Version 6.22 update: 2017 season open season!

New content season version hero League

tuwanwang· 2016-11-15 11:59:10

#p# hero assassin update #e#

this down time for the November 15th 14:00 - 7:30 (14, 22:00 off qualifying entrance) in the specific area of the opening hours will be based on the actual update work in advance or after the push.

with the end of the S6 global finals and qualifying closed, the 2016 season officially ended. Welcome to the S7 season.

from the qualifying system began to improve again (again), we added some of the functions of adding video and be long in coming, we will finally allow the practice mode to promote the new version of the client beta stage, this is Daguai upgrade a year. We are trying to make a season that is worth remembering, so start with this season.

this issue so we have what? Of course is the latest update, update the occupation assassin, assassin heroes is a Summoner Canyon wandering, they are heavily armed, ready to climb through all obstacles and Parkour to their prey. Although our version that contains all the updates (and some cool video), but let us take the time to talk about our goals. And a full scale update (such as Rick and Bobbi), occupation update is not needed to create a representative role from the bottom. We just chose a group that looks like some of the heroes, and in improving their overall health in the game on the basis of their more distinctive.

although the assassin is updated in this updated version of the game, in the preseason auxiliary equipment lineup, there are a large number of gameplay changes. Each other's instructions are very long, so we decided to let you read the details below to update the details.

all in all, the season will be full of confusion and changes. This noisy era will usher in the innovator's favor, you need to pass through the only way. So please pick up [night] blade, guide shield charge. We'll cover you with a dagger at your side.

the end is our daily - wish you good luck. The influence of


blade Tyrone engaged in an occupation update, part of the challenge is for each hero to find a suitable mechanism to fill the expanding lineup, there is no exception for tyrone. For him, the more blade is not an acceptable answer. Instead, we decided to move from the most impressive game player Tyrone side to pull away, but to focus on a new advantage: he walk. This concept can be described as a wandering evergreen tree (strictly speaking, as long as you work hard, any hero can be a walk, Xing Yingxiong) but when we see a surprising number of Tyrone choose [racing boots] to head down the flanks, we decided to accept and strengthen his play.

let's turn to the latest Parkour gameplay tyrone. Thanks to the new [way] let the assassin, Tyrone has never been away from a dispute, but also provides some impressive routes to hunt for his raid. We give more Tyrone in the right place, the right time, we can accept his slow burst damage, and let him not in be a threat when the map. By the summoner Canyon in rock climbing and Parkour enthusiasts, it was all for you.

based mobile speed: 350 335

growth value: 85 > > > > > > life 90

based attack: 55 attack speed: 0.668 60

> > > > > > > > > 2.7 attack speed: 0.625

growth 2.9

quickly stab attack has improved

frames new passive blade at the end of the

Tyrone skills fall short of heroes and trauma epic creeps, stacks up to 3 layers. When used to attack a Pugong Tyrone with trauma 3 layer target, target bleed, sustained severe injuries.

damage: 2 seconds (+2.0 caused 60-160 damage bonus damage (1-11) in

[Updated] level) Q - type

Tyrone noxus foreign jump to the target unit, causing physical damage. If the target is in melee range, Tyrone and not jump crit damage to the target but he caused 150%. If this skill kill Tyrone's goal, it will return to the value of life and some Tyrone 50% cooldown.

cooling time: 8/7/6/5/4 seconds 8/7.5/7/6.5/6 seconds

: 40/45/50/55/60 > > > > > > 30 mana mana consumption (grade

) distance: 550 (170 if in melee range cast)

damage: 80/100/120/140/160 + 1 extra attack (melee distance: 120/150/ 180/210/240 + 1.5 extra damage) for the treatment of

kill the 17-51 (in 1-18

W -

). Cooldown: 10 seconds (all grades) > > > 9 seconds (full scale) consumption of

: 60/65/70/75/80 55/60/65/70/75

mana mana > > > > > > 40/45/50/55/60%

20/25/30/35/40%: deceleration deceleration time: 2 seconds. Second

new reduction effect will only add

in turn will now add edge stagnation for 0.7 seconds return to Tyrone at

distance: 750 900

: 40 > > > > > > the radian of 22 degrees at the beginning of

Initial damage: 30/60/90/120/150 (+0.3 additional attack (+0.4 50/60/70/80/90) > > > more attack power)

reentry damage: 30/60/90/120/150 (+0.3 additional attack (+0.7 60/90/120/150/180) > > > more attack power: 60/120/180/240/300 (

) total damage + 0.6 extra attack force 110/150/190/230/270 (+1.1) > > > more attack power)

E - the new assassin Tyrone

over his nearest buildings or terrain in a target range. Over speed is speed Tyrone effect. Tyrone can't the same piece of terrain in a period of time to repeat.

cooldown: 2 seconds (all grades) cooling time: 160/135/110/85/60 seconds each terrain

terrain terrain cooling cooling time: not yet there will be a ring of red edge to Tyrone

Tyrone can climb the artificial terrain of

R - shadowstrike each piece of

injury:: 120/170/220 (+0.75 90/130/180 (extra attack). +0.8 extra attack)

: minimum time: dagger now there will be at least 0.8 seconds of running time will return to the Tyrone

guide blade: First: conventional Tyrone attack will have a new orientation to the target weight dagger

now has more dagger play

high comments: base movement speed and attack speed are weakened make up the attack and improve the output, to enhance the ability of the line Q can fill knife back to the blood, improve the W distance and blue to reduce consumption. The new E skills may have been greatly improved over the wall, walk ability, especially on the road and field support. But enter a battle ability, Q remote distance is very short, so the more need to play more close to R damage and Q crit, not like before playing a smart. Overall gameplay changes, the operation is difficult to improve.

Katarina Katerina

Carter's "model or super or ultra ghost"; only a few keys can solve the battle within one second, or is far behind to throw the dagger, trying to make a contribution to the team. This then is the balance of Carter brought a very embarrassing situation, although you can use her super, but we must be careful to adjust every part of her on the line, to guarantee that she will kill five trays.

this update is designed to remove the pain of the shackles of Carter, while throwing her light and skilled game fantasy. The updated Carter has a new dagger mechanism, she has a quick battle plan to plan a quick property (or a smooth escape), but also allows her and her opponents have been able to fight the way. This change allows us to ease the need for her to make the attribute reduction, but also gave Carter a clue to the enemy, what time she will be or how to enter the fight to get the head.

here to talk about the changes in the results of one of the core ideas is very important: Katerina will no longer be able to use the [blink of an eye. This is not a decision to let down, but this update around her to attack through the potential of an important part of the maneuver. The jump in the eye to destroy the mechanism at all - also allows her to easily escape some of the tension. Carter now needs to find the right opportunity and make a calm response, so you will have to think from your own point of view, trying every means to survive.

basic life value: 510 590

growth: life value > > >: 83 > > > 82

> > > 4.5: basic life reply: 7.5

life reply:: 0.55: 27: 0.7

> > > > > > 28

base armor based magic resistance: 32 movement speed: 34

> > > > > > 345: 340

[Updated] - ejection of Q Katerina threw a

edge toward the dagger, caused by damage to the target and nearby enemies. The dagger then dropped to the ground behind her head. If Katerina picked up the dagger, she would be hurting all nearby enemies.

cooling time: 10/9.5/9/8.5/8 seconds 11/10/9/8/7 seconds

: 60/85/110/135/160 > > > > > > 75/105/135/165/195

damage return: 0.45 spell strength > > > 0.3 spell power

distance: 675 625

target number: 4 > > > > > > add 3

dagger: Katerina picked up her dagger, and slash her near the small range of the enemy.

: 340

long dagger dagger radius: 4 seconds

dagger rotation damage: 75-285 (1-18 level)

dagger rotation gain: 1 extra attack force + 0.55/0.7/0.8/1.0 spell (in 1-16)

new W -

Katerina waiting for an opportunity to go into the air to throw a dagger, obtain the movement speed bonus in a short time in.

cooling time: 15/14/13/12/11 seconds

mobile speed: 50/60/70/80/90% continued to decay to 1.25 seconds delay:

landing dagger: 1.25 seconds

E -

transient step cooling time: 12/10.5/9/7.5/6 seconds 10/9.5/9/8.5/8 seconds

damage: > > > > > > 40/70/100/130/160 30/ > > > 45/60/75/90

range: 700 725

earnings: 0.25 to 0.65 of the total attack spell strength > + 0.25 spell power

the new transient step can now target the area around Katerina is selected as the target, and in a friendly cast or dagger on slash from the nearest enemy

added in addition to friendly and enemy units, Katerina can also step as instantaneous dagger. The dagger as transient step, or passing the bayonet, 78/84/90/96% will return this skill (in 1-16) of the total cooling time

new transient step will now reset Katerina Pugong timer

to remove the transient step cannot guard as target

R - death lotus p>

dagger throwing quantity: 10 < / > > > 15

dagger damage: 35/55/75 (+0.375 extra attack) (+0.25 spell (+0.22 25/37.5/50) > > > more attack power (+0.19) spell: 350/550/750 (

) total damage +3.75 extra attack (+2.50) method with strength 375/562.5/750 (+3.30). Additional attack force (+2.85)

Spellpower) added in the boot state the first and last 0.25 seconds, not by moving and Pugong instructions to cancel the new boot

will now display the radius of death lotus to Katerina and her enemy

high play reviews: basic life and resistance are strengthened, Q to pick up a dagger after the original W to play the effect of damage, W more like robbery R, in place to throw a knife to facilitate the attack, E back to the dagger retreat. Even consider Q+W, E to Q hit two dagger damage, then R, E and E will refresh the cooldown, retreat back to the W dagger, and will continue to refresh the E, can continue to choose E or E friendly retreat, two enemy attack. The overall damage before the outbreak did not stable, more flexible show space, the difficulty of the operation is greatly improved.

Le Fran trickster enchantress

mentioned the hero character, Le Fran should be a brisk pace, even on the assassin hero, she by misleading and fraud to let the enemy confused and disoriented. But in reality, things are a little different. Even though Le Fran is in the game in which a label, her biggest problem is the so-called fraud and misleading is not so like it. When your greatest psychological game is the two use of the skills to kill the enemy, and some things we must come forward to solve the.

with this update we will let her, deception more right and proper. Cast [] trick will let you summon avatar to copy a skill, or create a map (!) interference to scare the enemy at sideline for Le Fran, the successful use of the creativity + mechanism depends on your ability to understand.

based mobile speed: 335 340

growth value: 75 > > > > > > new life 80

passive malicious Sigil

Le Fran skills of malicious magic and India on the target. In short duration, Le Fran next skill will break down the Sigil to make additional magic damage to the target.

Sigil time: 4 seconds

Sigil deployment time: 1.5 seconds

damage: 40-300 (in 1-18 grade)

earnings: 0.8 spell power

Q -

new ball crushing method: Rename malicious magic and India

ball crushing method > > > Return: 0.4 spell strength > > > 0.5 spell power consumption: 50/60/70/80/90 < /p>

> > >. 40/45/50/55/60

no longer applies a mana to remove Magic and India

new method if broken ball trigger malicious magic and India, it will trigger a chain from the nearest ready malicious magic and India

crushing method the bounce will cause 120% damage

W -

in the dark behind consumption of Small Soldiers: 80/85/90/95/100 70/80/90/100/110

improved mana mana. The shadow behind the wall in the

detection method of new re cast shadow behind, in her initial return There will be a delay before


0.25 seconds - the phantom chains will now display new traction distance to friendly and enemy

removed in traction during deceleration no longer updated enemy

[R -]

trick when cast, creating a Le Fran illusion, while two are short contact. Then, Le Fran and her illusion would cast a music intensive version of the basic skills of fran. Only the body will cause harm Le fran. To strengthen this skill itself will create a Le Fran map in any position. Once out, go to the nearest one visible enemy heroes, no hurt Le Fran just used version cast skills, then disappeared. Enhanced version of trick will have its own cooling time.

cooling time: 40/32/24 seconds 54/42/30 seconds

> > > trick version of trick cooling time: 160/140/120 seconds

trick version: 150/300/450 damage ball crushing method (+0.9 Spellpower) 150/275/400 > > > (+0.6 Spellpower)

trick behind the dark version of damage: 150/300/450 (+0.9 Spellpower) 125/225/325 > > > (+0.5 Spellpower)

trick: 100/200/300 version of the phantom chains (+0.6 spell damage 100/160/200 (+0.4) > > > Spellpower)

any additional skills can mimic Le Fran, not just she recently used

cast stealth time: 0.1 seconds

mirror trick version of the basic skills of the time: 2.5 seconds to play

comments: E removal after deceleration control weakened. Q imprint effect transferred to the new passive, it will also lead to a reduction in the moment, can not instantly hit the 2 mark damage, need to be based on the new passive imprint of the cooling time, multiple entry damage. No R doppelganger disorient effect before 6, are more likely to be killed. The increase of Q and W were walking ability, more space, the new R can be copied a basic skill, it will be more flexible, improve the overall operation.

is proud of the stalker Ryan Garr

for all the past because Ryan Garr frustrated the game player, we will say: we actually for he jumped to the target and quickly kill target play feel acceptable. Ryan Garr is not a matter of how strong the ability of his assassination, but his victim almost no response to his attack time. This allows positioning some two yuan of Ryan Garr - and his goal toward the goal of the fling caution to the winds to revenge, or to kill them and fling caution to the winds.

Ryan Garr's update is the removal of these two extreme cases. For his enemies, which means a better sense of Ryan Garr when he will start hunting and to whom. For Ryan Garr, will let him have to improve the anti loading requirements, and survived in the battle, waiting for the stage a comeback. Ryan Garr is still a need for patience and sober killer, and now he is more flexible.

attack: 3 attack speed: 0.679 1

> > > > > > > > > 2.85 attack speed: 0.625

growth 3.5

growth of 3.5 armor: 3

HP: 4.3 > > > > > > 7

return value of life recovery growth of property: 0.4 0.5

maximum value: 5 > > > > > > 4

[cruel] has been updated passive intangible predators in the grass when

Ryan Garr, a common attack will let him jump to the target side. In the brutal value of 0 layer, Ryan Garr jumped into the battle will accumulate 1 brutal value. By the time he reaches the 4 level of brutality, his next skill will become an enhanced version and will provide him with transient movement speed bonus when cast. Kill the hero will add unique loot rewards in bone and tooth necklace on Ryan Garr, permanently increases his attack. The moving speed of

reinforced cast bonus: 30/40/50% (at 1/7/13 level)

movement speed bonus time: 1.5 seconds

to remove the bone TOOTH NECKLACE award removed

added if a unique hero by Ryan Garr hurt in 3 seconds before the dead, then Ryan Garr's attack will permanently upgrade.

- 1 trophies: 1 + 2% attack

- 2 trophies: 3 + 6% attack

- 3 trophies: 6 + 12% attack

- 4 trophies: 10 + 20% attack

- 5 trophies: 15 + 30% attack

[Updated] Q - ruthless

Ryan Garr slash a circular on all enemies and puncture all enemies in a straight line, two attack will cause physical damage, and the accumulation of 1 layers of brutal value. When it reaches the 4 level of brutality, the cruel and ruthless damage will be greatly improved.

cooling time: 6/5.5/5/4.5/4 seconds 4 seconds: 30/60/90/120/150

> > > > > > 40/60/80/100/120 damage each hit

earnings: 0/0.05/0.1/0.15/0.2 total attack damage bonus each hit 0.3/0.4/0.5/0.6/0.7 >

damage: 30-240 (enhanced version in the 1-18 level (60-196). Each hit at 1-18 level)

enhanced version: 0.3/0.35/0.4/0.45/0.5% total revenue 1.1 extra attack attack. Force each hit

cast mode: target point range attack > > >

W -

war roar cooldown: 12 seconds (all grades) in every:20/18/16/14/12 seconds to remove

no longer hit an enemy hero for Ryan Garr provided 10/15/20/25/30 armor and magic resistance

will now add Ryan Garr in the 50% treatment of damage before 1.5 second (expressed as gray value of life). War roar will be treated by wild strange 100% damage.

remove the cast war roar will no longer heal Ryan Garr

added in the 4 layer value cast brutal war roar will break the control effect and let Ryan Garr immune control 1.5 seconds in the 4 layer brutal value. Enhanced version of the war roar can be limited to cast. Inherited the general version of W's return effect.

E -

enhanced version of lasso blow damage: 50-340 (1-18) 50-305 (1-18) > > > > > > 30/45/60/75/90% 60/65/70/75/80%:

deceleration, attenuation

deceleration duration 2.5 seconds 1.75 seconds has been updated

> > > [R] - hunting

rhythm of Ryan Garr to activate the hunting instinct, in disguise for a while in. When activated, Ryan Garr get extra bonus and vision shift speed recently the enemy. Ryan Garr can jump to cause exposed hero and crit. Attack or use skills will end hunting rhythm effect.

cooling time: 150/110/70 seconds 130/100/70 seconds length:

> > > > > >

7/12/17 seconds 14/22/30 seconds cooldown began: cast

in hunting rhythm at the end. The new Ryan Garr in 2 seconds into the camouflage

movement speed bonus: 15/30/45% in toward the enemy heroes when moving objects in the 20/30/40% activation during

. Ryan Garr gets vision: all in the 2000/3000/4000 code within the enemy heroes in the 2000/3000/4000 code in the distance to the target. First the nearest enemy hero

Ryan Garr will appear on the horizon for an eye mark (both teams visible) speed after addition of

to remove the stealth stealth after removing brutal value

to generate

new camouflage: disguise is a new stealth. And Evelyn's passive shadow walk, Ryan Garr can be seen near the enemy hero and will be an indicator to indicate who can see him, who can not see him.

high play reviews: single assassination ability stronger, Q increased AOE damage, similar to a small rocket belt. R after the explosion hit a knife moment of higher, such as the control can be controlled by the brutal W similar watermark belt, after the assassination of the retreat more flexible. The disadvantage is that only one of the most recent R enemy, it will easily be seen each other, so the late frontal group war, such as the second C bit, you need to choose the timing and route around R.

R will now Hailingfeizi tide with sharks in the path lead time to grow, and finally summon different size sharks.

as an assassin in the fize throw the helve after the hatchet, a strange place in the spectrum balance. On the one hand, because of the lack of means to fize line in the match was rejected. On the other hand, thanks to the incomparable strength [strike] a giant shark, want to avoid fize attack is indeed very difficult. This new edition for changes in the US has become the strongest around let him an unique mechanism in the remote first - hand assassin to let him choose the right opportunity due to kill.

Q - Naughty blow

cooldown: 10/9/8/7/6 seconds>>> 8/7.5/7/6.5/6

: 50/55/60/65/70 > > > 50 mana mana consumption (all grades)

BUG repair:

[now in fize is passive targets will trigger properly updated] glitter W - sea stone Trident

passive effect, fize Pugong will let the enemy bleeding and magic damage. When activated, fize's next basic attack will cause the magic damage, at least if the enemy bleed for 2 seconds, then the damage will increase 200%.

cooldown: 10 seconds 10/9.5/9/8.5/8 > > >

consumes 40 mana (all grades) > > > 30/40/50/60/70 20/30/40/50/60 > > >

mana passive damage: 25/40/55/70/85

passive income: 0.45 spell power > > > 0.33 spell power

passive time: 3 seconds for 4 seconds to remove

> > > Pugong fize no longer reinforcing 6 seconds will now reset fize

new the attack timer and active damage attacks

enhanced his next 10/15/20/25/30 >>>25/40/55/70/85

added: if the target has bled for at least 2 seconds, the damage increased to 75/120/165/210/255 (+1.0 spell)

if the active effect of the new skills to kill a unit, will return 20/28/36/42/50 mana consumption and the skill the cooling time is set to 1

added in addition to Pugong, sea stone three Trident passive will also use naughty blow in the fizz into the enemy and any enemy force giant shark strike effect of

E -

/ gremlin ancient spirit will now display an indicator of damage area for him in the fize before landing. The enemy will see the area of the red flash after he landed. The consumption of

: 90/100/110/120/130 90/95/100/105/110

BUG: fixed mana mana > > > in her hourglass will now properly delay the ancient spirit / demon -

strike damage

R giant shark shark before the arrival of the delay: 1.5 seconds 2 seconds will add

> > >: Based on small fish shark has possessed before the enemy's call displacement distance of different sizes of sharks. The farther the fish swims, the bigger the sharks and the higher the damage.

small sharks: if the small fish displacement of less than 455 yards, will be in 2 seconds after the call of a small shark.

o small sharks:: 200

o: 150/250/350 (+0.6 spell damage)

o: 40%

o deceleration distance: 150

in shark repel fish: if the displacement between 455 to 910 yards, it will summon a shark in 2 seconds. Damage range: 325

o shark

o damage: 225/325/425 (+0.8 Spellpower)

o deceleration: 60%

o repel distance: 250

big sharks: if small displacement of more than 910 yards, it will summon a shark in 2 seconds.

o large sharks range: 450

o damage: 300/400/500 (+1.2 Spellpower)

o deceleration: 80%

o push distance 350

new giant shark strike can no longer be placed in the internal

comments: high terrain play skill blue consumption declined, the new W can fill knife back to blue and reduce CD, 2 seconds will bleed damage mechanism let the capacity for sustained combat damage is greatly enhanced, so the meat packed fish will comeback. Damage mechanism of new R of C did not greatly enhance the displacement of the threat, the overall strengthening of

when the predator Kazike nether goal isolated and helpless when in use, the evolution of the Q will return the cooling time of Q. The evolution of the W can effectively decelerate isolated and helpless target, and the evolution of the R will allow Katzke to sneak into bushes. Although the evolutionary mechanism of Kazike

promised to make your own custom game mode, but the ability to balance different skills makes this commitment has become somewhat difficult to maintain. In the preseason, we then define Kazike through evolution ability to emphasize his other unique mechanism: isolated and helpless. Although you can still give priority to the evolution of wings (because it is very strong), but we also will be more Kazike on the pursuit of the goal rather than isolated and helpless, blindly suppress them. This will make Katzke's decision not to hurt so is maximum, but in the game after the kill to help him kill prey.

passive invisible threat

damage: 15 -190 (+0.5 Spellpower) 10 - 146 (+0.4 > > > extra attack)

Q - terror

cooldown: 3 seconds. 4 seconds

gain: 1.2 extra attack attack

> > > 1.4 extra extra damage to target: 30% 50%

isolated and helpless. Evolution. The evolutionary expansion of harvesting claws to remove

claws > > > Evolution Evolution to enhance the taste of fear is no longer isolated and helpless target damage

new evolution will now be used to taste their fear in the target return 60% isolated and helpless when cooling between

W -

deceleration void spike: 20% > > >

removed the evolution speed range: 50% 40%

new deceleration: isolated and helpless. In 80%

R -

void isolated and helpless hit invisible long: 1 > > > 1.25 seconds

Name: evolutionary evolutionary dynamic evolutionary dynamic shielding camouflage > > > (because it is not a camouflage!)

to remove the active camouflage: evolution struck Katzke's invisible void no longer increases when the length or charge quantity of

added in the evolution, Katzke enters any grass in non combat state, can obtain the contact and moving speed of the incoming void in addition, lasts 3 seconds (up to 1.25 seconds after leaving the grass). This effect has a 10 second cooldown

high play comment: passive addition from AP into AD, damage to improve. Q's base damage is higher, the 6 level before the fighting force to improve. Evolution of Q is still the first choice to improve the early brush field efficiency and reduce the sustained damage of CD. 16 level evolution R, with the new screen edge equipment effect, more likely to come out in the late group war from the grass out looking for C bit assassination, and played multiple times themselves and the scene of the passive damage. W removing the slow early gank injury, it can also compare the evolution of chicken ribs, according to the evolution of the QER sequence.

shadow boxing a Carrie

passive will allow Akari's first 2 attacks resulting in therapeutic effects and additional damage. W will send a Carrie to cast position.

if you see the updated text assassin now, you probably noticed a pattern of each update contains a unique part of "how do we make these things seem less frustration??" and "how do we make these things feel more cool?" said Carrie is no exception. In order to make her more unique, we will emphasize her "smoke bomb", to make it more like a powerful means of defense, to give Akari more Ninja play, to let her in the battle to lure, Dodge, or playing a psychological game with the enemy. As for the answer to the first question, we are more concerned about her repeated, increasing damage, that is, the assassin mark. We do not re create this mechanism, but Akari's update should be able to attract those who are patient enough to strike at the right time.

[Updated] passive tolerance law! Head two attack Cang

Akari Fei India will have an additional effect. The first general Akari will attack the treatment itself, second attacks will cause additional damage. In a number of seconds after the first attack, the effect will be reset.

cooling time: 8/7/6/5/4 in the first attack (on the 1/3/5/7/9)

first attack treatment: 5-60 (in 1-18)

treatment benefits: 0.6 + 0.3 extra attack spell

second attack damage: 10-100 (at 1-18 level)

second attacks: 0.5 additional revenue + 0.5 attack spell power

W - the new

! Xia array will now send Akari to the position of the target at the same time, the place in her initial position! Xia array

new cast esoteric! Xia array will make other skills Akari 0.5 seconds into the public cooling period

new range: 250

new Akari will now keep the full mobile! The speed of Xia array addition, until she left the region so far.

E - the

! San Hua cooldown: 1 5/4/3/2/ 5/4.5/4/3.5/3

: 30/55/80/105/130 seconds > > > > > > 70/100/130/160/190

damage gain: 0.4 + 0.6 spell total attack > > > 0.5 spell power + 0.7 extra attack

if new esoteric! Kill San Hua a unit, the cooling time

R will return to its 60% - the secret magic Sakura kill because

! 2/1.5/ 1 second cooldown: 2 seconds: 100/175/250

> > > > > > 50/100/150

damage return: 0.5 spell strength > > > 0.25 spell power play

high comments: passive damage 0.5 AP addition, the late is very high, so it needs to hit two attacks to maximize output. W enhanced, more flexible to have a small displacement distance. E based damage increased, AP addition to improve. R damage and cooling weakened, take the pure AP route is not high, half meat suitable.

shadow flow hijacking

will now get the main hook's ultimate hero died. Part of the attack force.

in Assassin's heroes, "is a mighty hero, he is a killer, everything can cause pressure -- our shadow flow is equal to the main role of the wing. That's because he's a big problem: when the assassin is strong enough to be a type, he is holding on to his brothers in the spotlight. We give some more differences to help you decide whether you should consider choosing him or not.

in view of his hero shooter "liked" we think: reduce some of his ability for a while to let him kill two birds with one stone, causing physical damage in want, ability to borrow some rivals. While the robbery was still strong against most of the team, his real gains in the late stage now depend not only on how he kills the enemy, but who he chooses to kill as a target. And, of course, how many of them are the swords of a storm.

W - the

to remove the shadow! At the 4/8/12/16/20% is no longer available additional attack

multiple hit after the energy return: 20/25/30/35/40 > > > 30/35/40/45/50

shadow distance: transfer: 1100 > > > 1300

E - the shadow! Onikiri

cooldown: 4 seconds (all grades) 5/4.5/4/3.5/3

: 60/90/120/150/180 seconds > > > > > > 65/90/115/140/165

R - no hurt now! Instantaneous prison shadow killing array

new shadow invasion: kill an enemy in the skills of the hero, the hero rob will steal the shadow, so as to obtain the hero's part of the attack force. Robbery can only occupy a shadow every time, and only in the new shadow can provide more attack power to replace the old shadow.

possession of the shadow of the addition: 5 attack power + target 5/10/15% total attack power

high play comments: W weakened the attack force is added into a very hurt, belong to the big weaken. R mechanism led to the assassination of the late to kill ADC to make up for the weakening of W. A walk on the tip.


assassin has been removed. R passive deceleration will trigger the shield and stun.

with many heroes not in assassin updates via W skills, AIKE's change is a continuation of the season narrative (though more dramatic). Although AIKE has ups and downs tanks of the year, the key reason is that his game mode, no matter what equipment, with adequate risk will can stop him. So although the purpose of these changes (or claims) is not once again and permanently destroy the tank flow AIKE, they do allow the damage flow AIKE in the use of space and time to break the security of an epic upgrade. In order to let the AP flow of AIKE really reborn, we are able to cut off some of AIKE's excess capacity, as well as through more ways to define AIKE, rather than to suppress you from the force.

Based Mana: 6 > > > 7

passive Z driver resonance

to remove the enemy heroes

no longer deceleration injury: 20-190 (in 1-18) 30-140 (1-18 grade) > > >

Q - time curling device

emission gain: 0.2 > > > 0.3 spell spell strength

time curling device radius increased by 50, and to hover in the endpoint, and then return to AIKE.

R -

in the treatment of fracture space-time gain: 20% recently lost the value of life every 100 + 6% spell power > > > is equivalent to 0.6 HP

new spell skills continued the last 4 seconds of each lost 1% maximum life, the skills of treatment to enhance the effect of 3%

if this ability via W - time staggered will trigger guard the shield and the daze effect play

high comments: passive deceleration and weaken the damage, the kite flexibility decline. Q increased damage to AP addition, R treatment also changed to AP addition, so in the single AIKE revenue increase. AIKE

meat dress to further weaken the demonic clown Nicolas

R will leave a frightened box at the time of death []. W has more life values.

although Nicolas change list looks long, but the goal is simple: his extreme callback. Sarkozy is known to quickly end the game -- he either has the absolute dominant force forced the enemy to surrender, or not change the war in the early, soon to be eliminated. We reduce the Nicolas in the early stages of the game on a sense of frustration, and will transfer part more to the skirmishes. The ability to transfer, Nicolas now can accurately know he can at what time can we make some of the game, in the average level of game player can accept him,

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