


V1.5 Patch Notes

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.
Switch between body and spirit forms, summon your own entourage of students, and outplay your enemies with style.
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.
Bundles
Shadow Ops Wukong Bundle
◆Wukong [Hero]
◆Shadow Ops Wukong [Skin]
◆Shadow Ops Wukong [Profile Icon]
◆Shadow Ops Wukong [Banner]
◆Yawn [Overhead Emote]
◆Wukong Premium Affinity Pass
Rogue Kwang Bundle
◆Kwang [Hero]
◆Rogue Kwang [Skin]
◆Rogue Kwang [Profile Icon]
◆Rogue Kwang [Banner]
◆Come Get Some [Spray]
Rogue Wraith Bundle
◆Mourn [Wraith]
◆Rogue Wraith [Skin]
◆Rogue Wraith [Profile Icon]
◆Rogue Wraith [Banner]
◆Get Smoked [Spray]
Rogue Mega Bundle
◆Sparrow [Hero]
◆Kallari [Hero]
◆Wraith [Hero]
◆Kwang [Hero]
◆Rogue Kwang [Skin]
◆Rogue Wraith [Skin]
◆Rogue Kallari [Skin]
◆Rogue Sparrow [Skin]
◆Come Get Some [Spray]
◆Get Smoked [Spray]
◆Shhhhh [Spray]
◆Bored [Spray]
◆Rogue Kwang [Banner]
◆Rogue Wraith [Banner]
◆Rogue Kallari [Banner]
◆Rogue Sparrow [Banner]
◆Rogue Kwang [Profile Icon]
◆Rogue Wraith [Profile Icon]
◆Rogue Kallari [Profile Icon]
◆Rogue Sparrow [Profile Icon]
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 — not just where you ended up.

Ranked Season 0 ends this weekend, on April 27th.
At this time we’ll also kick off the first rank reset and split, closing the chapter on Season 0 and kickstarting a fresh competitive competitive season.
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 who's 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.
Ashes of the Damned begins begins on April 29th with the first of these two sisters joining the Predecessor roster of Heroes in 1.6.
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.
Now, let’s talk about how things are going to get even better with V1.5.
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.
Split 1
As mentioned already, we will be splitting up our Ranked season into multiple splits, with Split 1 running until Autumn later this year.
This first split will be a bit longer than future splits; our long term plan is to have each split run for about 12 weeks allowing us to have 4 splits a year with a small break before a new season kicks off each year.
Each Ranked period will end with exclusive rewards, bigger and better than anything we've provided before.
Purchasable Loot Cores
Following consistent community requests since the feature’s launch, we’re introducing the ability to purchase Quantum Loot Cores with Platinum. Ion Cores will continue to be purchasable once a day with Amber, and Quantum Cores will continue to be available to unlock for free by participating in special events and activations.
We deeply appreciate your enthusiasm for this feature — it’s been fantastic to see players enjoying their rewards and finding a little treat in game every day. Your excitement and willingness to support the game in this way means a great deal to us.
Please keep in mind that due to legal restrictions, Loot Cores will not be purchasable in certain countries, such as the Netherlands, Austria and Belgium.
New Server Locations – LATAM
The rollout of NA-Central has been a success — with noticeable improvements in ping, matchmaking quality, and Ranked accessibility for many players.
Few weeks prior, we also launched Australia-based OCE servers, which have been incredibly well received by the community — and we’ve loved hearing your feedback.
But we’re not stopping there.
With V1.5, we’re excited to introduce one of the most requested server regions yet Latin America!
Yes — it’s finally here!
From the moment V1.5 goes live, LATAM will be available as a selectable server location, initially based out of Sao Paolo.
We hope this brings you a smoother, more enjoyable experience — and to celebrate, we’ve got some fun events planned around the newly launched regions. Stay tuned!
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.
Heroes Balance Changes

Crunch’s standard Forward Crunch is receiving an increase to its range to reduce how often he can dash into an opponent and fall slightly short, providing more consistency to his engagement ranges.
Forward Crunch [Alternate]:
◆Dash Range increased by 10%

Dekker is receiving some minor adjustments aimed at providing her with greater individual agency when it comes to poking out and harassing enemies with her Basic Attacks and Photon Disruptor, and slightly more all-in threat when she commits her Ultimate to an engagement.
General:
◆Physical Power Growth increased from 2.4 to 4.2.
Photon Disruptor [Primary]:
◆Mana Cost decreased from 55/60/65/70/75 to 50/55/60/65/70.
Ion Strike [Ultimate]:
◆Magical Power Scaling increased from 75% to 80%.

Gideon’s Level-6 power spike is incredibly strong currently, with his ultimate granting him a lot of threat in early Fangtooth fights - especially when many supports have yet to get Silentium online to better deal with him. To reduce his early game impact, we’re reducing the raw power of Black Hole significantly at Rank-1, and compensating with some Scaling improvements to ensure Black Hole levels out into the late-game and remains a relevant threat.
Black Hole [Ultimate]:
◆Damage decreased from 540/750/960 to 490/710/930.
◆Magical Power Scaling increased from 260% to 270%.

Greystone currently struggles to clear Minion Waves and Jungle Camps at a pace that is competitive with other Heroes. To help close this gap, we’re granting Greystone additional damage to his Make Way and Sacred Oath, better ensuring he stays relevant in the early-game and is adequately rewarded when opting into damage-heavy builds. Finally, Greystone was left out with the previous round of Movement Speed increases, which has now been corrected, better letting him navigate the map at a pace that is more comparable to other Melee Heroes.
General:
◆Movement Speed increased from 685 to 705.
Make Way [Primary]:
◆Damage increased from 80/120/160/200/240 to 100/140/180/220/260.
Sacred Oath [Secondary]:
◆Bonus Physical Power Scaling increased from 25% to 35%.

Grux’s ability to heal through trades with relative freedom leaves him feeling overly difficult to punish and lane against for many Heroes. To remedy this, a further reduction to Double Pain’s healing and cooldown is being levied, further increasing the window of opportunity his opponents have to vanquish Grux before he heals back up.
Double Pain [Alternate]:
◆Missing Health Healing decreased from 15% to 12%.
◆Cooldown increased from 9.5/8.5/7.5/6.5/5.5 to 10/9/8/7/6.

Howitzer’s ability to blast through the competition currently eclipses many of the other Mages, often acting as a death sentence for anyone unfortunate enough to be caught in his crosshairs. Some reductions to the damage of R2000 Missile and Slow Grenades are required to ensure the amount of raw burst damage Howitzer is capable of is to a more reasonable level. In exchange for this loss of damage, we’re providing slightly higher utility to Howitzer’s Slow Grenades, better allowing them to disrupt and set up opponents for his combos.
R2000 Missile [Primary]:
◆Direct Hit Damage decreased from 40/65/90/115/140 to 40/60/80/100/120.
Slow Grenades [Alternate]:
◆Damage decreased from 30/70/110/150/190 to 30/60/90/120/150.
◆Slow increased from 20%/24%/28%/32%/36% to 24%/28%/32%/36%/40%.

While Kallari’s ability to dispatch a single target is currently great, she struggles to function in more drawn out engagements due to her high cooldown, high commitment playstyle. To provide her with greater chain-killing and target selection opportunities, we’re making some changes to Kallari’s general cooldown profile to provide less down time in fights, while also shifting around some of Guillotine's damage to make it slightly more effective against higher health targets, opening up her target selection and increasing the desirability of multi-man hits further.
Death Mark [Passive]:
◆Cooldown per Target decreased from 12 to 10.
Shadow Dance [Secondary]:
◆Cooldown decreased from 19/18/17/16/15 to 18/16.75/15.5/13.25/12.
◆Jump Height decreased by 15%.
Guillotine [Ultimate]:
◆Damage increased from 120/200/280 to 130/240/350.
◆Total Physical Power Scaling increased from 55%/60%/65% to 55%/65%/75%.
◆Missing Health Damage Multiplier decreased from 2.75x to 2.5x.

Khaimera's ability to dominate the early-game and strike fear into his opponents thanks to his high-pressure, low cooldown gameplay leaves him feeling oppressive for many Heroes to play around. To ensure he doesn’t run too rampant in the first 15m of a match, we’re increasing his early game Ambush and Cull cooldowns, resulting in less effectiveness in those chain-gank and dueling scenarios between uses. In return, Ambush’s cooldown now decreases as it ranks up, making it more desirable to invest in relative to Invigorate.
Ambush [Alternate]:
◆Cooldown changed from 9 to 10/9.5/9/8.5/8.
Cull [Ultimate]:
◆Cooldown increased from 110/85/60 to 120/90/60.

Given Kira’s limited wave-clearing capabilities, her duelling capabilities are not quite potent enough to make up for it. To reinforce her strengths, increases to Mercy and Dusk’s effectiveness are occurring, granting her greater trading potency, up-time, and mana efficiency when looking to poke out opponents.
Dusk [Primary]:
◆Cooldown decreased from 16/15.5/15/14.5/14 to 16/15.25/14.5/13.75/13.
Mercy [Alternate]:
◆Damage increased from 20/35/50/65/80 to 25/40/55/70/85.
◆Cooldown decreased from 12/11/10/9/8 to 11/10/9/8/7.
◆Mana Cost decreased from 45 to 40.
◆Range increased from 1500 to 1550.

Lt. Belica’s efficacy with various forms of on-hit itemisation currently outshines other alternatives, outshining traditional Mage builds in various scenarios. A hit to her Basic Attack potency when committing to these On-Hit builds is required to keep their strength in line.
OA-S3000 SMG [Basic Attack]:
◆Bonus Physical Power Scaling decreased from 75% to 70%.
◆On-Hit Modifier per Hit decreased from 40% to 36%.

Since the previous increases to Morgiesh’s damage output that increased her general agency, the combination of Healing and Damage has now become too potent. Similar to previous changes, now that her damage is in a better spot, we’re taking this opportunity to pull back on some of the Sustain present in her kit.
Mark [Alternate]:
◆Healing Magical Power Scaling decreased from 45% to 40%.

Mourn has been struggling to keep pace with many other Supports, with many of his abilities lacking the punch and impact one would expect. We’re making a range of changes aimed at increasing his general effectiveness and improving the general feel of his abilities, with him now attacking faster with Extract, a more intuitive release window for Abduct, and general increases to the strength of his abilities across the board. In total, these changes should have Mourn feeling more satisfying and impactful to play, with him better living up to his moniker of Mistmeadow’s Nightmare.
General:
◆Physical Power Growth increased from 3.5 to 4.7.
◆Mana increased from 330 to 350.
Extract [Passive]:
◆Damage increased from 25 (+5 per Level) to 20 (+8 per Level)
◆Magical Power Scaling increased from 40% to 50%.
◆Now Grants 15% Attack Speed while the Passive is Available.
Abduct [Alternate]:
◆Magical Power Scaling increased from 75% to 85%.
◆Cast Frame increased from 7 to 8.5
Contagion [Primary]:
◆Healing increased from 8/13/18/23/28 to 8/14/20/26/32.
◆Healing Magical Power Scaling increased from 10% to 15%.
◆Damage increased from 20/30/40/50/60 to 20/32/44/56/68.
◆Damage Magical Power Scaling increased from 15% to 20%.
◆Cooldown decreased from 15/13.5/12/11.5/9 to 13/12/11/10/9.
Eclipse [Ultimate]:
◆Duration increased from 4s to 4.5s.

Murdock’s continued dominance has other Carries struggling to keep pace, especially with his ability to control and pump through bulkier divers. Some general reductions to his potency is needed, with Buckshot notably Shredding less Physical Armor, and Long Arm Of The Law having a higher cooldown so that he does not snag as many free kills throughout a match. Additionally, we’ve reduced the width of Long Arm Of The Law’s Hitbox at longer ranges, thereby reducing the frequency at which opponents feel like they are unfairly hit by it.
General:
◆Physical Power Growth decreased from 3.5 to 3.
Buckshot [Alternate]:
◆Physical Armor Shred decreased from 20% to 15%.
Long Arm Of The Law [Ultimate]:
◆Cooldown increased from 120/95/70 to 130/100/70.
◆Long Range Hitbox decreased by approximately 20%.

Muriel’s ability to flip the tides of an engagement with Reversal Of Fortune continues to prove difficult for many Heroes to deal with, especially when she is facilitating her teammates from afar and turning a duel into a 2v1. Reductions to the general effectiveness of her Ultimate are needed to provide a greater chance for opponents to fight through her presence, should she show up in the middle of an all-in engagement.
Reversal Of Fortune [Ultimate]:
◆Damage decreased from 125/175/225 to 100/160/220.
◆Shield decreased from 200/425/650 to 180/390/600.
◆Shield Scaling increased from 125% to 130%.
◆Knock Up Height decreased by 10%.

Despite his size, Narbash currently possesses the uncanny ability to run at excessive speeds in the later stages of a match thanks to March’s Scaling Movement Speed. Reductions are required to ensure the speed boost he offers his team is less overbearing, but still impactful to use.
March! [Primary]:
◆Movement Speed Magical Power Scaling decreased from 6% to 4.5%.

Though a powerful laner, Phase currently finds herself losing relevance as a match progresses compared to other Supports. We’re granting her some slight efficacy improvements to provide her with some additional agency that is closer to that of other Supports.
Energy Lance [Secondary]:
◆Magical Power Scaling increased from 60% to 70%.
Hyperflux [Ultimate]:
◆Cooldown decreased from 120/105/90 to 120/100/80.

Now that the dark days of v1.4 Rampage are behind thanks to the previous set of changes that helps course correct him, Rampage finds himself lacking that little extra punch to keep up with his opponents. A small Scaling increase to his Rumble is being granted, providing him with more competitive clear-speeds - and better dueling potential, should he wish to mix it up in the Offlane.
Rumble [Secondary]:
◆Total Physical Power Scaling increased from 60% to 65%.

Revenant currently feels like he can fall short of other Carries, often struggling to possess the raw fire power and ability to take duels as a match progresses. To help him better keep pace, we’re granting Revenant additional uptime on Scar, providing him with more opportunities to provide utility to his team with Roots in drawn out fights, while also increasing his Critical Damage Modifier to ensure his general Damage output stays competitive with those faster attacking Carries.
Scar [Secondary]:
◆Cooldown decreased from 14 to 14/13.25/12.5/11.75/11.
Hellfire Rounds [Alternate]:
◆Critical Damage Modifier increased from 156%/158%/160%/162%/164%/166% to 160%/162%/164%/166%/168%/170%.

With the previous increase to movement speed for all Heroes, Riktor’s general consistency has taken a hit. To ensure he remains more competitive and better able to deal with a range of threats, he is being granted a range of improvements that will provide him with greater duelling and clear potential for the Offlane and Jungle roles, while also allowing him to fish for more picks in Support thanks to more regeneration and Riplash uptime.
General:
◆Health Regen increased from 1.5 to 1.75.
Riot Shield [Passive]:
◆Shield Duration increased from 3s to 3.5s.
Shock Therapy [Primary]:
◆Mana Cost decreased from 60 to 50.
Electrocute [Secondary]:
◆Max Health Scaling increased from 10% to 12%.
Riplash [Alternate]:
◆Damage decreased from 30/70/110/150/190 to 25/65/105/145/185.
◆Max Health Damage increased from 8% to 9%.
◆Cooldown decreased from 19/18/17/16/15 to 18/17/16/15/14.

Sevarog is receiving some minor adjustments aimed at providing him with greater consistency in the early-game. This is being done via an increase to his baseline Attack Speed, better allowing him to to prep Minions and Monsters for Stacking, alongside a reduction to Subjugates Mana Cost to allow him more freedom in using it to stack or take trades.
General:
◆Attack Speed increased from 105 to 110.
Subjugate [Secondary]:
◆Mana Cost changed from 75 to 60/65/70/75/80.

Despite her slow early-game, Shinbi has recently emerged as a dominant force in the Offlane, possessing incredible damage output and versatility, alongside a deceptive amount of durability thanks to her shield. We’re making some shifts to her general power to exaggerate her strengths and weaknesses to further reward aggressive play with Line Tempo now possessing damage at Rank 1 to ensure it feels meaningful to hit in the early, and with Circle Rhythm refunding more of Rushing Beats Cooldown when it is used aggressively to duel enemies. In return, her shielding is taking a hit to its efficacy, alongside both Line Temp and Rushing Cooldowns having a higher cooldown which will create more windows to punish her, especially when using the dash to escape combat.
Line Tempo [Primary]:
◆Damage changed from 50/85/120/155/190 to 60/90/120/150/180.
◆Cooldown increased from 4.5/4/3.5/3/2.5 to 5/4.5/4/3.5/3.
Circle Rhythm [Secondary]:
◆Shield Magical Power Scaling decreased 30% to 25%.
◆Rushing Beat Cooldown Reduction On Hit increased from 10% to 12%.
Rushing Beat [Alternate]:
◆Cooldown increased from 11/10/9/8/7 to 11/10.25/9.5/8.75/8.

Steel, true to his name, is currently incredibly durable. This is largely thanks to the efficacy of Cybernetic Shell. Given how disruptive and difficult to pin down Steel can be in a fight, Cybernetic Shell is seeing a reduction in the bonus armors it provides which should give opponents a better chance at cutting through him should he position too boldly.
Cybernetic Shell [Passive]:
◆Bonus Armors decreased from 20% to 15%.

While able to transition into a meaningful late-game threat, TwinBlast finds himself struggling to reliably keep pace in the laning phase in many matchups due to his lower kill-threat. To help with this, we’re granting him additional Vaporize damage to better allow him to poke and take trades in lane, while also bumping up the Attack Speed offered by Gunslinger, further rewarding him weaving together Basic Attacks and Abilities during duels.
Gunslinger [Passive]:
◆Bonus Attack Speed increased from 40% to 45%.
Vaporize [Primary]:
◆Damage increased from 50/70/90/110/130 to 55/75/95/115/135.

Wraith is receiving some unique changes this pass. On the one hand, we’re reducing his general ability uptime and issuing a few hits to his Mana Costs, better ensuring Wraith has moments of downtime and weakness between combos due to his high levels of performance in the hands of a skilled player. On the other, Support Wraith enjoyers rejoice! We’re making some changes to further enable Wraith in the Support Role, with his unique Solstone Drone upgrade offered through his Passive now gaining greater Ward uptime, alongside a range of stats upon completing his Support Crest. This will better enable him to stay relevant in the damage and utility department, and function more effectively as a roaming guerrilla-style Support for those players seeking a new way to enjoy the role.
Who’s There? [Passive]:
◆Solstone Drone Cooldown decreased from 71 (-3 per Level) to 30.
◆Solstone Drone duration increased from 35(+1 per Level) to 60.
◆Solstone Drone now grants the following stats on acquisition:
◆40 Magical Power
◆15 Ability Haste
◆50% Base Mana Regen
◆3% Movement Speed
Peekaboo! [Primary]:
◆Cooldown increased from 13/11.75/10.5/9.25/8 to 13/12/11/10/9.
◆Mana Cost increased from 40 to 60.
Surprise, Surprise! [Secondary]:
◆Cooldown increased from 12/11.5/11/10.5/10 to 14/13/12/11/10.
◆Mana Cost increased from 35 to 40.
Knock, Knock! [Alternate]:
◆Damage per Level decreased from 5 to 4.
◆Magical Power Scaling increased from 65% to 70%.
Item Balance Changes
Carry:

Though Sky Splitter is approaching a healthier state, once again we’re dropping its Lifesteal down a notch to ensure it is less of a catch-all purchase.
◆Lifesteal decreased from 7% to 6%.

Solaris, though effective for the likes of Kira and TwinBlast, currently falls off a little too hard in the later stages of a match, with both its damage and healing capabilities feeling underwhelming for the ability-weaving Heroes that use. A bump up in its scaling and healing are required to ensure it better justifies its slots in builds past the early-game.
◆Solarblade Damage decreased from 50 to 45.
◆Solarblade Bonus Physical Power Scaling increased from 20% to 30%.
◆Solarblade Healing increased from 50% to 65%.
Assassin:

Spear Of Desolation is struggling to find its way into builds currently, not offering enough value compared to other Assassin options to justify its slot. An increase to its Haste and Damage Amplification will have it better positioned to slot into builds for those Heroes that wish to pack more punch with their Ultimates.
◆Ability Haste increased from 10 to 15.
◆Final Hour Damage Amp increased from 7% to 8%.
Fighter:

A bump up in efficiency for Augmentation, offering a small helping hand for its users that are not currently finding enough success when picking it up.
◆Cost decreased from 3200 to 3100.
◆Health increased from 275 to 300.

Tyranny is another item that cannot easily find its way into various builds, with its effect being too situational relative to other options. Alongside granting it an additional chunk of health, it now grants Ultimate Haste, better suiting it to those Ultimate-reliant Heroes that are looking to get into the thick of the action.
◆Health increased from 350 to 400.
◆[New] Tyrant’s Edge: Now Grants 15 Ultimate Haste.
Mage:

Prophecy has remained overly efficient for quite some time, proving extremely effective even for Heroes that don’t synergize well with it. Now that it is being appreciated by a wider range of users, it can stand to lose some efficacy in the Attack Speed department.
◆Attack Speed decreased from 35% to 30%.
Support:

Vanguardian is yet another item that would be great to slot into a build for various Supports, but feels overly difficult to justify before the late-game. To remedy this, it now provides some Ability Haste, better allowing it to pair-up and slot into various builds for those Heroes looking to add some additional durability to their team.
◆Cost increased from 2500 to 2600.
◆10 Ability Haste Added.
◆Recipe: Gilded Pendant + Heroic Guard + 700g

Crescelia is frequently outshined by Marshal, making it less desirable as an aggressive utility option relative to alternatives. To make it more competitive and attractive, we’re granting it a bump in Power and Regen.
◆Magical Power increased from 40 to 50.
◆Mana Regen increased from 100% to 125%.

Marshal is an incredibly effective option for any Ranged Support, often feeling mandatory to purchase instead of being able to forego it for other options. A reduction to its effect damage is occurring to ensure it is less of a stand-out buy while ensuring the damage it can facilitate in a fight is less bloated.
Sheriff On-Hit Damage increased from 8 to 12.
Sheriff On-Hit Damage per Level decreased from 2 to 1.
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)