Crunch is a melee diver with a unique set of abilities meant to combo together in various ways. We wanted Crunch to be very dynamic and fluid to play, so a lot of attention went into nailing down the feel of weaving abilities and basic attacks together in succession. Players that can effectively combo both his abilities and basic attacks together, and utilize on-hit ability effect items, will get the most out Crunch.
Base Stats:
Health: 575 (+89)
Health Regen: 1.52 (+0.15)
Mana: 305 (+38)
Mana Regen: 1.47 (+0.12)
Attack Speed: 100 (+1.25)
Attack Speed Scaling: .7
Physical Armour: 34.5 (+3.6)
Energy Armour: 32 (+1.2)
Movement Speed: 570
Basic Attack Damage: 65 (+3.4)
Basic Attack Cooldown: 1.1
Crunch Punch (P)
Every third ability will be empowered if used in the last 10 seconds. All abilities proc attack and ability affects.
Left Crunch (Q)
Deals 70-260 (+60% physical power and 50% energy power) physical damage to a target and 50% to all targets in melee range. Deals 25% additional damage and has 80/85/90/95/100% cleave when empowered.
Right Crunch (E)
Deals 65-240 (+50% physical power and 40% emergy power) physical damage to a target and stuns them for 0.5 seconds. Deals 25% additional damage and knocks up and stuns targets for 1-1.8 seconds when empowered.
Forward Crunch(RMB)
Dash you up to 1050 units away, dealing 55-200 (+50% physical power and 40% energy power) physical damage and stopping at the first enemy hero hit, slowing them by 30% for 2 seconds. Dashes 1350 units, deals 25% additional damage and pushes enemy heroes when empowered.
Re-Crunch (R)
Instantly repeat the last ability used. Reduce active cooldowns by 0.4/0.7/1.0 seconds for every basic attack landed.
The Hero Mastery Race is a competition to see who can reach gold mastery on our latest hero the fastest! Want to learn more about this system? Check out our blog post here: Fault Hero Mastery Races
BUG FIXES
HUD
Chat
Fixed an issue causing chat filter to not work.
Items
Robe of Miracles
Fixed an issue with Robe being useable while CC'd.
Map
Structures
Towers and Inhibitors
Fixed an issue with Lifesteal working on Structures. (Towers and Inhibitors).
Minions
We fixed some bugs with minions this patch and for the average player the impact of these fixes can be hard to parse. These changes means that minion waves crashes will be cleaner and rebound off towers correctly, not only that but waves will properly gain size while slow pushing/rebounding. This will translate to more punishment for leaving lane in form of tower damage if the enemy is wise enough to use the advantage. I will be looking at streams and gathering feedback on minions after the patch rolls out.
Lane Minions
Fixed an issue with Minions not targeting Tower when inside Tower Radius.
Fixed an issue causing minions to not target the nearest enemy minion when they’re supposed to.
BALANCE
Favor
Green Favor
Health reduced from 20 -> 15 per point of Favor.
Heroes
Kallari
Assassin's Tactics (Passive)
Second Jump Height increased from 1250 -> 1400 units.
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