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Changelog v1.250-1.254


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Changelog v1.252-1.254



- [Q] Pass Through Base Damage 40 / 60 / 80 / 100 -> 20 / 40 / 60 / 80

- [Q] Explode Base Damage 80 / 120 / 160 / 200 -> 40 / 80 / 120 / 160

- [Q] Projectile Speed 14 -> 10

- [Q] Range 12 -> 8

- [W] No longer stuns.

- [R] Fixed mistake causing R Scaling to be 15% Max En / s. Now adjusted to 10% Max En / s

- [R] Cost 150 / 190 / 230 En -> 200 / 250 / 300

- [R] Channel time 1s -> 1.5s

- [R] Slow 60% -> 50%



Changelog v1.250-1.251


Game Sys

- KDA Modifier trends back to 1 much faster now (ie: killing a 10-0 who hasn't gotten any kills for the last 10 minutes will grant significantly less bounty than killing a 10-0 hero who has recently been doing very well)



- Base Damage 22 -> 25

- [W] Int Scaling 16%/s -> 20%/s



- Base Str 30 -> 25. Base Agi 24 -> 25. Base Int 36 -> 40.

- Orb Delay 10s -> 16s

- [R] Psi Recall now lowers Orb Delay by -2s per level (14s / 12s / 10s)



- Reworked completely: http://www.aeonofsto...mmortalsolidus/



- Fixed Veterancy stat gain per level from 4/8/4 -> 4/7/4 (heroes all gain 15 stats total per level).



- Fixed Veterancy stat gain per level from 5/6/5 -> 5/5/5 (heroes all gain 15 stats total per level).



- R Shields duration 4.5s -> 4.0s

Edited by AtomiK
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Moderately high damage

Q has very fast projectile speed and you cannot see it travel. Also has good cc

Passive energy regen makes for good lane sustain, as well as his nice heroic passive that is always useful

Shields are big and give free electric mantle effect, good cc

Ult is mobility and good DOT damage and strong slow


Strong hero, ridiculous design

Edited by Head
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na blink is fine immo strong only vs glass cannons with no spell armour, once you get some spell armour you can live an kill him pretty ez late game.

Dude....his ult is arguably one of the strongest in the game now. A 60% slow AoE with Spell Damage per Second? Isn't Atom Smasher's slow percentage 60%? I'm just thinking of the various combos this can go with....Jackson, Yig, and that's just off the top of my head.


The issue I have with Immo frankly is that all of his current active abilities right now deliver some pretty hard CC along with damage.

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So I've played nearly every pub as immortal since its release. Most build like glass cannons and get rekt by immortal but I noticed that his damage becomes pretty bad against tanks which is good. Because of how fast you can get energy and deal high damage, I'd say the Q range needs to be reduced from 12 to like 9 since it's easy to hit and with lower range comes more risk. Also the blink channel should have an animation so you know when he's coming.

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