamous wall combos and is compensated with more ability to deal stray damage without committing. The reduced cooldown on Crushing Blow also makes him a bit less punishable.

  • Crushing Blow (M2)
    • Cooldown reduced from 8s to 7s
    • Damage increased from 16 to 20
  • Meatbolt (EX M2)
    • Cooldown reduced from 8s to 7s
  • Rush (Space)
    • Damage increased from 12-24 to 16-28
  • Smack (R)
    • Damage reduced from 12 to 6
  • Pummel Rush
    • Fixed a bug where the Raging Bull rite was not compatible with the Pummel Rush rite
Ruh Kaan

Ruh Kaan gets some more ability to put out pressure from a distance, while Claw of the Undying now won’t mean that you completely sacrifice healing yourself to help an ally.

  • Claw of the Wicked (E)
    • Damage and healing increased from 10 to 12
  • Claw of the Undying (EX E)
    • Now also heals self for 8 when pulling an ally
  • Hunger
    • Knockback distance (distance target is pulled) increased from 2 to 2.5

  • Thrust
    • Bonus damage per charge removed, base damage bonus increased from 2 to 3
  • Swift Feet
    • Bonus duration reduced from 1s to 0.7s
    • Bonus haste factor reduced from 15% to 10%

While Thorn still has its place in coordinated tournament play, Thorn struggles more in general matchmaking games. It receives adjustments to its value when hitting its ranged pokes and to rites with lower pick rate.

  • Thorn Barrage (EX M2)
    • Damage increased from 10 to 12
  • Thorns (Buff)
    • Damage increased from 4 to 6
    • Healing increased from 8 to 10
  • Grounding Grasp
    • Root duration increased from 1s to 1.5s
  • Sinister Sap
    • Damage increased from 8 to 12

Ulric is truly Unwavering, shaping the competitive landscape around him. We still want to preserve his general playstyle, but have taken steps to make him more vulnerable while doing so. He’s no longer able to take as much of a beating as before and there are additional windows to punish him now. He still retains strong healing capabilities for his allies, but will instead be less able to take care of himself, or may be forced to prioritize healing himself more than before. All of his most picked rites, which offered amazing value, have also been toned down in different ways.

  • Max HP reduced from 240 to 230
  • Hammer of Justice (M1)
    • Visual effect of Charged Hammer of Justice made more noticeable
  • Intervene (Space)
    • Healing reduced from 12 to 9
    • Post wait time (the time before you can act after the Dash is finished) increased from 0.1s to 0.15s
  • Crusade (EX Sapce)
    • Healing reduced from 12 to 9
    • Post wait time increased from 0s to 0.1s
  • Favor (Buff)
    • Bonus healing factor reduced from 20% to 15%
    • Visual effect toned down
  • Cleave
    • No longer deals bonus area damage
  • Devotion
    • Now grants 3 bonus healing while healing allies
  • Divine Protection
    • Remade: Applying Favor on an ally grants them a Shield. It absorbs up to 12 damage for 1.5s
  • Penitence
    • Incoming healing reduction reduced from 33% to 25%
  • Vindicator
    • Now reduces cooldown of Intervene by 4s instead of a a full cooldown reset.

Zander has been standing slightly behind Ulric, unwilling to let someone else take the spotlight. He sees adjustments in a couple of different ways, but most of all his healing has been toned down while he still retains much of his utility. The Portal is now more predictable than before, the time before someone reappears after entering it having been evened out and there’s now a bigger opportunity to punish someone appearing before they can act. Zander is also no longer able to stay at as safe of a distance to use his Portal efficiently.

  • Spotlight (EX M2)
    • Healing reduced form 28 to 21
  • Portal (Q)
    • Minimum travel duration (the minimum time it takes for a character to teleport to the new location, once the location has been decided on) increased from 0.2s to 0.3s
      • This will make it take longer for a champion to re-appear if they choose to just teleport on the spot.
    • Maximum travel duration (the maximum time it takes for a character to teleport to the new location) reduced from 0.5s to 0.4s
      • This will make it so a champion appears quicker when they teleport as far away as they can.
    • Post wait time increased from 0s to 0.1s. This affects how quickly a champion can act after having been teleported.
    • Maximum cast range reduced from 10 to 8
  • Sheep Trick (E)
    • Cooldown increased from 9s to 10s
    • Impact delay increased from 0.8s to 0.9s
  • Heart Restoration
    • Healing reduced from 6 to 4
  • Stacked Deck
    • No longer grants an extra card for Zander, only for the Illusion
  • Showdown
    • Shield amount reduced from 14 to 12

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