V1.5 Patch Notes | Predecessor
V1.5 Patch Notes
Everything you need to know about V1.5!
Patch Notes 23 апр. 2025 г.
Summary
Hotfixes
- Fixed Login Issue for accounts with big inventories
- Ranked Leaderboard is reactivated
- Fixed several instances that could cause the game to crash
- Fixed an issue causing performance drops when Wukong was present in a match
- Fixed a performance issue related to Iceskorn Talons
- Fixed a bug where the highlight effect would disappear when multiple Loot Cores were purchased in quick succession
- Fixed an issue that caused some settings options to disappear
- Removed a soft lock scenario where players could get stuck by opening the social screen from the scoreboard
- Hero pick warnings and loading voiceover have been restored
- Resolved an issue where replay codes couldn’t be copied correctly
- Lowered the default volume of hitmarkers
- Hero icons in voice chat will now remain consistent after a player reconnects to the game
- Login issue affecting PS5 players should be resolved
- Fixed several instances that could cause the game to crash
- Fixed an issue where picked Heroes were not greyed out during Draft
- Mastery and Affinity numbers are no longer displayed in incorrect colour during Draft
- Fixed audio for primary impacts
- Fixed an issue where keybinds would reset if one of them was set to "None"
- Fixed an issue that caused extended loading times for some PS5 players
Hello, Champions!
A historic moment is upon us — Patch 1.5 launches next week, and with it comes the arrival of the final Paragon hero: the long-awaited, much-hyped legend himself — Wukong! This marks the end of an era in Predecessor... and the beginning of something entirely new. What lies beyond? If you tuned in to our V1.5 preview stream you already know. If you haven’t watched it, the VOD is available here - there were many exciting announcements in this one, check it out!
But Wukong isn’t swinging in alone — we’ve got a few more surprises lined up:
- Big news for Ranked Mode
- New game server location
- The usual round of bug fixes and balance updates
- New skins… including some returning favourites
- And something many of you have asked for: the ability to purchase loot cores!
Let’s dive in, shall we?
New Hero: Wukong – He Who Became a Master
You asked. You waited. You asked again. You waited some more… but the wait is finally over — Wukong has arrived to complete Predecessor's roster of Paragon Heroes!
That’s it — that’s all of them. And what a way to close the chapter.
Feng Mao may have thought his troubles were behind him, but no such luck. Wukong has broken free from his cave and he’s back in the game — stronger, wiser, and more cunning than ever.
Stats:
- Health: 730 (+121 per Level)
- Health Regen: 1.25 (+0.2 per Level)
- Mana: 345 (+48 per Level)
- Mana Regen: 1.2 (+0.2 per Level)
- Physical Power: 60 (+4 per Level)
- Attack Speed: 110 (+2 per Level)
- Physical Armor: 32 (+4 per Level)
- Magical Armor: 30 (+1.8 per Level)
- Movement Speed: 705
- Basic Attack Range: 300u
- BAT: 1.15
Abilities:
Somersault [Passive]:
CD: 16-5.45 (-0.65 per Level)
Effect: Wukong can double jump while mid-air.
Ruyi Jingu Bang [Basic Attack]:
Effect: Wukong’s Basic Melee Attack, dealing 60 (+90% Bonus Physical Power) physical damage.
Cloudwalker || Pole Vault [Primary]:
CD: 22/21/20/19/18/17 || 14/13.6/13.2/12.8/12.4/12
Cost: 50 | 40
[Spirit Stance] Effect: Wukong gains 5%/6%/7%/8%/9%/10% Movement Speed and creates a strip of wind underneath him for 4s that allows him to walk on air. Allies can also walk on the wind. Wukong can gain height by looking up while walking forward, or looking down and walking backwards.
[Body Stance] Effect: Wukong uses his staff to leap into the air based on his current movement direction, gaining 25%/30%/35%/40%/45%/50% Attack Speed for 4s.
Cyclebreaker || High Impact [Secondary]:
CD: 20/19/18/17/16/15 || 12/11.6/11.2/10.8/10.4/10
Cost: 80 || 50
[Spirit Stance] Effect: Wukong spins his staff, gaining 35% Damage Reduction and Destroying Projectiles that hit him for 1.5s. He then throws the staff 1200u, dealing 70/100/130/160/190/220 (+75% Bonus Physical Power) magical damage to the first Enemy it collides with and Stunning them for 1s.
[Body Stance] Effect: Wukong slams his staff down dealing 70/105/140/175/210/245 (+130% Bonus Physical Power) physical damage. Deals up to 0-60% additional damage when used from heights of 0-1500u.
Windsurge || Force Push [Alternate]:
CD: 14/13.4/12.8/12.2/11.6/11 || 17/16.2/15.4/14.6/13.8/13
Cost: 55/60/65/70/75/80 || 55/60/65/70/75/80
[Spirit Stance] Effect: Wukong dashes 850u, dealing 70/105/140/175/210/245 (+110% Bonus Physical Power) physical damage and Slowing by 40% for 1s.
[Body Stance] Effect: Wukong strikes forward with his staff, Pushing Enemy Units and his Clones 1000u away. Deals 60/90/120/150/180/210 (+90% Bonus Physical Power) physical damage, and Slows by 30% for 0.75s.
84000 Hairs [Ultimate]:
CD: 0
Cost: 0
Effect: Wukong switches between his Spirit and Body stances, changing his abilities.
Passive: Wukong gains stacks of Hair when damaging enemies, stacking up to 5 times. Stacks are lost upon exiting combat.
Upon reaching 5 stacks of Hair, Wukong consumes them all to spawn a Clone of himself. Clones follow Wukong and attack Enemies that he hits:
- Up to 2/3/4/5 Clones may be active at one time.
- Clone Health: 20% of Wukong's Max Health.
- Clone Damage: 20% of Wukong's Basic Attack Damage.
- Clone attacks Cleave for the same damage.
- Clones benefit from Lifesteal, can Critically Strike, and increase their Attack Speed with Wukong’s.
- Clones apply Proc Effects from Items, such as Infernum.
- Clones do not apply On-Hit Effects from Items, such as Sky Splitter.
- Clones teleport back to Wukong when they are too far away from him.
- Clones grant 5g when killed.
Store News:
New Skins:
Shadow Ops Wukong [Epic]
Captured by Boris and his Shadow Ops puppeteers, Wukong is forced to battle for the mysterious faction. But what is it all for?
Rogue Wraith [Epic]
Our favourite invisible vigilante just got more… Pointy. Sharp. And more difficult to see. Crap.
Rogue Kwang [Epic]
Behold Kwang in a darker aesthetic. A new look, a new edge… and a whole lot more menace.
Ranked Season 0
Since its launch in June 2024, Ranked Mode has become a cornerstone of Predecessor — with players eagerly jumping into queues the moment they open, and many dedicating themselves to the mode exclusively. Over the months, it’s delivered countless epic victories (and a fair share of crushing defeats), evolving constantly through feedback and updates.
Season 0 Rewards
Let’s be honest — grinding feels a lot more rewarding when there’s something on the line. Starting with V1.5, Ranked Mode will at last move to a season-based format, with exclusive rewards waiting at the end based on the highest rank you achieve.
But what about the time you’ve already put in?
We’re officially designating the period from June 2024 to now as Season Zero. It was a time of experimentation, adjustments, and occasional instability — but your participation helped shape Ranked Mode into what it is today. And for that, we want to say thank you!
Of course, our thanks mean more when they come with something tangible — so everyone who played Ranked during Season Zero (before April 27th) will receive an exclusive banner and icon. Each will reflect the highest rank you reached during that period.
Ranked Season 0 ends this weekend, on April 27th.
Ranked Season 1: Ashes of the Damned
During our V1.5 stream we unveiled not only the theme for Ranked Season 1, but also gave a sneak peek into what’s coming in the next few updates.
This season marks a major milestone — it will feature Predecessor's first-ever overarching story arc, with narrative beats unfolding across multiple updates. We know many of you have been asking for more lore, and we’re thrilled to finally begin weaving a deeper world into the game.
The first Split of Season 1, otherwise known as Ashes of the Damned, will follow the tragic story of two sisters whose fates are forever changed and twisted by the claws of an ancient and merciless evil.
We can’t share too much just yet, but consider this your official hint: exciting things lie ahead.
Starting Season 1
Season 1 will officially begin April 29th. Players Rank will be reduced by up to 7 divisions, a player that is Platinum I will start Season 1 at Silver II. Their internal MMR will be moved closer to the Mean MMR and MMR flexibility will be increased. Providing players who have improved in skill a new opportunity to quickly move to the correct skill level.
Hero Pick Intent
Ever felt frustrated when a teammate banned the Hero you were planning to play? We hear you — and we’re doing something about it.
Introducing Hero Pick Intent — a simple but powerful tool to help teams coordinate better during the draft. Before the ban phase begins, you’ll have 15 seconds to signal which Hero you intend to play. The signal will be clear and hard to miss.
And just in case someone zones out and tries to ban a Hero already marked with intent, they’ll receive an additional warning — letting them know they’re about to ban a teammate’s pick.
Better communication. Hopefully fewer frustrations.
Second Ban Introduction
It’s finally here — the second ban phase is being added to Ranked!
Teams will now take turns banning one Hero each, leading to a total of four bans per match for more strategic match-ups.
Improved AFK Loss Mitigation
We’ve heard your concerns about AFK players and VP loss as a result of being in the match with one.
In response, we’ve adjusted the numbers to provide fairer outcomes when you're affected by an AFK teammate. We hope these changes feel like a real improvement.
Ranked Mode – 24/7 for Two Weeks
To help you get a foothold with your new climb (and give us a bit more data), we’re making Ranked Mode available 24/7 for the two weeks following the launch of V1.5. No more waiting for queue windows — jump in whenever you want!
Ranked Mode will be available for 24/7 for 14 days starting on April 29th, concluding on May 13th.
Game Changes
Impact Improvements
With V1.5, we’re introducing a series of UI improvements aimed at making combat feedback more intuitive, readable, and responsive — helping you experience the game on your own terms.
Here’s what’s changing:
- Improved damage readability across the board
- Dynamic font sizes for damage numbers based on the type and amount of damage dealt
- Compound damage tracking, allowing rapid damage instances to stack into a single number for reduced on-screen clutter
- Enhanced health bar visuals, with better colour feedback and more reactive animations to clearly show each hit
- Hitmarker scaling, with larger or smaller markers based on the damage type
These changes aim to give you a clearer sense of impact in every fight — without overwhelming your screen.
Gameplay Balance Changes
Death Timers:
Death Timers are once again seeing some adjustments in the early game, increasing by a small margin to give Players a greater time window to crash waves, convert objectives, or reset should they secure a kill.
- Death Timers at levels 1-9 Increased from 7/10/12/14/17/19/21/23/25 to 10/12/14/16/18/20/22/24/26.
Bug Fixes
- Fixed an issue where Boris’ movement animations could stutter when activating Ursine Burst as Primeval Roar activates.
- Fixed an issue where Replays could crash when inputting a Time in the Timeline with Mouse & Keyboard.
- Fixed an issue where skipping Time in a Replay could result in the Gold Counter no longer updating on the Scoreboard.
- Fixed an issue where Controller players would not be able to navigate properly between Carry and Support roles in Draft.
- Fixed an issue where Users would be defaulted to Whispering when changing to Local Text Chat.
- Fixed an issue where a User’s Game could hitch briefly when opening a Loot Core.
- Fixed an issue where Users could become unable to select a Hero in Draft after interacting with Text Chat.
- Fixed an issue where Greystone's Crest would not evolve if its threshold was met while Stone Forged Soul is active.
And that’s a wrap — you’ve made it to the end!
Thank you for reading the final patch notes of this chapter in Predecessor’s history. But this is far from the end. As we shared in our recent stream, there’s so much more on the horizon — and we’re only just getting started.
We’ll keep building, evolving, and growing Predecessor — for as long as you’ll have us!
As always, let us know what you think on Reddit or Discord!
Until next time,
Rei(Game Design) & Omeda_Zuzu (Player Experience Manager)