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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    The October update has been released. This gargantuan patch brings new features, item changes, and major champion rebalancing.

    Custom lobbies are now available! You can now make private lobbies for you and your friends or team. This is a great new feature for anyone wanting to test ideas out in a lower pressure environment, people who want to play games with and against their friends, and teams wanting to scrim.

    Custom lobbies are currently restricted to full 5v5 teams, but in future will be able to accomodate any number of players.

    Twitch streaming has been integrated. You can now stream your games directly to Twitch.tv through your Infinite Crisis client instead of using dedicated streaming software to do so. You can find settings for tweaking your stream quality in the game options.

    Items have received a graphical overhaul.

    The new icons are designed to make items more distinct and quicker to recognise at a glance.

    You can check out all of the new item visuals on our items page.

    The amplifier system is now implemented. Amplifiers are sets of seven upgrades, designed to help you customise and build your champions to better suit your playstyle and team compositions.

    Amplifiers are made up of augments, which boost your champion's stats directly, such as increasing attack speed or adding extra armor per level, and mods, which affect artifacts and have effects such as boosting the damage of a certain item tier, or reducing it's price. Modded items will have changed names to reflect their status, such as a Waynetech Nil Weapon for a NW affected by a Waynetech mod.

    An early version of the amplifier system is introduced this patch, which comes with a variety of preset amplifiers designed for various situations, such as playing a carry or jungling as a bruiser. In later patches, the full amplifier system will be released, allowing you to create fully custom amplifier sets with augments and mods of your choosing.

    Dodge penalties have been introduced. Leaving a match on the champion select screen will disable the ability to join groups and queues for a short time. This duration increases with the number of dodges within the past 24 hours, and is currently capped at 15 minutes after three dodges.

    Coast City changes:

    Surveillance cameras are now team colored for easier identification of friendly and enemy cameras.

    The area below the bottom lane has received a layout change and is now home to the Raider which is a team objective that gives team credits and XP. The Coast City minimap has been updated to be less cluttered and reflect the changes to the bottom lane. Pathing around bases in Coast City has been improved.

    Siege Drones now stay focused on a turret once they start attacking one. This helps normalize the damage each side takes when their waves push and speeds up the game overall. When in doubt, kill the siege drone.

    The amount of time that credits dropped to the ground continue to exist has been reduced to five seconds, down from fifteen seconds. Ambient credits over time on Coast City has been lowered from 4 credits every two seconds, to 3 credits every two seconds.

    Power Relays: Relays now grant 150 XP and 150 Credits upon being captured. Both will be split between the players currently channeling when the capture is complete. If the Doomsday Device is fired on top of a captured Power Relay, the Power Relay will be neutralized and will no longer belong to the team that captured it.

    Surveillance Drones: These drones are always visible, and can now only be damaged by basic attacks. Surveillance Drones drop 50 gold on kill (gold is neutral and drops at their feet). Surveillance Drones now display health bars to represent the number of hits of damage they have taken.

    Doomsday Device: The Doomsday Guardian now applies a two second debuff to the player it is attacking (on each hit) that reduces their outgoing damage. The Doomsday Device Guardian has received a reduction in max health and damage. The Doomsday Device firing skill now does more up front damage to both characters and structures. It also now instantly vaporizes any creature or drone. The auto-fire timer has been extended to 90 seconds.

    All champions (except Doomsday) have received major changes this patch.

    Base attack speeds for all champions have been lowered, with an increase to their attack speed deltas, meaning that the rate in which their attack speed increases as they level up has been boosted. Base attack damage has been increased for all champions to help with last hitting drones. Critical hits now deal 200% damage, up from 150%. Base health pools have been increased.

    Melee abilities have been boosted to compensate for the extra danger of having to move into melee range, to help against ranged champions with a lot of poke and pressure. Ability ratios have been increased across the board, so that champions will gain better advantages as they buy stronger items. Melee champions have received armor and health buffs.

    Enforcers now generally attack and scale with Power Damage. Supports now have their supporting abilities scale off of Will instead of Power Damage, to reduce support champions being built as Power Damage blasters and still being able to support a little too well.

    Ultimate abilities have seen scaling changes, and are broadly weakened at rank one to smooth out the power bump going from level five to level six.



    Arcane Green Lantern's support elements have changed to scale off of bonus Health instead of Power Damage. This introduces a choice of what he wants to do, instead of giving him everything when he buys Power Damage. The range on Shackles was also reduced to shrink his ability to zone players.

    Arcane Green Lantern's base Attack Damage changed from 44+2.5(lvl) to 58+2.5(lvl)

    Arcane Green Lantern's base Attack Speed changed from .8 to .6+.011(lvl)

    Emerald Light

    Power Damage ratio changed to bonus Health ratio .5 to .05

    Shackles

    AOE changed from 500 to 425

    Construct Champion

    Base Power Damage changed from 50/85/120/155 to 50/90/130/170
    Power Damage ratio changed from .5 to .6

    Emerald Lantern

    Base Power Damage changed from 60/100/140/180 to 50/100/150/200
    Base Power Damage ratio changed from .55 to .7

    Deny the Black

    Base Shield amount changed from 235/340/445/550 to 275/425/575/725
    Ratio changed from bonus Power to bonus Health 1.5 to .5



    Atomic Wonder Woman's changes are all numerical. She is now much stronger early game, but can fade if she doesn't take advantage of her strength early. Smite is her lone skill that had ratios reduced as its scaling was too powerful.

    Atomic Wonder Woman's base Attack Damage changed from 47+2.7(lvl) to 61+2.7(lvl)

    Atomic Wonder Woman's base Attack Speed changed from .82+0.007(lvl) to .63+.0195(lvl)

    Vault

    Base Attack Damage changed from 30/60/90/120 to 50/80/110/140
    Attack Damage ratio changed from .3 to .5

    Smite

    Base Attack Damage changed from 32/64/96/120 to 35/65/95/125
    Attack Damage ratio changed from .75 to .5
    Rev Base Attack Damage changed from 48/96/144/192 to 50/95/140/185
    Rev Attack Damage ratio changed from 1.25 to .75

    Savage Sweep

    Base Attack Damage changed from 35/65/95/125 to 50/90/130/170
    Attack Damage ratio changed from .4 to .6

    Reclaimer

    Base Attack Damage changed from 150/245/340/435 to 175/270/365/460
    Attack Damage ratio changed from 1 to 1.5



    The Dark Knight has seen his ability to combo his skills increase with more work to his energy use and return, and he's seen his damage increase across the board. The slow on Cape Sweep has been reduced to account for his already strong pursuit.

    Batman's base Attack Damage changed from 47+2.8(lvl) to 61+2.8(lvl)

    Batman's base Attack Speed changed from .82+0.0080(lvl) to .62+.02(lvl)

    Batarang

    Energy cost changed from 40 to 50
    Energy restored changed from 10/15/20/25 to 10/20/30/40
    Base Attack Damage changed from 50/80/110/140 to 50/90/130/170
    Attack Damage ratio changed from .5 to .7

    Martial Arts

    Base Attack Damage changed from 70/110/150/190 to 75/125/180/225
    Attack Damage ratio changed from .7 to 0.9

    Cape Sweep

    Slow magnitude changed from 40% to 30%
    Base Cooldown changed from 12 to 10
    Base Attack Damage changed from 50/85/120/155 to 60/110/160/210
    Base Attack Damage ratio changed from .4 to .5
    Energy cost changed from 40 to 45/40/35/30



    We don't have a lengthy collection of data on Catwoman so her changes have been minor and restricted to numerical balance.

    Catwoman's base Attack Damage changed from 43+2.5(lvl) to 57+2.5(lvl)

    Catwoman's base Attack Speed changed from .8+0.002(lvl) to .6+.013(lvl)

    Whip Strike

    Attack Damage ratio changed from .9 to .85

    Cat's Paw

    Base Attack Damage changed from 65/100/135/170 to 45/90/135/180
    Attack Damage ratio changed from .6 to .65

    Bad Kitty

    Acrobat Attack Damage changed from 45/70/95/120 to 45/80/115/150
    Acrobat Attack Damage ratio changed from .4 to .6



    Cyborg had the least ratio scaling of any of our Champions by far, and these changes bring him back into line. A major component of that was adding a ratio to his Trace Energy to ensure it remains relevant into the late game. He's also seen his will costs reduced to prevent him from tapping out so quickly in the early lane phase.

    Cascade's Attack Speed bonus has been increased to account for the new lower base Attack Speed, and to improve his late game burst damage.

    Cyborg's base Attack Damage changed from 44+2.6(lvl) to 59+2.6(lvl)

    Cyborg's base Attack Speed changed from .8+0.008(lvl) to .6+.022(lvl)

    Tracer Shot

    Base Attack Damage changed from 70/100/130/160 to 50/95/140/185
    Attack Damage ratio changed from .3 to .6
    Trace Energy base damage changed from 20/30/40/50 to 10/20/30/40
    Trace Energy ratio changed from 0.0 to 0.1
    Will Cost changed from 40/50/60/70 to 35/40/45/50

    Charged Burst

    Base Attack Damage changed from 50/75/100/125 to 45/90/135/180
    Attack Damage ratio changed from .2 to .7
    Will cost changed from 70/80/90/100 to 45/55/65/75

    Cascade

    Attack Speed Bonus changed from 10/15/20/25 to 10/20/30/40
    Will cost changed from 60/72/84/96 to 40/50/60/70

    Plasma Cannon

    Attack Damage changed from 300/360/420/480 to 175/285/395/505



    Flash has seen numerical changes to buff his late game, and cooldown reductions to keep him active.

    Flash's base Attack Damage changed from 41+2.5(lvl) to 55+2.5(lvl)

    Flash's base Attack Speed changed from .83+0.008(lvl) to .63+.019(lvl)

    Speed Force

    Power Damage ratio increased from 7.5/15/22.5/30 to 10/20/30/40

    Flash Attack

    Base Power Damage changed from 55/90/125/160 to 60/100/140/180
    Power ratio changed from .65 to .75
    Cooldown changed from 8s to 7s

    F=MA

    Power Damage ratio changed from 0.2 to .3 per hit
    Cooldown changed from 10s to 8s
    F=MA no longer applies bonus power damage to Turrets and Bases

    Speed Storm

    Power Damage changed from 80/100/120/140 to 40/70/100/130
    Power Damage ratio changed from .35 to .4



    As one of our original Champions, Gaslight Batman has seen the game from the earliest prototypes through to the beta. Though he is still one of our strongest champions, his kit has been due for an overhaul. Echoes has seen a major change with this update to give him additional strength in his Marksman role. His new Echoes/Reverb mechanic adds an additional level of planning and skill to his sequences, and is incredibly fun and powerful when pulled off correctly. Though Echoes no longer reveals targets, his Sonic Shell will still reveal those hit.

    Gaslight Batman's base Attack Damage changed from 44+2.6(lvl) to 58+2.6(lvl)

    Gaslight Batman's base Attack Speed changed from .84+0.008(lvl) to .64+.019(lvl)

    Echoes

    No longer reveals targets
    Bonus damage changed from 5/10/15/20 to 10/15/20/25
    When Gaslight Batman hits a target with echoes with a skill he gains a stack of Reverb
    Reverb provides Gaslight Batman with 10% bonus attack speed per stack for 2 seconds
    Max Stacks per rank 2/3/4/5

    Sonic Batarang

    Base Attack Damage changed from 55/90/125/160 to 50/85/120/155
    AD Ratio changed from .6 to .7

    Sonic Shell

    Base Attack Damage changed from 65/115/165/215 to 50/90/130/170
    Power Damage Ratio changed from 0.5 to 0.75
    Now reveals targets for 4 seconds

    Batflight

    Power Damage changed from 75/125/175/225 to 55/100/145/190
    Power Damage ratio changed from .6 to .7

    Bat Scream

    Power Damage changed from 350/435/520/605 to 225/350/475/600
    Power Damage ratio changed from .6 to .9
    Attack Damage ratio changed from .7 to .9
    Base Cooldown changed from 85/80/75/70 to 110/100/90/80



    Gaslight Catwoman is still an absolute terror coming out of the jungle to gank a lane, but we've made a few changes to mitigate her burst damage. We changed the Steam Claws multiplier to reduce the burst from a point blank range shot where all three missiles hit the target. We felt it was rewarding the easy skill shot after using Predator's Grace too strongly.

    We also removed her ability to apply Predator's Mark with Blood Hunt, since three ults were simply too strong when pulled off. Her Blood Hunt ratios and damage have increased to reward successful stealth attacks.

    Gaslight Catwoman's base Attack Damage changed from 49+3(lvl) to 59+3(lvl)

    Gaslight Catwoman's base Attack Speed changed from .82+0.0090(lvl) to .62+.02(lvl)

    Sharpened Claws

    Base Attack Damage changed from 20/55/90/125 to 30/55/80/105
    Attack Damage ratio changed from .45 to .5

    Steam Claws

    Base damage from 60/90/120/150 to 50/85/120/155
    Additional Hit damage changed from 50% to 25%

    Shred

    Attack Damage ratio changed from .8 to .7
    Base Attack Damage changed from 60/100/140/180 to 40/75/110/145

    Blood Hunt

    Base Attack Damage changed from 15/30/40/60 to 40/60/80/100
    Attack Damage ratio changed from .15 to .5
    No longer applies Predator's Mark

    Predator's Grace

    Base Attack Damage changed from 150/200/250/300 to 125/200/275/350
    Attack Damage ratio changed from .8 to .9



    Gaslight Joker's conversion to Enforcer is now complete with his Rat Swarm's filthy bonus changing from bonus damage to improve crowd control, and his ratios and damage types switching to Power Damage. His Fetid Cleaver has been changed to a faster base cooldown to improve his jungle and early game trading power.

    Gaslight Joker's base Attack Damage changed from 44+2.4(lvl) to 58+2.4(lvl)

    Gaslight Joker's base Attack Speed changed from .82+0.007(lvl) to .62+.018(lvl)

    Fetid Cleaver

    Base Attack Damage changed from 30/45/60/75 to 40/65/90/115
    Bonus Health damage ratio changed from .02 to .05
    Cooldown changed from 8/7/6/5 to 5

    Ham Toss

    Damage type changed from Attack Damage to Power Damage
    Base Power Damage changed from 50/85/120/155 to 50/95/140/185
    Power Damage ratio changed from .4 to .7

    Rat Swarm

    Damage type changed from Attack Damage to Power Damage
    Base Power Damage changed from 40/50/60/70 to 40/60/80/100
    The cost of Rat Swarm has changed from 75/95/115/135 to 60/80/100/120
    The cost of Rat Swarm is halved if a Champion is present
    Filthy: The magnitude of the slow is doubled on Filthy enemies



    Green Lantern has seen some area of effect reductions to allow some counter-play to his Missile Barrage, and some range reductions to make his trades more risky in lane. At the same time his ratios have improved to help him escalate into the mid-game and beyond.

    Green Lantern's base Attack Damage changed from 39+2.4(lvl) to 53+2.4(lvl)

    Green Lantern's base Attack Speed changed from .8+0.002(lvl) to .6+.013(lvl)

    Slam

    Base Power Damage changed from 80/120/160/200 to 50/90/130/170
    Added Power Damage ratio of .15 per stack of Shattered Will
    Range changed from 6 to 5.25

    Constrict

    Base Power Damage changed from 70/120/170/220 to 60/110/160/210
    Power Damage ratio changed from 0.25 to .6
    Now uses a homing missile for timing

    Missile Barrage

    Power Damage changed from 40/50/60/70 to 30/45/60/75
    Range changed from 900 to 800
    AOE changed from 250 to 200

    Green Lantern's Light

    Power Damage changed from 325/390/455/520 to 175/300/425/550
    Stun AOE changed from 200 to 175
    AOE changed from 400 to 350



    Joker possesses a dominating array of control elements, and very strong damage to boot. In this balance pass we reduced the potency of his Teeth Trap's slow slightly while upping his damage overall. Mr. Punchy had minor reductions in range and speed to make dodging it slightly easier.

    Joker's base Attack Damage changed from 39+2.3(lvl) to 53+2.3(lvl)

    Joker's base Attack Speed changed from .8 to .6+.011(lvl)

    Mr. Punchy

    Base Power Damage changed from 85/130/175/220 to 80/130/180/230
    Missile Speed changed from 1500 to 1400
    Range changed from 1050 to 1000

    Surprise

    Teeth base Power Damage changed from 30/50/70/90 to 35/55/75/95
    Teeth Power Damage ratio changed from .25 to .3
    Teeth Trap slow changed from 35% to 25%
    Slow duration changed from 3s to 2s

    Last Laugh

    Base Power Damage changed from 110/145/180/215 to 100/145/190/235
    Base Power damage over time ratio changed from .4 to .3
    Cloud damage over time Power Damage changed from 75/100/125/150 to 50/75/100/125
    AOE changed from 350 to 325



    Nightmare Batman's Silver Batarang was originally balanced for a time when melee champions had an incredibly hard time sticking to their targets. Now that basic attacking is smoother, the energy return made the attack a bit too easy to spam. These changes should help bring it into line.

    His Bat Swarm is now set up to return more energy when he successfully uses it to close on a target, but leaves him worse off if it's used as an escape.

    Savagery's Attack Penetration was giving him too much early power. To balance that, the Attack Penetration component has been removed.

    Nightmare Batman's base Attack Damage changed from 49+3.1(lvl) to 61+3(lvl)

    Nightmare Batman's base Attack Speed changed from .83+0.0085(lvl) to .63+.0195(lvl)

    Silver Batarang

    Base Cooldown changed from 4s to 5s
    Slow changed from 25/30/35/40 to 25%
    Remove Energy gain on targets hit
    Energy cost changed from 50/47.5/45/42.5 to 60/55/50/45

    Bat Swarm

    Base Power Damage changed from 40/70/100/130 to 45/75/105/135
    Energy cost changed from 40 to 50
    Energy gain changed from 5 to 10

    Savagery

    Attack Penetration removed

    Feral Embrace

    Base Attack Damage changed from 150/200/250/300 to 120/180/240/300
    Attack Damage ratio changed from .6 to 1.0



    Poison Ivy remains a dominate Support choice, but she now needs to decide if she's going to focus more on a Blaster build by buying Power Damage or a Support build by buying Will and Cooldown Reduction. Her ultimate has had the healing component removed. This change allowed us to increase the potency of her passive and generally went a long way towards balancing her as a Champion.

    Blow Kiss also saw its range and blind reduced slightly along with its cooldown. It is still a strong trade skill in lane, but can no longer completely shut down an opposing Marksman.

    Poison Ivy's base Attack Damage changed from 38+2.2(lvl) to 52+2.2(lvl)

    Poison Ivy's base Attack Speed changed from .77 to .57+.011(lvl)

    Healthy Glow

    Power Damage ratio changed from .1 to a bonus Will ratio of .05
    Base Heal amount changed from 15/20/25/30 to 15/30/45/60

    Root Strike

    Fix Root not fading out
    Cooldown changed from 13/12/11/10 to 14/12/10/8
    Base Power Damage changed from 70/120/170/220 to 60/105/150/195
    Power Damage ratio changed from .65 to .75
    Will cost changed from 50/60/70/80 to 60/70/80/90

    Blow Kiss

    Range changed from 6m to 4.75m
    Cooldown changed from 10s to 8s
    Power Damage ratio changed from .6 to .7
    Base Power Damage changed from 75/130/185/240 to 60/110/170/210
    Blind duration changed from 2.5 to 2s

    Thorn Shield

    Power Damage ratio changed to Will Bonus ratio .4 to .175
    Cooldown changed from 16/14/12/10 to 18/16/14/12

    Deadly Flora

    Move Speed bonus removed
    Healing removed
    Power Damage ratio changed from .25 to .3
    Deadly Flora damage changed from 65/75/85/95 to 40/70/100/130
    AOE changed from 400 to 350



    Shazam's changes are all numerical and focus on giving him more damage from his base values as he ranks his skills up and better ratios.

    Shazam's base Attack Damage changed from 43+2.6(lvl) to 57+2.6(lvl)

    Shazam's base Attack Speed changed from .8 to .62+.0148(lvl)

    Speed of Mercury

    Base Power Damage changed from 60/95/130/165 to 50/95/140/185
    Power Damage Ratio changed from .5 to .7
    Mystic Power

    Base Power Damage changed from 55/90/125/160 to 50/100/150/200
    Power Damage ratio changed from .4 to .75

    Lightning Field

    Power Damage ratio changed from .1 to .2

    SHAZAM!

    Min Power Damage changed from 110/140/170/200 to 75/120/165/210
    Max Power Damage changed from 220/280/340/400 to 150/240/330/420
    Min Power Damage ratio changed from .3 to .5
    Max Power Damage ratio changed from .6 to 1.0



    Wonder Woman boasts the claim to the highest win ratio of all Champions on live. Though not the most popular choice, her endurance, control elements, and damage let her dominate matches in the right hands and especially with a coordinated team.

    She has undergone a major overhaul as part of our change to have all enforcers scale off of Power Damage instead of Attack Damage. Her changes have focused on reducing the complete shutdown nature of her ultimate, and generally reducing her ability to freely bounce around the battlefield during team fights. She is still an incredibly strong enforcer, and we'll be keeping a close eye on her as her Power Damage build has shown itself to be very strong.

    Wonder Woman's base Attack Damage changed from 44+2.5(lvl) to 58+2.5(lvl)

    Wonder Woman's base Attack Speed changed from .81+0.003(lvl) to .61+.014(lvl)

    Lasso Grab

    Damage type changed from Attack Damage to Power Damage
    Base Power Damage changed from 60/100/140/180 to 60/110/160/210
    Power Damage ratio changed from 1.0 to 0.8
    Range changed from 1000 to 900
    Cooldown changed from 18/16/14/12 to 16/14/12/10

    Protection

    Range changed from 450 to 400
    Health ratio changed from .06 to .1
    When protecting another target the shield now applies immediately on teleport. Previously there was a 125ms delay post teleport before the shield applied.

    Amazonian Prowess

    Attack Damage buff removed
    Base Power Damage added to basic attacks while active 10/20/30/40
    Power Damage ratio added to basic attack while active .4
    Cooldown changed from 20 to 22/20/18/16

    Blocking Bracers

    Damage type changed from Attack Damage to Power Damage
    Base Power Damage over time changed from 50/80/110/140 to 40/80/120/160
    Power Damage over time ratio changed from .3 to .5
    Base Power Damage changed from 125/175/225/275 to 100/175/250/325
    Power Damage ratio changed from .75 to .6
    AOE changed from 400 to 350
    Taunt changed from 2 to 1.5



    Zatanna has seen some numerical increases, but overall we feel she is in a good place.

    Zatanna's base Attack Damage changed from 38+2.2(lvl) to 52+2.2(lvl)

    Zatanna's base Attack Speed changed from .77 to .57+.011(lvl)

    Skewer

    Base Power Damage changed from 60/90/120/150 to 50/85/120/155

    Protect/Punish

    Base Power Damage changed from 45/70/95/120 to 30/60/90/120
    Power Damage ratio changed from .25 to .35
    Protect Heal % changed from 25/40/55/70 to 40/50/60/70
    Protect Will ratio changed from .15 to .175

    Comments

    There's a lot of unmentioned item changes. Psi-Scimitar has been heavily nerfed on the ability power side. Two Face's Coin. Joker's Crowbar and The Crime Bible have all been changed and there are small nerfs to things like The Starheart and Ra's al Ghul's Robe.
    12:13 pm, Oct 16th, 2013
    21
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