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New Mode: Team Deathmatch[ | ]

  • Team Deathmatch is an action packed, casual, quick, crafted experience that is an easy way to get in and enjoy teamfights in an arena setting.
  • Players get 1 Blind Ban and then may select a hero freely after the banning phase is over.
    • Objectives:
      • There will be up to 7 rounds in a game of Team Deathmatch. The objective is to win as many rounds as possible and maximize the number of surviving ally heroes per round.
      • The first team to reach 18 points or has the most points by the end of Round 7 will win the match!
    • Rounds:
      • At the start of the game, each hero is set to Level 3 and is given 1140 Gold.
      • Preparation Phase: Players will be in their preparation area, and will have time to allocate their hero's skill points and purchase items to their inventory.
      • After the Preparation Phase is over, the round will start by dragging all players' heroes to their respective side of the arena.
      • Teams will fight to the death! The round will end when a team no longer has any heroes in the arena.
      • Once a round ends, players are revived and teleported back to their preparation area.
      • The Preparation Phase for the next round will start, and players will all be given an equal amount of Experience & Gold for the next round.
        • Heroes will not gain any gold or experience for hero kills/unit kills during a round, so this ensures that one team cannot gain a gameplay snowball advantage simply by winning a few rounds!
    • Notes:
      • Don't stall for too long in each round!
        • If the round has not ended after 1 minute, all players will be Sighted & Revealed.
        • If the round has not ended after 2 minutes, all players will gain max Movement Speed, but also receive non-lethal damage equal to 3% of their Max Health every second.
        • A Minotaur, Catman Champion and Wild Hunter will be available at the beginning of each round for heroes who are somewhat dependent on neutral creeps (e.g. Parasite and Ophelia). They will not attack you back while they are under control of the AI. Killing them does not grant any experience or gold.

Design[ | ]

Reworks[ | ]

Drunken Master Drunken Master (Rework)
  • Base Strength reduced from 23 to 22.
  • Strength gain increased from 2.2 to 3.0.
  • Base Agility increased from 10 to 12.
  • Agility gain increased from 1.2 to 2.0.
  • Base Damage increased from 28-32 to 28-35.
  • Starting damage rescaled from 51-55 to 50-57.
  • Drunken Master Lunge Lunge
    • Damage changed from 15/30/45/60 + 70/80/90/100% of your Attack Damage to 20/40/60/80 + 50% of your Attack Damage.
    • Push distance decreased from 400 to 300.
    • Slow increased from 10/20/30/40% to 20/30/40/50%.
  • Drunken Master Stagger Stagger
    • Damage reduced from 40/80/120/160 to 40/60/80/100.
    • Added Attack Damage increased from 15/30/45/60 to 40/60/80/100.
    • Bonus Movement Speed removed.
    • Bonus damage to creeps removed.
    • Now resets cooldown when Drunken Master Lunge Lunge is used.
    • Cooldown changed from 9/8/7/6 to 8.
    • Mana Cost increased from 45/50/55/60 to 60.
  • Drunken Master Magic Brew Magic Brew (Reworked)
    Cooldown: 40/32/24/16 seconds
    • Passively grants 4/8/12/16 Health Regeneration.
    • When available, passively blocks the next spell targeted against Drunken Master.
  • Drunken Master 3 Point Strike 3 Point Strike
    Radius: 1200
    • Passively causes 3 strike points to appear on nearby enemy heroes.
    • When all 3 strike points have been attacked, Drunken Master will perform a punch that deals 250/300/350 True Damage and knocks them into the air, applying a 1/1.2/1.4 second Stun.
Salomon Salomon (Rework)
  • Strength: 22 + 2.5 per level
  • Agility: 16 + 2.3 per level
  • Intelligence: 18 + 1.5 per level
  • Salomon Wish for Power Wish for Power (Reworked)
    • Radius: 200
    • Mana Cost: 130
    • Cooldown: 20 seconds
    • Activate to summon 8 magic orbs that rotate around Salomon for 10 seconds, dealing 11/15/19/23 Magic Damage per orb to creeps they pass through, (about 30/40/50/60 Magic Damage per second).
    • If the orbs collide with an enemy hero, they will deal 15/30/45/60 Magic Damage each, to a max of 120/240/360/480 Magic Damage.
  • Salomon Avenging Leap Avenging Leap (Reworked)
    Range: 450
    Mana Cost: 70/80/90/100
    Cooldown: 20 seconds
    • Target an enemy unit to leap to his location, dealing 40/80/120/160 Magic Damage and applying a 20% Movement Speed Slow for 1.5/2/2.5/3 seconds.
  • Salomon Wish for Wealth Wish for Wealth (Reworked)
    Range: 600
    Mana Cost: 50
    Cooldown: 60 seconds
    • Passively increases Gold from non-hero kills by 4/8/12/16 Gold.
    • Activate to transmute a non-hero unit and grant a bonus 25/50/75/100 Gold.
    • Works on ancients, but does not work on ElitePets (Malphas, Booboo, etc.)
  • Salomon Wish for Revenge Wish for Revenge
    Mana Cost: 50/100/150
    Cooldown: 80/70/60 seconds
    • Activate to gain a bonus 50/75/100 Health Regeneration and 4/8/12 Mana Regeneration for 30 seconds.
    • Lowers the cooldowns of Salomon Wish for Power Wish for Power and Salomon Avenging Leap Avenging Leap to 5 seconds for the duration.
    • New Staff of the Master Staff of the Master effect: Reduces the cooldown from 80/70/60 to 30 seconds.
Tarot Tarot
  • Base Strength decreased from 17 to 16.
  • Base Agility decreased from 21 to 20.
  • Agility gain increased from 2.8 to 3.0.
  • Tarot Ricochet Ricochet
    • No longer deals Physical Damage in an area.
    • No longer applies a Movement Speed Slow in an area.
    • Now deals 35/50/65/80 Physical Damage to the main target and to every enemy it bounces to.
      • Deals double damage to creeps.
    • Bounce count increased from 2/4/6/8 to a static 8.
    • No longer has a chance to crit with Luck of the Draw.
  • Tarot Far Scry Far Scry
    • Duration increased from 8/10/12/14 to 15 seconds.
    • Now grants Tarot 100 Attack Speed upon use.
    • Attack speed and bounce effects only apply to the first 2/3/4/5 attacks.
      • Once 2/3/4/5 attacks have been made, your attacks will no longer bounce (or have bonus attack speed).
    • Bounces to the closest enemy hero in 800 range.
    • No longer grants True Strike or Armor Penetration against the target.
    • Now a self-target cast.
  • Tarot Bound by Fate Bound by Fate
    • Movement Speed Slow on main target increased to 30%.
    • Movement Speed Slow removed from secondary target.
    • Duration reduced from 5/6/7/8 to 5 seconds.
  • Tarot Luck of the Draw Luck of the Draw
    • Critical Strike mechanic changed to the following: Passively grants a 20% chance to deal a 2/3.5/5x Critical Hit on attack.

General[ | ]

Heroes[ | ]

Bushwack Bushwack
  • Base Agility reduced from 27 to 22.
  • Base Damage increased from 18-22 to 20-24.
    • Starting Damage reduced from 45-49 to 42-46.
  • Bushwack Side Step Side Step
    • |Bushwack is no longer stunned during the jump.
      • This means that you can attack and use spells or items.
  • Bushwack Jungle Toxin Jungle Toxin
    • New Staff of the Master Staff of the Master effect: Attack Speed bonus no longer resets if you attack a different target.
Parasite Parasite
  • Parasite Parasite's minimap icon is now visible while Parasite Infest Infest is active.
  • When Parasite's Parasite Infest Infested creep is killed via Parasite Infest Consume, it now grants the last enemy player-controlled unit the kill credit if that unit has damaged the Infested creep within the last 2 seconds.
    • This prevents Parasite from denying the gold and experience of the opposing team if he uses Parasite Infest Consume before the opposing team can kill the Infested creep.
Prophet Prophet
  • Prophet Raven Form Invigorate
    • Cooldown changed from 8/7/6/5 seconds to 8 seconds.
    • Attack Speed decreased from 100/200/200/200 to 75/100/125/150.
    • Number of attacks affected changed from 2/2/3/4 to 1/2/3/4.
  • Prophet Shared Fate Shared Fate
    • Radius decreased from 1200 to 1000.

Matchmaking Maps & Modes[ | ]

  • Champions of Newerth (CoN)
    • Map: Forests of Caldavar
    • Mode: Counter Pick
  • Team Deathmatch
    • Blind Ban

New Content[ | ]

Silver Coin[ | ]

Nature is in a continuous state of ebb and flow, but one constant is the presence of the Sentinels, warriors of Gaia powered by the earth and tasked with protecting the defenseless ecosystems of Newerth. They were once overwhelmed by the advancement and ambition of mankind, but as the planet seeks a new equilibrium in the chaos of war, the Sentinels emerge once again to stand between Nature and destruction.
Gravity is an undeniable force, and the Force of Nature Sentinel wields it with a stunning mastery. Pushing and pulling any object at will, the Force of Nature draws the enemies of Gaia near for an elemental thrashing, then propels their ragged carcasses away to become food for the scavengers and compost for the soil.

General[ | ]

The yin and yang, dark and bright, negative and positive--most assume these are dissonant adversaries battling for conquest over the other. But the few who have mastered both understand that the opposites are actually complementary to one another, and the balance between them holds tremendous power. Onmyji has spent years immersed in the yin and yang of all things, from the smallest speck of dust to the whole of Newerth and beyond, and she feels the balance of existence tipping dangerously close to the darkness. It will take every shred of her power to bind the fulcrum of this reality's energy to her own and bring it back from the brink of being snuffed out forever.
Deep within the Sang-La Mountains, in a valley almost entirely isolated from the outside world, a cluster of small villages lives in constant fear of the Youkai. These are creatures and phenomena that cannot be explained by the elders, the laws of nature, or any application of common sense. They simply should not exist -- yet they do. If the villagers were brave enough to venture beyond their sturdy, bamboo walls, they might discover a shadowed entrance tucked within a fold of the valley wall. An entrance with foreign, sinister runes carved around its mouth. And within that entrance, a cave, leading down, down, down, until the cold stone begins to grow warm. Then hot. Then blistering. It is a gateway to All Hells, and from there the Youkai scuttle forth from their corrupted dwellings to take the shape of nightmares.
Youkai Arachna is a creature of playful mischief. She thrives on the combination of glee and anxiety that comes with wildly popular Newerthian games such as Hide and Seek, Catch Me if You Can, and probably her all-time favorite, Save Me from the Spiders. Slightly coy and bashful when she first meets a playmate, she quickly forms a lifelong attachment with them and decides they will play together forever and ever. When her playmates feel otherwise due to exhaustion, terror, or blood loss, Youkai Arachna's nightmarish temper reveals itself. She typically regrets these moments, when she tears off legs to prevent someone from running away or binds them in a suffocating web until they realize how much fun they're having. But her sorrow is quickly forgotten when a new playmate comes along and the game begins anew.
The elite Bajutsu Riders have defended the rural clans of the Sang-La Mountains for centuries, even being summoned by the monks of Shao Temple on the rare occasion when they need combat reinforcements. These mounted warriors are masters of the spear, and when their shock-style charges catch an enemy in the open valleys of the rugged mountain terrain they make short work of things. The Bajutsu general is a frisky veteran who has engaged in--and won--countless battles with his beloved and fearless fox mount, and the sound of their approaching charge is often drowned out by their combined purring as they anticipate the joy of the fray. And though the general is more than skilled enough to toy with his adversaries, perhaps batting them around and tossing them up a bit before finishing them off, his battle discipline is ironclad. Well, maybe a paw smack here and there...

Hero Reworks[ | ]

  • These heroes have been reworked and now have new base models: Tarot Tarot.

Bug Fixes & Optimizations[ | ]

General[ | ]

  • Health Bars for neutral creeps no longer have transparency.
  • The Disable Auto Aggro, Right Click Deny, and Safe Teleport options have been moved from the Keybindings options menu to the Interface -> Assistance options menu.
  • Invisible gadgets will no longer register as a targetable unit on the user's client interface if you hover your mouse cursor over them.

Heroes[ | ]

Circe Circe
Defiler Defiler
  • Defiler Wave of Death Wave of Death's visuals now properly match its actual area of effect.
Draconis Draconis
Empath Empath
Lord Salforis Lord Salforis
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