Arlott's damage was too high with the defense build, so we've slightly reduced his Base Damage.
Skill 2 - Vengeance NERF
Base Damage: 135-335 >> 135-285
As a Fighter who needs to move in and out of team fights frequently, Arlott needs more flexity with defensive equipment. We're also optimizing the control experience of his Skill 2 to give him better opportunities to position himself at a proper distance for using other skills.
[Skill 2]
HP Recovery: 90%-160% Total Physical Attack >> 70-270 + 60% Total Physical Attack
New Effect: Gain a brief significant Movement Speed boost when hitting marked targets.
[Ultimate]
New Effect: Each level-up reduces the Passive cooldown by 1s.
The Ultimate can only be interrupted by Suppression during casting.
Removed Arlott's Mana and slightly enhanced his laning capability when his Ultimate is unavailable.
Passive - Demon Gaze
Cooldown: 8s >> 7s
Increase Arlott's gain on attack equipment.
Skill 2 - Vengeance
HP Regen: 5%-10% Total HP >> 90%-160% Total Physical Attack
The buff from the last patch didn't meet our expectations. We'll continue to buff their damage.
Skill 2 - Vengeance
Base Damage: 110-310 → 135-335
Arlott's opponents now have enough time to react to his Ultimate after we increased the skill's animation time, so we are reverting the rest of the previous nerf.
Ultimate - Final Slash
Cooldown: 30-24s → 24-18s
It's quite terrible to be on the receiving end of Arlott's Ultimate, so we've decided to give his enemy more time to react by slightly increasing the cooldown time of his Ultimate.
Ultimate - Final Slash
Cooldown: 20-16s → 30-24s
Slightly increased the skill's foreswing time and added a warning effect.
Further reduced the damage potential of a Defense build Arlott.
Skill 2 - SkillName SkillName
Base Damage: 135-335 → 110-310
Slightly reduced Arlott's power in the early to mid game.
Skill 2 - SkillName SkillName
Base Damage: 160-360 → 135-335
HP Restored:7%-12% → 5%-10%