Original server update released on November 04, 2025
Loading the Land of Dawn
Loading the Land of Dawn
Everything on Kazuki
Original server update released on November 04, 2025
We will continue optimizing the experience for roaming tank heroes. In previous patches, we increased the Gold income for roaming heroes. In upcoming patches, we will enhance certain tank heroes' Gold efficiency and optimize their equipment.
A female warrior who infuses weapons with the Power of Einherjar for sustained combat. In this revamp design for Freya, we aim to resolve the following issues and make optimizations: 1- We've noticed that Freya has to cast her Skill 2 to increase Attack Speed when jungling or clearing minions, which leaves her unprepared for sudden teamfights, so we aim to lower the cast condition for her Skill 2. 2- Freya's dominance in the early to mid-game was too powerful. Once she gained momentum, enemies found it difficult to counter her. Therefore, we will reduce the Attack Speed provided by her passive, making certain Attack Speed equipment more beneficial for Freya. 3- Gave her Ultimate the capability to enter teamfights. This should allow her to quickly enter the Valkyrie state and enter combat when allies initiate teamfights.
Power of Einherjar: Freya can store up to 6 Sacred Orbs. Each Basic Attack grants 1 Sacred Orb, and they gradually recover when out of combat. Consuming 1 Sacred Orb grants Freya 100% Attack Speed Bonus for her next Basic Attack.
Valkyrie Shieldbind: Freya leaps to the target area and strikes the ground with her shield, gaining a shield and dealing Physical Damage to enemies within and knocking them airborne.
Valkyrie Slash: Freya charges forward and slashes, dealing Physical Damage. This skill has no base cooldown but consumes 2 Sacred Orbs per cast.
Valkyrie Descent: Freya selects a target area and dives down, dealing Physical Damage and slowing enemies along the path and at the landing point. Upon landing, Freya enters the Valkyrie state, during which her Basic Attacks deal increased damage, recover HP, and deal splash damage.
Note: When entering a Bush, Hilda enhances her next Basic Attack to deal 140 (+ 70% Total Physical Attack) (+ 9*hero level) Physical Damage and slow the target by 40% for 3s. Enemies behind the target take 70 (+50% Total Physical Attack) (+ 7*hero level) Physical Damage. After using this enhanced Basic Attack, it enters a 6s cooldown.
Note: Hilda activates the runic power of her giant axe, increasing her Movement Speed by 60% and gaining a shield equal to 10-20% of her Max HP for 3s.
Note: Reduced the foreswing of Skill 2's third attack by 33%.
Note: Optimized the Ultimate's pursuit range and increased its hit rate after locking on.
Xavier relies on continuously hitting enemies with Skills 1 and 2 to enhance and enter the Transcendence state for stronger damage output. This doesn't align with our design expectations. Therefore, we've increased the width of all skills, changed Stage I to a permanent passive, and removed the original Stage II effect, allowing Xavier to enter the Transcendence state more quickly. To balance this change, we've reduced the duration of Skill 2's immobilization.
Note: When Xavier hits an enemy hero with his skills, he gains 50% Movement Speed that decays over 1.2s. Each enemy hero hit by Xavier's skills generates one Energy charge. Upon reaching three charges, his next skill cast will enter the Transcendence state.
As a tank-roaming hero, Minotaur's ability to provide healing and buffs to his team far exceeds his own survivability as a tank. We want his combat ability to better match his character. We've revamped the original Enraged Regen effect that enhanced Skill 2 as Minotaur's new passive to improve his durability in combat. We've also added Slow Effects to the first 2 hits of his Ultimate to improve the hit rate of the final hit's Airborne effect. For balance, we have reduced Minotaur's ability to provide healing and buffs to allies, though he remains a unique tank with the ability to heal teammates.
Note: Minotaur motivates for 3s after using the skill. When Enraged, the Regen effect is doubled.
[Motivation]: Recover HP equal to 5% of damage taken from enemy heroes (+ 1%*hero level).
Enraged: Remove previous Enraged effects. Now Minotaur recovers himself and all surrounding allies
Note: When Benedetta is interrupted by control effects while charging Swordout Slash, the charge state will be interrupted, and her current Sword Intent will be retained. After the control effect ends, she needs to hold down Basic Attack again to enter the charge state. When Benedetta is in Swordout state and gets controlled while Sword Intent decays, her Swordout state will be interrupted and restored to full Sword Intent. After the control effect ends, she needs to hold down Basic Attack again to enter the charge state.
Increased Martis's damage in the mid-to-late game.
New Effect: Sky Piercer's damage will contribute to the activation of indicator effects on the target.
We aim to slightly raise Balmond's control ceiling in high-level matches.
New Effect: Hitting an enemy hero reduces their Physical Defense by 40% for 3s.
Enhanced his mobility and the controls of his Ultimate.
New Effect: Returning to the hat's location with Skill 2 no longer cancels the Movement Speed boost.
New Effect: The ring of fire will no longer be blocked by enemy heroes.
Optimized Skill 2's Mana Cost and the controls of the Ultimate to make HP support for allies more timely.
Note: Removed the foreswing.
Thamuz currently takes too long to scale, making him unable to fulfill the Fighter/Tank role until he has three or more equipment items. To address this, we've increased his early game survivability.
As a late-game Marksman, Layla's farming speed was greatly affected by the decrease in Gold from Minions. Therefore, we've slightly increased her damage in the mid to late game.
Chang'e's tower pushing efficiency in the early-mid game is too high compared to other Mages, so we reduced her enhanced Basic Attack Damage and balanced it by reducing Skill 1's mid-late game cooldown.
We aim to improve Obsidia's fighting capability when her Ultimate hits in the early game, while reducing her damage output in the late game.
New Effect: Increases Attack Speed by 30% after the Ultimate hits.
Alucard's scaling ability is too strong in the current patch, so we've reduced his mid to late-game damage to restore balance.
Yi Sun-shin can trigger his Control Immunity too often and for too long, making him hard to counter. And we aim to reduce its duration while preserving his mobility.
Arlott's damage was too high with the defense build, so we've slightly reduced his Base Damage.
Cici's Delight stacks decay gradually when not dealing damage, granting her Movement Speed and Spell Vamp boost most of the time, making it difficult for enemies to counter. Therefore, we have increased the decay speed.
Decreased the hero's mid-to-late game damage potential.
Decreased Irithel's mid-to-late game damage potential.
We've noticed that Bane's fully charged Skill 2 venom deals excessive damage in Magic builds and is difficult to counter. To address this, we've reduced its Magic Power Bonus when fully charged.
We aim to enhance this equipment's versatility, allowing tank players to choose this equipment against all heroes to reduce enemy healing effectiveness, rather than targeting only Attack Speed based heroes.
Moved the excess damage reduction effect from Twilight Armor to Guardian Helmet and removed the in-combat HP Regen effect for balance.
Note: Removed in-combat HP Regen effect.
For each enemy hero within 5 units, Physical & Magic Defense is increased by 8, up to 40.
For each enemy hero within 5 units, Physical & Magic Defense is increased by 4, up to 20.
Twilight Armor replaced by Chastise Pauldron (↑)
Enhanced the Attack Speed reduction effect and moved it from Dominance Ice to Chastise Pauldron.
Taking damage will reduce the Attack Speed and Attack Speed cap of the attacker to 75% of normal for 2s.
Fixed an issue where Wanwan would still dash if her Basic Attack missed a target while Tiger Pace was active, but no stacks were consumed.
Adjusted the difficulty of some daily events. You can now earn rewards from fewer matches. Battle Chest, Free Chest, and Daily Quest are now included in the Bang Bang Card system. You'll get a Bang Bang Card after each match and obtain a random reward from it. There are also chances to directly obtain a skin or a hero.
Adjusted the Main Interface layout and visuals, improving art quality and text clarity. Adjusted the entry location for some features to improve usability.
In Lane Matchmaking, players can select only one lane when choosing [Needed Lane].
paced, unpredictable 18-player elimination mode (6 teams of 3).
The battle is split into multiple rounds where teams are paired up to fight. A team loses a round when all its heroes are killed. The losing team's HP will be deducted, and they are eliminated once the team's HP reaches 0.
When there's an odd number of surviving teams, a random team will sit out the round.
Before each round begins, you can customize your build by selecting a suitable Chaos Fragment (a global buff, such as increased Attack Speed or Cooldown Reduction).