Heroes of Newerth Wiki
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Design[ | ]

Mid Wars[ | ]

Mid Wars hero-specific base attribute & attribute gain changes were mostly experimental. While the balance changes did make Mid Wars meta picks more toned down & led to a more varied picks, it ultimately meant that transitioning strategies from Mid Wars to Forests of Caldavar (and vice-versa) were made more difficult and less intuitive & consistent.

Renamed Heroes[ | ]

Qi Qi
  • Hero renamed from "Chi".
Qi is actually the traditional way to spell this word. "Chi" is the westernized version that was created so that it is more easily & phonetically translated for the purpose of easier pronunciation.
Note that both are still referring to the same thing and are equally valid, and pronounced the same way. We currently do not have a hero name that starts with the letter "Q" though, and Qi looks a lot cooler!

Heroes[ | ]

Apex Apex
  • Apex Fire Surge Fire Surge
    • Magic Damage reduced from 65/130/195/260 to 60/120/180/240.
  • Apex The Burning Ember The Burning Ember
    • Heal per second reduced from 4/5/6/7% to 3/4/5/6% of Apex’s Max Health.
    • Staff of the Master Staff of the Master effect only: cooldown increased from 15 seconds to 30 seconds.
Balphagore Balphagore
Blood Hunter Blood Hunter
  • Blood Hunter Blood Crazy Blood Crazy
    • State extension duration when Blood Hunter autoattacks the affected target reduced from +1 second to +0.5 seconds.
  • Blood Hunter Blood Sense Blood Sense
    • Movement Speed bonus reduced from 11/22/33/44% to 10/20/30/40%.
  • Blood Hunter Hemorrhage Hemorrhage
    • Cooldown increased from 60 seconds to 80/70/60 seconds.
    • Staff of the Master Staff of the Master effect only: radius reduced from 325 to 250.
Bombardier Bombardier
  • Bombardier Sticky Bomb Sticky Bomb
    • Magic Damage increased from 75/150/225/300 to 100/180/260/340.
Bramble Bramble
  • Starting Armor reduced from 4.6 to 4.
  • Bramble Rejuvenating Growth Ensnaring Shrubbery
    • Movement Speed Slow for enemies reduced from 30% to 15%.
    • Healing percentage of damage taken reduced from 40% to 30%.
Bramble's performance was a little too good since her rework in Patch 4.7.3. Ensnaring Shrubbery was a bit too overloaded with effects and somewhat overlapped with other heroes. As a result, the Movement Speed Slow and Healing percentage of damage taken was reduced.
Note that the ability still spawns a trail that increases Movement Speed for allies, so Bramble's team will still have a large net advantage in Movement Speed despite this nerf. It just makes the net advantage a little less one-sided in Bramble's team's favour.
Chronos Chronos
  • Chronos Curse of Ages Curse of Ages
    • Cooldown reduced from 1.5 seconds to 1.3 seconds.
      • Still has a 0 second cooldown while Chronos is inside Chronos Chronofield Chronofield.
    • Magic Damage per proc increased from 40/60/80/100 to 45/70/95/120.
    • Proc chance is increased by 3x if the target is affected by Chronos Chronofield Chronofield.
      • Curse of Ages is still using pseudo-RNG, so this does not directly translate to a 75% proc rate at level 4 of the ability in this scenario.
      • What this change does is allow Curse of Ages to proc once every 1-3 attacks much more consistently while the target is affected by Chronos Chronofield Chronofield.
With the Runed Cleaver nerf, Chronos started to underperform as well. Making Curse of Ages more reliable and impactful while Chronofield is active will help Chronos' damage output while he is attacking.
Circe Circe
  • Circe Doppelganger Doppelganger
    • Cooldown reduced from 11 seconds to 10 seconds.
Dampeer Dampeer
  • Dampeer Terrorize Terrorize
    • Bonus Magic Damage per Essence reduced from 45 to 35.
  • Dampeer Vampiric Flight Vampiric Flight
    • Bonus Magic Damage per Essence reduced from 35 to 30.
    • Base Heal to Dampeer for each target hit changed from 10/20/30/40 to 12/18/24/30.
  • Dampeer Consume Consume
    • Bonus Magic Damage per Essence reduced from 35/55/75 to 30/50/70.
    • Staff of the Master Staff of the Master effects only: Essence loss upon death increased from 3 to 4.
Demented Shaman Demented Shaman
  • Base Attack Damage improved from 42-54 to 48-52.
  • Demented Shaman Entangle Entangle
    • No longer spawns any Shaman Minions.
    • Physical Damage per second increased from 65/100/135/170 to 80/120/160/200.
    • Tapering Movement Speed Slow max value changed from 50/65/80/100% to 40/60/80/100%.
    • Tapering Movement Speed Slow minimum value reduced from 50% to 40%.
  • Demented Shaman Storm Cloud Storm Cloud
    • Max Armor reduction on enemies and max Armor gain on allies changed from 12/18/24 to 8/16/24.
Demented Shaman's power is now slightly lower for the early game, while retaining most of his power in the mid-game and late-game. The Shaman minions were causing too much of a discrepancy in his performance, so they have been removed. To compensate for the damage loss, Demented Shaman received minor buffs to his Entangle damage & autoattack damage.
Doctor Repulsor Doctor Repulsor
  • Attack Range increased from 450 to 500.
  • Doctor Repulsor Magnetic Contraption Magnetic Contraption
    • Magic Damage reduced from 120/170/225/280 to 105/160/215/270.
    • Mana Cost reduced from 85/90/95/100 to 70/80/90/100.
    • Cooldown increased from 3.5 seconds to 4 seconds.
  • Doctor Repulsor Ludicrous Speed Ludicrous Speed
    • Now has a 0.5 second cooldown.
    • The ability cooldown starts again after Doctor Repulsor exits Ludicrous Speed.
The Ludicrous Speed change slightly increases the time period where Doctor Repulsor is vulnerable, and gives opponents a realistic chance of disabling/killing Doctor Repulsor if he uses Ludicrous Speed carelessly. Enemy players will still have to have relatively quick reflexes and precision to do so though.
For those wondering: a 0.5 second cooldown is not long enough to erase Doctor Repulsor's viability from the game, please don't treat it as such. Try it yourself before making any judgments, it's not too long, nor too short.
The Attack Range and Magnetic Contraption changes make him more of a viable laner, but less viable of a jungler.
Ellonia Ellonia
  • Movement Speed increased from 290 to 300.
  • Ellonia Frigid Field Frigid Field
    • Magic Damage per pulse increased from 25/38/51/64 to 25/40/55/70.
Emerald Warden Emerald Warden
  • Emerald Warden Hunter's Command Hunter's Command
    • Cooldown increased from 15 seconds to 18 seconds.
    • Mana Cost increased from 80/90/100/110 to 80/95/110/125.
  • Emerald Warden Overgrowth Overgrowth
    • Magic Damage per second reduced from 90 to 60/70/80/90.
Engineer Engineer
  • Engineer The Keg The Keg
    • Magic Damage increased from 80/140/200/260 to 110/180/225/270.
    • Stun duration increased from 1.4/1.6/1.8/2 seconds to 1.6/1.8/2/2.2 seconds.
  • Engineer Spider Mines Spider Mines
    • Mine count restriction within target radius changed from 2/2/2/3 to 2/2/3/4 Spider Mines.
    • Magic Damage per Spider Mine increased from 100/175/250/325 to 120/180/270/360.
Fayde Fayde
  • Fayde Reflection Reflection
    • Duration changed from 25/40/55 seconds to 22/40/55 seconds.
Goldenveil Goldenveil
  • Attack projectile speed increased from 900 to 1200 units per second.
  • Goldenveil Perch Perch & Plunge
    • Plunge: radius increased from 250 to 275.
  • Goldenveil Greedgutter Greedgutter
  • Cooldown increased from 60/45/30 seconds to 80/60/40 seconds.
  • Bonus Magic Damage per token on the target reduced from 50/75/100 to 50/70/90.
  • Bonus Gold earned per token for self reduced from 70/95/120 to 70/90/110.
Grinex Grinex
  • Grinex Shadow Step Shadow Step
    • Stun duration reduced from 1.2/1.4/1.6/1.8 seconds to 1/1.2/1.4/1.6 seconds.
    • Magic Damage on the second collision reduced from 50/80/110/140 to 40/70/100/130.
  • Grinex Illusory Assault Illusory Assault
    • Shadow Attack Damage reduced from 40/50/60 to 35/45/55.
Ichor Ichor
  • Starting Armor reduced from 4.5 to 4.
Jeraziah Jeraziah
  • In-game role designation changed from "Support, Melee" to "Solo, Carry, Support, Melee".
  • Jeraziah Righteous Strike Righteous Strike
    • Cooldown increased from 7 seconds to 8 seconds.
    • Bonus True Damage reduced from 60/80/100/120% to 40/60/80/100%.
    • Movement Speed Slow reduced from 20% to 15%.
    • Movement Speed Slow duration reduced from 2.5 seconds to 1.5 seconds.
    • Cleave damage percentage of total damage dealt reduced from 40% to 30%.
Jeraziah's carry potential was a little bit too strong. The cleave effects were supposed to be add-ons that make him feel more like his HoN beta iteration and weren't supposed to be particularly impactful.
Some players still play Jeraziah primarily as a support. This is suboptimal, as Jeraziah should be played as one of the core heroes on your team since he needs to be on the front lines to actually make full use of all his abilities. This means that he requires farm, and should typically be played as a semi-carry at a minimum to have a reasonable impact on the game, which implies he should play as a solo hero or with a ranged hero as a lane partner. Jeraziah is meant to be a core hero first & foremost, with pretty strong support abilities as a supplement. He is not meant to be played as a traditional hard support hero, and some support heroes like Jeraziah are never meant to be played as a traditional hard support hero with very little items.
Here is an educational remark for players regarding Core Heroes. A Core Hero (i.e. a "Core") does not necessarily equate to a traditional Hard Carry (high autoattack DPS that scales with items and levels). This is an important distinction that many players do not grasp. Using the standard number priority system from 1 to 5 to represent general resource allocation for a particular hero on a given team, where "1" is the highest resource allocation & "5" is the lowest resource allocation, Cores are typically between priorities 1 to 3 throughout the entire game. Most hard carry heroes are priority 1, and most non-hard carry heroes fluctuate between priorities 2 & 3 depending on the game, hero lineup & context of the game at any given moment during the game. By the way, did you know number priorities for each hero may change over the course of the game? For example, a Behemoth/Magmus may be considered anywhere from priority 1-4 depending on how important it is for them to secure their Portal Key as fast as possible in that particular game. After that hero obtains their Portal Key, their priority typically shifts to a 4 or 5 (not always though, if they have to be played as a Core in that particular game).
For those who took the time to read all of this to become better players, now that we know Hard Carry Heroes are only a type of Cores (and being a Core does not mean you are a hard Carry Hero), it is a fact that most non-Hard-Carry Cores need a reasonably high gold & level allocation. While they won't hard-carry through hard DPS like traditional Hard Carries do with enough of a gold/level advantage, they end up doing a little bit of everything while having high enough survivability and high enough damage (plus their unique tools) to make them a threat. But they can only achieve this if they get a particular amount of gold & levels relative to your team & to the enemy team. Their positions will typically vary from 2 to 3 throughout the entire game. Core heroes are typically mid/late semi-carries, and examples include: Torturer, Defiler and Soul Reaper, since these heroes thrive the longer teamfights go for if they can stay alive.
All of this context is necessary to explain that Jeraziah will always be suboptimal as a traditional hard support hero, especially if he itemizes as one. He has very limited effectiveness in the back lines and needs to have enough durability and damage on the front lines to pose a threat, and this is why melee support heroes must be played as core heroes/semi-carries at the least to be effective.
Basically: don't play Jeraziah as a traditional hard support hero, but also don't play him like a traditional hard carry hero. Play him as a Core Hero. If for some reason Jeraziah has to be shafted to priority 5, then at least get your survivability & damage up with cost/slot efficient items so that you can at least be in the front lines long enough to do something meaningful.
Finally, remember HoN is a dynamic & highly adaptable game, and while there sometimes isn't a definitive "best" resource allocation & "best" way to play certain heroes depending on the unique scenario you are playing in, there are certainly a number "highly viable" ways to play them, and a large amount of suboptimal ways to play them in given scenarios.
Magebane Magebane
  • Base Attack Time reduced from 1.7 to 1.45.
  • Starting Agility reduced from 35 to 25.
  • Agility gain per level reduced from 3.5 to 3.1.
  • Starting Armor reduced from 1.52 to 1.5.
  • Base Damage increased from 13-17 to 23-27.
    • As a result, Starting Damage increased from 46-50 to 48-52.
  • Magebane Mana Rift Mana Rift
    • Now also affects enemies within an area of 225 radius around the target without the need of Staff of the Master Staff of the Master.
    • Staff of the Master Staff of the Master now doubles the radius.
    • Now also applies a 0.1/0.2/0.3 second Stun to affected enemies.
Magebane's high Agility was problematic because of the high Armor value associated with high Agility in the late game. At the same time, Magebane has been statistically underperforming.
Rather than continuing to adjust his Agility in small increments, Magebane reacquired his low Base Attack Time (BAT, as one of the only exceptions in the game, due to how much it actually impacts Magebane relative to other heroes who had a low BAT. This allows him to scale much better with Agility and Attack Speed indirectly than other heroes without the side effect of drastically increasing his Armor late game. The attribute adjustments to Magebane are considered both a nerf and a buff.
The second adjustment that Magebane received to compensate for the multitude of nerfs to Magebane in Patch 4.7.3 (direct nerfs, and the Runed Cleaver nerfs and Ancients gold bounty nerfs) was a small buff to his ultimate to increase Magebane's contributions to early and mid game teamfights. The mini-stun was returned to prevent Homecoming Stones from acting as a free escape, and was overall a quality-of-life change for him. With all of these changes, Magebane should be in a more mechanically balanced spot than before.
Martyr Martyr
  • Martyr Retribution Retribution
    • Percentage threshold to reach Max Magic Damage & Movement Speed Slow application reduced from 0.3% to 0.2% for every 1 point of Intelligence Martyr has.
Monarch Monarch
  • Monarch Cleansing Wind Cleansing Wind
    • Cooldown increased from 85/75/65 seconds to 85/77.5/70 seconds.
Monkey King Monkey King
  • Monkey King Heavenly Vault Heavenly Vault
    • Staff of the Master Staff of the Master effect: in addition to all existing effects on the ability and current Staff of the Master effect, now also grants a third Heavenly Vault cast instance.
  • Monkey King Wan Jin Slam Wan Jin Slam
    • Magic Damage per impact increased from 60/90/120/150 to 70/100/130/160.
Parallax Parallax
  • Parallax Ionic Dash Ionic Dash
    • In addition to its existing effects, now also applies a 1 second Silence to affected enemy units.
Plague Rider Plague Rider
  • Plague Rider Extinguish Extinguish
    • Ability can now only target non-player-controlled (NPC) creeps.
      • Levels 1, 2 and 3 of the ability can still only target ally creeps like before, with the added restriction of it only being able to affect NPC creeps.
      • Level 4 of the ability also still allows targeting of enemy and neutral creeps, with the added restriction that they must be NPC creeps.
This fixes an exploit where Plague Rider was able to deny high value targets from allies like Booboo and Shudder. However, on the grander scheme of things, Plague Rider has no need to deny an ally player-controlled creep since it is griefing almost all the time if done.
Although Plague Rider loses a little bit of utility against enemy player-controlled creeps later on (at level 4 of the ability), Plague Rider will still be a strong hero.
Predator Predator
  • Predator Carnivorous Carnivorous
    • Hero Level now must be 3 or higher for its effects to apply when autoattacking neutral creeps.
Ravenor Ravenor
  • Ravenor Static Shock Static Shock
    • Number of autoattacks required to proc increased from 2 to 3.
Revenant Revenant
  • Revenant Mortification Mortification
    • Magic Armor reduction decreased from 2/3/4/5 to 1/2/3/4.
Riptide Riptide
  • Riptide Undertow Undertow
    • Cooldown reduced from 15 seconds to 14 seconds.
    • Silence duration increased from 2/2.4/2.8/3.2 seconds to 2/2.5/3/3.5 seconds.
  • Riptide In My Element In My Element
    • Agility bonus increased from 15/25/35/45 to 20/30/40/50.
Soul Reaper Soul Reaper
  • Soul Reaper Judgment Judgment
    • Mana Cost increased from 100/125/150/175 to 110/135/160/180.
  • Soul Reaper Withering Presence Withering Presence
    • Hero Level now must be 3 or higher for its effects to apply to neutral creeps.
  • Soul Reaper Demonic Execution Demonic Execution
    • Magic Damage dealt reduced from 45/67.5/90% to 40/65/90% of the target’s missing Health.
Tempest Tempest
  • Tempest Elemental Elemental
    • Elemental Max Health increased from 225/250/275/300 to 240/270/300/330.
Torturer Torturer
  • Base Movement Speed reduced from 325 to 315.
War Beast War Beast
  • War Beast Summon Hellhounds Summon Hellhounds
    • Now deal 10 bonus Attack Damage when autoattacking neutral creeps.
  • War Beast Metamorphosis Metamorphosis
    • Cooldown increased from 100/80/60 seconds to 115/95/70 seconds.
Warchief Warchief
  • Warchief Sacred Totems Sacred Totems
    • Cooldown reduced from 16 seconds to 14 seconds.
      • Cooldown while Warcry is active remains unchanged (at 4 seconds).
  • Warchief Spirit Walk Spirit Walk
    • Cooldown reduced from 16 seconds to 14 seconds.
      • Cooldown while Warcry is active remains unchanged (at 4 seconds).
  • Warchief Power of the Elders Power of the Elders
    • Cooldown reduced from 10 seconds to 8.75 seconds.
        • Cooldown while Warcry is active remains unchanged (at 2.5 seconds).
  • Warchief Warcry Warcry
    • Cooldown rate of increase for self for items and non-ultimate abilities reduced from 4x to 3.5x.
These changes should allow Warchief to use his abilities a little more frequently without the need of Warcry (with slightly above average cooldowns compared to the average hero), while also giving his abilities slightly lower cooldown than before while Warcry is active.
Wildsoul Wildsoul
  • Wildsoul Summon Booboo Booboo
    • Booboo Swipe Swipe: Physical Damage reduced from 175 to 160.

Items[ | ]

Barrier Idol Barrier Idol
  • Recipe Cost increased from 900 Gold to 1060 Gold.
    • Total Cost increased from 3490 Gold to 3650 Gold.
Sacrificial Stone Sacrificial Stone
  • Component buildup no longer contains a Pretender's Crown Pretender's Crown.
  • Recipe Cost increased from 435 Gold to 525 Gold.
    • Total Cost reduced from 900 Gold to 825 Gold.
  • Strength, Agility and Intelligence bonus reduced from 6 to 5.
    • As a result, Strength, Agility and Intelligence bonus when charged has been reduced from 8 to 7.
Toxin Claws Toxin Claws
  • Cost reduced from 300 Gold to 270 Gold.
  • The Damage-over-Time (DoT) effect is now changed to Direct Health Removal, but the amount of Health removed will still be calculated based on the target’s Magic Armor.
    • As a result, Toxin Claws will no longer interrupt certain effects on the target, particularly those of Health Potion, Mana Potion and Bottle.

New Content[ | ]

General[ | ]

Enjoy Monkey King's classic outfit with this throwback avatar!
  • New Tarot Tarot Avatar: Tarot Throwback Tarot
Enjoy Tarot's old gypsy days with this throwback avatar!

Matchmaking Maps & Modes[ | ]

  • Champions of Newerth (CoN)
    • Map: Forests of Caldavar
    • Mode: Ranked Pick
  • Mid Wars
    • Hero Ban
    • Single Draft

Bug Fixes & Optimizations[ | ]

General[ | ]

  • The HoN Live button is now disabled for the International (NAEU/non-SEA) Client to combat committed griefers by reducing the amount of game disrupting exploits.
    • Report any player that is suspected of continuing to perform these exploits. They will be permanently suspended if found guilty.
  • Fixed the Prophets map/mode by skipping the hero selection phase so that the gameplay functions as intended.
  • Predasaur Crusher Predasaur Crusher's attack animation now accurately matches the attack's actual impact time.

Heroes[ | ]

Arachna Arachna
  • Arachna Spider Sting Spider Sting's projectile models are now correct for each of Arachna's alternate avatars.
Engineer Engineer
  • No longer displays a Staff of the Master Staff of the Master visual if he obtains that state in any way (since he does not have a Staff of the Master effect on any of his abilities).
Kinesis Kinesis
  • Kinesis Thoughtsteal Thoughtsteal's visuals are now displayed properly after the first time this ability is used in a game.
Nymphora Nymphora
  • The Well Invulnerability state (when a hero respawns) for heroes around Nymphora will now be continuously dispelled while Nymphora Teleport Teleport is being channeled.
    • This allows Teleport to correctly select the number of ally heroes to teleport when Nymphora uses Teleport at her ally Well, without breaking any other invulnerability interactions.
Prisoner 945 Prisoner 945
Rampage Rampage
  • Rampage Horned Strike Horned Strike now properly deals 33% of its damage when procced by Rampage's illusions.
Revenant Revenant
  • Revenant Essence Shroud Essence Shroud now properly plays its cast sounds if the ability is cast while Revenant is moving.

Items[ | ]

Arcane Bomb Arcane Bomb
  • Now properly has a shared cooldown with other Arcane Bomb items in a unit's inventory (if any).
Dreamcatcher Dreamcatcher
  • Affected enemies can now be properly denied (with the current hero deny rules).
Hypercrown Hypercrown
  • Moved from the Combative section to the Morph Attack section in the Item Shop.
Soultrap Soultrap
  • Affected enemies can now be properly denied (with the current hero deny rules).
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