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2.2 Patch Analysis: Stuffed with Changes

Patch 2.2 is bringing a lot to Vainglory: an improved map, a new hero, and lots of balance changes. This article will aim to provide a quick overview of these changes, while also analysing them to see what their consequences will be.


New Hero



Role: Tank/Warrior
Position: Captain/Jungle

Living Armor (Heroic Perk): Grumpjaw’s hardened carapace grants him increased defenses. Every 5 seconds and every time he basic attacks, he gains a stack of living armor, up to a maximum of 5 times. Each stack grants 10 armor and shield. Enemies can destroy this armor by dealing damage to Grumpjaw. He loses one stack per second while taking damage from attacks and abilities.

Grumpy (A): Grumpjaw charges forward, stopping just short of the target location. Upon arriving, he slashes the area in front of him with his mandibles, damaging and slowing enemies he hits. This ability deals additional damage for each stack of Living Armor Grumpjaw has.

Cooldown: 12-11-10-9-8
Energy Cost: 50-60-70-80-90
Range: 10 (all levels)
Damage: 75-125-175-225-325 + 50% CR
Bonus Damage/LA Stack: 20-35-50-65-95 + 10% CR
Slow: 55% (all levels)


Hangry (B): Grumpjaw leaps toward his target and attacks them. Afterward, he gains bonus weapon damage and attack speed for several seconds.

Cooldown: 9 (all levels)
Energy Cost: 30-40-50-60-70
Bonus Speed Duration: 4-4-4-4-5
Damage: 5-25-45-65-85 + 80%
Attack Speed: 60-75-90-105-135%


Stuffed (ULT): Grumpjaw lunges forward, grabbing the first enemy hero in his path and devouring them whole. While the enemy is inside Grumpjaw’s belly, they are unable to move or act and their vision range is reduced to 0. After 3 seconds, Grumpjaw will spit the enemy out in the direction he is facing. Grumpjaw can reactivate the ability to spit the enemy out early in a direction of his choice. If Grumpjaw is stunned, killed, or otherwise interrupted while eating, he will release his victim early.

Cooldown: 60-50-40
Energy Cost: 50-60-70
Damage: 400-550-700 + 200% CR
Stun Duration: 3 (all levels)



Grumpjaw Hero Spotlight:




Grumpjaw will definitely be a threat on the Halcyon Fold in update 2.2. He can reposition an enemy by eating and throwing them to his team. As a support, he will synergize well with WP laners such as Ringo and Vox, who can burst down the desired enemy after Grumpjaw coughs them up.

Moving on to his jungle carry path, he is a menace with both weapon and crystal builds. The 700 damage + 200% Crystal Ratio on his ult is not something you want to mess with as a squishy laner. Shatterglass, Aftershock, and Broken Myth are all great crystal items to try on Grumpjaw.

On the weapon side of things, Grumpjaw’s B ability allows him to burst enemies down, especially after spitting them out. Because of the attack speed buff on his B ability, attack speed items are not very important. There have been many successful Grumpjaw’s who build Sorrowblade with two Tyrant’s Monocles, maybe you can build a bonesaw, but it is best to just tank up at this point.

Warriors like Krul and Glaive will be great counters to jungle carry Grumpjaw, this is because they can live through Grumpjaw’s burst damage from Grumpy and Stuffed when CP, and Hangry when Grumpjaw is based off of WP.




‘School Days’ Skin Series

‘School Days’ Lyra (Rare)
‘School Days’ Vox (Epic)
‘School Days’ Taka (Legendary)

This skin series is going to be very exciting! Vox shoots out ninja stars, Lyra has a new and improved book and a flashy outfit. The Taka skin looks insane! The long swords are sure to be a menace on the Fold.

‘Gladiator’ Catherine

Another hero added to the Gladiator Skin Series. New sword design, a very old-fashioned outfit and her bubble has some great design as well. Be sure to get this skin as soon as possible! It won’t be one you don’t want to have.




Daily Chests

Daily chests aren’t so daily anymore! You can now get them every 6 hours, and store up to two of them. Be sure to log on every 12 hours or so to get maximum value from your chests. SEMC also gives us a little hint in the description, “Watch for special jackpot rewards that you’ll find in your Daily Chests!” What could this mean? You can interpret it for yourself.


Hero Select Sorting

You can now order your heroes in two different ways: Alphabetical or by role. This will only be applied in blind picks. It will make blind picks a bit easier for the newer players who are trying to remember which hero typically fits which role.


Dev API Improvements

Check out these websites to see your previous matches, hero stats, game stats and much more!



Blitz Mode

More announcer lines to inform you when time is running out, for when you are too busy killing people to check the time. There are also announcer lines for other moments that happen throughout the map. There is a one minute remaining announcement, an overtime announcement, an announcement for when time is up, and an announcement when gold mine has been taken.

This is great for when you aren’t paying attention to the time left of the game. Hopefully this will help you and your team with knowing when to catch up in points or stay back and protect the win.


Ability Tooltips

You can now tap and hold on an ability to quickly see what the ability exactly does. You can also see how much bonus effects you have through health/weapon/crystal ratios on abilities.

This is a very great addition to Vainglory! We can see the exact amount of true damage your abilities deal with crystal damage, and how much health Adagio’s heal gives, and the barrier amount Ardan’s vanguard gives his allies. It happens with just a touch and hold of a button!


Crystal Sentry

Renamed to the Crystal Sentry to stop confusion between the Gold Miner and the Crystal Sentry. There are now (team specific) announcements showing how many lives are left on the sentry.

Have you ever forgotten how many lives are left on your crystal sentry? Forget no more! This change will help with keeping track of your 3 Crystal Sentry lives.


Even More Announcements!

There are even more new announcements that haven’t been mentioned yet.

Announcement at 4-minutes to show that the jungle has intensified
First blood now has team-specific announcements.

A quick change of voice announcements and team-specific first blood announcements should make it very clear when important early game events happen. This should make it clear to you which team got the first blood without having to check the scoreboard!


Items and Quick Buy

Players can now turn off the quick buy feature. In addition to this, the majority of heroes have had their recommended items changed.

Nothing to analyze here, enjoy the new recommended builds!





  • Merciless Pursuit (A)
  • Cooldown changed from 13 (all levels) to 14-13.5-13-12.5-12
  • Stun duration up from 0.7-0.8-0.9-1-1.2 to 1-1-1-1-1.2
  • Energy cost up from 40-50-60-70-80 to 40-50-60-70-90
  • Damage up from 10-50-90-130-170 to 35-70-105-140-175
  • Speed boost duration up from 1.4 to 1.5
  • Stormguard (B)
  • Deflected damage boost changed from 0-0-0-0-25% to 0-5-10-15-25%
  • Blast Tremor (ULT)
  • Cooldown down from 100-80-60 to 80-70-60
  • Damage changed from 375-500-625 to 350-500-650
  • Silence duration changed from 2.5 to 2.2-2.5-2.8



Wow! Lots of Catherine changes, and it is a pretty big one as well. Merciless Pursuit gets a stun buff, damage buff, cooldown buff, and speed buff, all for a little more energy when overdriven. Stormguard finally has deflected damage at most levels, and Blast Tremor deals more damage and a longer silence stun. Catherine certainly did not need these changes, which means she will jump right to the top of the meta again. Could we see more carry Catherine? Only time will tell.



  • Truth of the Tooth (A)
  • Energy cost changed from 35-45-55-65-75 to 40-45-50-55-60
  • Cooldown down from 13-12-11-10-8 to 11-10-9-8-7
  • Bonus damage up from 0-45-90-135-180 to 40-80-120-160-240
  • Attack of the Pack (ULT)
  • Cooldown down from 90-75-60 to 80-70-60
  • Attack speed up from 30-50-70% to 50-75-100%
  • Fortified health and summoned wolves duration down from 15 (all levels) to 10-12-14



With this Fortress buff, we might see more early game compositions in competitive play. Weapon Fortress will certainly be more viable with the ability changes as well as the attack speed buff from the ultimate. Expect a lot more Ringo +Koshka + Fortress comps in this update, it has a lot of potential.



  • Chakram (B)
  • Weapon ratio down from 125% to 100%
  • Crystal ratio up from 125% to 130%
  • Damage up from 70-115-160-205-250 to 75-125-175-225-275
  • Damage to minions up from 70-95-120-145-170 to 75-100-125-150-175



This Idris change will make CP look more appealing to the player, due to the higher CP ratio and low WP ratio on Chakram. Both sides to Idris will be viable at higher tiers, making Idris a decent flex pick in draft.



  • Shadows Empower Me (Heroic Perk)
  • Basic attacking no longer consumes his perk.
  • Slow duration down from 3 seconds to 2.5 seconds.



This gives Krul more options for when to engage, now that the perk won’t disappear after one basic attack. You can keep slowing your enemy after the first basic attack, so Shiversteel won’t be a necessity on Krul anymore, even though it can still be helpful.



  • Base damage down from 96-179 to 85-179
  • Impale (A)
  • Root duration changed from 1-1-1-1-1.3 + 0.15% CR to 1-1-1-1-1.2 + 0.2% CR
  • Gythian Wall (B)
  • Stun duration crystal ratio down from 0.3% to 0.2%
  • Maximum stun duration down from 1.6 to 1.4 seconds.



Lance probably could’ve used these changes, when building support CP Lance, the CC durations were quite long. You could be stuck on a wall for 1.6 seconds after being rooted in place for 1.5 seconds. You are quite helpless and the next thing you know, you are dead. This will help the problem of being crowd controlled for an extended period of time.



  • Acrobounce (B)
  • Cooldown down from 10-10-10-10-8
  • Bangarang (ULT)
  • Cooldown down from 90-65-40 to 70-55-40



Ozo is already quite strong on the Fold, but not quite in the meta. According to, Ozo has a pick rate of 5%, and a win rate of only 43% (As of 2/28/2017). Hopefully this cooldown buff can boost Ozo’s pick and win rate stats!



  • Munions (Heroic Perk)
  • Leash range down from 9 to 8
  • Munion attack range down from 1.5 to 0.9
  • Trampoline (B)
  • Weapon power amplification up from 10-15-20-25-30% to 15-20-25-30-40%



Still not a damage buff, but a range nerf to make her more vulnerable in fights in order to deal damage. Hopefully this will make Petal less of a “must ban” in solo ranked queue and more of a pick used in the correct situations. The win rate of 60%, ahead of Flicker at 53%, will hopefully go down just a bit.



  • Base energy down from 180-422 to 163-416
  • Achilles Shot (A)
  • Energy cost up from 30-45-60-75-90 to 40-50-60-70-100
  • Slow duration down from 1.5-1.75-2-2.25-2.5 to 1.5-1.5-1.5-1.5-2.5



Ringo’s weapon path has received 0 buffs this patch, making him a very viable pick in the lane. However, CP Ringo might be a little weaker due to the increased energy cost of Achilles Shot and decreased slow when not overdriven.



  • Forward Barrage (A)
  • Weapon ratio up from 50% to 70%


Skye’s weapon path still relies on basic attacks; however, this will allow her poke damage to do a little more and heroes will have enough trouble trying to tank the damage (that didn’t do much before).



  • House Kamuha (Heroic Perk)
  • Ki stacks duration up from 10 to 12
  • X-Retsu (ULT)
  • Energy cost down from 85-115-145 to 80-100-120
  • Damage up from 250-390-530 to 250-400-550
  • Bleed damage per second down from 40-52-64 to 40-50-60



CP Taka just got stronger. More burst damage on X-Retsu will make CP Taka a bigger threat than it was before, and it was kind of a big deal already. Taka may become a must-ban hero in draft, but it might not be. Experiment with some crystal paths, you never know what might work!



  • Pulse (B)
  • Slow duration down from 1.5 to 1.2 seconds.
  • Wait For It… (ULT)
  • Initial shot crystal ratio up from 0% to 20%
  • Shockwave damage changed from 200-300-400 to 100-150-200 + 40% CR.



Finally!!! CP Vox is making a comeback! It has been well over a year since we have seen CP Ratios on Vox’s ultimate, and it should be expected to see a little more of his CP side this coming update.



Poisoned Shiv

  • Weapon power up from 25 to 35.

Poisoned Shiv really needed a little buff to make it a bit more viable. It looked rather unappealing since you only gained 25 weapon power from it, now it should look more appealing in those tighter games. Remember, the mortal wounds can reduce the effect from Fountain of Renewal!


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That’s it for all the changes! All in all 2.2 will be an exciting patch with a decent shift in the game’s meta. Top heroes might not be at the top anymore, while lower ones will shoot up. And then there’s the strong addition of Grumpjaw too! We hope this article helped you grasp the changes in 2.2, but most of all we hope you’ll have a lot of fun trying it out for yourself.


Written by Playlover1 | Edited by Tranurz

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2.1 Patch Analysis: What are the major changes?

2.1 revolutionized how the jungle works, this made kills worth more than the minions and introduced a new shop treant that gives the players something to contest early. Some strong heroes took a hit, and some don’t feel any different. Confusion arises for some as they try to figure out the meta. This article will help clear up the changes and how it can affect the game.



Lane And Jungle Minions Spawn 10 Seconds Later

Bringing back the level 1 fights! This change will provide many options for starting out a game. You can draft an early game team and dominate the jungle, or go for a late game team and play more passively. Try out some different options, see what works best for you!




Before 4:00, Elder Treant Spawns At Jungle Shop

This adds to the strategy of early and late game team compositions. This gives teams something to fight over, and rewards the team who gets this treant. Early game teams can use the level advantage to snowball into the mid game, or late game teams can stall out and potentially even steal the treant from the enemy team. There are lots of strategies in the air, so the major question is, what works the best?





Hero Kill Bounties


First Blood (First kill of the game) = 300 gold

Making the first kill more valuable allows for early game fights, especially for the big shop treant. This is a whole tier 1 item, which can swing a fight directly into your favor. This can allow for snowballing through the mid game, and leading your team for victory.


Kill Bounty Changes

Killing a hero is now worth up to 125 + 75*killstreak + 15*assists since last death. If the hero killed has not reached the minimum worth of 200 gold, you will be given 200 gold for the kill. The max kill bounty is 600 gold, preventing teams that are very far behind from coming back within seconds.

This change makes kills worth your while worth so much more . In the past, you would focus on killing the jungle camps without caring if you died. Now, the opposite is true. You want to focus on the kills because they give more gold than a maxed out back-jungle monster. This also gives room for late game team compositions to win by dominating the late-mid game. The gold they get from kills will help them snowball after the kraken spawn.


Crystal Miner Changes

Bounty for killing the Crystal Miner is now 125 gold and 15 experience: This gives a little more influence for killing the crystal miner. Now that it also has 3 lives, there is a big late-game incentive for killing this objective.


Major hero changes:



Base armor and shield up to match most other heroes: 23-73 to 20-86. Makes him a bit weaker early, but tankier in the later stages.
House Kamuha (Heroic Perk): Weapon ratio up from 25% to 30%, giving him a boost to his weapon path. Hopefully he sees some more play in the competitive meta!




Base shield down from 25-113 to 25-80: Combined with her perk, players were able to achieve 250-290 shield in the late game with another item. Hopefully this tunes down her tankiness enough.
Stormguard (B) – Cooldown up from 6.0-4.0 to 7.0-5.0: With a crystal infusion, this annoying ability was available too often. This makes the player choose when to use it in a fight instead of using it carelessly.
Blast Tremor (Ultimate): Cooldown down from 105-85-65 to 100-80-60: This gets balanced out with the silence duration nerf from 2.5-3.5 seconds to 2.5 seconds at all levels. The energy cost was also lowered slightly. The duration nerf will help keep Catherine more balanced and will not tilt fights as much as it used to.




Berserker’s Fury (Heroic Perk): Weapon ratio up from 80% to 85%: This might give Rona a nice boost to get some more play in the meta.
Foesplitter (B): Weapon ratio up from 80% to 85%: To match the heroic perk, this ability will pack a little more punch and again, to give her a boost.
Red Mist (Ultimate): Bloodrage required to activate ability is down to 25 at all levels: Rona will be able to use this ability more often, giving more opportunities earlier in fights to deal damage and let her lane carry deal the majority of the damage.




Base armor and shield changed from 25-41.5 to 25-65: Lyra is getting the base defense she needs to be more reliable in the meta. This could let Lyra be more of a lane/support flex pick as well in higher tiered drafts.




Base armor and shield back up to most other heroes, 30-86: Same as Lyra, this defensive buff can make Fortress more reliable in the meta, especially for early game compositions.




Base armor and shield back up to par at 30-86: The same change that Fortress and Lyra has seen, consistency rocks!!
Dead Man’s Rush (A):
Cooldown down from 12-11-10-9-8 to 9-9-9-9-8: This will give Krul a little more early game power and sustain to add to his already strong early game.
Barrier strength up from 100-150-200-250-350 to 100-180-260-340-420: Buffing the health barrier at ability levels 2-5 will give a bigger incentive to upgrading this ability over the ultimate. This will also give Krul a bigger window to be more aggressive and not have to worry too much about dying early.
Barrier duration changed from 2.5 + 0.2% CR to 3.0 seconds: Krul will definitely be a little stronger than he was last patch, the duration will allow him to be tankier, but for longer!
Spectral Smite (B): Lifesteal per stack up to 12.5% at all levels: Lifesteal comes from damage output, so… there was no need for it to be lowered at early levels. Could this make his A ability more useful to upgrade first?




Adrenaline (Heroic Perk): Attack speed removed from her heroic perk: Due to this change, her base attack speed went back to 100-136% from 100-111%.
Glimmershot (A):
Removed armor piercing completely from this ability: Time to armor up! You can finally counter Kestrel’s Glimmershots with armor, however, this will make CP Kestrel a bit more powerful
Basic attack ratio up from 80-90-100-110-120% to 100-105-110-115-130%: This makes up for some lost ground from the armor pierce nerf.
Crystal damage down from 35-70-105-140-175 + 170% CPR to 30-60-90-120-150 + 160% CPR: Lowering the base crystal damage and also making Kestrel build CP items to deal the splash damage will affect how Kestrel is played greatly. Maybe it’s time to rely on her B ability a little more?




Forward Barrage (A):
Weapon ratio down from 210% to 50%: Bringing the WP Skye popularity way down, the damage you gain from this ability while building weapon will decrease dramatically.
Now has a 0% slow (+ 20% for every 100 WP to a max of 40%): This will give WP Skye more utility as a weapon carry, and this will also help her kite heroes better, especially when an Atlas Pauldron has been applied to her in the later stages of the game.




Vanguard (A): Range buff when overdriven: 7-7-7-7-8.5: Giving a benefit to upgrading the vanguard ability to max level, Ardan may see a bit more play in late game team compositions.
Blood for Blood (B): Range buff when overdriven: 5-5-5-5-7: Giving Ardan a benefit to overdriving his B ability early to fit in well with early-mid game team compositions.

These changes to Ardan will give him a place in early or late game team compositions, depending on what you overdrive first, or if you only overdrive one of them. Don’t forget about the stun duration when maxing his Gauntlet (ultimate)!




Spitfire (A): Damage toned down from 75-125-175-225-325 + 140% CPR to 75-135-195-255-315 + 150% CPR: Less base damage, more crystal power needed to make an impact. This makes shatterglass a more beneficial item for dealing damage, instead of always building Eve and Broken Myth.





Item Balances

Nullwave Gauntlet

Item silence duration down from 5 to 4 seconds: Giving supports a little more air to breathe when Nullwaved in the middle of fights.
Delivery system changed: Fast-moving projectile that detonates after a delay: You can either block the item before it hits you, or before it detonates. This will make Nullwave Gauntlet a little more balanced in fights, because it used to be a nearly guaranteed hit when you cannot see it in fights.

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Thank you for reading this article about a few of the new gameplay and hero changes added into Vainglory. We hope that this gives you a better grasp of how 2.1 works, and that it helps with becoming even better at the game!


Written by Playlover1 | Edited by Tranurz

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Jungle Shop and Starting Gold 2.0: What’s Changed?


With the extra starting gold mechanic and late jungle shop spawn implemented in patch 2.0, a lot has changed in a short time. For many, this has lead to some confusion on what to do with all these additions.


This article will provide a quick overview of the impact of some of these changes. From what the additional starting gold means, to the shop spawn and general rotation changes, it will help you out with any confusion you may have.


So what are some of these changes, and what do they mean?


1. Starting gold is now at 625 Gold


1A. The Lane


The lane in the first five minutes of the game is crucial. This is when you farm up and get the gold for your first tier 3 items. Whoever gets the most gold the fastest usually wins the lane battle, but this also depends on power spikes, hero level, and many other factors that can be talked about in a separate article.


Focusing on the starting item buys for the lane, we have many options to work with:

  1. Two offensive items and a potion or flare.
  2. One offensive item, boots, and a potion or flare
  3. One offensive item, one defensive item, and a potion or flare
  4. One defensive item, boots, and 75 gold to use at your choice.


You have these 4 choices to work with, so… which one is the best to use?


At first sight, your eyes automatically go to the most offensive choice, but, is that really the best? Remember long ago when buying a single defensive item and consumables was the best? Well, that might still be the case, but with an additional offensive item to help you farm. Explore some of these options in casual matches, and you just might be surprised.


1B. The Jungle


The jungle is becoming slightly more frightening than it has been before. The only area of advantage the new starting gold mechanic gives is that the jungle carry receives +275 gold. Nothing more, nothing less. This allows heroes to buy an aftershock or even a breaking point at the first sight of the jungle shop. Heroes who build an Aftershock + Broken Myth in the jungle such as Alpha, Ozo, and Koshka have been getting a pretty big advantage in the jungle meta. 


1C. The Captains


Just like the jungle carries, the new starting gold mechanic also gave supports a big item advantage. Fountain of Renewal is easily reachable within 3:30. If you build a crucible right after it, you can get that within 6:20-6:45, depending on how good your lane carry is at last hitting. To keep this short and sweet, captains can get their core items very quickly now, and that allows for more viable paths with other items such as Nullwave Gauntlet, Contraption, and Stormcrown.


2. The 4:00 Jungle Shop Change


The spawn time of the jungle shop has changed the pace of the game, and has also altered the meta a little bit. Early game jungle fights are much less common, and usually only happen when early game junglers initiate the fight. It is a rare occasion to see a jungle invade before a fight has occured. This alone shifts the jungle meta to mid and late game heroes such as Petal, Ozo, and Kestrel. Early game junglers tend to fall off quickly if you cannot invade the enemy jungle or get kills onto the enemy lane carry. Therefore, early game junglers are not very viable.  


2A. How is the lane affected by this change?

Lane rotations to the jungle are not what they used to be. In 1.24, the lane carry would often rotate every couple of minutes to shop and maybe push the jungle a little with their team. Now, you probably won’t see this until past 4:00 into the game.


2B. What about the jungle?

The main concept that the jungle shop changes is teamfighting. Currently, there is no rush to get through the jungle rotation, because there isn’t an item advantage anymore. The faster rotating jungle doesn’t get any advantage in fights, because both jungle carries are level two are the end of first rotation.


2C. Rotations

Rotations in the lane and the jungle is revolved around farm. As mentioned before, the meta is about gaining as much gold as possible within the first 8-10 minutes of the game. Whoever gets the items the quickest usually wins the game, right? This has been a core concept of Vainglory for as long as it has been around. Since the jungle carries cannot shop in the jungle until 4:00, it has been more common to use the time to farm the whole jungle as quick as possible. This typically means not going up to the lane unless you have a pretty much guaranteed chance at killing the enemy laner.

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Thank you for reading this informational article about a few of the new gameplay changes added into Vainglory. Please note that this is a general article concerning the new changes, and more in-depth articles about some of the mentioned topics will be made in the future.


Written by Playlover1 | Edited by Tranurz