V1.12.4 Patch Notes | Predecessor

V1.12.4 Patch Notes

Everything you need to know about V1.12.4!

Patch Notes 6 mar 2026

Summary

Hello Champions!

This time, we’re a little early - the schedule is a bit different as we want to ensure our PCC tournament is played on the most balanced build possible.

This is the first of two planned balance patches for V1.12. The first arrives on Tuesday, March 10th, with the second expected on March 24th.

This balance patch has big shoes to fill. V1.12 was one of the largest balance updates we’ve ever released - after all, every single Hero was affected. We’re very grateful for your feedback, and we hope you’ll find changes here that address your concerns.

Read on to find out more!

Daybreak V2

This update brings Daybreak V2 - a newer, improved version of our new map. It’s not final (V3 is already planned), but V2 should already address some of the biggest pain points we’ve seen, both from you and from our own testing, with Daybreak V1.

In V2, you’ll see:

You can read more about the differences between Daybreak V1 and V2 in the blog here.

Store News

Bundles

These bundles are available for a limited time only. All proceeds from bundle sales go toward funding our esports initiatives.

Speaking of esports, our Spring Open Qualifier is streaming next weekend - stay tuned!

More info here.

Spring Victorious Bundle

Victorious Midlane Bundle

Victorious Carry Bundle

Victorious Jungle Bundle

Victorious Offlane Bundle

Victorious Support Bundle

Friend Reward Competition

A reminder that we’re currently running a Friend Reward competition! Encourage your friends to try Predecessor for a chance to win an iPhone 17 Pro or a million Platinum to spend in game!

You can find out more about the contest here.

World Shift: Frostfall Update

World Shift: Frostfall will be temporarily disabled starting with the launch of this update on March 10th, for a period of at least two weeks, until March 24th.

Balance Changes

Daybreak Jungle Changes

Please keep in mind that these jungle camp changes apply to the Daybreak map only. Jungle camps on the Sanctuary map in Standard or Ranked will remain as they are right now.

White Camp: - S - 500 (-50 per level)

Brown Camp:

Black Camp:

Grey Camp

Red Camp

Blue Camp

Heroes

Akeron is receiving some minor increases to his level 1 damage, better normalizing his damage potential and clear speed for the Jungle and Offlane roles to be more in line with his competitors.

General:

Crushing Maw [Alternate]:

Aurora’s damage output, considering her disruptive and more tank-skewed profile, is currently too high. We’re reducing the general damage output she possesses to ensure there is a greater distinction between her damage potential when opting into tank or damage orientated builds, and that her general burst output is at more reasonable levels.

Hoarfrost [Secondary]:

Boreal Sweep [Alternate]:

Cryoseism [Ultimate]:

Argus currently possesses incredible pressure in the early lane thanks to the ease at which he can shove the wave and take a follow up fight. Likewise, his general presence throughout a match with the combination of stuns and consistent damage results in him being an overly effective combatant at all stages of a match. To help take the edge off, we’re shifting around his Mana economy and waveclearing capabilities at level 1, meaning he will run dry on Mana faster if he uses Particle Shredder too recklessly in the lane. Likewise, we are also reducing his general damage and Dread Nova uptime in the later stages of a match, reducing his overall effectiveness slightly in fights.

Mana Catalyst [Augment]:

General:

Disintegrate [Passive]:

Dread Nova [Primary]:

Particle Shredder [Alternate]:

Countess currently runs herself out of Mana a little too fast, even in the Jungle where her Mana Economy is more forgiving. We’re reducing the Mana Cost of Shadow Slip to ensure she is not overly punished for using it to navigate the map efficiently, while also increasing its damage to give more value to her Shadow Echo Augment especially, better allowing it to compete with the alternatives as it now supplements her burst further across a match.

Shadow Slip [Primary]:

Drongo currently struggles to compete among the Carry roster, with his general damage and laning strength faltering by comparison. Some small general power increases are needed are being granted to bring him up to speed, with Old Rusty now being more desirable to invest levels into in harder lane matchups, and both his Wastelander and Rad Rounds becoming more threatening when stacked up, regardless of whether he’s pumping rounds into a tank or a squishy.

Wastelander [Passive]:

Rad Rounds [Secondary]:

Old Rusty [Alternate]:

Feng Mao is currently lagging behind other Junglers, unable to keep pace despite not having the greatest of utility tools to compete with other bruisers and tanks. A small but meaningful increase to Hamstring’s damage is needed to enhance his general clear speeds and early/mid-game gank threat (which of course helps Offlane Feng too!)

Hamstring [Secondary]:

Thanks to the shift towards Mana Scaling, Gideon finds himself thriving in the new balance environment, possessing both incredible laning strength, and immense late-game scaling. We’re targeting a few things in order to bring his general strength closer to the baseline that v1.12 was designed to set, with reductions to his Mana Conversion, damage, and Void Beach uptime all occurring, as they all currently contribute to his general strength and versatility.

Cosmic Power [Passive]:

Cosmic Rift [Primary]:

Void Breach [Alternate]:

Grim is currently blasting through his foes too quickly. Some general reduction to his overall DPS are needed to ensure he’s not spiking too hard once a few items are acquired. Likewise, Grim’s Ultimate is capable of dealing excessive damage in specific builds, and while we don’t want to entirely reduce the build variety here, some reductions to G.T.F.O’s damage is needed to ensure it’s a little more reasonable.

Assault Mode [Secondary]:

G.T.F.O [Ultimate]:

One of the goals of Grux’s changes in v1.12 was to limit his potential as an excessive lane bully in exchange for more general utility and mobility across a match . Currently, he continues to stat-check his lane opponents a little too hard in various Offlane matchups, going against our goal. As a result we’re nudging down his early lane durability, meaning he must consider his early engagement windows with a little more care if he wishes to avoid death, and thereby opening up the range of matchups that can deal with him further.

General:

Double Pain [Alternate]:

For Howitzer, we have received general feedback that his R2000 feels like it takes a little too long to charge and leaves him a sitting duck while in that state. While we want Howitzer to commit to charging his missile to achieve a greater payoff as one of his unique loops, we acknowledge that the downsides are currently outweighing the payoffs, and have made some general adjustments to its damage potential, charge cadence and hover speed. Additionally, some general cooldown adjustments are occurring, allowing Howi’ to better compete with the other more powerful Mages across a match.

R2000 Missile [Primary]:

Land Mine [Secondary]:

Slow Grenades [Secondary]:

Kallari has emerged as one of the higher beneficiaries of the v1.12 changes, with her damage potential and general threat leading to moments of excessive damage, even if she sometimes misses her daggers. Some general damage reductions are occurring across the board, better ensuring Kallari must both choose and execute on her engagements with precision if she wishes to take down her target.

Deadly Finesse [Augment]:

Execution Mandate [Augment]:

General:

Plasteel Swords [Basic Attack]:

Crippling Dagger [Alternate]:

Guillotine [Ultimate]:

Khaimera’s changes to a Rage machine have returned him to his former glory as the demon of the Jungle. This is largely thanks to the amount of regeneration and durability he has access to, especially with his Cooldown Progression mechanic allowing him repeat access to Invigorate which can lead to moments of borderline immortality. To account for his faster cooldown cadence, adjustments are needed to heavily tone down his general healing and cooldown output, better bringing him in line.

General:

Ancestral Fury [Passive]:

Invigorate [Secondary]:

Cull [Ultimate]:

Kira is receiving a small set of changes, primarily aimed at reducing the speed at which she melts through opponents with her Ultimate. In return for some of this lost damage, we’re granting back some damage to Mercy, better enabling her to prioritise maxing Dusk or Mercy first, based on her matchups and build.

Mercy [Alternate]:

Purge [Ultimate]:

The shift from Health Cost to Mana Cost for Maco’s heal helped unburden his playstyle with additional complexity, but the transition was not correctly tuned in order to Mana-gate his excessive heal spam appropriately. Likewise, now that Maco can heal himself he has become even more of a speed demon, able to zoom around the map as he desires. The mix of these factors means he requires some heavy adjustments to his Mana economy, better ensuring he cannot freely spam Maco Gift as he desires. Likewise, now that he moves at mach 10 speed, general reductions to his speed buffs are required to ensure his general mobility returns to a fast, but fair level.

General:

Mach Speed! [Passive]:

Maco Gift! [Primary]:

Maco Fly! [Secondary]:

Morigesh’s general strength has been on the excessive side with the release of v1.12, with her ability to heal through and cut down opponents being far too great. While we’re happy with the general shape of her power-curve and the general reception of changes to her abilities, the power is clearly far too high and in need of heavy adjustments. As a result, we’re shifting down a lot of Morigesh’s damage output, durability, and general healing capabilities, better ensuring that she remains weaker in the early lane and less of a crazy scaling threat late-game.

Ritual Of Death [Augment]:

General:

Pestilence [Passive]:

Hive [Primary]:

Swarm [Secondary]:

Mark [Alternate]:

Now that Mourn has access to Contagion on Eclipse by default, his general ability to collapse on targets with his new Nightstalker Augment, and the ability to burn through the enemies with Magical Builds is slightly too oppressive and in need of tuning down.

Nightstalker [Augment]:

Contagion [Primary]:

If you’ve ever been Buckshot in the head by a Murdock, you’ll know that thing hurts. Pair that with a late-game Shot’s Fired proc, and Murdock’s general damage output and burst is simply too high. This leads to excessive scenarios that warp the Time To Kill for various engagements. While we don’t want to negate their strength too heavily, drops in power for both are needed to ensure combat engagements with Murdock feel more appropriate.

Shots Fired [Passive]:

Buckshot [Alternate]:

Muriel’s rework has seen her emerge as one of the top Supports thanks to all the new agency she possesses. While this is great for Muriel, her general strength alongside her new tools lead to her feeling overly oppressive to deal with, especially when she is paired with Healers or Divers as her enchantments push them too far over the power-line in many cases. Due to this, she is in need of some adjustments across the board, better toning down areas of excess strength.

General:

Sentinel [Primary]:

Consecrated Ground [Primary]:

Serenity [Alternate]:

Reversal Of Fortune [Ultimate]:

While strong in his own right, Narbash can feel a little unsatisfying to play as currently due to his general healing output being on the low end compared to before, making him feel overshined by other enchanters. Likewise, the cooldown of his Toggle can feel overly long, reducing the finesse at which he flick through songs and march casts, and thereby making him feel overly-unresponsive to play. We’ve adjusted both of these elements, with the hope that the Orc will now feel better enabled to find impact throughout a match.

War Anthem [Augment]:

March [Primary]:

Song Of My People [Secondary]:

N3on’s general strength is on the high-end right now, but at times feels difficult to access and comes with the requirement of a deeper mastery of her mechanics to truly start unlocking her potential. While there is nothing inherently wrong with this, there are elements of her Kit that skew her strength too heavily to competitive play such as her i-frame on dash, while also serving as a hard counter to too many matchups and Heroes in general. As N3on is already rather elusive and effective when mastered, we’re removing the i-frame to bring greater matchup parity and remove some of this competitive skew, which thereby allows us to inject strength further into L.I.N.X and offer it more consistency with its bounce-back cadence without it breaking the bank.

Dox [Augment]:

General:

L.I.N.X [Primary]:

Data Burst [Secondary]:

Erase Vector [Alternate]:

Now that Phase’s Energy Lane can be body blocked, the increase in the stacks to root was a little overkill, making it too difficult for her to navigate the laning phase and find impact against wily opponents. As a result, the stack counter is returning to 8 (at the cost of some Slow to ensure it can still be juked to a degree), returning her previous cadence now that there is more counter-play present.

Psychic Flare [Primary]:

Energy Lance [Secondary]:

Competing for the throne of the Junglers, Rampage is another Hero that has found great success since the v1.12 update. Now that he has transitioned away from feeling like as much of a bruiser and far more durable, his general damage output still remains too high. This damage primarily comes from his Rumbling and Tiny Titan Augments respectively, pushing him far over the edge when paired with his new tools and durability. As a result, alongside some general hits, both of the aforementioned Augments are receiving some heavier tuning to bring him back to further parity.

Tiny Titan [Augment]:

The Rumbling [Augment]:

General:

Rumble [Secondary]:

Behemoth [Ultimate]:

While generally strong, landing a Riplash in the early stages of the lane can often result in Riktor losing out on trades due to its limited damage profile. As part of his general loop, it stands to reason that if Riktor lands a well timed hook on the correct target he should generally be rewarded through pressure, health advantages, and general all-in threat. As this is infrequently the case in the early lane, a small damage bump is needed to Riplash.

Riplash [Alternate]:

Shinbi’s new All-Kill, currently results in excessive amounts of pressure. Not only does it simply deal a bit too much damage currently, but the duration at which she can bank her stacks and tag a member of the enemy team should they get hit by the one stray wolf can result in too many multikills. To ensure that more precision is required, and that opponents have a better window to recover from her barrage of wolves, reductions to the general uptime of Line Tempo and All-Kill are needed, better ensuring that Shinbi can still access these pop-off moments, but in a way that is more reasonable for her opponents to interact with.

Line Tempo [Primary]:

All-Kill! [Ultimate]:

Skylar’s Hypercharge currently cuts through opponents a little too quickly, especially in the later stages of the lane after she has levelled it up a couple of times. While the ability definitely needs to deal damage to be satisfying, there are too many cases of 100-0 that occur too frequently in the early game, making it overly difficult for opponents to interact with her regardless of her choice in engagement. Due to this, a large hit to its damage, as well as a touch less range while using Air Assault are being levied to ensure her matchups feel more skillful. In return, she is receiving an increase to the uptime of Plasma Grenade, better enabling her to choose to max out either ability, based on her playstyle and build preferences.

Plasma Grenade [Primary]:

Air Assault [Alternate]:

Hypercharge [Alternate]:

A quick bugfix for Wraith, no longer allowing his Knock, Knock to unintentionally pierce through Towers now that it also no longer pierces Terrain.

Knock, Knock! [Alternate]:

The Monkey King is struggling to find his place in the v1.12 ecosystem, feeling a little bit left behind relative to the strength of the rest of the roster. He especially feels less threatening than many of the other Assassins and Skirmishers, with his general mana economy and burst output being too low for him to function relative to the more potent Junglers. Some adjustments are needed here that will better allow a tricky Wukong to find success throughout a match once they bring him closer to the general baseline of other Heroes.

General:

High Impact [Body - Secondary]:

Yin’s general damage output and lifestealing potential reaches an overly powerful breakpoint in the later stages of a match once her items are online and all the compounding effects kick-in. Once she reaches this state, it leaves little room for response from opponents, especially when that level of damage and sustain is paired with her strong disruption tools. To remedy this, some general late-game damage reductions for her Basic Attacks are in order, better ensuring she remains a strong scaling threat, without it being as oppressive.

Silksong [Basic Attack]:

Yurei’s general success in the hands of a player that has mastered her remains too high, with her general elusiveness, survivability, and damage output all being too high. Reductions to these areas are needed to provide her opponents with more room to counter and disrupt her flow, should she opt into a poor engagement or overly aggressive position

General:

Anima Burst [Primary]:

Severance [Secondary]:

Zarus’ general flexibility and wide toolkit, paired with the general shift to the v1.12 ecosystem have landed him as one of the primary threats in the Jungle. Due to the breadth of tools he has available to him, his general effectiveness needs to be reduced across the board, with his general durability and regenerative lizard-skin properties receiving notable hits to ensure he cannot stay as healthy and present on the map between skirmishes.

General:

Gladiator [Passive]:

Evade [Secondary]:

Coliseum [Ultimate]:

Items

Assassin

With the increased potency of various Heroes that utilize shields, such as a Gideon armed with Azure Core and Soulbearer, the need for a more direct anti-shielding strength increases. Therefore, we’re increasing the Anti-shielding of both Demon Edge and Astral Catalyst to better ensure that there is a more appropriate check within the item system when too many shields are present on one team.

Fighter

While Gaia Greaves bridges the gap between Fighter and Tank, it often feels most oppressive on mobile Fighters that can pair the durability and mobility it offers with their own aggressive tools while the Tenacity offered allowed them protection from being locked down by CC. As Tanks care less about Tenacity due to their innate durability, we’re opting to reduce the amount offered on Gaia to specifically target a reduction in efficacy for various Fighters that utilize it too well.

Salvation exists to provide various Melee Fighters with a form of heavy temporary durability to offset incoming bursts in the later stages of a match once enemy damage becomes higher and the need to dive into the enemy team head-first is more present. With the strength of various damage-based classes once they achieve 3-4+ items, Salvation’s shielding effect can stand to gain a small bump to better provide these Fighters with a durability spike that can match the incoming damage.

Mage

Support

Since its shift in statline now making it more potent and accessible, the Mana Regeneration capabilities of Hexbound are too potent, with it transcending the line of “heavy mana regeneration” to “infinite mana” too heavily. As a result, it is seeing a reduction.

Tank

Elafrost struggles to compete for its slot for the Heroes that should be best suited for it, relative to the strength of other Tank items such as Fire Blossom and Tainted Guard. Some additional Physical Armor is being granted to close that gap.

Bug Fixes

And that’s it for this one! We’re excited to hear what you think of these changes - please do let us know. The next balance update is coming soon on March 24th, so don’t hesitate to flag anything that stands out.

Thank you again for all your feedback since V1.12!

Until next time,

Rei & Zuzu

Game Design & Community @ Omeda Studios