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Battlerite Season 2 begins today!

Battlerite's season 1 brought many updates and engaging changes, like the new sponsor system, ranking system and leaderboard system, but it shall come to an end this May 16, with a new patch which will introduce season rewards and the next step of its competitive scene!

Battlerite Season 2 begins today!

As season 1 ends and Battlerite Royale is ever so near, the patch includes some Network model changes, besides the much-expected rewards coming with the new season, and some champion updates focusing mostly on their battlerites.

Season Change

Season 1 will end with May 16 patch, and rewards shall be given depending on our placement, but we'll not receive any further gifts seeing as the sponsors system was placed there precisely for that. Also, the top 5 placement will obtain an exclusive title reflecting their ranking.

Season 2 will bring two new sponsors in the company of four previous ones, almost all with brand new rewards, while season 1 sponsors who player have signed to, will remain to be completed without any issues, but will be marked with a star.  

Champion Updates

There have been many tweaks made to quite a number of champions, all in order to keep their battlerites as open as possible by adding new ones, nerfing some, buffing some… seeing that as of late some champions were having a unique battlerite path to be played with.


  • Fire Ward (Space)
    • Shield value increased from 15 to 16
  • Emberfire (Reworked) (Q)
    • Now grants a Shield for each enemy hit by Flamestrike
    • Shield absorbs up to 10 damage and lasts up to 3s
  • Molten Core (New Offense Rite) (E)
    • Molten Fist causes your next Fireball to deal 2 bonus damage and inflict Ignite
    • Added to Basic Loadout, replacing Lava Punch
  • Mach Punch (New Mixed Rite) (E)
    • Molten Fist travel distance increased by 50% and cooldown is reduced by 1.5s
  • Lava Punch (E)
    • Removed
  • Fire Punch (E)
    • Removed


"The Axe and Shield rite continues to create uncertain situations where the availability of Bulwark is up in the air. As such we are removing it and instead adding a new rite that speaks more to Bakko’s identity as someone going into the breach, protecting those behind him."


  • Axe and Shield (M1)
    • Removed
  • The Red Axe (M2)
    • Healing per charge reduced from 2 to 1
    • Added to Basic Loadout, replacing Axe and Shield
  • Howling Axes (M2)
    • Cooldown reduction increased from 1.5s to 1.75s
  • Heroic Leap (Space)
    • Now grants one weapon charge per target hit instead of 3 bonus damage
  • Shield Bash (Q)
    • Weaken factor reduced from 50% to 40%
  • Hold the Line (New Support Rite) (Q)
    • Blocking an attack with Bulwark grants a shield to the nearby ally with the least health
    • Shield absorbs up to 18 damage for 3s.
  • Dizzying Dash (E)
    • Snare factor increased from 15% to 20%


"We still have our eye on Destiny for potential future changes that will allow her to carve out a more stable place for herself, but in the meantime some of her lesser used rites see improvements both in numbers and functionality."


  •  Dispatch (Space)
    • Destiny now returns to the Magnetic Orb form for the remaining duration after jumping
    • If it is available, her attack charge is spent in the recast
  • Energy Conversion (Q)
    • Increase base shield from 12 to 14
  • Lasting Plasma (E)
    • Removed
  • Plasma Accelerator (New Mixed Rite) (E)
    • Accelerates allied projectile speeds up to 200% as they pass through Plasma Wall
    • Your projectiles deal 2 bonus damage when accelerated
  • Expansion Pack (R)
    • No longer increases Fading Snare duration, instead replaces Fading Snare with a Root that lasts 1s

"Seeing Freya walking around with a massive Shield is an impressive sight, but might also be a bit too common. With the following changes the shield she gains from one opponent remains the same, while decreasing the value out of multi-hits. Thunderslam sees an adjustment to promote using it as not just a Static applying tool."

  • Electric Shield (Q)
    • Additional shield value gained per new target hitting Electric Shield reduced from 18 to 18/15/12
  • Thunderslam (EX E)
    • Bonus damage against targets with Static increased from 6 to 8
  • Lightning Rod (E)
    • Yields a 8/7/6 health shield per target hit
      • Hitting one target yields 8 shield value, two targets yields 8+7, etc


"Jamila remains a bit of an underdog but these quality of life changes alongside some fresh new rites, some of them replacing other less used ones, should push her performance to a better level."

  • Blood Kunai (EX M2)
    • Now bounces to the target in range with the lowest HP that can be healed
  • Shadow Dance (Q)
    • Immaterial duration increased from 0.5s to 0.75s
  • Deadly Blow (R)
    • Cast time reduced from 0.7s to 0.6s
  • Roundhouse Kick (Space)
    • Removed
  • Quick Strike (Reworked) (Space)
    • Elusive Strike can now be recast to perform a short dash dealing 10 damage and inflicting Lesser Phantom debuff, dealing 16 damage after 2s
  • Agile Shadow (Q)
    • Removed
  • Blade Swirl (Q)
    • Removed
  • Crimson Blur (New Mobility Rite) (Q)
    • Grants a 70% Fading Haste lasting 0.75s when successfully countering an attack with Shadow Dance
  • Shroud of Shadows (New Survival Rite) (Q)
    • Reduces damage taken by 30% for 2.5s after the invisibility of Shadow Dance fades
  • Deceptive Momentum (New Survival Rite) (E)
    • While being pulled you take 75% less damage
  • Lurking Phantom (F)
    • Now called Shadow Double
    • In addition to Stalking Phantom being able to wall jump, you can now recast to switch places with the Stalking Phantom once it is stopped and remove negative effects


"Pestilus is one of the champions that has suffered from the least variance in his rite picks. With the changes to his rites there should be more reasons to deviate from his established build and try some new rites out."

  • Brain Bug (EX E)
    • Duration increased from 2s to 2.5s
  • Colony (M2)
    • Hitting an enemy with Bloodsucker now inflicts Moth and spreads Moth to nearby enemies
    • Hitting Queen will still spread Moth to nearby enemies as well
  • Disperse (Space)
    • Snare factor increased from 20% to 25%
  • Spores (Space)
    • Weaken factor on enemies increased from 50% to 60% and damage & healing output of allies increased from 25% to 30%
  • Broodmother (Q)
    • Now also increases the Queen’s area of effect by 10%
    • Battlerite category changed from Control to Mixed
  • Sacrifice (Q)
    • Snare factor increases by 5% for each additional tick an enemy stays in the Queen’s area (for a maximum of 45%)
    • Battlerite category changed from Offense to Control
  • Hive Mind (Q)
    • Battlerite category changed from Mixed to Utility
  • Heart of the Swarm (New Mixed Rite) (R)
    • Swarm sends out Lesser Moth projectiles dealing 5 damage or healing for 3, to nearby enemies and allies when destroyed
    • Cooldown is reduced by 3s
    • Inflicts Moth and heals self for 1 health


"The previous changes to Rook were primarily meant to improve his performance in organized play. While this was more or less achieved, it came at the cost of Rook overperfoming in general matchmaking games. With these changes we take a step back and remove the guaranteed incap combos he previously had. In return, one of his more picked rites is now part of Rook’s core abilities, allowing him to include a different rite in his rotation."

  • Eat (EX M1)
    • Healing over time reduced from 24 to 20
  • Crushing Blow (M2)
    • Squash rite now included in base
    • Damage reduced from 20 to 18
    • Stun duration reduced from 0.5s to 0.4s
  • Rush (Space)
    • Stun duration reduced from 0.5s to 0.4s
    • Damage reduced from 16-28 to 14-26
  • Smack (R)
    • Cast time increased from 0.3s to 0.35s
  • Squash
    • Now included in base kit
  • Rook Smash (M2)
    • Added to Basic Loadout, replacing Smash
  • Endurance (Space)
    • Hitting an enemy further reduces cooldown by 2s
  • Raging Bull (Space)
    • Now reduces cast time and cooldown of rush by 50% instead of 60%
    • Battlerite category changed from Offense to Utility
    • Fixed an issue with Raging Bull where casting Rush when Berserk ended would result in Rush having no cooldown; it will now always have the Raging Bull cooldown.


  • Crusade (EX Space)
    • Travel time increased from 0.4s to 0.45s
  • Light Speed (Q)
    • Absorbing attacks with Radiant Shield increases movement speed by 25%/45%/60%, as opposed to 20% stacked per absorbed attack
  • Light’s Embrace (Q)
    • Healing increased from 10 to 12
  • Halo (E)
    • Shield value reduced from 14 to 12


"To help Zander to once again have a spot on the main stage we remove the Arcane Conductor rite, one of the picks most Zanders simply couldn’t go without, and put some of its power into Zander’s core kit. Some of his other rites see changes to let him have a more even spread of choices."

  • Spotlight (EX M2)
    • Healing increased from 21 to 24 (4×6 instead of 3×7)
  • Arcane Catalyst (Debuff)
    • Amplify factor increased from 10% to 15%
  • Arcane Conductor (M2)
    • Removed
  • Ace up the Sleeve (M2)
    • Now any ally traveling through the portal resets the cooldown of Grand Conjuration. Only the first ally traveling through will reset the cooldown
  • Awestruck (New Control Rite) (M2)
    • Grand Conjuration inflicts a 1.5s Fading Snare
    • Added to Basic Loadout, replacing Arcane Conductor
  • Transformation Sickness (E)
    • Removed
  • Lead Astray (E)
    • Arcane Catalyst is now applied when Sheep Form ends
  • The Big Stage (New Mixed Rite) (E)
    • Increases Sheep Trick radius by 10% and reduces cooldown by 1s

For more details, changes and champion updates please visit the official blog.

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