HomeGamesUpdatesPricingMethodology
Steam News30 June 20264d ago

1.15 Splash Damage - LIVE!

Hey Champions! Summer has officially arrived and with it comes our new update - Splash Damage!

In this update15

Full notes

Full Predecessor update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey Champions!

What changed

1 fix11 additions38 changes2 removals
  • Balance
  • Maps
  • Store
  • Events
  • Gameplay
  • Fixes
addedSummer has officially arrived and with it comes our new update - Splash Damage! Not only have we been cooking up some highly requested Quality of Life upgrades, but we’ve also got our new Hero and the next installment of Daybreak. Let’s take a look!
changedNew Hero: IkraChosen as the elite defender of his kingdom, Ikra strikes with the ferocity of the ocean itself. He is a stoic tactician, possessing a profound serenity that masks a terrifying, inevitable threat on the battlefield. Violence is always his last resort, but when the secrets of the Ebonreef are threatened, he will destroy any invaders without hesitation. The tide is rising, and the world above is not prepared for what lies beneath.
changedAbilities:Effect: Ranged Basic Attack dealing 60 (+70% Bonus Physical Power) physical damage.
changedAbilities:Effect: Release a slow moving magical orb projectile that travels 2000u. If it passes through Enemies it deals 80/110/140/170/200 (+50% Magical Power) magical damage and Suspends the first Enemy Hero Hit for 1.2s.
changedAbilities:If the Bubble is hit by Ikra’s Basic Attack or Brine, it restores 30 Mana and explodes in a large area, dealing 25/35/45/55/65 (+10% Magical Power) Magical Damage.
changedAbilities:Bubbles fully arm after 1.1s, causing their explosion damage to increase to 50/100/150/200/250 (+65% Magical Power), with its explosion now also Slowing Enemies hit by 40%/45%/50%/55%/60% for 0.75s.

Predecessor changes

addedSummer has officially arrived and with it comes our new update - Splash Damage! Not only have we been cooking up some highly requested Quality of Life upgrades, but we’ve also got our new Hero and the next installment of Daybreak. Let’s take a look!
changedChosen as the elite defender of his kingdom, Ikra strikes with the ferocity of the ocean itself. He is a stoic tactician, possessing a profound serenity that masks a terrifying, inevitable threat on the battlefield. Violence is always his last resort, but when the secrets of the Ebonreef are threatened, he will destroy any invaders without hesitation. The tide is rising, and the world above is not prepared for what lies beneath.
changedEffect: Ranged Basic Attack dealing 60 (+70% Bonus Physical Power) physical damage.
changedEffect: Release a slow moving magical orb projectile that travels 2000u. If it passes through Enemies it deals 80/110/140/170/200 (+50% Magical Power) magical damage and Suspends the first Enemy Hero Hit for 1.2s.
changedIf the Bubble is hit by Ikra’s Basic Attack or Brine, it restores 30 Mana and explodes in a large area, dealing 25/35/45/55/65 (+10% Magical Power) Magical Damage.

Summer has officially arrived and with it comes our new update - Splash Damage! Not only have we been cooking up some highly requested Quality of Life upgrades, but we’ve also got our new Hero and the next installment of Daybreak. Let’s take a look!

New Hero: Ikra

Deep within the oceans of Velrune lies the Ebonreef, an ancient, long-forgotten kingdom of amphibious beings. For generations, they have remained hidden in the deep, guarding immense power and long-lost water magi-tech.

But peace never lasts. When surface-dwelling mining colonies invaded the sacred territories of the deep, the Ebonreef was forced to answer.

Chosen as the elite defender of his kingdom, Ikra strikes with the ferocity of the ocean itself. He is a stoic tactician, possessing a profound serenity that masks a terrifying, inevitable threat on the battlefield. Violence is always his last resort, but when the secrets of the Ebonreef are threatened, he will destroy any invaders without hesitation. The tide is rising, and the world above is not prepared for what lies beneath.

Stats:

- Health: 690 (+141 per Level) - Health Regen: 1.65 (+0.15 per Level) - Mana: 450 (+25 per level) - Mana Regen: 1.4 (+0.2 per Level) - Attack Speed: 115 (+1.3 per Level) - Physical Armor: 24 (+5.65 per Level) - Magical Armor: 29 (+1.15 per Level) - Physical Power: 60 (+4.4 per Level) - Movement Speed: 670 - BAT: 1.4

Abilities:

Herald [Passive]:

Effect: Based on the type of Eternal you have chosen, gain additional effects:

- Harbingers: Ikra's Basic Attacks deal (+8% Magical Power) bonus Magical Damage. Hitting an Enemy with a Basic Attack reduces the cooldown of Zap by 0.5s. - Primarchs: Hydroclasm Bubble explosions now also displace Ikra and he gains 1% Movement Speed per 75 Magical Power. - Dreadnoughts: Narcosis’ Magical Orb Suspends for 25% longer, and it Heals Ikra for 100% of the Damage dealt by it. - Sovereigns: Hydroclasm’s cooldown is reduced by 25%, and Genesis’ Twister is 25% larger. - Divines: Hydroclasm’s Bubbles project an aura that heals yourself and Allied Heroes that are within their radius for 3 (+10% Magical Power) Health each second. - Anomalies: Brine and Hydroclasm Bubbles deal 6% of the Target’s Maximum Health over 5s and apply a 45% Anti Heal Debuff for this time.

Fathom [Basic Attack]:

Type: Ranged

Range: 1500u

Effect: Ranged Basic Attack dealing 60 (+70% Bonus Physical Power) physical damage.

Narcosis [Primary]:

CD: 16/15/14/13/12s

Cost: 50 Mana

Effect: Release a slow moving magical orb projectile that travels 2000u. If it passes through Enemies it deals 80/110/140/170/200 (+50% Magical Power) magical damage and Suspends the first Enemy Hero Hit for 1.2s.

Hydroclasm [Secondary]:

CD: 15/13.75/12.5/11.25/10s

Cost: 60 Mana

Max Charges: 2

Effect: Summon a Bubble up to 1750u away in the world that Slows nearby Enemies by 12%.

If the Bubble is hit by Ikra’s Basic Attack or Brine, it restores 30 Mana and explodes in a large area, dealing 25/35/45/55/65 (+10% Magical Power) Magical Damage.

Bubbles fully arm after 1.1s, causing their explosion damage to increase to 50/100/150/200/250 (+65% Magical Power), with its explosion now also Slowing Enemies hit by 40%/45%/50%/55%/60% for 0.75s.

If the Bubble is detonated by Brine, the explosion deals additional damage equal to Brine's damage, dealing it to all Enemies in the vicinity.

Brine [Alternate]:

CD: 7/6/5/4/3s

Cost: 40/45/50/55/60Mana

Effect: Ikra shoots forward a beam that travels 1900u, dealing 80/115/150/185/220 (+55% Magical Power) magical damage to the first target hit.

If Brine, or Brined Bubbles, kill an Enemy Unit, Ikra gains 4/5/6/7/8 bonus Gold.

Genesis [Ultimate]:

CD: 130/110/90s

Cost: 100 Mana

Effect: Rise into the air and begin Channelling for 1s, after which Ikra unleashes a massive Twister that rushes forward 5500u, dealing 320/480/640 (+85% Magical Power) magical damage to all Enemies in its path and Knocking Up Enemies hit for 1s.

Augments:

Undertow:

Relevant Ability: Narcosis [Primary]

Type: Crowd Control

Effect: Enemy Heroes Suspended by Narcosis slowly travel towards Ikra. Narcosis’ cooldown is decreased by 2s when it damages an Enemy Hero.

The Gloom:

Relevant Ability: Hydroclasm [Secondary]

Type: Enhanced Ability

Effect: Bubble Radius grows up to 25% larger over 3s. Additionally, Ikra and Allied Heroes become camouflaged while within a Bubble’s Radius.

Cascade:

Relevant Ability: Brine [Alternate]

Type: Attack Speed

Effect: Brine now applies On-Hit effects at 100% effectiveness. Damaging Enemy Targets with abilities also grants Ikra 12% Bonus Attack Speed for 4s, stacking up to 4 times (once per ability).

Store News:

Summer Fun Sparrow [Epic]

Summer Fun Murdock [Epic]

Summer Fun Gideon [Rare]

Invasion Ikra [Rare]

Ascended Runehorn Warden Argus [Epic - Opal Store]

Invasion Ikra Bundle

- Invasion Ikra [Skin] - Handal Invasion Ikra [Exclusive Skin Variant] - Volcanic Invasion Ikra [Skin Variant] - Glacial Invasion Ikra [Skin Variant] - Anemone Invasion Ikra [Skin Variant] - Mangrove Invasion Ikra [Skin Variant] - Tap Tap [Overhead Emote] - Invasion Ikra [Banner] - Invasion Ikra [Profile Icon] - Ikra Premium Affinity [Affinity Pass] - Ikra [Hero]

Ikra Variant Bundle

- Ebony Ikra [Skin Variant] - Purple Ikra [Skin Variant] - Red Ikra [Skin Variant] - Turquoise Ikra [Skin Variant] - Ebony Ikra [Banner] - Ebony Ikra [Profile Icon] - Ikra [Hero]

Summer Fun Sparrow Bundle

- Summer Fun Sparrow [Skin] - Cerulean Summer Fun Sparrow [Skin Variant] - Lime Summer Fun Sparrow [Skin Variant] - Bubblegum Summer Fun Sparrow [Skin Variant] - Grape Summer Fun Sparrow [Skin Variant] - Cherry Summer Fun Sparrow [Skin Variant] - Tanning [Overhead Emote] - Summer Fun Sparrow [Banner] - Summer Fun Sparrow [Profile Icon] - Sparrow [Hero]

Summer Fun Murdock Bundle

- Summer Fun Murdock [Skin] - Lime Summer Fun Murdock [Skin Variant] - Bubblegum Summer Fun Murdock [Skin Variant] - Lemon Summer Fun Murdock [Skin Variant] - Too Cool [Overhead Emote] - Summer Fun Murdock [Banner] - Summer Fun Murdock [Profile Icon] - Murdock [Hero]

Summer Fun Gideon Bundle

- Summer Fun Gideon [Skin] - Foam Summer Fun Gideon [Skin Variant] - Lime Summer Fun Gideon [Skin Variant] - Bubblegum Summer Fun Gideon [Skin Variant] - Cherry Summer Fun Gideon [Skin Variant] - Inflatable [Overhead Emote] - Summer Fun Gideon [Banner] - Summer Fun Gideon [Profile Icon] - Gideon [Hero]

Orby Summer Overhead Bundle

- Grux Floatie [Overhead Emote] - Sunglasses [Overhead Emote] - Ice Cream [Overhead Emote] - Life Guard [Overhead Emote] - Sunbathing [Overhead Emote]

New Variants:

- Ink Summer Fun Renna [Skin Variant] - Cerulean Summer Fun Renna [Skin Variant] - Lime Summer Fun Renna [Skin Variant] - Bubblegum Summer Fun Yurei [Skin Variant] - Cherry Summer Fun Renna [Skin Variant] - Foam Summer Fun Renna [Skin Variant]

Summer Bundle Core

6 exclusive items, no duplicates and equal drop chance.

In 1.15.x we will add 6 new exclusive cosmetics into the Summer Bundle Core

- Splinter Summer Fun Sparrow [Skin Variant] - Vector Summer Fun Murdock [Skin Variant] - Digital Summer Fun Gideon [Skin Variant] - Polkadot Summer Fun Renna [Skin Variant] - Tigerstripe Summer Fun Yurie [Skin Variant] - Murdock and Sparrow Icon-Banner [Bundle]

Additional Features

Rank Split Reset

Split 4 ends on Tuesday with the release of 1.15 so be sure to get your peak Rank this weekend and lock in your end of Split rewards.

Finishing Placements and winning at least 1 game will get you a Banner and Icon to represent your peak Rank achieved during Split 4.

If you win 15 games you will unlock the Gatekeeper Terra Skin and additional variants if your peak rank was Gold or higher.

We are moving into Split 5 and are planning to run it until V1.18 - 18 weeks, similar to Split 4 instead of the 12 weeks we have done in the past. We are currently investigating when to move to Season 2 and hope to align it with some requested Ranked features and ideally, the full release of Daybreak when it is ready. Keep an eye out for news on this in the future!

All players will start in placements and have 5 or 10 matches to complete to get placed into the new system.

Lastly we have fixed a bug in the internal MMR system that was causing players who played a larger amount of games to get inflated MMR in certain situations. With this we are reducing the MMR of all Diamond and Paragon players back down to Platinum so MMR can correctly calibrate.

Toxicity Improvements

This patch we are rolling out a more aggressive ban policy and will continue iterating on this over the next few months. We have been testing out how accurate our detection is and we are allowing it to hand out more aggressive bans.

- Players are now correctly informed when they receive a chat ban with the duration of the ban - Players will now get chat banned at a higher rate, for increasing longer times automatically - Fixed a bug where players were not correctly banned from Voice chat when banned from text chat - Players will now get banned at a higher rate from matchmaking for increasing longer times automatically based on in game tracking and player reports - Dodging draft bans now correctly stack over multiple games.

Quality Of Life Improvements

Frontend Improvements:

We have new and improved background scenes and lighting across the Main Menu and Draft to ensure all of your favourite Heroes and Skin are always shown in the best light. You should notice this gives the Menus a more premium feel!

New Opal Effects

We've spruced up the cosmetic Opal effect with an all-new holographic look!

You'll notice the new effect in the Store and your Collection page, as well as on the loading screen when you equip an Opal skin! We're working on adding this effect to your profile cosmetics too so you can show them off to your friends (or enemies), so keep an eye out for this in a future update.

Aram in Custom Games:

Aram can now be selected as a queue for custom games and supports varied team size. Keep an eye out for some community tournaments soon!

Minion AI Improvements:

We have made long-requested adjustments to the Minion AI, fixing instances that caused Minions to ignore Players after aggro was dropped. Now that this is resolved, Minions will now no longer ignore the player for a short duration after an aggro break has occurred!

Last-hit Consistency:

Additionally, we have adjusted Minion vs Minion behaviour, making stacked waves less likely to kill Enemy Minions through excessive damage layering, making Last-Hitting more consistent for Players that are battling alongside their Minions!

Tower Attack Rate Consistency Improvements:

Towers have been adjusted, with their rate of attack now being more consistent and predictable for Players that are attempting to farm successfully under their Tower, or looking to dive a vulnerable Enemy.

This change removes the cases of “instant fire” that Towers were capable of before, which would lead to many frustrating and unpredictable cases of a Tower Shot striking a Minion or Player on aggro-switch with no warning.

As a result, farming under Tower should feel more consistent and skillful, being less prone to randomness from the Tower’s attack rate as it now always has a small delay before attacking when switching targets, while multi-man dives should feel more consistent to achieve as the Tower will no longer have the chance to instantly blast a player if its aggro is juggled.

Critical Strike Pseudo-Randomness:

The way we calculate the odds of success for a Critical Strike have been adjusted!

Before, it was truly random, which could lead to some extremely variable outcomes, such as back to back to back Critical Strikes at low values, or never getting a Critical Strike even after striking 10 times at higher values of Critical Chance. To resolve this and reduce the number of outlier success and failure rates, a Player’s chance to Critically Strike is now dynamically adjusted based on the most recent Critical Strike.

In simple terms, this means that the more times you fail to Crit, the more likely your next attack is to Crit. Likewise, if you achieve a Critical Strike, your next attack is less likely to be a Crit.

While we won’t be disclosing the exact functionality of how the Dynamic Critical Strike System is calculated, you can rest assured that there are safeguards in place to prevent abuse cases that aim to manipulate Critical Strike RNG.

Controller Sensitivity Adjustments:

We've made some adjustments to the default controller sensitivity settings based on player feedback, generally lowering the values a little to smoothen the experience. If you have already set your own sensitivity values they will not be affected, however, if you return to default, you'll notice the change.

Jungle Improvements

Camp Leader Current Health Damage:

Camp Leaders within a Monster Camp now deal Current Health Damage, alongside some flat damage. This not only helps normalize the Health gap between Healing Junglers and non-Healing Junglers, but also helps ensure that Junglers are not always present and able to spam-gank on the map at 100% Health. As a result, Junglers will be more vulnerable while clearing their camps, and at a greater risk of being counter-killed when ganking a lane. In exchange, Hunt’s Slay effect now heals the User to help Junglers top up their Health, so plan accordingly!

Full damage values and additional context can be found in the Balance Section below!

Hunt Damage:

Hunt now displays the damage it deals on its Icon on the player’s HUD, making it easier to tell how much damage its Slay effect is doing!

Jungle Camp CS Standardization:

All Jungle Camps have had their Creep Score (CS) value adjusted to be 5, making it easier for Junglers to track the number of Camps killed by their opponent in the early game, making the skill of CS tracking more accessible and intuitive to all Players, rather than just the top 1% that have memorized the individual CS values of each camp.

Monster Special Ability Bug Cleanup:

We have adjusted both the Seedling and Mini Prime Area of Effect (AoE) Attack hitboxes to better match their visuals, as well as the Mini Prime Knockback Hitbox no longer lingering for a few frames!

Blink/Ultimate HUD Indicator Enlargement:

The indicators that represent each team-mates Blink and Ultimate Ability availability have been enlarged, making them easier to see for all Users.

New and Returning Items

Earth Spirit has been removed, and is being replaced by a new Titan Crest Evolution called “Gamma Gloop” that grants access to a disruptive Grounding effect for Tanks to utilize!

Additionally, Rebirth has been reworked, boasting a new statline, a simpler resurrection effect, and some SFX/VFX improvements to accompany it!

[New] Gamma Gloop:

- Replaces: Earth Spirit - Crestline: Titan Crest - 180 Health - 8 Physical Armor - 5 Magical Armor - Active Effect - Gob Glue: Deal 80 (+3% Bonus Health) magical damage in a 550u radius around you that Grounds Enemies hit for 1.5s. A field of Goo is then left behind at the location for 5s that Slows Enemies in the area by 30%. If this Active Effect is activated while mid-air, you leap into the air in your current movement direction, with Gob Glue’s Effects triggering upon landing.

[Reworked] Rebirth:

- Class: Moved from Frontline to Fighter - Cost: Increased from 2600 to 2800 - 50 Physical Power added - 300 Health added - 40 Physical Armor removed - 35 Magical Armor removed - 10 Ability Haste removed - Recipe: Greatsword + Banded Emerald + 750g - [Reworked] Effect - Mechanica: Upon dying, enter a Resurrection state for 3s. After this duration has elapsed, you Resurrect at your location with 50% Base Health and 50% Max Mana.

Daybreak V6

Daybreak V6 brings a whole host of enhancements to the current layout, as we get closer to completion before handing it over to the art team to begin the process of making it look amazing! Jungle has been cleaned up to allow more flow and easy reading while still maintaining its core layout that people loved.

- Jungle corners made clearer, along with paths being easy to identify, removing all the jagged edges for corners, and also adding more paths for rotations and adding assists for faster rotations between the jungles - Added more ways to get in behind towers and additional ways to dive towers - Orb Prime pit gets a shake-up, adding more ways in/out

Sidenote: Tower balance was adjusted in 1.14, so we are keeping an eye on tower balance and may be adjusted pending more game data, so please let us know how it feels

Daybreak V6 Mechanics Breakdown Shrines:

- Health increased from 900 to 650-2650. - Initial Spawn increased from 120s to 240s. - Respawn time increased from 120s to 240s.

Gold Buff:

- Health Decreased from 1100-2500 to 800-2200. - Initial Spawn Time Decreased from 180s to 150s. - Respawn Time increased from 120s to 160s. - Gold Value Changed from 80 (+4 per Minute) to 60-80 Max Level. - XP Value 40 to 20 All levels. - Additional Gold on level up was removed. - 2 Gold Buffs are now present in Duolane.

Cyan Buff:

- Health decreased from 1150- 2550 to 800-2200. - Initial Spawn Time increased from 120s to 150s. - Respawn Time increased from 120s to 160s. - Gold Value Changed from 60 to 30 at all levels. - XP changed from 60 (+5 per Minute) to 80-200. - Additional XP on level up removed (Flat values now). - 2 Cyan Buffs are now present in Offlane.

Red Buff:

- Respawn time increased from 250s to 255s. - XP granted on kill increased from 160-300 to 160-320 (+20 Per Level). - Gold granted on kill increased from 145 to 165.

Blue Buff:

- Respawn time increased from 250s to 255s. - XP granted on kill increased from 160-300 to 160-320 (+20 Per Level). - Gold granted on kill increased from 145 to 165.

Black Camp (2):

Large:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 150-265 to 150-185. - Gold granted on kill increased from 54 to 60.

Medium:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 80-137 to 80-147. - Gold granted on kill increased from 38 to 43.

Grey Camp (3):

Large:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 75-185 to 75-195. - Gold granted on kill increased from 58 to 65.

Small:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 45-120 to 45-125. - Gold granted on kill increased from 34 to 38.

White Camp (4):

Large:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 92-235 to 92-246. - Gold granted on kill increased from 38 to 43.

Medium:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 54 - 125 to 54-131. - Gold granted on kill increased from 23 to 26.

Small:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 30-73 to 30-77. - Gold granted on kill increased from 14 to 16.

Brown Camp (5):

Medium:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 65-150 to 65-158. - Gold granted on kill increased from 46 to 51.

Small:

- Respawn time increased from 120s to 135s. - XP granted on kill increased from 25-59 to 25-62. - Gold granted on kill increased from 20 to 22.

Pink Jungle Bug:

- Spawn location has been flipped with Orange Jungle Bug. - Respawn time increased from 120s to 180s. - Health changed from 200 at all levels to 300-1000 (Max Level). - Added 10 armor.

Orange Jungle Bug:

- Spawn location has been flipped with Pink Jungle Bug. - Respawn time increased from 120s to 180s. - Health changed from 200 at all levels to 300-1000 (Max Level). - Added 10 armor.

Check out the full patch notes on our website for all the balance changes!

Source

Steam News / 30 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.