V1.8.3 Patch Notes | Predecessor

V1.8.3 Patch Notes

Everything you need to know about V1.8.3!

Patch Notes 17 de set. de 2025

Summary

Welcome, Champions!

V1.8 has been quite the ride! As expected with our most ambitious update yet, there’s plenty to follow up on. So without further ado, let’s get into the balancing changes and updates coming your way.

In V1.8.3, you can look forward to:

Store News

New Skins

Redeemer Kwang [Rare]

Kwang joins the Ranks of the Redeemers in the most fine, celestial armor.

Maskless Redeemer Kwang [Rare]

And if you feel like the helm obstructs too much of Kwang's fabulous look, there’s also a maskless skin for you to choose.

Note: Both of those skins are full price initially; however, once you purchase one, you can get the other at a lower price, much like a variant.

New Bundles

Redeemer Kwang Bundle

Victorious Bundle 2025 V2

This is the second edition of the esports bundle, featuring a brand-new set of recolored skins!

All proceeds from purchasing Victorious items go towards funding Predecessor Competitive Events. All Victorious items are only available for a limited time but will return again in the future.

Balance Changes

General

In-Base Regen

The new lingering regeneration effect while in the Base that was added in v1.8 has helped reduce the frequency of players accidentally leaving their Base without fully restoring their Health and Mana. However, this added time saved while leaving the Base has contributed to the feeling of opponents being able to reset during the laning phase too quickly when min-maxed, so we’re trimming off a little bit of time to extend the time back to lane to healthier levels.

- Regen Buff Duration decreased from 2s to 1.5s.

Recall Timers

In v1.8, we reduced recall duration from 8s down to 6s, hoping to remove a little moment of being stuck in place, while still keeping the game balanced and keeping the experience fair and strategic.

Since the change went live, both our data and your feedback showed it didn’t quite land as we intended. With that in mind, we’re reverting the change.
Your thoughtful discussions - especially around map size and return-to-lane timing - were incredibly helpful in shaping this decision. Thank you so much for sharing your feedback with us!

- Recall Time increased from 6s to 8s.

Jungle

Hunt

With the addition of the Seedling and Shaper, many Junglers have found it difficult to have their Hunt available to them in times of need due to the increased number of valuable targets that need to be vanquished. As a result, we’re reducing the cooldown between Slay charges, better allowing Junglers to have access to it when needed.

- Slay Cooldown decreased from 90 to 80.

Seedling

Seedling is receiving a few smaller tuning changes, primarily aimed at reducing its baseline rewards when killed, while also decreasing its general damage output so that non-healing Junglers have a healthier remaining Health pool after killing it.

- Gold decreased from 120 (+20 per Level) to 120 (+10 per Level).
- [Qol] Reward CS increased from 5 to 5/6/7/8/9/10, based on level to better represent its Gold Reward.
- XP decreased from 250 (+20 per Level) to 200 (+15 per Level).
- Damage decreased from 30 (+6 per Level) to 30 (+5 per Level).
- Pulse Damage decreased from 100 (+15 per Level) to 80 (+12 per Level).

Shaper

Shaper is also receiving some changes. Firstly, we are increasing its respawn time to ensure that the overall pace of a match feels less hectic and diminish some of the feelings of too many Objectives being present on the map at once, and the reduced moments of planning and downtime that contributes towards. Likewise, we’re reducing the Global Gold reward to make a single early Shaper kill less of a swingy snowball moment, especially given the map-wide pressure it provides the killing team thanks to the Lane Seedlings.

- Respawn Time increased from 240s to 315s.
- Global Gold decreased from 300 to 250.
- Reward CS decreased from 15 to 12.

Heroes

Akeron is receiving a range of balance changes, primarily aimed at rounding out his gameplay loop to feel more satisfying, while tuning some of his stats to create a more tailored experience. These changes should have Akeron feeling a little less sluggish to play in the Basic Attack department, while also adjusting his general Mana economy in the early game to allow him to use more Crushing Maws. Additionally, we’ve redistributed some of his damage to better shape his damage output based on his chosen build, and we have granted Crushing Maw the ability to generate additional Hunger stacks when used to last hit a Minion or Monster, thereby allowing him to manage his Hunger more deliberately as he chooses. Overall, you can expect these changes to result in either a neutral or slight increase in strength for Akeron, and we will continue to monitor him moving forward.

General:
- Attack Speed increased from 105 to 115.
- Attack Speed Growth increased from 1.2 to 1.45.
- BAT increased from 1 to 1.1.
- Health Regen decreased from 1.8 to 1.6.
- Health Regen Growth decreased from 0.28 to 0.25.
- Mana decreased from 360 to 345.
- Magical Armor Growth decreased from 1.8 to 1.6.
- Movement Speed increased from 715 to 720.

Flay [Basic Attack]:
- Bonus Physical Power Scaling decreased from 85% to 80%.

Hellfire [Primary]:
- Damage per Hit decreased from 15/35/55/75/95 to 15/30/45/60/75.
- Bonus Physical Power Scaling increased from 9% to 12%.
- Magical Power Scaling increased from 12.5% to 18%.
- Slow decreased from 10% to 8%.
- Slow Duration decreased from 2s to 1.75s.
- Mana Cost changed from 60 to 50/55/60/65/70.

Web Lash [Secondary]:
- Web Shot Damage increased from 45/80/115/150/185 to 70/100/130/160/190.
- Web Shot Magical Power Scaling decreased from 80% to 60%.
- Web Shot Bonus Physical Power Scaling decreased from 60% to 45%.
- Leap Bonus Physical Power Scaling decreased from 80% to 70%.
- Leap Magical Power Scaling decreased from 50% to 40%.

Crushing Maw [Alternate]:
- Damage increased from 70/90/110/130/150 to 70/95/120/145/180.
- Magical Power Scaling decreased from 50% to 45%.
- Physical Power Scaling decreased from 80% to 75%.
- Mana Cost decreased from 40/45/50/55/60 to 40.
- Killing an Enemy Minion or Monster with Crushing Maw now grants 8 Hunger stacks.

Argus, while possessing great lane-pushing strength, can sometimes struggle in the dueling department. He is receiving an increase to the speed of his Particle Shredder’s bolts, better providing consistency to the ability in trading scenarios. Additionally, he is receiving a small but meaningful increase to the damage of Disintegrate, which will have Argus melting his foes at greater speeds in an extended fight, should he manage to stack it up on a target.

Disintegrate [Passive]:
- Damage increased from 4 to 5.
- Magical Power Scaling increased from 2.5% to 2.75%.

Particle Shredder [Alternate]:
- Damage changed from 17/24/31/38/45 to 15/22/29/36/43.
- Projectile Speed increased from 3800 to 4100.

Aurora’s general mobility is high, but her ability to proactively engage into the enemy team is often diminished by the need to use her Double Jump and Glacial Charge to close the distance, leaving her with a large amount of downtime before she can get out. To help with this, we’re now allowing her to reduce the cooldown of her Double Jump each time she immobilizes a target, thereby rewarding her for aggressive teamfight plays as she now has far greater potential to get a second Double Jump in a fight to help her reposition. Additionally, she is gaining some damage increases to her Frost Storm, better allowing her to work down tankier targets, especially in the Offlane where she relies on it the most.

Frozen Simulacrum [Passive]:
- Max Health Damage increased from 1% (+0.1% per Level) to 1% (+0.15% per Level).
- Double Jump’s Current Cooldown is now reduced by 3s each time Aurora Immobilizes an Enemy Hero.

Hoarfrost [Secondary]:
- Damage increased from 80/120/160/200/240 to 80/125/170/215/260.

Boris is receiving some small shifts to his general output, with his inherent healing and Chrono Swipe damage taking a hit, reducing his ability stick through a fight and kill his targets as quickly. On the flip side, he is receiving some increases to his Mana economy, making him less Mana hungry throughout a match when using Chrono Swipe back-to-back, and is receiving an increase to the Bonus Health damage of Ursine Burst, further rewarding him for dunking a Tank into the enemy team.

General:
- Mana increased from 300 to 320.

Tesseract Device [Secondary]:
- Non-Hero Healing Effectiveness decreased from 20% to 15%.

Chrono Swipe [Secondary]:
- Total Physical Power Scaling decreased from 50%/55%/60%/65%/70% to 45%/50%/55%/60%/65%.
- Mana Cost decreased from 60/65/70/75/80 to 50/55/60/65/70.

Ursine Burst [Ultimate]:
- Bonus Health Damage increased from 30%/40%/50% to 30%/45%/60%.

Countess is receiving some changes with the aim of increasing her viability in the Midlane, without overly benefitting her Jungle or Offlane strength. This can be seen through the reduction of her Eventide’s cooldown and Mana cost, better allowing her to play at range in the early levels and her increase in Magical Armor. To offset this, Countess is receiving some hits in the Physical Armor department and general base damage, making her slightly weaker in the early game when taking short trades, especially against Melee Heroes.

Blood Well [Augment]:
- Total Healing decreased from 39.6% to 36%.

General:
- Physical Armor decreased from 32 to 28.
- Magical Armor increased from 30 to 34.
- Magical Armor Growth decreased from 1.4 to 1.25.

Eventide [Secondary]:
- Damage decreased from 100/140/180/220/260 to 90/130/170/210/250.
- Cooldown decreased from 12/11/10/9/8 to 10/9.5/9/8.5/8.
- Mana Cost decreased from 50/55/60/65/70 to 50.

Blade Siphon [Alternate]:
- Damage decreased from 85/105/125/145/165 to 80/100/120/140/160.

Feast [Ultimate]:
- Cooldown changed from 120/100/80 to 130/100/70.

Alongside some increases to her Mana economy to offer Dekker more freedom in using her abilities, her Stasis Bomb is also receiving a small increase in its size, providing it with a small consistency boost to better allow it to keep up with the base movement speed of Heroes across the game.

General:
- Mana Regen increased from 1.4 to 1.55
- Mana Regen Growth increased from 0.12 to 0.15.

Stasis Bomb [Alternate]:
- Projectile Size increased by 10%.

Items

Tier 2

- Physical Armor increased from 15 to 20.

Stone Of Strength is now able to be built from a Shortsword, meaning items such as Augmentation have a healthier build path should you wish to rush the item first with a Physical Power purchase.

- Cost decreased from 1350 to 1300.
- Recipe changed to: Shortsword + Vitality Beads + 600g.

Bug Fixes

Other News

In Patch 1.9, we’ll be making some small adjustments to both Ion Loot Cores and Quantum Loot Cores. We’re mentioning it here in order to give you a heads-up so you can decide how to handle any unopened Loot Cores before they’re affected by these changes.