Balance changes are now live, Heroes!
Having released the version 2.1.0, we are working on introducing the following balance patch on June 18th. The time for another balance update has come and we have been analyzing the data and player feedback to assess which units need tweaking in the current meta. With a bigger focus on Minions but touching upon Spells too, we hope these changes will open up room for more deck experiments and more competitive battles. You will notice we give some buffs to Minions which have been underperforming or even forgotten for a while.
Continue reading for more info on each!
- Base Health: 920 → 1005
- Base Damage: 370 → 400
- Base Special Effect Damage: 160 → 175
Fire Imp should be able to always remove Swarm units of the same level, even when they are powered up - this is more to keep this consistency, but also to provide a slight buff.
- Base Heal HP: 140 → 150
- Base Health: 665 → 720
- Base Damage: 80 → 85
- Base Health: 1900 → 1835
- Base Damage: 230 → 225
- Base Health: 1740 → 1590
- Base Damage: 725 → 635
- Base Special Effect Damage: 1200 → 1300
Hellfiend is quite special in that he is a very rare unit that can be spawned anywhere, deep in the enemy territory. We notice that he is often used in this fashion to attack the portal directly, and not so much for countering ranged units. While we like this trick, we feel it can be a bit frontloaded and too strong. We decided to weaken the Portal backstab strategy by weakening his stats, but improve his special ability to compensate.
- Base Health: 755 → 715
- Base Damage: 300 → 285
- Base Health: 690 → 705
- Base Damage: 1375 → 1770
Phase Assassin was underperforming, even after her previous buff. We want her to live up to her name and be a true assassin, able to one-shot most non-tank units, so we boosted her attack further.
- Base Health: 1900 → 1840
- Base Damage: 705 → 635
Nature Guardian remains a top tier Minion. He is one of the strongest duelists in the game, and remains a strong play in many situations, and we believe he will remain to be so even after this stat decrease - but at least he should feel less oppressive at times.
- Base bonus HP per unit: 130 → 125
- Base Health: 480 → 570
- Base Damage: 320 → 380
- Base Health: 10780 → 10145
- Base Damage: 1540 → 1535
While several counterplay options exist, facing an Abomination without having one at hand shouldn’t be an automatic death sentence.
- Base Health: 675 → 640
- Base Health: 6255 → 6520
- Base Damage: 3910 → 5930
Colossus has been a niche unit for quite a while, not being used all that much, and when he would be - it was mostly for his tanking capabilities. We want to let creative players unlock his aggressive potential.
- Base Special Attack Damage: 290 → 340
Crow’s special ability is not easy to utilize and usually doesn’t do enough. We want her to be more about this ability as that is what separates her from other ranged Minions.
- Base bonus HP/Damage per unit: 130 → 125
- Base Health: 385 → 355
- Base Damage: 125 → 115
Similarly to Nature Guardian, Revenant is too effective at too many situations, and his win rate in Legendary Arena is the highest of any Minion in the game.
- Base Health: 2115 → 2315
- Base Damage: 620 → 610
Vindur’s casting animation is lengthy, and makes him often die in an encounter with other melee minions before he can pull it off. HP increase should allow for his dash to occur more often - which is what he is all about.
- Cooldown: 45 → 40 seconds
- Starting Cooldown: 25 → 20 seconds
Soul Burn remains barely used, and for a solid reason. A cooldown decrease should make it easier to utilize this more strategic damage Spell.
- Cooldown: 35 → 40 seconds
We really like how Frozen Heart creates a different playstyle from most other Spells, however, playing against it can feel oppressive, and stats do show some over-use. 5 seconds more of breathing time should help in overcoming Noëlla’s strong defenses.
- Freeze Duration: 8 → 7.5 seconds
Alay’na has been underperforming for a while, so we decided to give some of her less effective Spells a needed boost.
- Starting Cooldown: 10 → 5 seconds
- Cooldown: 30 → 25 seconds
- Cooldown: 40 → 35 seconds
- Starting Cooldown: 25 → 20 seconds