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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 December update has been released. This is an extremely large patch and as such, the notes below will be very extensive. Here's what you need to know.

    Robin has been released! You can unlock the young detective for  950 or  8,400. His enhanced stolen power, [[Robin's Surveillance Camera]], is also now available.

    All champions and costumes are currently free to use. Try out some champions you've never have the chance to, and see if a particular costume takes your fancy! All champions and costumes will remain free until January 7th.

    Ranked solo queue is here! If you missed our article about ranked play and draft mode, you can catch up here.

    The amplifier system is here! You can now create custom amplifiers using combinations of augments (champion stat boosts) and modifiers (artifact alteration). For testing purposes, each augment and mod currently costs just 10. You can check out all of the available augments and modifiers on our amplifiers page.

    The winter holiday costumes are now available, with one each for Harley Quinn, Nightmare Batman, and Gaslight Joker.





    New jungle Drones have been added: Mauler Drone, Siege Drone, and Scrapper Drones now inhabit the urban jungle.

    Custom games can now be launched with a minimum of six players, instead of a full ten.

    The focus for earning credits is shifting away from laning and towards objectives. While early game will still provide farm opportunities, drones will provide less credits. Map objectives such as the Raider, power relays, and the Doomsday Device will have their credit values increased, to help encourage players to focus on those and reward teams who work together for objectives.

    Enemy credits can now be destroyed. Players can walk over enemy credits (grey/silver) to destroy those dropped credits, denying the enemy players that income.

    Drones no longer auto target enemy champions upon aggression. Drones will continue to attack each other regardless of any aggressive action, and will only attack players from the opposing team if they have no other targets in range.

    Consumable items now have charges.  Health Pack and  Will Pack now contain a number of charges similar to the  Tektite Vial. These items will refill upon base, and can be upgraded across multiple tiers to increase the amount of health or will replenished per charge.

    Towers on Coast City now offer Foundry access. Instead of recalling back to base, champions can move back to a friendly tower to buy items directly from the tower. Any surviving friendly tower can be used for shopping, so junglers can move to a second or third tower to buy items without being seen by the enemy team. Once a tower is destroyed it can no longer be used as a spot to purchase items from. Towers do not replenish a champion's health or will; recalling to base is still the only way to do this. This change does not affect Gotham Heights.



    Consume
    [list]
  • Range reduced from 400 to 250.
  • True Damage (vs. creatures only) decreased from 250 +35/lvl to 225 +30/lvl.
  • Atomic Green Lantern: Move speed bonus reduced from 15% to 12.5%.
    [/list]

    Detonate
    [list]
  • Cooldown increased from 100 to 120.
  • Range increased from 400 to 550.
  • True Damage (vs. creatures only) increased from 160 +25/lvl to 225 +30/lvl.
  • Harley Quinn: Fixing an issue where her unique Detonate was not doing the correct amount of damage. Her power damage ratio was additionally increased from .3 to .4.
    [/list]

    Healing Wave
    [list]
  • Healing increased from 40 + 10/lvl to 50 +12.5/lvl.
    [/list]

    Meteor Drop
    [list]
  • Range massively increased from 600 to 3000.
  • Green Lantern: Power Damage ratio increased from 35% to 45%.
  • Gaslight Joker: Wound duration increased from 5s to 10s.
    [/list]

    Super Speed
    [list]
  • Flash's Super Speed move speed increase reduced from 30% to 25%.
    [/list]

    Super Strength
    [list]
  • Throwing a meteor will now cause the damage to be listed as Super Strength, and not as a basic attack.
  • Throwing a large object (like a car or taco) can now damage towers.
    [/list]

    X-ray Vision
    [list]
  • Cooldown increased from 45 to 120.
  • Sight range bonus reduced from 200 to 50.
  • Gaslight Catwoman's X-ray Vision sight range reduced from 2000 to 1450.
    [/list]



    Arcane Green Lantern’s Attack Armor aura has been moved from his “Emerald Lantern” skill to his passive, “Emerald Light”. A disproportionate amount of Arcane Green Lantern’s effectiveness was contained in the Emerald Lantern skill. This change will open the door to different skill ranking orders, and provide more incentive to rank his passive earlier in the game. 

    [list]
  • We've improved Arcane Green Lantern's animations. Enjoy!
    [/list]


    Emerald Light
    [list]
  • The Attack Armor aura is now part of the Emerald Light passive, instead of the Emerald Lantern skill.
  • The armor aura visualization has been changed with this new update.
    [/list]


    Construct Champion
    [list]
  • Will now only Knockdown the first Enemy Champion hit instead of knocking down all Enemy Champions hit.
    [/list]


    Shackles
    [list]
  • Slow Scaling changed from 25/30/35/40 to 10/20/30/40.
  • Root Scaling changed from 1 to .75/1/1.25/1.5.
  • Cost changed from 60/70/80/90 to 60.
    [/list]


    Emerald Lantern
    [list]
  • Moved Armor Aura to his passive, Emerald Light.
  • Missile Speed decreased from 1300 to 1100.
  • AOE Range decreased from 300 to 250.
    [/list]


    Deny the Black
    [list]
  • Bonus Health Ratio changed from .5 to .3.
    [/list]




    Radiation Sickness
    [list]
  • The art team has added some additional polish to the Radiation Sickness effects.
  • When the slow is triggered, the champion will display the generic slow effects.
    [/list]


    Grab
    [list]
  • Fixed an issue where his Grab wouldn't properly Grab enemies at max range. Now it will! Watch out for that hand!
  • We've fixed an issue where Atomic Green Lantern's Grab in a stealth pad would result in the enemy champion completely disappearing.
  • Grab will now deal damage to, but will not pull, the Doomsday Device Guardian and targets that are under the effects of a suppression (such as Nightmare Batman's Feral Embrace.)
    [/list]


    Shards of Will
    [list]
  • Cooldown increased from 8 to 10.
    [/list]


    Meltdown
    [list]
  • AOE explosion size reduced from 250 to 225.
    [/list]




    We made a critical mistake when we did the champion wide rebalancing pass and rebalanced Savage Sweep as if it only applied a single instant damage. Due to the damage of the bleed not being in the tooltip it was able to deliver more total damage than any other non-ult ability. It is now merely incredibly strong when you hit those on the edge of its range to apply the bleed.

    [list]
  • We've improved Atomic Wonder Woman's animations. Enjoy!
    [/list]


    Rev
    [list]
  • Attack Penetration changed to Movement Speed Bonus of 5/10/15/20%.
    Duration decreased from 4/5/6/7 to 2/2.5/3/3.5 seconds.
    [/list]


    Vault
    [list]
  • Base Damage decreased from 60/90/120/150 to 50/80/110/140.
  • Range decreased from 700 to 600.
  • Cooldown increased from 16/15/14/13 to 18/17/16/15.
  • Fixed an issue that would let you vault more than twice in a single Cooldown.
    [/list]


    Smite
    [list]
  • Smite Base Damage changed from to 35/35/95/125 to30/55/80/105.
  • Smite Base Ratio changed from .5 to .4.
  • Smite Rev Damage changed from to 50/95/140/185 to 40/75/110/145.
  • Smite Rev Ratio changed from .75 to .65.
    [/list]


    Savage Sweep
    [list]
  • Base Damage decreased from 50/90/130/170 to 30/50/70/90.
  • Damage Ratio decreased from .6 to .3.
  • Cooldown changed from 8 to 10/9/8/7.
  • Tooltip clarified to make Bleed damage amount clear.
  • Improved Targeting VFX.
    [/list]


    Reclaimer
    [list]
  • AWW will now path through enemy champions rather than travel around them during her Reclaimer run.
  • If AWW dies while using Reclaimer, her chainsaw/atomic symbol targeting effect will turn off and the enemy champion will no longer be revealed.
  • We've fixed a few grammatical errors in Redeemer's tooltip.
    [/list]




    Watching, Waiting
    [list]
  • Healing reduced from 6/9/12/15% to 5/7/9/11%.
  • Healing application time reduced from 6 seconds to 5 (so, spend less time in stealth for full heal).
    [/list]


    Batarang
    [list]
  • No longer applies a short Stun on mark consume. Now applies a diminishing move speed reduction (30/35/40/45) for 1.5s.
  • Cost reduced from 50 to 40. Energy Return on mark changed from 10/20/30/40 to 20.
  • Damage reduced from 50/90/130/170 to 50/85/120/155.
  • Damage Ratio decreased from .7 to .6
    [/list]


    Martial Arts
    [list]
  • Now applies a .2s Stun on hit to your target.
    [/list]


    Cape Sweep
    [list]
  • Rank 1 damage reduced from 50 to 40.
  • If no enemy champions are hit, cooldown will be reduced by 4 seconds.
  • Cost changed from 40/35/30/25 to 35.
    [/list]


    Dark Knight
    [list]
  • Batman can now see stealthed enemies inside of his own Dark Knight cloud.
    [/list]




    Cat Burglar
    [list]
  • The coins generated by Cat Burglar will no longer fly across walls or other obstructions. They will now stop before crossing those areas.
  • Coins generated by Cat Burglar can no longer be picked up by enemy Champions. They can be stomped out, however.
    [/list]


    Whip Strike
    [list]
  • Cooldown decreased from 4.5/4/3.5/3 to 4/3.5/3/2.5.
    [/list]


    Cat's Paw
    [list]
  • Slow changed from 45/50/55/60% for 2.5s to 50% for 2s.
  • Will cost changed from 60/80/100/120 to 65/80/95/110.
  • Damage increased from 45/90/135/170 to 60/110/160/210.
    [/list]


    Bad Kitty
    [list]
  • Cooldown increased from 90 to 120 seconds
  • Cost reduction on Acrobat changed from 0 cost to 50% of base cost (Savage Acrobat now costs half the Will of base Acrobat).
  • Savage Acrobat cooldown reduction increased from 1.5s to 2s.
    [/list]




    Tracer Shot
    [list]
  • Base Damage decreased from 50/95/140/195 to 50/85/120/155.
  • Responsiveness improved, it now fires sooner in the animation and releases to movement sooner.
    [/list]


    Plasma Cannon
    [list]
  • Plasma Cannon's tooltip now properly denotes that it will push him backwards slightly when firing.
    [/list]



    [list]
  • We've improved Flash's animations. Enjoy!
    [/list]


    Flash Attack
    [list]
  • Damage reduced from 60/100/140/180 to 50/90/130/170.
  • Damage Ratio decreased from .7 to .65.
  • Cost increased from 30/35/40/45 to 30/40/50/60.
    [/list]


    F=MA
    [list]
  • Cost increased from 50/60/70/80 to 55/70/85/100.
    [/list]


    Hyper Vibration
    [list]
  • Cost increased from 55/70/85/100 to 65/80/95/110.
    [/list]




    Gaslight Batman’s Bat Scream has had its width reduced to require more skill and positioning in team fights if you want to hit the whole team, but it also gets some additional speed to help with those long range snipes. 

    Sonic Batarang
    [list]
  • Base Damage decreased from 50/85/120/155 to 50/75/100/125.
    [/list]


    Bat Flight
    [list]
  • Will Cost changed from 50 to 65/75/85/95.
  • Range decreased from 800 to 750.
  • The skill will no longer charge Cooldown/vitals if it cannot move the character.
  • The skill will now release the character to movement if he hits an obstruction.
    [/list]


    Bat Scream
    [list]
  • Missile Width decreased from 400 to 300.
  • Missile Speed increased from 1300 to 1500.
  • Gaslight Batman will no longer move backwards during Bat Scream if he’s rooted.
    [/list]




    Gaslight Catwoman’s kit had an enormous amount of mobility and disengage – a little bit too much. Previously, Blood Hunt always gave a Move Speed bonus, and that bonus was doubled when there was a wounded enemy nearby. We have adjusted it so that it only gives a Move Speed bonus when there is a wounded enemy. This preserves her mobility in the appropriate situation (approaching and then ganking a weakened target), but slightly reduces her ability to disengage with it. 

    Blood Hunt
    [list]
  • Movement Bonus now only applies when there is a nearby enemy below 50% health.
  • Stealth Duration decreased from 3.5 to 2.5 seconds.
    [/list]


    Predator's Grace
    [list]
  • Damage Ratio decreased from .9 to .7.
  • Cooldown changed from 30/26/22/18 to 30/28/26/24.
    [/list]




    Fetid Cleaver
    [list]
  • Base Damage decreased from 40/65/90/115 to 40/60/80/100.
    [/list]


    Ham Toss
    [list]
  • Fear Duration decreased from 1.1/1.4/1.7/2 to .7/.9/1.1/1.3.
  • Cost increased from 30/45/60/75 to 30/50/70/90.
    [/list]


    Rat Swarm
    [list]
  • Cost Reduction decreased from 50% to 40%.
    [/list]




    For this update we have redesigned Green Lantern’s passive, Indomitable Will. Prior to this update, Indomitable Will gave Green Lantern bonus Power Damage based on how much will he was missing. This caused several problems. First, it seemed to contradict the lore, and we saw this as an opportunity to make Green Lantern’s design fit his lore more faithfully. Second, it incentivized a Green Lantern player to be in a situation that wasn’t fun: low Will. Third, and perhaps most important of all, it felt low impact during gameplay, but was actually an extremely powerful and swing-y mechanic.

    The new version of Indomitable Will flips it around and grants Green Lantern bonus Power Damage based on how much bonus Will he has. 

    To compensate for the fact that Green Lantern players can build Will without sacrificing as much Power Damage, we have also adjusted the will costs of his Q, W, and E skills.


    Indomitable Will
    [list]
  • No longer grants bonus Power Damage based on the percentage of missing Will. Instead, it now grants 1/2/3/4% of GL's Bonus Will as Bonus Power Damage.
  • The heal earned from getting a kill or assist has been increased from 15/25/35/45 to 20/50/80/110.
    [/list]


    Slam
    [list]
  • Will cost changed from 40/50/60/70 to 40/65/90/110
    [/list]


    Constrict
    [list]
  • Will cost changed from 70/80/90/100 to 60/80/100/120.
    [/list]


    Missile Barrage
    [list]
  • Fixed a bug where Green Lantern's Missile Barrage missiles had a wider collision than intended.
  • Fixed a bug where Green Lantern's Missile Barrage would sometimes deal incorrect damage amounts to opponents caught in the explosion.
  • Will cost changed from 100 to 80/95/110/125.
    [/list]



    [list]
  • Fixed a bug in the way Harley Quinn's Attack Speed was calculated when she had less then 1.0 attack speed. Her Basic Attacks should feel a bit more responsive as a result of this.
    [/list]


    Back Off!
    [list]
  • This skill now executes 80ms faster.
    [/list]


    Best Medicine
    [list]
  • The tooltip text has been changed to read
  • Comments

    Great idea making all champs free for the holiday ^.^   Theeeeeeenks!
    7:42 pm, Dec 18th, 2013
    9
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    Very interesting changes.
    8:38 pm, Dec 23rd, 2013
    9
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    Well, I am going to have to look into items pretty deep.  I played Joker a few times and he feels EXTREMELY weak now.  I imagine the items I used to use are no longer viable together, but man, I was out of will in no time and my opponents were healthy.
    11:12 pm, Dec 18th, 2013
    I feel you...  I gotta play control Shazam now since scim is poop :(
    11:26 pm, Dec 18th, 2013
    I'm going to try other items out, but I am hoping that some of the better players update their guides quickly. On the other side, I tried out the new Shade's Cane on GS Bats and it worked out rather well.  Curious as to some of the other PD items that seem to asssit attack speed, etc. (like Blue's Scarab).
    11:42 pm, Dec 18th, 2013
    Joker is still amazing. The stun on his Ult was way too over powered before, now it's just fair.
    9:48 am, Dec 19th, 2013
    The problem with the lack of a stun is that there's a chance you are barely getting hit....I still try and Q-stun anyone caught, but the stun should have become a slow....
    2:58 pm, Dec 20th, 2013
    Nah I don't think it should be a slow either, the ult is just too good to have any CC. You just have to use it intelligently now and you can still get decent damage off of it.
    8:14 pm, Dec 21st, 2013
    6
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