New Heroesnew
Four New Heroes Released
• Devara (Thunder of the Azure Sea)
• Florentino (Blade of a Hundred Flowers)
• Lorion (Nightmare of Eternal Night)
• Annette (Guardian of the Wind)
What this means
Four heroes arriving in a single seasonal update is an unusually large batch. New releases rarely land on balanced numbers, and Devara proved the point: he received an emergency fix on June 19 for base stats that were "lower than intended," then another buff on July 16. If you plan to take a new hero into ranked, it's safer to wait out the first few weeks of adjustments.
Battlefield Adjustmentsadjust
Battlefield Balance
• Red Buff's true damage adjusted, with a slightly lower minimum value
• Destroying a tower now slows nearby enemy units
• Warp point cooldown 45s → 30s
• Ruin Lizard in the jungle received a new behavior pattern
What this means
The warp point change matters most. Dropping from 45 to 30 seconds makes rotating between side lanes and mid noticeably faster, which lowers the cost of leaving your lane to join a fight — the whole map plays quicker now. The new slow on tower destruction is also significant: taking a tower now helps you escape the counterattack, so the team on the front foot keeps its momentum. The Red Buff trim slightly softens early-game trades.
Season Mode Adjustmentsnew
New Season Passive: Dig It
• Every 60 seconds, Lingbao digs for treasure near you and grants a random effect such as gold
• The passive disappears 10 minutes into the match
What this means
The 10-minute expiry is the key design choice — this exists to accelerate the early game. Extra resources every 60 seconds mean builds come online sooner and matches move faster overall. There is a luck element, so some leads will swing on chance, but since it vanishes after 10 minutes the late game returns to pure execution.
Bounty Battlenew
Special Season: Bounty Battle (July 2 – July 26, weekends during the event)
Three entry tiers are available. Winning guarantees a championship-exclusive treasure plus an additional random one, with rarer rewards at higher tiers.
• Normal: free tickets, low-rarity treasures
• Advanced: tickets bought with Grand Venture event coins, medium rarity
• Elite: tickets bought with vouchers. Winning pays out more than the ticket cost, and there is a minimum reward even if you lose
Tickets cannot be changed once selected, and you can enter twice per week.
Worth your time
Normal costs nothing and you lose nothing by losing, so there's no reason to skip it. Elite spends vouchers but includes a floor on rewards, so it isn't all-or-nothing. With only two entries per week, the smart play is deciding which tier to commit to in a week when you're actually in form.
Super Frenzyadjust
Super Frenzy: New Version (starts June 27)
System Changes
• Talent rerolls 4 → 6, with Frenzy Coins spent first
• Talents obtainable per match 4 → 6
• Matches now start with a random bonus (higher starting level, shorter respawn time, increased river movement speed, or reduced skill cooldowns)
Talent Additions and Changes (selected)
• Extra skills: Void Chain (pulls enemies in and deals true damage), Light Breaker (an orb that executes; successful kills reduce its cooldown), Flash (blink in a chosen direction, 20s cooldown)
• Treasures: Super Rare (1 mid-game talent), Bountiful (2 early talents), Legendary (1 late talent), Rich (2 mid talents)
• Communication: All-Out Attack (a quick message triggers a skill on every ally — Attack for Berserk, Gather for Dash, Retreat for Purify; 15s cooldown), Mic On (using your mic emits a sound wave that damages enemies and heals allies, scaling with volume)
What this means
Both talent count and rerolls went from 4 to 6, which widens the range of builds you can assemble in a single match and cuts down on pure luck — you get more attempts at the combination you actually want. With talents like Mic On tying effects to your actual voice, the mode leans harder than ever into being played with friends.
System Optimizationadjust
UI and System Improvements
• Reworked the event home screen with a cleaner layout and clearer reward information
• Repositioned the spectate button shown after a hero dies, making it easier to pick a teammate's view
Fixes and Optimizations
• Reworked combo input handling on many heroes so chains connect more smoothly
• Added Chinese voice-over to Butterfly's "Young Mercenary," "Deep Sea Legend," and "Neon the Rock" skins
• Fixed one of two heroes on a warp point being unable to warp
• Fixed the pull on Ata's enhanced basic attack after Skill 2 interfering with the landing point of Bai Qi's ultimate
Season Transition
S15 carries over ranks based on where you finished S14.
What this means
The combo input work is what you'll feel in game — inputs that used to drop now connect, which disproportionately helps mechanically demanding heroes. The warp point bug was worth fixing too, since being unable to warp meant arriving late to fights that were already starting.
Other Eventsnew
Events
Temporal Treasury (from June 19, Gacha Center)
Returning skins join the lineup, including Dolia's "Fluttering Diary," Haino's "Fluttering Diary," and the "Paper Love" background. The lineup will rotate periodically.
Point Gacha Update
Yao's new Mythic skin "Cinematic Memory" was added to the exchange lineup (collection skins cost 1 Glory Crystal). Obtaining it also unlocks an exclusive frame and Glory cast for free.
Point Gacha Discount (June 20 – June 26)
Point gacha is 25% off: 45 Glory Points for a single pull, 200 for a ten-pull.
Login Rewards (June 27 – June 28)
Log in for 1,000 limited-time vouchers plus the latest Flowborn avatar item.
Soccer Fever (June 28 – July 23)
Skins are distributed based on your activity during the period.
Grand Venture (June 17 – July 26)
The headline event running across the season.
Worth your time
The guaranteed value here is the June 27–28 login reward: two logins for 1,000 vouchers. If you intend to spend Glory Points on gacha at all, concentrate it in the June 20–26 discount window for 25% more pulls out of the same points.
Sima Yiadjust
Sima Yi — Skill Rework
Passive (Quiet Whispers)
• Changed from an energy gauge to an MP gauge; skills now cost MP
• Gain vision of enemy heroes who cast skills within 2000 range, and 10 Shadow Force per cast (cap 50–100)
• Casting a skill summons a scythe that empowers basic attacks and grants 20–40 movement speed for 5s
• Empowered basic attacks consume all Shadow Force; every 20 Shadow Force widens their range by 3%
• Each scythe hit deals 230–460 (+46% magic power) magic damage plus true damage equal to the Shadow Force spent
• The first attack after summoning teleports behind the target for 300–600 (+60% magic power) magic damage, with doubled true damage
• Initial damage 330–660 (+70% magic power) → 300–600 (+60%)
Skill 1 (Shadow Stings)
• Base damage 100 (+20/lv, 20% magic power) → 115 (+23/lv, 23%)
• Cooldown now starts when the skill ends rather than when it is cast. Removed bonus damage to non-hero units
Skill 2 (Barren Lands)
• Passive healing: was 50% of magic damage taken restored over 2s → now 25% over 3s, halved again against physical damage
• New: creates a 3-second zone that increases healing by 10% (+2% per level) while you stand in it
• Cooldown 6s (-0.2s/lv) → 7.5s (-0.3s/lv)
• Base damage 250 (+50/lv, 35% magic power) → 250 (+50/lv, 50%)
Skill 3 (Death Descends)
• New: if the cast is interrupted, the cooldown is reduced by 90%
What this means
Swapping his resource from energy to MP is the structural change here — you now have to account for mana in your items and arcana. His sustain was cut hard, and because healing is halved again against physical damage, he is far less durable against AD-heavy compositions than he used to be. In exchange his offense around Shadow Force improved, and scythe hits carry true damage that cuts through tanky targets. The 90% cooldown refund on an interrupted ultimate is effectively a safety net: a cast that used to be a total loss when disrupted is now something you can commit to.
Li Xinadjust
Li Xin — Skill Rework
Passive (Shadow Blade) — new behavior
• Switching from base form into Domination or Berserk form immediately grants that form's energy at maximum (100), draining 10 per second
• Switching forms zeroes the previous form's energy and grants (100 − previous energy) to the new one
• Gaining energy increases each form's passive effect by 50%, scaling with the energy you hold up to 100%
Base Form
• Skill 1 (Rapid Charge): cooldown 7s (-0.8s/lv) → 6.5s (-0.3s/lv)
• Skill 2 (Assault Slash): base damage 300 (+60/lv, 100% physical attack) → 450 (+90/lv, 135% bonus AD)
Berserk Form
• Passive (Frenzied Blade): movement speed 30 → 20–40; shadow bonus damage 65–205 → 75–150 (+24% bonus AD)
• Skill 1 (Valiant Charge): now auto-attacks enemies in range while charging, each hit dealing 50% of physical attack (two hits count as one basic attack). The attack speed bonus condition changed from "+40% for 3s after a charge under 1s" to "+35% after charging at least 1s"
What this means
The form-swapping design was rebuilt from the ground up. You used to build energy before switching; now switching instantly fills the bar and it drains from there, which makes the moment right after a swap unambiguously his strongest. With the passive effect scaling up to double based on remaining energy, the correct play is to funnel your damage into the seconds immediately following a form change. Base form's Skill 2 gained 50% base damage, but note that its scaling moved from physical attack to bonus AD — so it will feel weaker than the number suggests until you have items.
Lian Pobuff
Lian Po
Skill 1 (Burst Ram)
• Base damage 150 (+30/lv, 3% bonus HP) → 55 (+11/lv, 15% bonus AD)
• New: adds collision damage equal to 5% of an enemy hero's max HP (or 5% of his own max HP against non-heroes)
Skill 2 (Magma Slam)
• Base damage 330 (+66/lv, 110% bonus AD) → 350 (+70/lv, 90%)
Skill 3 (Tremor Smash)
• First hit 200 (+100/lv, 5% bonus HP) → 220 (+110/lv, 50% bonus AD)
• Second hit 300 (+150/lv, 10% bonus HP) → 440 (+220/lv, 100% bonus AD)
What this means
The core of this rework is moving his damage scaling off bonus HP and onto bonus AD. He used to gain damage simply by stacking health; now he needs attack items to hit hard, which forces a real choice between durability and threat. Skill 3's second hit gained roughly 47% base damage, so a damage-leaning build punishes far harder than before. Skill 1 meanwhile picked up max-HP scaling against enemies, giving him reliable chip damage even into tanks.
Mingbuff
Ming
Skill 1 (Time - Carefree)
• New: hitting an ally boosts their main attack stat increase by an additional 25%, decaying over 4s
• MP cost 50 → 40; cooldown 3s → 5s (-0.2s/lv)
• Base damage 25 (+5/lv) → 30 (+6/lv), 25% magic power unchanged
Skill 2 (Mastery - Glide)
• New: hitting a target increases the armor and magic resist reduction applied by an extra 25%, decaying over 4s
• MP cost 50 → 40; cooldown 3s → 5s (-0.2s/lv)
• Base damage 25 (+5/lv) → 30 (+6/lv), 25% magic power unchanged
What this means
Cooldowns went from 3 to 5 seconds, but each cast now carries 25% more effect. That converts him from a support who spams small buffs into one who picks his moment. Since both the ally damage buff and the enemy defense shred gained the same 25%, timing a cast to line up with your carry's burst creates a bigger swing than anything he could do before. The reduced MP cost also quietly makes it easier to keep supporting through a long fight.
Zhuangzibuff
Zhuangzi
Passive (Nature's Will)
• New: automatically enters the dream realm every 6 seconds, restoring an extra 40–80 (+0.6% bonus HP)
Skill 2 (Sleep Starts)
• Cooldown 5s (-0.4s/lv) → 4.5s (-0.18s/lv)
• Base damage 250 (+70/lv, 30% magic power) → 250 (+50/lv, 40%)
• Stack damage 125 (+35/lv, 15% magic power) → 125 (+25/lv, 20%)
What this means
The new automatic healing on his passive makes him far better at simply staying on the map. Zhuangzi was never meant to deal damage, so being able to hold a lane without bleeding health is where his value actually lives. Skill 2 trades per-level growth for a higher magic power ratio, shifting its scaling from skill points toward items, and the lower base cooldown makes it more usable early.
Augranbuff
Augran
Passive (Soul Resonance)
• Special effect applied to other damage 40% → 50%
Skill 2 (Death's Precipice)
• New: the placement of the life-and-death barrier can now be adjusted within a 500–750 range
• Basic attack healing 65 (+13/lv) → 80 (+16/lv), 1.5% bonus HP unchanged
What this means
Being able to reposition the barrier is the real upgrade. It previously spawned in a fixed spot, which meant it sometimes trapped your own team or simply missed, and now you can place it to fit the situation. That puts the outcome squarely on the player's judgment, so it rewards practice. Combined with 10 more points on the passive effect and stronger sustain from basic attacks, he holds a frontline noticeably better.
Peinerf
Pei
Passive (Chi)
• Movement speed 30 → 25–50
• Physical attack 35–70 → 25–50
• Armor 70–140 → 60–120
• Magic resist 70–140 → 60–120
Skill 2 (Tiger Leap)
• Cooldown reduction 50% → 30%–60%
Skill 3 (Tiger's Roar / Xingyi Fist)
• Cooldown 5.6s (-0.8s/lv) → 5.4s (-0.6s/lv)
• Enhanced basic attack duration 7s → 5s
What this means
His passive stats were converted from flat values into level-scaling ranges, and every one of them starts lower than before. He is therefore weaker early and roughly unchanged once fully leveled. The harsher cut is the enhanced basic attack window dropping from 7 to 5 seconds — those two seconds are attacks you no longer get. You can't settle in and grind someone down anymore; you have to land your damage inside a tighter window.
Nezhaadjust
Nezha
Skill 2 (Red Armillary Sash - Bind)
• Cooldown 2s (-0.3s/lv) → 1.5s (-0.1s/lv)
• Activation interval 4s (-0.7s/lv) → 3s (-0.2s/lv)
• Base damage 120 (+40/lv, 75% bonus AD) → 150 (+50/lv, 65%)
What this means
Both the base cooldown and the activation interval came down, while the per-level reductions were cut sharply. The net result is that he is clearly smoother to use early and less able to chain casts late. The 25% increase in base damage paired with a lower AD ratio points the same direction. The intent is plainly to make him functional in the stretch before his items come online.