Predecessor Hotfix V0.11.1

◆ Added the missing Season 2 Ascension Reward skins for The Fey, Narbash and Sparrow.
◆ Fixed a rare issue that was causing Murdock's Shots Fired ability to skip its cooldown.

Patch releasing 12.00 GMT September 12th, 2023








Dekker's ability to become rather durable in the later stages of the game can make her overly difficult to punish when paired with her natural elusiveness. To better accentuate her strengths and weaknesses we're dropping some of her natural durability via Armor Growth, while also shifting some of her damage output in the early game to her Photon Disruptor to emphasise her wave clear and a more dodgeable spell.
Drongo's general versatility leads to a strong early game as a result of his ability to clear waves, duel, and blast out of danger, making him difficult to keep up with. By increasing the cooldown on his Shrapnel Cannon we're looking to provide slightly longer windows of vulnerability between Ultimate casts, better allowing him to be caught out in those intervals.
Feng Mao's ability to bully his opponent in the Offlane with short trades can be very oppressive in the early game and allows him to frequently snowball too easily. To slow down his early pace we're shifting his Passive damage to now scale with level (above its previous potential), providing a healthier damage curve while still allowing him to pack a punch in the late game. Likewise, we're also levying a small hit to his Guardian Shield durability to offer his opponents a better chance at blasting through it and reciprocating damage.
We're delivering a quick bump in Cosmic Rift scaling to better allow Gideon to stay relevant as a damage threat in the later stages of a match given his comparatively short range to other Mages.
Staying true to his namesake, Khaimera is a little too effective in hunting down his foes. We're taking away some of the raw power offered to his Unleash strikes, thereby reducing the short-term burst potential he possesses and giving squishier targets a better chance at surviving his opener.
Purge fails to act as a significant enough threat in the later stages of a match, despite the risk Kira puts herself in when using it. By offering Kira slightly more Purge scaling, alongside a small bump in mobility uptime, we should see her keeping better pace and becoming better able to find those pop-off moments.
Lt. Belica's dominance in both the Mid and Support roles is often supplemented by her ability to maintain pressure on a wave. By hitting her Drone's Mana cost, Belica will have to be a little more selective with its usage when looking to push and box between waves, while also not nuking as hard in the late game in the event she lands a Stun as a result of the scaling decrease.
Similar to Dekker, Phase's durability is slightly too high relative to her ability to remain elusive so we're lowering her Armor Growth. Alongside this, we're shifting down her early Mana Regeneration to make her run out of gas slightly faster in the earlier lane.
While it's important for Revenant to be able to burst a target due to his unique ammo system, his ability to blow through an opponent in a single rotation occurs too often, too quickly. To reduce the frequency of one-shot scenarios, we're pulling back on a previous change to Rev's 4th shot damage, alongside his general DPS output as a match progresses, meaning he will have to be more selective and creative when choosing how to approach a fight.
TwinBlast has been seeing too much success with Physical Penetration itemisation, resulting in a burst loop that is both oppressive and difficult to interact with. Killing the viability of all Pen' options is not the explicit goal here, but to help remedy the oppressiveness of the general build path we're shifting TB's damage profile to further encourage On-Hit itemisation as it struggles to keep pace. This can be seen in his Vortex Grenade's shift to a Magical Damage typing thereby not being as reliant on Physical Penetration builds to remain relevant (due to baseline Magical Armor being around half of Physical Armor in the late-game), alongside more aggressive tuning of his scaling values, particularly to his Ultimate.




A new day, Champions, a new balance pass!
With Season 2 drawing to a close we’re keeping it short and sweet this week, so let’s jump right in and take a look at what you can expect from Predecessor V0.10.2!
For starters, as is tradition, our latest addition Zarus is receiving a quick balance pass alongside some quality of life improvements to smooth out his gameplay. Likewise, on the balance front we’re looking to elevate some of the less represented Heroes in the roster, such as Sparrow and Grux, while also taking a moment to re-examine Kallari who’s health regeneration mechanic makes an exciting comeback!
So what’s next? Well we expect this update to be the last major patch of Early Access Season 2, meaning next time you’re reading one of these it’ll be all about Season 3! We won’t spoil some of the big plans we’ve got in the pipeline here, so keep your eyes peeled for Patch V0.11, the Season 3 roadmap, and much, MUCH more!
First though, let’s go over all those changes we mentioned coming to Predecessor with this game update.


It recently emerged that Greystone was suffering from a rather nasty bug that prevented his Deflect cooldown from decreasing throughout a match. We’ve fixed the issue and hope to see a glorious return to form for him.
Grux struggles to keep pace at various stages of the match so we’re offering him a few buffs to bring him up to speed in the form of some additional scalings and some Smash & Grab efficacy. These changes are primarily targeting Grux’s late-game where he tends to struggle the most, and should not overly impact his early game potency.
Kallari’s ability to quickly clear the Red Jungle due to her high single-target damage allows for fast level 3 ganks that can prove overwhelming. To reduce the pace at which she can gank we’re lowering her early clear speed while conversely we’re bringing back her classic health regeneration mechanic during Shadow Walk to further facilitate Kallari’s presence throughout a match. This should allow her to stay healthy between camps and recover after a fight should she manage to slip away.
Sparrow found good value from her previous round of mana-focused changes which increased her ability to trade and keep the pressure up. Despite this though she’s still falling slightly short as a Carry due to how long it takes her to ramp up.
The dust has settled since the Deathstalker rework and TwinBlast is still seeing too much success with physical penetration builds, overkilling targets with his Ultimate from afar. To that end we’re bumping down Ventilate’s physical power scaling once more to not overly impact attack speed itemisation but to instead guide the ability into a more reasonable spot.
The true impact of Zarus’ arrival to the arena is still being assessed, as player mastery of our powerful new Hero continues to grow. 
Additional bug fixes may be added to this blog after the patch is live. 


Ready yourself, Champions! Zarus is coming in V0.10!~ Kari, Senior Community Manager
Zarus of course is our second original Hero after Kira and a devastating bruiser who marries deft agility with raw and limitless power. Internally we’re thrilled with how he’s come out and we can’t wait for you to get your hands on him!
For those of you who haven’t already skipped ahead to read about his abilities, this game update also brings some fairly hefty improvements to the way ability descriptions are showcased in game!
We won’t keep you any longer, pick up a spear and let’s leap into battle!





Countess’s reliance on acquiring passive stacks to succeed in a match is a double-edged sword. It means she tends to function less reliably in low-kill games while conversely has the potential to snowball out of control and become a healing menace should she “feast” too heavily on her opponents. Stripping back on the Magical Lifesteal available in her Passive and redistributing it into her Ultimate will ensure Countess is less tied to her early kills to thrive, and won’t run rampant quite as easily, especially when building tanky.
Gadget possesses an incredible amount of hidden utility due to the amount of Magical Armour Shred present on her Ultimate, which frequently enables heavy Magical Damage compositions to succeed beyond the norm. Like Drongo before her, we’re stripping back the Shred Duration to ensure its strength is isolated more to Gadget’s individual burst rather than her team, while also shifting some strength away from spammable waveclear and into her Sticky Mine to better reward her for singling out a target.
The ‘Stone hasn’t been quite living up to his potential as of late, especially in the Offlane where he loses out to many opponents and struggles to come online. To help give him an edge, we’re bumping up his general strength in the early game to help him hold his own in lane, while also doubling down on his unique capability to block-basic attack by bolstering his Deflect capabilities in the late game.
More early boom for the R2000 missile, at the expense of some early Mana pool to ensure Howitzer doesn’t feel overly welcome in the Support role now that he’s bringing some extra heat to the early game.
Belica has been finding a little too much success lately, largely due to the pairing of her early lane pressure and late-game Stun capabilities. With less value coming from Missing Mana damage on early Neural Disruptors, enemy Mages will now feel less overwhelmed in the laning phase when at a Mana deficit. Likewise, a single Stun will now be slightly less of a death sentence after Belica achieves rank five, nudging down her late-game efficacy.
The jolly Orc has proved too potent as of late. With high base damage and the ability to heal up any poke with a beat of his drum, punishing Narbash is a difficult task. To reduce his overall efficacy, we’re shifting some of his damage values to create more of a tradeoff between Tank and Enchanter itemisation, while taking a small chunk out of his early healing capabilities. Oh and there’s a Cleave buff too! If you know, you know...
Revenant receives a lot of early upfront power from his passive, allowing him to overly stat-check others in lane should he get even a small gold lead. By shifting the curve of his bonus power gain from his Passive and redistributing some of his Obliterate damage into Scaling, Rev’ should prove to be a little less oppressive at his 1-item spike.
A quick bump in Mana Economy for the Reaper. In short, heavy Siphon use in lane will result in 1 or 2 less casts before a recall, ensuring a fairer trade off in early efficacy for Sevarog given the scaling he possesses.
For this pass, we’re pushing The Fey’s damage profile away from relying on heavy Stun lock in favour of providing more raw burst potential. This should better enable her to blow up a target (or five) single-handedly with a well timed Ultimate, but leave her opponents more room for recovery and response should they survive the initial burst now that the Stun is less potent.
TwinBlast is still overperforming in a few areas. For starters, Vortex Grenades are a little too effective in the later stages of the lane and could use a hit to their damage to bring them in line. On the other hand, Ventilate is a huge point of contention for many and can prove oppressive, especially in Deathstalker builds. However, now that Deathstalker has received a rework, we’ve chosen to hold off on any additional adjustments to Ventilate while we wait for the dust to settle. 

