June System Update: Release Notes

Hail Protectors, and welcome to the release notes for the June Update!

The June Update isn't a small update in the slightest! As we march forward with our usual content (bug fixes, Champion balance, Artifact balance, and Amplifier balance) the June update welcomes a new major feature: An overhauled out-of-match UI that allows you to navigate our menus much more easily! For those of you who've been with us for a while, you'll be happy to hear that the June Update also contains our solution to Gambit Stacking.

Whether you're a newbie or a pro Infinite Crisis player, there's something exciting for you in the patch notes below! Construct, please execute text file, June Update.

If you're looking for the Artifact & Amplifier changes for the June Update, look no further than this page.

System Alerts: High Importance Changes

Interface Projections Overhauled: Lobby UI Updated

Our UI team has put in a ton of legwork and updated the pre-match lobby UI. You'll now find that it can appropriately scale for HD screens, allow you to travel through to the profile and store pages while you're in group or custom match, and features some slick new art. The end of match scorecard also has a second tab with some brand new stats on the game you just completed!

As always, we'll be continuing to update and improve the UI as we go forward. Again, please let us know what you think of these changes (and what you'd like to see in the future) in our official forums!

General Changes


Gotham Heights

  • Drones will now end their patrols and teleport out at the center of their targeted capture point.
  • Captured points will now reveal cameras placed close to them, much like they reveal stealthed units.

Coast City

  • We’ve taken another pass on the terrain of Coast City. Enjoy a new look!
  • We've improved the Raider's animations in Coast City.

Gotham Divided

  • Turrets and Dampeners will now switch to Enemy champions when they are attacking allied champions. Previously, they would keep attacking Elite Drones if they were present.
  • Leviathan will no longer grant team-wide XP. In order to receive XP for Leviathan, you will have to be in range of his demise.
  • A dampener that is about to resurface will stop the creation of Elite Drones in the lane earlier, to prevent the dampener from re-falling to Elite Drones all over again.
  • More bits and buildings of Gotham Divided are now destructible. Boom.
  • The deployable missiles of Gotham Divided will no longer hover above the terrain upon impact.
  • Fixed a bug where the Raider's legs wouldn't fade out when it was destroyed.
  • Fixed some missing kill card icons for deployable buffs on Gotham Divided.


Stolen Powers

With this update we are beginning a global balance pass on Stolen Powers. For now, we are hitting some of the outliers; powers we believe to be greatly over or under-performing. In future updates, we will be re-assessing the role of each power and making some adjustments to the balance between the base and unique versions of the skills.

Enjoy, and tell us what you think on the Stolen Powers below!

Meteor Drop

Meteor Drop’s long range has opened it up to some interesting plays. We’re going to keep pushing this direction and keep an eye on the skill to see if it needs more. Green Lantern’s Drop is over-performing so we are toning it down. With the range increase to the base skill, we want to make sure it doesn’t become degenerate.

  • Range increased from 3000 to 4500
  • Green Lanterns Meteor Drop Power Damage ratio reduced from 45% to 35%


The potency of Invulnerability is high, and this is okay, but its long duration meant there was usually more than enough time to escape to the safety of turrets or team. We want tighter timing on this skill, while leaving the bonus health where it was.

  • Duration reduced from 3 to 2.

Psychic Assault

Jungle ganks with Psychic Assault are a little stronger then we’d like, so we’re going to start with a small reduction in the duration. Future changes to this skill may see a more substantial redesign, but not for this update.

  • Duration from 3 to 2.5
  • Zatannas Psychic Assault duration reduced from 3.5 to 3 and Move Speed reduction reduced from 45% to 40%
  • Sinestro's variant will now properly scale the armor rend effect with your level.

Super Strength

Super Strength is awesome to watch. Super Strength is not being used enough. Time to dial it up! THROW ALL THE THINGS!

Small Object

  • Range increased from 800 to 850.
  • Knockup increased from 1.25 to 1.5.

Large Object

  • Range increased from 900 to 950.
  • Damage increased from 80 +30/lvl to 90 +35/lvl.

Surveillance Camera

Green Arrow’s Camera has almost single-handedly spelled the doom of X-ray Vision. We’re going to start with a heavy reduction on its duration, and keep watching.

  • Green Arrow's Surveillance Camera stealth piercing duration reduced from 10s to 5s.


The amount of map control Teleport gives well organized teams is incredible. We like the great lane switching or sudden jungle ganks the skill leads to, but the frequency was a bit too high.

  • Cooldown increased from 300 to 360.
  • Catwoman's Teleport cooldown increased from 240s to 300s.
  • You can now activate Teleport and click to a surveillance camera on the minimap to teleport to it. No more having to send your camera over to it first!


Trap is in a very weak place right now, and ultimately will need a more significant revision, but number changes are what we are going to start with. Keep your eyes open!

  • Cooldown reduced from 30s to 25s
  • Root duration increased from 1s to 1.5s

X-ray Vision

X-ray vision used to be overly potent at controlling objectives, but the balance changes we made previously have pushed it down rather far. We’re going to take a small step here to help it out relative to Surveillance Camera.

  • Reduce cooldown from 120s to 100s


Champion Bug Fixes

  • Blue Beetle – The effect icon for Scarab Scanner will now go away from you UI if you quickly detonate it after sending it out.
  • Cyborg – Fixed an issue where Cyborg’s gun arm would sometimes look like it was stealthed even after he left a stealth pad.
  • Green Arrow - If you trigger Bullseye during the middle of Green Arrow’s dash, it will queue up to fire Bullseye once the dash ends and you’re free to do so.
  • Green Arrow – Bullseye has been changed to always work on press to activate it, regardless of smartcasting.
  • Green Arrow – Fixed an issue where Green Arrow’s Bullseye could continue to play after the skill was interrupted by a stun.
  • Harley Quinn – The target of Best Medicine will now laugh.
  • Joker – Joker’s Punching Bag was mistakenly providing a small amount of vision. This has been removed.
  • Atomic Poison Ivy – Wall of Thorns will now always apply a damage over time, even if Toxic Growth is consumed and applies a silence.
  • Star Sapphire – The targeting effects ring on Crystal Bomb will now go away when the Crystal Bomb explodes.
  • Star Sapphire – Fixed an issue that allowed the Predator to sometimes dash while under the influence of hard crowd control, such as Fear or Stun.
  • Star Sapphire – Clarified her Bonds of Love tooltip to denote that the skill can be used on the Predator’s Crystal, even if the Predator is not manifested.
  • Star Sapphire – Her Violet Ring should no longer be visible when she’s a bunny.
  • Star Sapphire – Predator now plays its full “get up” animation after it’s knocked down.
  • Star Sapphire – Predator now plays the half of its joke properly when she types /joke, even if its in an idle fidget animation.
  • Superman – Superman should be less likely to hit an enemy with Heat Vision when they recall to base.
  • Superman – Superman’s Speeding Bullet target will now no longer look bright blue when targeted.
  • Nightmare Superman – Condemn will now appropriately interrupt a Nightmare Batman’s Feral Embrace.
  • Nightmare Superman – If Nightmare Superman is the first death in the match, he will now properly award First Blood.
  • Nightmare Superman – Fixed an issue that caused Siphon/Infuse’s animation to play twice.
  • Nightmare Superman – Enemies who are Condemned into the Phantom Zone will no longer be able to be knocked back or feared around. They will stay stuck in place in their little cube.
  • Nightmare Superman – Possession will no longer go on cooldown if he is killed by an invalid target.
  • Nightmare Superman - The logo on Nightmare Superman’s possession ghost now looks more… ghostly.
  • Nightmare Superman – Fixed an issue where if Nightmare Superman died while beginning to cast Vortex, he would spawn unable to attack or cast skills other than Vortex.
  • Robin – His passive, This Guy!, will not go on cooldown when last hitting an enemy.
  • Wonder Woman – Wonder Woman should no longer get stuck if she Lasso Grabs an enemy when they recall.
  • Wonder Woman – If you follow up a Lasso Grab with Amazonian Prowess, you will no longer stop attacking your target.
  • Atomic Wonder Woman – We’ve addressed a bug that caused Reclaimer to sometimes not hit its target. While we were in there, we worked on the animations of Reclaimer to smooth it out.


Champion Balance

In the June Update, only one champion is receiving a major balance pass. Nightmare Batman has ruled the jungle as the king for a long time, and the team has decided to re-focus on the scourge of the night and change up his skill kit. IC_PlayByGray has more information...

Nightmare Batman

Nightmare Batman has been a top rank Champion for a while, because of his ability to do a multitude of things with his kit. Going forward we want Night Bat to be more reliant on his basic attacks on a single target and less so on a 2-hit KO skill combo. Although skills are changing, the core of them still remain.

Eternal Hunger is no longer Attack Lifesteal, however it is now granting health per basic attacks. He was getting a bit too much lifesteal for free, which was working with all of his skills and basic attacks. In order to maximize your health return you will gain stacks on a single target, if you switch targets you will reset your stacks and have to build them once again.

Bat Swarm will grant a shorter duration of Stealth and give Night Bat a Bat Swarm buff to use on a target. To use this buff you must basic attack an enemy (Champion, creature, drone). The traditional Bat Swarm will drop at their feet and deal damage over time. Bat Swarm will no longer grant energy return, the energy return mechanic has now moved to Savagery.

In conclusion, the Bat Swarm (W) + Feral Embrace (R) combo still remains, even though a little less potent. You will now need to secure kills, if the combo does not, with your Savagery and Silver Batarang.

Eternal Hunger

  • Earn health on basic attacks.
  • Consecutive basic attacks on the same target will enhance the health return.

Silver Batarang

  • The slow has been removed.

Bat Swarm

  • No longer gives energy back.
  • Swarm duration increased to 3s from 2.5.
  • Stealth duration decreased from 2.5s to 1s.
  • Cooldown is now flat 18s .
  • Ratio (Over full duration) reduced from 1.8 to .9.
  • Activating the skill grants Night Bat a buff that will drop a Bat Swarm at the feet of the first target he basic attacks.


  • Cooldown changed from 20s to 22/20/18/16s.
  • Cost increased from 20 to 30.
  • Move Speed Percent now scales - 10/15/20/25%.
  • Basic Attacks that hit give back 4 energy when skill is active.

Feral Embrace

  • Base Damage reduced from 200 to 150 (Over full duration).
  • Damage gained per level reduced from 80 to 75 (Over full duration).